// DP/Nex Menu // control/effect/float.qc ////////////////////// // Item_Effect_Float /// void() Item_Effect_Float_Update = { if( self._state == ITEM_STATE_FORWARD ) { if( self._presstime + self.time_x < Timer_Time ) { self._parent.self.targetFloat = self.endFloat; self._presstime = Timer_Time; self._state = ITEM_STATE_BACKWARD; } else self._parent.self.targetFloat = self.interpolForward( self.startFloat, self.endFloat, self.time_x, Timer_Time - self._presstime, self._parent.self.targetFloat ); } else { if( self._presstime + self.time_y < Timer_Time ) { self._parent.self.targetFloat = self.startFloat; self._presstime = Timer_Time; self._state = ITEM_STATE_FORWARD; } else self._parent.self.targetFloat = self.interpolForward( self.endFloat, self.startFloat, self.time_y, Timer_Time - self._presstime, self._parent.self.targetFloat ); } // Check the task state if( ( self.time_y == -1 && self._state == ITEM_STATE_BACKWARD ) || ( self.time_z >= 0 && self.time_z >= Timer_Time ) ) if( self.time_z == -2 ) self._runFlag = self._runFlag | RUNFLAG_CHILDDRAWONLY | FLAG_DRAWONLY; else Menu_DeleteAfterFrame( self ); }; void() Item_Effect_Float_Reinit = { self._parent.self.targetFloat = self.startFloat; self._presstime = Timer_Time; self._state = ITEM_STATE_FORWARD; if( self.flag & FLAG_DRAWONLY ) self.flag = self.flag - FLAG_DRAWONLY; }; void() Item_Effect_Float_Spawn = { self.flag = self.flag | FLAG_HIDDEN; self._update = Item_Effect_Float_Update; self._reinit = Item_Effect_Float_Reinit; };