3 #include "../../../server/_all.qh"
5 #include "../../../server/g_subs.qh"
6 #include "../../../server/g_damage.qh"
7 #include "../../../server/bot/bot.qh"
8 #include "../../../common/csqcmodel_settings.qh"
9 #include "../../../csqcmodellib/sv_model.qh"
10 #include "../../../server/weapons/common.qh"
18 .float debrismovetype;
20 .vector debrisvelocity;
21 .vector debrisvelocityjitter;
22 .vector debrisavelocityjitter;
24 .float debristimejitter;
25 .float debrisfadetime;
26 .float debrisdamageforcescale;
29 .string mdl_dead; // or "" to hide when broken
30 .string debris; // space separated list of debris models
32 // mdl = particle effect name
33 // count = particle effect multiplier
34 // targetname = target to trigger to unbreak the model
35 // target = targets to trigger when broken
36 // health = amount of damage it can take
38 // 1 = start disabled (needs to be triggered to activate)
39 // 2 = indicate damage
40 // 4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
42 // for mdl_dead to work, origin must be set (using a common/origin brush).
43 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
46 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
50 // - basically func_assault_destructible for general gameplay use
52 void LaunchDebris (string debrisname, vector force)
55 setorigin(dbr, self.absmin
56 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
57 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
58 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
59 _setmodel (dbr, debrisname );
60 dbr.skin = self.debrisskin;
61 dbr.colormap = self.colormap; // inherit team colors
62 dbr.owner = self; // do not be affected by our own explosion
63 dbr.movetype = self.debrismovetype;
64 dbr.solid = self.debrissolid;
65 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
66 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
67 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
68 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
69 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
70 self.velocity = self.velocity + force * self.debrisdamageforcescale;
71 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
72 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
73 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
74 dbr.damageforcescale = self.debrisdamageforcescale;
75 if(dbr.damageforcescale)
76 dbr.takedamage = DAMAGE_YES;
77 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
80 void func_breakable_colormod()
83 if (!(self.spawnflags & 2))
85 h = self.health / self.max_health;
87 self.colormod = '1 0 0';
89 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
91 self.colormod = '1 1 1';
93 CSQCMODEL_AUTOUPDATE(self);
96 void func_breakable_look_destroyed()
100 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
101 self.dropped_origin = self.origin;
103 if(self.mdl_dead == "")
104 self.effects |= EF_NODRAW;
106 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
107 floorZ = self.absmin.z;
108 setorigin(self,((self.absmax+self.absmin)*.5));
109 self.origin_z = floorZ;
111 _setmodel(self, self.mdl_dead);
112 self.effects &= ~EF_NODRAW;
115 CSQCMODEL_AUTOUPDATE(self);
117 self.solid = SOLID_NOT;
120 void func_breakable_look_restore()
122 _setmodel(self, self.mdl);
123 self.effects &= ~EF_NODRAW;
125 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
126 setorigin(self, self.dropped_origin);
128 CSQCMODEL_AUTOUPDATE(self);
130 self.solid = SOLID_BSP;
133 void func_breakable_behave_destroyed()
135 self.health = self.max_health;
136 self.takedamage = DAMAGE_NO;
137 self.bot_attack = false;
138 self.event_damage = func_null;
140 if(self.spawnflags & 4)
141 self.use = func_null;
142 func_breakable_colormod();
144 stopsound (self, CH_TRIGGER_SINGLE);
147 void func_breakable_behave_restore()
149 self.health = self.max_health;
152 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
153 WaypointSprite_UpdateHealth(self.sprite, self.health);
155 if(!(self.spawnflags & 4))
157 self.takedamage = DAMAGE_AIM;
158 self.bot_attack = true;
159 self.event_damage = func_breakable_damage;
162 self.nextthink = 0; // cancel auto respawn
163 func_breakable_colormod();
165 _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
168 void func_breakable_init_for_player(entity player)
170 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
173 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
177 void func_breakable_destroyed()
179 func_breakable_look_destroyed();
180 func_breakable_behave_destroyed();
182 CSQCMODEL_AUTOUPDATE(self);
185 void func_breakable_restore()
187 func_breakable_look_restore();
188 func_breakable_behave_restore();
190 CSQCMODEL_AUTOUPDATE(self);
193 vector debrisforce; // global, set before calling this
194 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 pointparticles(self.cnt, 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(self);
268 // destructible walls that can be used to trigger target_objective_decrease
269 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(self);
337 // for use in maps with a "model" key set
338 spawnfunc(misc_breakablemodel) {
339 spawnfunc_func_breakable(this);