#ifdef SVQC .float height; void func_bobbing_controller_think(entity this) { vector v; self.nextthink = time + 0.1; if(self.owner.active != ACTIVE_ACTIVE) { self.owner.velocity = '0 0 0'; return; } // calculate sinewave using makevectors makevectors((self.nextthink * self.owner.cnt + self.owner.phase * 360) * '0 1 0'); v = self.owner.destvec + self.owner.movedir * v_forward_y; if(self.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed // * 10 so it will arrive in 0.1 sec self.owner.velocity = (v - self.owner.SUB_ORIGIN) * 10; } /*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS Brush model that moves back and forth on one axis (default Z). speed : how long one cycle takes in seconds (default 4) height : how far the cycle moves (default 32) phase : cycle timing adjustment (0-1 as a fraction of the cycle, default 0) noise : path/name of looping .wav file to play. dmg : Do this mutch dmg every .dmgtime intervall when blocked dmgtime : See above. */ spawnfunc(func_bobbing) { entity controller; if (this.noise != "") { precache_sound(this.noise); soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE); } if (!this.speed) this.speed = 4; if (!this.height) this.height = 32; // center of bobbing motion this.destvec = this.origin; // time scale to get degrees this.cnt = 360 / this.speed; this.active = ACTIVE_ACTIVE; // damage when blocked this.blocked = generic_plat_blocked; if(this.dmg && (this.message == "")) this.message = " was squished"; if(this.dmg && (this.message2 == "")) this.message2 = "was squished by"; if(this.dmg && (!this.dmgtime)) this.dmgtime = 0.25; this.dmgtime2 = time; // how far to bob if (this.spawnflags & 1) // X this.movedir = '1 0 0' * this.height; else if (this.spawnflags & 2) // Y this.movedir = '0 1 0' * this.height; else // Z this.movedir = '0 0 1' * this.height; if (!InitMovingBrushTrigger(this)) return; // wait for targets to spawn controller = new(func_bobbing_controller); controller.owner = this; controller.nextthink = time + 1; setthink(controller, func_bobbing_controller_think); this.SUB_NEXTTHINK = this.SUB_LTIME + 999999999; SUB_THINK(this, SUB_NullThink); // Savage: Reduce bandwith, critical on e.g. nexdm02 this.effects |= EF_LOWPRECISION; // TODO make a reset function for this one } #endif