Xonotic
bobbing.qc
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1 #include "bobbing.qh"
2 #ifdef SVQC
3 .float height;
4 void func_bobbing_controller_think(entity this)
5 {
6  vector v;
7  this.nextthink = time + 0.1;
8 
9  if(this.owner.active != ACTIVE_ACTIVE)
10  {
11  this.owner.velocity = '0 0 0';
12  return;
13  }
14 
15  // calculate sinewave using makevectors
16  makevectors((this.nextthink * this.owner.cnt + this.owner.phase * 360) * '0 1 0');
17  v = this.owner.destvec + this.owner.movedir * v_forward_y;
18  if(this.owner.classname == "func_bobbing") // don't brake stuff if the func_bobbing was killtarget'ed
19  // * 10 so it will arrive in 0.1 sec
20  this.owner.velocity = (v - this.owner.origin) * 10;
21 }
22 
23 /*QUAKED spawnfunc_func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
24 Brush model that moves back and forth on one axis (default Z).
25 speed : how long one cycle takes in seconds (default 4)
26 height : how far the cycle moves (default 32)
27 phase : cycle timing adjustment (0-1 as a fraction of the cycle, default 0)
28 noise : path/name of looping .wav file to play.
29 dmg : Do this mutch dmg every .dmgtime intervall when blocked
30 dmgtime : See above.
31 */
32 spawnfunc(func_bobbing)
33 {
34  entity controller;
35  if (this.noise != "")
36  {
37  precache_sound(this.noise);
38  soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE, 0);
39  }
40  if (!this.speed)
41  this.speed = 4;
42  if (!this.height)
43  this.height = 32;
44  // center of bobbing motion
45  this.destvec = this.origin;
46  // time scale to get degrees
47  this.cnt = 360 / this.speed;
48 
49  this.active = ACTIVE_ACTIVE;
50 
51  this.draggable = drag_undraggable;
52 
53  // damage when blocked
54  setblocked(this, generic_plat_blocked);
55  if(this.dmg && (this.message == ""))
56  this.message = " was squished";
57  if(this.dmg && (this.message2 == ""))
58  this.message2 = "was squished by";
59  if(this.dmg && (!this.dmgtime))
60  this.dmgtime = 0.25;
61  this.dmgtime2 = time;
62 
63  // how far to bob
64  if (this.spawnflags & BOBBING_XAXIS)
65  this.movedir = '1 0 0' * this.height;
66  else if (this.spawnflags & BOBBING_YAXIS)
67  this.movedir = '0 1 0' * this.height;
68  else // Z
69  this.movedir = '0 0 1' * this.height;
70 
71  if (!InitMovingBrushTrigger(this))
72  return;
73 
74  // wait for targets to spawn
75  controller = new_pure(func_bobbing_controller);
76  controller.owner = this;
77  controller.nextthink = time + 1;
78  setthink(controller, func_bobbing_controller_think);
79  this.nextthink = this.ltime + 999999999;
80  setthink(this, SUB_NullThink);
81 
82  // Savage: Reduce bandwith, critical on e.g. nexdm02
83  this.effects |= EF_LOWPRECISION;
84 
85  // TODO make a reset function for this one
86 }
87 #endif
float speed
Definition: subs.qh:41
string noise
Definition: progsdefs.qc:209
vector destvec
Definition: subs.qh:35
entity() spawn
float dmg
Definition: platforms.qh:6
spawnfunc(info_player_attacker)
Definition: sv_assault.qc:283
origin
Definition: ent_cs.qc:114
float ltime
Definition: progsdefs.qc:107
float effects
Definition: csprogsdefs.qc:111
float spawnflags
Definition: progsdefs.qc:191
entity owner
Definition: main.qh:73
const int BOBBING_YAXIS
Definition: bobbing.qh:5
vector movedir
Definition: progsdefs.qc:203
float cnt
Definition: powerups.qc:24
float height
Definition: jumppads.qh:12
const int ACTIVE_ACTIVE
Definition: defs.qh:37
string message
Definition: powerups.qc:19
const float VOL_BASE
Definition: sound.qh:36
float nextthink
Definition: csprogsdefs.qc:121
const int CH_TRIGGER_SINGLE
Definition: sound.qh:13
vector(float skel, float bonenum) _skel_get_boneabs_hidden
void SUB_NullThink(entity this)
Definition: subs.qc:3
const int BOBBING_XAXIS
Definition: bobbing.qh:4
float dmgtime
Definition: platforms.qh:7
vector v
Definition: ent_cs.qc:116
float dmgtime2
Definition: platforms.qh:8
bool drag_undraggable(entity draggee, entity dragger)
Definition: cheats.qc:897
void generic_plat_blocked(entity this, entity blocker)
Definition: platforms.qc:3
int active
Definition: defs.qh:34
#define new_pure(class)
purely logical entities (.origin doesn't work)
Definition: oo.qh:62
#define setthink(e, f)
float time
Definition: csprogsdefs.qc:16
#define makevectors
Definition: post.qh:21
float EF_LOWPRECISION
const float ATTEN_IDLE
Definition: sound.qh:32