float v;
this.nextthink = time + 0.1;
- if (!(this.owner.active == ACTIVE_ACTIVE))
- {
+ if (!(this.owner.active == ACTIVE_ACTIVE)) {
this.owner.avelocity_x = 0;
return;
}
// calculate sinewave using makevectors
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
- {
+ 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
this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
}
spawnfunc(func_pendulum)
{
entity controller;
- if (this.noise != "")
- {
+ if (this.noise != "") {
precache_sound(this.noise);
soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
}
// keys: angle, speed, phase, noise, freq
- if(!this.speed)
+ if (!this.speed) {
this.speed = 30;
+ }
// not initializing this.dmg to 2, to allow damageless pendulum
- if(this.dmg && (this.message == ""))
+ if (this.dmg && (this.message == "")) {
this.message = " was squished";
- if(this.dmg && (this.message2 == ""))
+ }
+ if (this.dmg && (this.message2 == "")) {
this.message2 = "was squished by";
- if(this.dmg && (!this.dmgtime))
+ }
+ if (this.dmg && (!this.dmgtime)) {
this.dmgtime = 0.25;
+ }
this.dmgtime2 = time;
setblocked(this, generic_plat_blocked);
this.avelocity_z = 0.0000001;
- if (!InitMovingBrushTrigger(this))
+ if (!InitMovingBrushTrigger(this)) {
return;
+ }
- if(!this.freq)
- {
+ if (!this.freq) {
// find pendulum length (same formula as Q3A)
this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
}
this.nextthink = this.ltime + 999999999;
setthink(this, SUB_NullThink); // for PushMove
- //this.effects |= EF_LOWPRECISION;
+ // this.effects |= EF_LOWPRECISION;
// TODO make a reset function for this one
}