#ifdef SVQC
.float height;
-void func_bobbing_controller_think()
-{SELFPARAM();
+void func_bobbing_controller_think(entity this)
+{
vector v;
- self.nextthink = time + 0.1;
+ this.nextthink = time + 0.1;
- if(self.owner.active != ACTIVE_ACTIVE)
+ if(this.owner.active != ACTIVE_ACTIVE)
{
- self.owner.velocity = '0 0 0';
+ this.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
+ makevectors((this.nextthink * this.owner.cnt + this.owner.phase * 360) * '0 1 0');
+ v = this.owner.destvec + this.owner.movedir * v_forward_y;
+ if(this.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;
+ this.owner.velocity = (v - this.owner.SUB_ORIGIN) * 10;
}
/*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
this.active = ACTIVE_ACTIVE;
// damage when blocked
- this.blocked = generic_plat_blocked;
+ setblocked(this, generic_plat_blocked);
if(this.dmg && (this.message == ""))
this.message = " was squished";
if(this.dmg && (this.message2 == ""))
controller.nextthink = time + 1;
setthink(controller, func_bobbing_controller_think);
this.SUB_NEXTTHINK = this.SUB_LTIME + 999999999;
- this.SUB_THINK = SUB_NullThink;
+ SUB_THINK(this, SUB_NullThink);
// Savage: Reduce bandwith, critical on e.g. nexdm02
this.effects |= EF_LOWPRECISION;