]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/pendulum.qc
Merge branch 'amade/small-fixes' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / pendulum.qc
index 503b4591d2904c5c90e5955ebd8a06edd7fca2f0..a59f7a93baf6a6427dc8b7813e020ec50e39ae54 100644 (file)
@@ -1,76 +1,76 @@
+#include "pendulum.qh"
 #ifdef SVQC
 .float freq;
-void func_pendulum_controller_think()
+void func_pendulum_controller_think(entity this)
 {
        float 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.avelocity_x = 0;
+               this.owner.avelocity_x = 0;
                return;
        }
 
        // calculate sinewave using makevectors
-       makevectors((self.nextthink * self.owner.freq + self.owner.phase) * '0 360 0');
-       v = self.owner.speed * v_forward_y + self.cnt;
-       if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
+       makevectors((this.nextthink * this.owner.freq + this.owner.phase) * '0 360 0');
+       v = this.owner.speed * v_forward_y + this.cnt;
+       if(this.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
        {
                // * 10 so it will arrive in 0.1 sec
-               self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10;
+               this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
        }
 }
 
-void spawnfunc_func_pendulum()
+spawnfunc(func_pendulum)
 {
        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);
        }
 
-       self.active = ACTIVE_ACTIVE;
+       this.active = ACTIVE_ACTIVE;
 
        // keys: angle, speed, phase, noise, freq
 
-       if(!self.speed)
-               self.speed = 30;
-       // not initializing self.dmg to 2, to allow damageless pendulum
+       if(!this.speed)
+               this.speed = 30;
+       // not initializing this.dmg to 2, to allow damageless pendulum
 
-       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(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;
 
-       self.blocked = generic_plat_blocked;
+       setblocked(this, generic_plat_blocked);
 
-       self.avelocity_z = 0.0000001;
-       if (!InitMovingBrushTrigger())
+       this.avelocity_z = 0.0000001;
+       if (!InitMovingBrushTrigger(this))
                return;
 
-       if(!self.freq)
+       if(!this.freq)
        {
                // find pendulum length (same formula as Q3A)
-               self.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(self.mins_z))));
+               this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
        }
 
        // copy initial angle
-       self.cnt = self.angles_z;
+       this.cnt = this.angles_z;
 
        // wait for targets to spawn
-       controller = spawn();
-       controller.classname = "func_pendulum_controller";
-       controller.owner = self;
+       controller = new(func_pendulum_controller);
+       controller.owner = this;
        controller.nextthink = time + 1;
-       controller.think = func_pendulum_controller_think;
-       self.nextthink = self.ltime + 999999999;
-       self.think = SUB_NullThink; // for PushMove
+       setthink(controller, func_pendulum_controller_think);
+       this.nextthink = this.ltime + 999999999;
+       setthink(this, SUB_NullThink); // for PushMove
 
-       //self.effects |= EF_LOWPRECISION;
+       //this.effects |= EF_LOWPRECISION;
 
        // TODO make a reset function for this one
 }