3 #include "../../../server/_all.qh"
5 #include "../../../server/g_subs.qh"
6 #include "../../../server/waypointsprites.qh"
7 #include "../../../server/g_damage.qh"
8 #include "../../../server/bot/bot.qh"
9 #include "../../common/csqcmodel_settings.qh"
10 #include "../../../csqcmodellib/sv_model.qh"
11 #include "../../../server/weapons/common.qh"
19 .float debrismovetype;
21 .vector debrisvelocity;
22 .vector debrisvelocityjitter;
23 .vector debrisavelocityjitter;
25 .float debristimejitter;
26 .float debrisfadetime;
27 .float debrisdamageforcescale;
30 .string mdl_dead; // or "" to hide when broken
31 .string debris; // space separated list of debris models
33 // mdl = particle effect name
34 // count = particle effect multiplier
35 // targetname = target to trigger to unbreak the model
36 // target = targets to trigger when broken
37 // health = amount of damage it can take
39 // 1 = start disabled (needs to be triggered to activate)
40 // 2 = indicate damage
41 // 4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
43 // for mdl_dead to work, origin must be set (using a common/origin brush).
44 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
47 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
51 // - basically func_assault_destructible for general gameplay use
53 void LaunchDebris (string debrisname, vector force)
56 setorigin(dbr, self.absmin
57 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
58 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
59 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
60 setmodel (dbr, debrisname );
61 dbr.skin = self.debrisskin;
62 dbr.colormap = self.colormap; // inherit team colors
63 dbr.owner = self; // do not be affected by our own explosion
64 dbr.movetype = self.debrismovetype;
65 dbr.solid = self.debrissolid;
66 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
67 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
68 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
69 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
70 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
71 self.velocity = self.velocity + force * self.debrisdamageforcescale;
72 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
73 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
74 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
75 dbr.damageforcescale = self.debrisdamageforcescale;
76 if(dbr.damageforcescale)
77 dbr.takedamage = DAMAGE_YES;
78 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
81 void func_breakable_colormod()
84 if (!(self.spawnflags & 2))
86 h = self.health / self.max_health;
88 self.colormod = '1 0 0';
90 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
92 self.colormod = '1 1 1';
94 CSQCMODEL_AUTOUPDATE();
97 void func_breakable_look_destroyed()
101 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
102 self.dropped_origin = self.origin;
104 if(self.mdl_dead == "")
105 self.effects |= EF_NODRAW;
107 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
108 floorZ = self.absmin.z;
109 setorigin(self,((self.absmax+self.absmin)*.5));
110 self.origin_z = floorZ;
112 setmodel(self, self.mdl_dead);
113 self.effects &= ~EF_NODRAW;
116 CSQCMODEL_AUTOUPDATE();
118 self.solid = SOLID_NOT;
121 void func_breakable_look_restore()
123 setmodel(self, self.mdl);
124 self.effects &= ~EF_NODRAW;
126 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
127 setorigin(self, self.dropped_origin);
129 CSQCMODEL_AUTOUPDATE();
131 self.solid = SOLID_BSP;
134 void func_breakable_behave_destroyed()
136 self.health = self.max_health;
137 self.takedamage = DAMAGE_NO;
138 self.bot_attack = false;
139 self.event_damage = func_null;
141 if(self.spawnflags & 4)
142 self.use = func_null;
143 func_breakable_colormod();
145 stopsound (self, CH_TRIGGER_SINGLE);
148 void func_breakable_behave_restore()
150 self.health = self.max_health;
153 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
154 WaypointSprite_UpdateHealth(self.sprite, self.health);
156 if(!(self.spawnflags & 4))
158 self.takedamage = DAMAGE_AIM;
159 self.bot_attack = true;
160 self.event_damage = func_breakable_damage;
163 self.nextthink = 0; // cancel auto respawn
164 func_breakable_colormod();
166 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
169 void func_breakable_init_for_player(entity player)
171 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
174 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
178 void func_breakable_destroyed()
180 func_breakable_look_destroyed();
181 func_breakable_behave_destroyed();
183 CSQCMODEL_AUTOUPDATE();
186 void func_breakable_restore()
188 func_breakable_look_restore();
189 func_breakable_behave_restore();
191 CSQCMODEL_AUTOUPDATE();
194 vector debrisforce; // global, set before calling this
195 void func_breakable_destroy() {
199 activator = self.owner;
200 self.owner = world; // set by W_PrepareExplosionByDamage
202 // now throw around the debris
203 n = tokenize_console(self.debris);
204 for(i = 0; i < n; ++i)
205 LaunchDebris(argv(i), debrisforce);
207 func_breakable_destroyed();
210 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
213 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
216 Send_Effect((effects_ent[self.cnt - 1]).eent_eff_name, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
220 self.think = func_breakable_restore;
221 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
224 oldmsg = self.message;
227 self.message = oldmsg;
230 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
234 if(self.spawnflags & DOOR_NOSPLASH)
235 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
238 if(attacker.team == self.team)
240 self.pain_finished = time;
241 self.health = self.health - damage;
244 WaypointSprite_Ping(self.sprite);
245 WaypointSprite_UpdateHealth(self.sprite, self.health);
247 func_breakable_colormod();
252 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
256 void func_breakable_reset()
258 self.team = self.team_saved;
259 func_breakable_look_restore();
260 if(self.spawnflags & 1)
261 func_breakable_behave_destroyed();
263 func_breakable_behave_restore();
265 CSQCMODEL_AUTOUPDATE();
268 // destructible walls that can be used to trigger target_objective_decrease
269 void spawnfunc_func_breakable()
274 self.max_health = self.health;
276 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
277 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
278 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
279 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
280 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
281 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
282 if(!self.debristime) self.debristime = 3.5;
283 if(!self.debristimejitter) self.debristime = 2.5;
286 self.cnt = particleeffectnum(self.mdl);
290 if(self.message == "")
291 self.message = "got too close to an explosion";
292 if(self.message2 == "")
293 self.message2 = "was pushed into an explosion by";
295 self.dmg_radius = 150;
297 self.dmg_force = 200;
299 self.mdl = self.model;
300 SetBrushEntityModel();
302 if(self.spawnflags & 4)
303 self.use = func_breakable_destroy;
305 self.use = func_breakable_restore;
307 if(self.spawnflags & 4)
309 self.takedamage = DAMAGE_NO;
310 self.event_damage = func_null;
311 self.bot_attack = false;
314 // precache all the models
316 precache_model(self.mdl_dead);
317 n = tokenize_console(self.debris);
318 for(i = 0; i < n; ++i)
319 precache_model(argv(i));
321 precache_sound(self.noise);
323 precache_sound(self.noise1);
325 self.team_saved = self.team;
326 self.dropped_origin = self.origin;
328 self.reset = func_breakable_reset;
329 func_breakable_reset();
331 self.init_for_player_needed = 1;
332 self.init_for_player = func_breakable_init_for_player;
334 CSQCMODEL_AUTOINIT();
337 // for use in maps with a "model" key set
338 void spawnfunc_misc_breakablemodel() {
339 spawnfunc_func_breakable();