9 .vector debrisvelocity;
10 .vector debrisvelocityjitter;
11 .vector debrisavelocityjitter;
13 .float debristimejitter;
14 .float debrisfadetime;
15 .float debrisdamageforcescale;
18 .string mdl_dead; // or "" to hide when broken
19 .string debris; // space separated list of debris models
21 // mdl = particle effect name
22 // count = particle effect multiplier
23 // targetname = target to trigger to unbreak the model
24 // target = targets to trigger when broken
25 // health = amount of damage it can take
27 // 1 = start disabled (needs to be triggered to activate)
28 // 2 = indicate damage
30 // for mdl_dead to work, origin must be set (using a common/origin brush).
31 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
34 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
38 // - basically func_assault_destructible for general gameplay use
40 void LaunchDebris (string debrisname, vector force)
43 setorigin(dbr, self.absmin
44 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
45 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
46 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
47 setmodel (dbr, debrisname );
48 dbr.skin = self.debrisskin;
49 dbr.colormap = self.colormap; // inherit team colors
50 dbr.owner = self; // do not be affected by our own explosion
51 dbr.movetype = self.debrismovetype;
52 dbr.solid = self.debrissolid;
53 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
54 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
55 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
56 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
57 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
58 self.velocity = self.velocity + force * self.debrisdamageforcescale;
59 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
60 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
61 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
62 dbr.damageforcescale = self.debrisdamageforcescale;
63 if(dbr.damageforcescale)
64 dbr.takedamage = DAMAGE_YES;
65 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
68 void func_breakable_colormod()
71 if (!(self.spawnflags & 2))
73 h = self.health / self.max_health;
75 self.colormod = '1 0 0';
77 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
79 self.colormod = '1 1 1';
81 CSQCMODEL_AUTOUPDATE();
84 void func_breakable_look_destroyed()
88 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
89 self.dropped_origin = self.origin;
91 if(self.mdl_dead == "")
94 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
95 floorZ = self.absmin.z;
96 setorigin(self,((self.absmax+self.absmin)*.5));
97 self.origin_z = floorZ;
99 setmodel(self, self.mdl_dead);
102 self.solid = SOLID_NOT;
105 void func_breakable_look_restore()
107 setmodel(self, self.mdl);
108 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
109 setorigin(self, self.dropped_origin);
110 self.solid = SOLID_BSP;
113 void func_breakable_behave_destroyed()
115 self.health = self.max_health;
116 self.takedamage = DAMAGE_NO;
117 self.bot_attack = FALSE;
118 self.event_damage = func_null;
120 func_breakable_colormod();
123 void func_breakable_behave_restore()
125 self.health = self.max_health;
128 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
129 WaypointSprite_UpdateHealth(self.sprite, self.health);
131 self.takedamage = DAMAGE_AIM;
132 self.bot_attack = TRUE;
133 self.event_damage = func_breakable_damage;
135 self.nextthink = 0; // cancel auto respawn
136 func_breakable_colormod();
139 void func_breakable_destroyed()
141 func_breakable_look_destroyed();
142 func_breakable_behave_destroyed();
144 CSQCMODEL_AUTOUPDATE();
147 void func_breakable_restore()
149 func_breakable_look_restore();
150 func_breakable_behave_restore();
152 CSQCMODEL_AUTOUPDATE();
155 vector debrisforce; // global, set before calling this
156 void func_breakable_destroy() {
160 activator = self.owner;
161 self.owner = world; // set by W_PrepareExplosionByDamage
163 // now throw around the debris
164 n = tokenize_console(self.debris);
165 for(i = 0; i < n; ++i)
166 LaunchDebris(argv(i), debrisforce);
168 func_breakable_destroyed();
171 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
174 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
177 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
181 self.think = func_breakable_restore;
182 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
185 oldmsg = self.message;
188 self.message = oldmsg;
191 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
195 if(self.spawnflags & DOOR_NOSPLASH)
196 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
199 if(attacker.team == self.team)
201 self.health = self.health - damage;
204 WaypointSprite_Ping(self.sprite);
205 WaypointSprite_UpdateHealth(self.sprite, self.health);
207 func_breakable_colormod();
212 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
216 void func_breakable_reset()
218 self.team = self.team_saved;
219 func_breakable_look_restore();
220 if(self.spawnflags & 1)
221 func_breakable_behave_destroyed();
223 func_breakable_behave_restore();
225 CSQCMODEL_AUTOUPDATE();
228 // destructible walls that can be used to trigger target_objective_decrease
229 void spawnfunc_func_breakable() {
233 self.max_health = self.health;
235 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
236 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
237 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
238 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
239 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
240 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
241 if(!self.debristime) self.debristime = 3.5;
242 if(!self.debristimejitter) self.debristime = 2.5;
245 self.cnt = particleeffectnum(self.mdl);
249 if(self.message == "")
250 self.message = "got too close to an explosion";
251 if(self.message2 == "")
252 self.message2 = "was pushed into an explosion by";
254 self.dmg_radius = 150;
256 self.dmg_force = 200;
258 self.mdl = self.model;
259 SetBrushEntityModel();
261 self.use = func_breakable_restore;
263 // precache all the models
265 precache_model(self.mdl_dead);
266 n = tokenize_console(self.debris);
267 for(i = 0; i < n; ++i)
268 precache_model(argv(i));
270 precache_sound(self.noise);
272 self.team_saved = self.team;
273 self.dropped_origin = self.origin;
275 self.reset = func_breakable_reset;
276 func_breakable_reset();
278 CSQCMODEL_AUTOINIT();
281 // for use in maps with a "model" key set
282 void spawnfunc_misc_breakablemodel() {
283 spawnfunc_func_breakable();