4 void func_pendulum_controller_think(entity this)
7 this.nextthink = time + 0.1;
9 if (!(this.owner.active == ACTIVE_ACTIVE)) {
10 this.owner.avelocity_x = 0;
14 // calculate sinewave using makevectors
15 makevectors((this.nextthink * this.owner.freq + this.owner.phase) * '0 360 0');
16 v = this.owner.speed * v_forward_y + this.cnt;
17 if (this.owner.classname == "func_pendulum") { // don't brake stuff if the func_bobbing was killtarget'ed
18 // * 10 so it will arrive in 0.1 sec
19 this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
23 spawnfunc(func_pendulum)
26 if (this.noise != "") {
27 precache_sound(this.noise);
28 soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
31 this.active = ACTIVE_ACTIVE;
33 // keys: angle, speed, phase, noise, freq
38 // not initializing this.dmg to 2, to allow damageless pendulum
40 if (this.dmg && (this.message == "")) {
41 this.message = " was squished";
43 if (this.dmg && (this.message2 == "")) {
44 this.message2 = "was squished by";
46 if (this.dmg && (!this.dmgtime)) {
51 setblocked(this, generic_plat_blocked);
53 this.avelocity_z = 0.0000001;
54 if (!InitMovingBrushTrigger(this)) {
59 // find pendulum length (same formula as Q3A)
60 this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
64 this.cnt = this.angles_z;
66 // wait for targets to spawn
67 controller = new(func_pendulum_controller);
68 controller.owner = this;
69 controller.nextthink = time + 1;
70 setthink(controller, func_pendulum_controller_think);
71 this.nextthink = this.ltime + 999999999;
72 setthink(this, SUB_NullThink); // for PushMove
74 // this.effects |= EF_LOWPRECISION;
76 // TODO make a reset function for this one