]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/fourier.qc
Fix (de)activation of func_button
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / fourier.qc
index 19dceef25307b68d623ee388fd255cb21401fb35..28e0f0f7c74df039f84a7f2d111ca32a634f0844 100644 (file)
@@ -1,3 +1,4 @@
+#include "fourier.qh"
 #ifdef SVQC
 /*QUAKED spawnfunc_func_fourier (0 .5 .8) ?
 Brush model that moves in a pattern of added up sine waves, can be used e.g. for circular motions.
@@ -10,79 +11,78 @@ dmg: Do this mutch dmg every .dmgtime intervall when blocked
 dmgtime: See above.
 */
 
-void func_fourier_controller_think()
+void func_fourier_controller_think(entity this)
 {
        vector v;
        float n, i, t;
 
-       self.nextthink = time + 0.1;
-       if(self.owner.active != ACTIVE_ACTIVE)
+       this.nextthink = time + 0.1;
+       if(this.owner.active != ACTIVE_ACTIVE)
        {
-               self.owner.velocity = '0 0 0';
+               this.owner.velocity = '0 0 0';
                return;
        }
 
 
-       n = floor((tokenize_console(self.owner.netname)) / 5);
-       t = self.nextthink * self.owner.cnt + self.owner.phase * 360;
+       n = floor((tokenize_console(this.owner.netname)) / 5);
+       t = this.nextthink * this.owner.cnt + this.owner.phase * 360;
 
-       v = self.owner.destvec;
+       v = this.owner.destvec;
 
        for(i = 0; i < n; ++i)
        {
                makevectors((t * stof(argv(i*5)) + stof(argv(i*5+1)) * 360) * '0 1 0');
-               v = v + ('1 0 0' * stof(argv(i*5+2)) + '0 1 0' * stof(argv(i*5+3)) + '0 0 1' * stof(argv(i*5+4))) * self.owner.height * v_forward_y;
+               v = v + ('1 0 0' * stof(argv(i*5+2)) + '0 1 0' * stof(argv(i*5+3)) + '0 0 1' * stof(argv(i*5+4))) * this.owner.height * v_forward_y;
        }
 
-       if(self.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed
+       if(this.owner.classname == "func_fourier") // don't brake stuff if the func_fourier was killtarget'ed
                // * 10 so it will arrive in 0.1 sec
-               self.owner.velocity = (v - self.owner.origin) * 10;
+               this.owner.velocity = (v - this.owner.origin) * 10;
 }
 
-void spawnfunc_func_fourier()
+spawnfunc(func_fourier)
 {
        entity controller;
-       if (self.noise != "")
+       if (this.noise != "")
        {
-               precache_sound(self.noise);
-               soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
+               precache_sound(this.noise);
+               soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
        }
 
-       if (!self.speed)
-               self.speed = 4;
-       if (!self.height)
-               self.height = 32;
-       self.destvec = self.origin;
-       self.cnt = 360 / self.speed;
-
-       self.blocked = generic_plat_blocked;
-       if(self.dmg && (self.message == ""))
-               self.message = " was squished";
-    if(self.dmg && (self.message2 == ""))
-               self.message2 = "was squished by";
-       if(self.dmg && (!self.dmgtime))
-               self.dmgtime = 0.25;
-       self.dmgtime2 = time;
-
-       if(self.netname == "")
-               self.netname = "1 0 0 0 1";
-
-       if (!InitMovingBrushTrigger())
+       if (!this.speed)
+               this.speed = 4;
+       if (!this.height)
+               this.height = 32;
+       this.destvec = this.origin;
+       this.cnt = 360 / this.speed;
+
+       setblocked(this, 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;
+
+       if(this.netname == "")
+               this.netname = "1 0 0 0 1";
+
+       if (!InitMovingBrushTrigger(this))
                return;
 
-       self.active = ACTIVE_ACTIVE;
+       this.active = ACTIVE_ACTIVE;
 
        // wait for targets to spawn
-       controller = spawn();
-       controller.classname = "func_fourier_controller";
-       controller.owner = self;
+       controller = new(func_fourier_controller);
+       controller.owner = this;
        controller.nextthink = time + 1;
-       controller.think = func_fourier_controller_think;
-       self.SUB_NEXTTHINK = self.SUB_LTIME + 999999999;
-       self.SUB_THINK = SUB_NullThink; // for PushMove
+       setthink(controller, func_fourier_controller_think);
+       this.nextthink = this.ltime + 999999999;
+       setthink(this, SUB_NullThink); // for PushMove
 
        // Savage: Reduce bandwith, critical on e.g. nexdm02
-       self.effects |= EF_LOWPRECISION;
+       this.effects |= EF_LOWPRECISION;
 
        // TODO make a reset function for this one
 }