2 void multivibrator_send()
7 cyclestart = floor((time + self.phase) / (self.wait + self.respawntime)) * (self.wait + self.respawntime) - self.phase;
9 newstate = (time < cyclestart + self.wait);
11 if(self.state != newstate)
12 SUB_UseTargets(self, self, NULL);
13 self.state = newstate;
16 self.nextthink = cyclestart + self.wait + 0.01;
18 self.nextthink = cyclestart + self.wait + self.respawntime + 0.01;
21 void multivibrator_toggle(entity this, entity actor, entity trigger)
23 if(this.nextthink == 0)
25 WITHSELF(this, multivibrator_send());
31 SUB_UseTargets(this, actor, trigger);
38 void multivibrator_reset()
40 if(!(self.spawnflags & 1))
41 self.nextthink = 0; // wait for a trigger event
43 self.nextthink = max(1, time);
46 /*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
47 "Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
48 -------- KEYS --------
49 target: trigger all entities with this targetname when it goes off
50 targetname: name that identifies this entity so it can be triggered; when off, it always uses the OFF state
51 phase: offset of the timing
52 wait: "on" cycle time (default: 1)
53 respawntime: "off" cycle time (default: same as wait)
54 -------- SPAWNFLAGS --------
55 START_ON: assume it is already turned on (when targeted)
57 spawnfunc(trigger_multivibrator)
62 self.respawntime = self.wait;
65 self.use = multivibrator_toggle;
66 self.think = multivibrator_send;
67 self.nextthink = max(1, time);
70 multivibrator_reset();