if(self.owner.classname == "func_pendulum") // don't brake stuff if the func_bobbing was killtarget'ed
{
// * 10 so it will arrive in 0.1 sec
- self.owner.avelocity_x = (remainder(v - self.owner.angles_x, 360)) * 10;
+ self.owner.avelocity_z = (remainder(v - self.owner.angles_z, 360)) * 10;
}
};
if(!self.freq)
{
// find pendulum length (same formula as Q3A)
- self.freq = 1 / (M_PI * 2) * sqrt(cvar("sv_gravity") / (3 * fabs(self.mins_z)));
+ self.freq = 1 / (M_PI * 2) * sqrt(cvar("sv_gravity") / (3 * max(8, fabs(self.mins_z))));
}
// wait for targets to spawn