3 /*QUAKED spawnfunc_func_fourier (0 .5 .8) ?
4 Brush model that moves in a pattern of added up sine waves, can be used e.g. for circular motions.
5 netname: list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults
6 speed: how long one cycle of frequency multiplier 1 in seconds (default 4)
7 height: amplitude modifier (default 32)
8 phase: cycle timing adjustment (0-1 as a fraction of the cycle, default 0)
9 noise: path/name of looping .wav file to play.
10 dmg: Do this mutch dmg every .dmgtime intervall when blocked
14 void func_fourier_controller_think(entity this)
19 this.nextthink = time + 0.1;
20 if (this.owner.active != ACTIVE_ACTIVE) {
21 this.owner.velocity = '0 0 0';
26 n = floor((tokenize_console(this.owner.netname)) / 5);
27 t = this.nextthink * this.owner.cnt + this.owner.phase * 360;
29 v = this.owner.destvec;
31 for (i = 0; i < n; ++i) {
32 makevectors((t * stof(argv(i * 5)) + stof(argv(i * 5 + 1)) * 360) * '0 1 0');
33 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;
36 if (this.owner.classname == "func_fourier") { // don't brake stuff if the func_fourier was killtarget'ed
37 // * 10 so it will arrive in 0.1 sec
38 this.owner.velocity = (v - this.owner.origin) * 10;
42 spawnfunc(func_fourier)
45 if (this.noise != "") {
46 precache_sound(this.noise);
47 soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
56 this.destvec = this.origin;
57 this.cnt = 360 / this.speed;
59 setblocked(this, generic_plat_blocked);
60 if (this.dmg && (this.message == "")) {
61 this.message = " was squished";
63 if (this.dmg && (this.message2 == "")) {
64 this.message2 = "was squished by";
66 if (this.dmg && (!this.dmgtime)) {
71 if (this.netname == "") {
72 this.netname = "1 0 0 0 1";
75 if (!InitMovingBrushTrigger(this)) {
79 this.active = ACTIVE_ACTIVE;
81 // wait for targets to spawn
82 controller = new(func_fourier_controller);
83 controller.owner = this;
84 controller.nextthink = time + 1;
85 setthink(controller, func_fourier_controller_think);
86 this.nextthink = this.ltime + 999999999;
87 setthink(this, SUB_NullThink); // for PushMove
89 // Savage: Reduce bandwith, critical on e.g. nexdm02
90 this.effects |= EF_LOWPRECISION;
92 // TODO make a reset function for this one