3 void func_pendulum_controller_think()
6 self.nextthink = time + 0.1;
8 if (!(self.owner.active == ACTIVE_ACTIVE))
10 self.owner.avelocity_x = 0;
14 // calculate sinewave using makevectors
15 makevectors((self.nextthink * self.owner.freq + self.owner.phase) * '0 360 0');
16 v = self.owner.speed * v_forward_y + self.cnt;
17 if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
19 // * 10 so it will arrive in 0.1 sec
20 self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10;
24 void spawnfunc_func_pendulum()
29 precache_sound(self.noise);
30 soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
33 self.active = ACTIVE_ACTIVE;
35 // keys: angle, speed, phase, noise, freq
39 // not initializing self.dmg to 2, to allow damageless pendulum
41 if(self.dmg && (self.message == ""))
42 self.message = " was squished";
43 if(self.dmg && (self.message2 == ""))
44 self.message2 = "was squished by";
45 if(self.dmg && (!self.dmgtime))
49 self.blocked = generic_plat_blocked;
51 self.avelocity_z = 0.0000001;
52 if (!InitMovingBrushTrigger())
57 // find pendulum length (same formula as Q3A)
58 self.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(self.mins_z))));
62 self.cnt = self.angles_z;
64 // wait for targets to spawn
66 controller.classname = "func_pendulum_controller";
67 controller.owner = self;
68 controller.nextthink = time + 1;
69 controller.think = func_pendulum_controller_think;
70 self.nextthink = self.ltime + 999999999;
71 self.think = SUB_NullThink; // for PushMove
73 //self.effects |= EF_LOWPRECISION;
75 // TODO make a reset function for this one