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- function main()
- {
- self.isMoving = "false";
- level thread centrifuge_think();
- centrifuge_spikes = GetEntArray( "centrifuge", "targetname" );
- for ( i = 0; i < centrifuge_spikes.size; i++ )
- {
- centrifuge_spikes[i] thread hurt_actors();
- }
- }
- function hurt_actors()
- {
- while ( isDefined( self ) )
- {
- players = getPlayers();
- for ( i = 0; i < players[ i ].size; i++ )
- {
- if ( distance( players[ i ].origin, self.origin ) < 64 )
- players[ i ] doDamage( 100, players[ i ].origin );
- }
- }
- }
- function centrifuge_think()
- {
- while( true )
- {
- level.centrifuge_spikes = GetEntArray( "centrifuge", "targetname" );
- level.player_active = struct::get( "player_active", "targetname" );
- level.player_done = struct::get( "player_done", "targetname" );
- centrifuge_trig = GetEnt( "centrifuge_trig", "targetname" );
- centrifuge_trig SetCursorHint( "HINT_NOICON" );
- centrifuge_trig SetHintString( "Press ^3F^7 Start The Meat Grinder" );
- centrifuge_trig waittill( "trigger", player );
- self.isMoving = "true";
- centrifuge_trig SetHintString( "" );
- player SetOrigin( level.player_active.origin );
- player PlayerLinkToAbsolute(level.player_active);
- player SetPlayerAngles(level.player_active.angles);
- player EnableInvulnerability();
- player DisableWeapons();
- if(isdefined(level.centrifuge_spikes))
- {
- for(i=0;i<level.centrifuge_spikes.size;i++)
- {
- level.centrifuge_spikes[i] thread c_rotate();
- }
- }
- }
- }
- function c_rotate()
- {
- if (!isdefined(self.speed))
- self.speed = .2;
- if (!isdefined(self.script_noteworthy))
- self.script_noteworthy = "z";
- self moveY(475, 60);
- while(true)
- {
- // rotateYaw(float rot, float time, <float acceleration_time>, <float deceleration_time>);
- if (self.script_noteworthy == "z")
- self rotateYaw(-360,self.speed);
- else if (self.script_noteworthy == "x")
- self rotateRoll(-360,self.speed);
- else if (self.script_noteworthy == "y")
- self rotatePitch(-360,self.speed);
- wait ((self.speed)-0.1); // removes the slight hesitation that waittill("rotatedone"); gives.
- // self waittill("rotatedone");
- self SetOrigin( level.player_done.origin );
- self PlayerLinkToAbsolute(level.player_done);
- self SetPlayerAngles(level.player_done.angles);
- self EnableInvulnerability();
- self DisableWeapons();
- }
- }
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