+#include "pendulum.qh"
#ifdef SVQC
.float freq;
-void func_pendulum_controller_think()
+void func_pendulum_controller_think(entity this)
{
float v;
- self.nextthink = time + 0.1;
+ this.nextthink = time + 0.1;
- if (!(self.owner.active == ACTIVE_ACTIVE))
+ if (!(this.owner.active == ACTIVE_ACTIVE))
{
- self.owner.avelocity_x = 0;
+ this.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
+ 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
{
// * 10 so it will arrive in 0.1 sec
- self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10;
+ this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
}
}
-void spawnfunc_func_pendulum()
+spawnfunc(func_pendulum)
{
entity controller;
- if (self.noise != "")
+ if (this.noise != "")
{
- precache_sound(self.noise);
- soundto(MSG_INIT, self, CH_TRIGGER_SINGLE, self.noise, VOL_BASE, ATTEN_IDLE);
+ precache_sound(this.noise);
+ soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE);
}
- self.active = ACTIVE_ACTIVE;
+ this.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(!this.speed)
+ this.speed = 30;
+ // not initializing this.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;
+ if(this.dmg && (this.message == ""))
+ this.message = " was squished";
+ if(this.dmg && (this.message2 == ""))
+ this.message2 = "was squished by";
+ if(this.dmg && (!this.dmgtime))
+ this.dmgtime = 0.25;
+ this.dmgtime2 = time;
- self.blocked = generic_plat_blocked;
+ setblocked(this, generic_plat_blocked);
- self.avelocity_z = 0.0000001;
- if (!InitMovingBrushTrigger())
+ this.avelocity_z = 0.0000001;
+ if (!InitMovingBrushTrigger(this))
return;
- if(!self.freq)
+ if(!this.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))));
+ this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
}
// copy initial angle
- self.cnt = self.angles_z;
+ this.cnt = this.angles_z;
// wait for targets to spawn
- controller = spawn();
- controller.classname = "func_pendulum_controller";
- controller.owner = self;
+ controller = new(func_pendulum_controller);
+ controller.owner = this;
controller.nextthink = time + 1;
- controller.think = func_pendulum_controller_think;
- self.nextthink = self.ltime + 999999999;
- self.think = SUB_NullThink; // for PushMove
+ setthink(controller, func_pendulum_controller_think);
+ this.nextthink = this.SUB_LTIME + 999999999;
+ SUB_THINK(this, SUB_NullThink); // for PushMove
- //self.effects |= EF_LOWPRECISION;
+ //this.effects |= EF_LOWPRECISION;
// TODO make a reset function for this one
}