self.think1 ();
}
-.float bezier_turn;
+.float platmovetype_turn;
void SUB_CalcMove_controller_think (void)
{
entity oldself;
traveltime = self.animstate_endtime - self.animstate_starttime;
phasepos = (nexttick - self.animstate_starttime) / traveltime; // range: [0, 1]
phasepos = cubic_speedfunc(self.platmovetype_start, self.platmovetype_end, phasepos);
-
- /* switch(self.platmovetype)
- {
- case 1: // linear
- break;
- // phasepos = cubic_speedfunc(1, 1, phasepos); // identity
- case 2: // cosine
- // phasepos = (1 - cos(phasepos * 3.14159265)) / 2;
- phasepos = cubic_speedfunc(0, 0, phasepos);
- break;
- case 3: // inverted cosine
- // phasepos = acos(1 - phasepos * 2) / 3.14159265;
- phasepos = cubic_speedfunc(2, 2, phasepos);
- break;
- case 4: // half cosine
- // phasepos = (1 - cos(phasepos * (3.14159265 / 2)));
- phasepos = cubic_speedfunc(0, 1.5, phasepos);
- break;
- case 5: // inverted half cosine
- // phasepos = sin(phasepos * (3.14159265 / 2));
- phasepos = cubic_speedfunc(1.5, 0, phasepos);
- break;
- } */
nextpos = self.origin + (delta * phasepos) + (delta2 * phasepos * phasepos);
// derivative: delta + 2 * delta2 * phasepos (e.g. for angle positioning)
veloc = veloc * (1 / sys_frametime); // so it arrives for the next frame
}
self.owner.velocity = veloc;
- if(self.owner.bezier_turn)
+ if(self.owner.platmovetype_turn)
{
vector vel;
vel = delta + 2 * delta2 * phasepos;