]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Merge branch 'DefaultUser/gametype_votescreen' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
index 1a65710a98346fcd1115b60ca06887e6282b7f87..13094e790aa527db25853d5a7f72944490c2b57b 100644 (file)
@@ -1,8 +1,9 @@
+#include "breakable.qh"
 #ifdef SVQC
 
 #include <server/g_subs.qh>
 #include <server/g_damage.qh>
-#include <server/bot/bot.qh>
+#include <server/bot/api.qh>
 #include <common/csqcmodel_settings.qh>
 #include <lib/csqcmodel/sv_model.qh>
 #include <server/weapons/common.qh>
@@ -59,7 +60,7 @@ void LaunchDebris (entity this, string debrisname, vector force)
        dbr.skin = this.debrisskin;
        dbr.colormap = this.colormap; // inherit team colors
        dbr.owner = this; // do not be affected by our own explosion
-       dbr.movetype = this.debrismovetype;
+       set_movetype(dbr, this.debrismovetype);
        dbr.solid = this.debrissolid;
        if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
                setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
@@ -133,6 +134,8 @@ void func_breakable_behave_destroyed(entity this)
 {
        this.health = this.max_health;
        this.takedamage = DAMAGE_NO;
+       if(this.bot_attack)
+               IL_REMOVE(g_bot_targets, this);
        this.bot_attack = false;
        this.event_damage = func_null;
        this.state = 1;
@@ -154,6 +157,8 @@ void func_breakable_behave_restore(entity this)
        if(!(this.spawnflags & 4))
        {
                this.takedamage = DAMAGE_AIM;
+               if(!this.bot_attack)
+                       IL_PUSH(g_bot_targets, this);
                this.bot_attack = true;
                this.event_damage = func_breakable_damage;
        }
@@ -350,7 +355,7 @@ spawnfunc(func_breakable)
        this.reset = func_breakable_reset;
        this.reset(this);
 
-       this.init_for_player_needed = 1;
+       IL_PUSH(g_initforplayer, this);
        this.init_for_player = func_breakable_init_for_player;
 
        CSQCMODEL_AUTOINIT(this);