#ifdef SVQC .float freq; void func_pendulum_controller_think() { float v; self.nextthink = time + 0.1; if (!(self.owner.active == ACTIVE_ACTIVE)) { self.owner.avelocity_x = 0; return; } // calculate sinewave using makevectors makevectors((self.nextthink * self.owner.freq + self.owner.phase) * '0 360 0'); v = self.owner.speed * v_forward_y + self.cnt; if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed { // * 10 so it will arrive in 0.1 sec self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10; } } void spawnfunc_func_pendulum() { entity controller; if (self.noise != "") { precache_sound(self.noise); soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE); } self.active = ACTIVE_ACTIVE; // keys: angle, speed, phase, noise, freq if(!self.speed) self.speed = 30; // not initializing self.dmg to 2, to allow damageless pendulum if(self.dmg && (self.message == "")) self.message = " was squished"; if(self.dmg && (self.message2 == "")) self.message2 = "was squished by"; if(self.dmg && (!self.dmgtime)) self.dmgtime = 0.25; self.dmgtime2 = time; self.blocked = generic_plat_blocked; self.avelocity_z = 0.0000001; if (!InitMovingBrushTrigger()) return; if(!self.freq) { // find pendulum length (same formula as Q3A) self.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(self.mins_z)))); } // copy initial angle self.cnt = self.angles_z; // wait for targets to spawn controller = spawn(); controller.classname = "func_pendulum_controller"; controller.owner = self; controller.nextthink = time + 1; controller.think = func_pendulum_controller_think; self.nextthink = self.SUB_LTIME + 999999999; self.SUB_THINK = SUB_NullThink; // for PushMove //self.effects |= EF_LOWPRECISION; // TODO make a reset function for this one } #endif