4 void func_bobbing_controller_think(
entity this)
11 this.
owner.velocity =
'0 0 0';
17 v = this.
owner.destvec + this.
owner.movedir * v_forward_y;
18 if(this.
owner.classname ==
"func_bobbing")
20 this.
owner.velocity = (v - this.
owner.origin) * 10;
57 if(this.
dmg && (this.message2 ==
""))
58 this.message2 =
"was squished by";
71 if (!InitMovingBrushTrigger(
this))
75 controller =
new_pure(func_bobbing_controller);
76 controller.owner =
this;
77 controller.nextthink =
time + 1;
78 setthink(controller, func_bobbing_controller_think);
spawnfunc(info_player_attacker)
const int CH_TRIGGER_SINGLE
vector(float skel, float bonenum) _skel_get_boneabs_hidden
void SUB_NullThink(entity this)
bool drag_undraggable(entity draggee, entity dragger)
#define new_pure(class)
purely logical entities (.origin doesn't work)