Xonotic
pendulum.qc
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1 #include "pendulum.qh"
2 #ifdef SVQC
3 .float freq;
4 void func_pendulum_controller_think(entity this)
5 {
6  float v;
7  this.nextthink = time + 0.1;
8 
9  if (!(this.owner.active == ACTIVE_ACTIVE))
10  {
11  this.owner.avelocity_x = 0;
12  return;
13  }
14 
15  // calculate sinewave using makevectors
16  makevectors((this.nextthink * this.owner.freq + this.owner.phase) * '0 360 0');
17  v = this.owner.speed * v_forward_y + this.cnt;
18  if(this.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
19  {
20  // * 10 so it will arrive in 0.1 sec
21  this.owner.avelocity_z = (remainder(v - this.owner.angles_z, 360)) * 10;
22  }
23 }
24 
25 spawnfunc(func_pendulum)
26 {
27  entity controller;
28  if (this.noise != "")
29  {
30  precache_sound(this.noise);
31  soundto(MSG_INIT, this, CH_TRIGGER_SINGLE, this.noise, VOL_BASE, ATTEN_IDLE, 0);
32  }
33 
34  this.active = ACTIVE_ACTIVE;
35 
36  // keys: angle, speed, phase, noise, freq
37 
38  if(!this.speed)
39  this.speed = 30;
40  // not initializing this.dmg to 2, to allow damageless pendulum
41 
42  if(this.dmg && (this.message == ""))
43  this.message = " was squished";
44  if(this.dmg && (this.message2 == ""))
45  this.message2 = "was squished by";
46  if(this.dmg && (!this.dmgtime))
47  this.dmgtime = 0.25;
48  this.dmgtime2 = time;
49 
50  setblocked(this, generic_plat_blocked);
51 
52  this.avelocity_z = 0.0000001;
53  if (!InitMovingBrushTrigger(this))
54  return;
55 
56  if(!this.freq)
57  {
58  // find pendulum length (same formula as Q3A)
59  this.freq = 1 / (M_PI * 2) * sqrt(autocvar_sv_gravity / (3 * max(8, fabs(this.mins_z))));
60  }
61 
62  // copy initial angle
63  this.cnt = this.angles_z;
64 
65  // wait for targets to spawn
66  controller = new_pure(func_pendulum_controller);
67  controller.owner = this;
68  controller.nextthink = time + 1;
69  setthink(controller, func_pendulum_controller_think);
70  this.nextthink = this.ltime + 999999999;
71  setthink(this, SUB_NullThink); // for PushMove
72 
73  //this.effects |= EF_LOWPRECISION;
74 
75  // TODO make a reset function for this one
76 }
77 #endif
float speed
Definition: subs.qh:41
string noise
Definition: progsdefs.qc:209
entity() spawn
float dmg
Definition: platforms.qh:6
spawnfunc(info_player_attacker)
Definition: sv_assault.qc:283
float ltime
Definition: progsdefs.qc:107
entity owner
Definition: main.qh:73
float cnt
Definition: powerups.qc:24
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
void SUB_NullThink(entity this)
Definition: subs.qc:3
const float M_PI
Definition: csprogsdefs.qc:269
float dmgtime
Definition: platforms.qh:7
vector v
Definition: ent_cs.qc:116
float remainder(float e, float f)
Definition: mathlib.qc:212
float dmgtime2
Definition: platforms.qh:8
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
const float ATTEN_IDLE
Definition: sound.qh:32