+#include "breakable.qh"
#ifdef SVQC
-#include "../../../server/g_subs.qh"
-#include "../../../server/g_damage.qh"
-#include "../../../server/bot/bot.qh"
-#include "../../../common/csqcmodel_settings.qh"
-#include "../../../lib/csqcmodel/sv_model.qh"
-#include "../../../server/weapons/common.qh"
+#include <server/g_subs.qh>
+#include <server/g_damage.qh>
+#include <server/bot/api.qh>
+#include <common/csqcmodel_settings.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/weapons/common.qh>
.entity sprite;
// Otherwise mdl_dead will be displayed at the map origin, and nobody would
// want that!
-void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
//
// func_breakable
// - basically func_assault_destructible for general gameplay use
//
-void LaunchDebris (string debrisname, vector force)
-{SELFPARAM();
+void LaunchDebris (entity this, string debrisname, vector force)
+{
entity dbr = spawn();
- setorigin(dbr, self.absmin
- + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
- + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
- + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
+ vector org = this.absmin
+ + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
+ + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
+ + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
+ setorigin(dbr, org);
_setmodel (dbr, debrisname );
- dbr.skin = self.debrisskin;
- dbr.colormap = self.colormap; // inherit team colors
- dbr.owner = self; // do not be affected by our own explosion
- dbr.movetype = self.debrismovetype;
- dbr.solid = self.debrissolid;
+ dbr.skin = this.debrisskin;
+ dbr.colormap = this.colormap; // inherit team colors
+ dbr.owner = this; // do not be affected by our own explosion
+ 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
- dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
- dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
- dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
- self.velocity = self.velocity + force * self.debrisdamageforcescale;
- dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
- dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
- dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
- dbr.damageforcescale = self.debrisdamageforcescale;
+ dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
+ dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
+ dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
+ this.velocity = this.velocity + force * this.debrisdamageforcescale;
+ dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
+ dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
+ dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
+ dbr.damageforcescale = this.debrisdamageforcescale;
if(dbr.damageforcescale)
dbr.takedamage = DAMAGE_YES;
- SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
+ SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
}
-void func_breakable_colormod()
-{SELFPARAM();
+void func_breakable_colormod(entity this)
+{
float h;
- if (!(self.spawnflags & 2))
+ if (!(this.spawnflags & 2))
return;
- h = self.health / self.max_health;
+ h = this.health / this.max_health;
if(h < 0.25)
- self.colormod = '1 0 0';
+ this.colormod = '1 0 0';
else if(h <= 0.75)
- self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
+ this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
else
- self.colormod = '1 1 1';
+ this.colormod = '1 1 1';
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
-void func_breakable_look_destroyed()
-{SELFPARAM();
+void func_breakable_look_destroyed(entity this)
+{
float floorZ;
- if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
- self.dropped_origin = self.origin;
+ if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+ this.dropped_origin = this.origin;
- if(self.mdl_dead == "")
- self.effects |= EF_NODRAW;
+ if(this.mdl_dead == "")
+ this.effects |= EF_NODRAW;
else {
- if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
- floorZ = self.absmin.z;
- setorigin(self,((self.absmax+self.absmin)*.5));
- self.origin_z = floorZ;
+ if (this.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
+ floorZ = this.absmin.z;
+ setorigin(this, ((this.absmax + this.absmin) * 0.5));
+ this.origin_z = floorZ;
}
- _setmodel(self, self.mdl_dead);
- self.effects &= ~EF_NODRAW;
+ _setmodel(this, this.mdl_dead);
+ this.effects &= ~EF_NODRAW;
}
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
- self.solid = SOLID_NOT;
+ this.solid = SOLID_NOT;
}
-void func_breakable_look_restore()
-{SELFPARAM();
- _setmodel(self, self.mdl);
- self.effects &= ~EF_NODRAW;
+void func_breakable_look_restore(entity this)
+{
+ _setmodel(this, this.mdl);
+ this.effects &= ~EF_NODRAW;
- if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
- setorigin(self, self.dropped_origin);
+ if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+ setorigin(this, this.dropped_origin);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
- self.solid = SOLID_BSP;
+ this.solid = SOLID_BSP;
}
-void func_breakable_behave_destroyed()
-{SELFPARAM();
- self.health = self.max_health;
- self.takedamage = DAMAGE_NO;
- self.bot_attack = false;
- self.event_damage = func_null;
- self.state = 1;
- if(self.spawnflags & 4)
- self.use = func_null;
- func_breakable_colormod();
- if (self.noise1)
- stopsound (self, CH_TRIGGER_SINGLE);
+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;
+ if(this.spawnflags & 4)
+ this.use = func_null;
+ func_breakable_colormod(this);
+ if (this.noise1)
+ stopsound (this, CH_TRIGGER_SINGLE);
}
-void func_breakable_behave_restore()
-{SELFPARAM();
- self.health = self.max_health;
- if(self.sprite)
+void func_breakable_behave_restore(entity this)
+{
+ this.health = this.max_health;
+ if(this.sprite)
{
- WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+ WaypointSprite_UpdateHealth(this.sprite, this.health);
}
- if(!(self.spawnflags & 4))
+ if(!(this.spawnflags & 4))
{
- self.takedamage = DAMAGE_AIM;
- self.bot_attack = true;
- self.event_damage = func_breakable_damage;
+ this.takedamage = DAMAGE_AIM;
+ if(!this.bot_attack)
+ IL_PUSH(g_bot_targets, this);
+ this.bot_attack = true;
+ this.event_damage = func_breakable_damage;
}
- self.state = 0;
- self.nextthink = 0; // cancel auto respawn
- func_breakable_colormod();
- if (self.noise1)
- _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ this.state = 0;
+ this.nextthink = 0; // cancel auto respawn
+ func_breakable_colormod(this);
+ if (this.noise1)
+ _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
}
-void func_breakable_init_for_player(entity player)
-{SELFPARAM();
- if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+void func_breakable_init_for_player(entity this, entity player)
+{
+ if (this.noise1 && this.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
{
msg_entity = player;
- soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
}
}
-void func_breakable_destroyed()
-{SELFPARAM();
- func_breakable_look_destroyed();
- func_breakable_behave_destroyed();
+void func_breakable_destroyed(entity this)
+{
+ func_breakable_look_destroyed(this);
+ func_breakable_behave_destroyed(this);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
-void func_breakable_restore()
-{SELFPARAM();
- func_breakable_look_restore();
- func_breakable_behave_restore();
+void func_breakable_restore(entity this, entity actor, entity trigger)
+{
+ func_breakable_look_restore(this);
+ func_breakable_behave_restore(this);
+
+ CSQCMODEL_AUTOUPDATE(this);
+}
- CSQCMODEL_AUTOUPDATE(self);
+void func_breakable_restore_self(entity this)
+{
+ func_breakable_restore(this, NULL, NULL);
}
vector debrisforce; // global, set before calling this
-void func_breakable_destroy()
-{SELFPARAM();
+void func_breakable_destroy(entity this, entity actor, entity trigger)
+{
float n, i;
string oldmsg;
- activator = self.owner;
- self.owner = world; // set by W_PrepareExplosionByDamage
+ entity act = this.owner;
+ this.owner = NULL; // set by W_PrepareExplosionByDamage
// now throw around the debris
- n = tokenize_console(self.debris);
+ n = tokenize_console(this.debris);
for(i = 0; i < n; ++i)
- LaunchDebris(argv(i), debrisforce);
+ LaunchDebris(this, argv(i), debrisforce);
- func_breakable_destroyed();
+ func_breakable_destroyed(this);
- if(self.noise)
- _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ if(this.noise)
+ _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
- if(self.dmg)
- RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER.m_id, world);
+ if(this.dmg)
+ RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, NULL);
- if(self.cnt) // TODO
- __pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
+ if(this.cnt) // TODO
+ __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
- if(self.respawntime)
+ if(this.respawntime)
{
- self.think = func_breakable_restore;
- self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
+ setthink(this, func_breakable_restore_self);
+ this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
}
- oldmsg = self.message;
- self.message = "";
- SUB_UseTargets();
- self.message = oldmsg;
+ oldmsg = this.message;
+ this.message = "";
+ SUB_UseTargets(this, act, trigger);
+ this.message = oldmsg;
}
-void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
- if(self.state == 1)
+void func_breakable_destroy_self(entity this)
+{
+ func_breakable_destroy(this, NULL, NULL);
+}
+
+void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(this.state == 1)
return;
- if(self.spawnflags & DOOR_NOSPLASH)
+ if(this.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
return;
- if(self.team)
- if(attacker.team == self.team)
+ if(this.team)
+ if(attacker.team == this.team)
return;
- self.pain_finished = time;
- self.health = self.health - damage;
- if(self.sprite)
+ this.pain_finished = time;
+ this.health = this.health - damage;
+ if(this.sprite)
{
- WaypointSprite_Ping(self.sprite);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ WaypointSprite_Ping(this.sprite);
+ WaypointSprite_UpdateHealth(this.sprite, this.health);
}
- func_breakable_colormod();
+ func_breakable_colormod(this);
- if(self.health <= 0)
+ if(this.health <= 0)
{
debrisforce = force;
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
- if(IS_CLIENT(attacker) && self.classname == "func_assault_destructible")
+ if(IS_CLIENT(attacker) && this.classname == "func_assault_destructible")
{
- self.owner = attacker;
- self.realowner = attacker;
+ this.owner = attacker;
+ this.realowner = attacker;
}
// do not explode NOW but in the NEXT FRAME!
// because recursive calls to RadiusDamage are not allowed
- self.nextthink = time;
- self.think = func_breakable_destroy;
+ this.nextthink = time;
+ setthink(this, func_breakable_destroy_self);
}
}
-void func_breakable_reset()
-{SELFPARAM();
- self.team = self.team_saved;
- func_breakable_look_restore();
- if(self.spawnflags & 1)
- func_breakable_behave_destroyed();
+void func_breakable_reset(entity this)
+{
+ this.team = this.team_saved;
+ func_breakable_look_restore(this);
+ if(this.spawnflags & 1)
+ func_breakable_behave_destroyed(this);
else
- func_breakable_behave_restore();
+ func_breakable_behave_restore(this);
- CSQCMODEL_AUTOUPDATE(self);
+ CSQCMODEL_AUTOUPDATE(this);
}
// destructible walls that can be used to trigger target_objective_decrease
spawnfunc(func_breakable)
{
float n, i;
- if(!self.health)
- self.health = 100;
- self.max_health = self.health;
+ if(!this.health)
+ this.health = 100;
+ this.max_health = this.health;
// yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
- if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
- if(!self.debrissolid) self.debrissolid = SOLID_NOT;
- if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
- if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
- if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
- if(!self.debristime) self.debristime = 3.5;
- if(!self.debristimejitter) self.debristime = 2.5;
-
- if(self.mdl != "")
- self.cnt = _particleeffectnum(self.mdl);
- if(self.count == 0)
- self.count = 1;
-
- if(self.message == "")
- self.message = "got too close to an explosion";
- if(self.message2 == "")
- self.message2 = "was pushed into an explosion by";
- if(!self.dmg_radius)
- self.dmg_radius = 150;
- if(!self.dmg_force)
- self.dmg_force = 200;
-
- self.mdl = self.model;
- SetBrushEntityModel();
-
- if(self.spawnflags & 4)
- self.use = func_breakable_destroy;
+ if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
+ if(!this.debrissolid) this.debrissolid = SOLID_NOT;
+ if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
+ if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
+ if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
+ if(!this.debristime) this.debristime = 3.5;
+ if(!this.debristimejitter) this.debristime = 2.5;
+
+ if(this.mdl != "")
+ this.cnt = _particleeffectnum(this.mdl);
+ if(this.count == 0)
+ this.count = 1;
+
+ if(this.message == "")
+ this.message = "got too close to an explosion";
+ if(this.message2 == "")
+ this.message2 = "was pushed into an explosion by";
+ if(!this.dmg_radius)
+ this.dmg_radius = 150;
+ if(!this.dmg_force)
+ this.dmg_force = 200;
+
+ this.mdl = this.model;
+ SetBrushEntityModel(this);
+
+ if(this.spawnflags & 4)
+ this.use = func_breakable_destroy;
else
- self.use = func_breakable_restore;
+ this.use = func_breakable_restore;
- if(self.spawnflags & 4)
+ if(this.spawnflags & 4)
{
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
- self.bot_attack = false;
+ this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.bot_attack = false;
}
// precache all the models
- if (self.mdl_dead)
- precache_model(self.mdl_dead);
- n = tokenize_console(self.debris);
+ if (this.mdl_dead)
+ precache_model(this.mdl_dead);
+ n = tokenize_console(this.debris);
for(i = 0; i < n; ++i)
precache_model(argv(i));
- if(self.noise)
- precache_sound(self.noise);
- if(self.noise1)
- precache_sound(self.noise1);
+ if(this.noise)
+ precache_sound(this.noise);
+ if(this.noise1)
+ precache_sound(this.noise1);
- self.team_saved = self.team;
- self.dropped_origin = self.origin;
+ this.team_saved = this.team;
+ this.dropped_origin = this.origin;
- self.reset = func_breakable_reset;
- func_breakable_reset();
+ this.reset = func_breakable_reset;
+ this.reset(this);
- self.init_for_player_needed = 1;
- self.init_for_player = func_breakable_init_for_player;
+ IL_PUSH(g_initforplayer, this);
+ this.init_for_player = func_breakable_init_for_player;
- CSQCMODEL_AUTOINIT(self);
+ CSQCMODEL_AUTOINIT(this);
}
// for use in maps with a "model" key set