quake-rerelease-qc/quakec_hipnotic/hipwater.qc

70 lines
1.9 KiB
C++
Raw Normal View History

2022-04-06 19:43:08 +00:00
/* Copyright (C) 1996-2022 id Software LLC
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
*/
/* Water QuickC program
By Jim Dose' 12/16/96
*/
void() bobbingwater_think =
{
local vector ang;
self.count = self.count + self.speed * ( time - self.ltime );
if ( self.count > 360 )
{
self.count = self.count - 360;
}
ang_x = self.count;
ang_y = 0;
ang_z = 0;
makevectors( ang );
self.origin_z = v_forward_z * self.cnt;
setorigin( self, self.origin );
self.ltime = time;
self.nextthink = time + 0.02;
};
/*QUAKED func_bobbingwater (0 .5 .8) ?
Used to emulate water. To use, create a thin water brush and center it
on the water line of the body of water to bob. The amount of the bob
is the depth of the brush.
"speed" is how long in seconds it takes the brush to do one full bob.
*/
void() func_bobbingwater =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_STEP;
self.solid = SOLID_NOT;
setmodel (self,self.model);
self.think = bobbingwater_think;
self.count = 0;
self.cnt = self.size_z / 2;
if ( !self.speed )
{
self.speed = 4;
}
self.speed = 360 / self.speed;
self.nextthink = time + 0.02;
self.ltime = time;
};