X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ftriggers%2Ffunc%2Fbreakable.qc;h=b6dcd01f8843cc5f9310db9b93d213c4848e80ed;hb=ac9fba402abf745436adf0ecaa8f90347708ff53;hp=4164f8341ac8feaa2969f18a879d635ae7433676;hpb=948c08402a7b9b7af36059104937650e343ecefe;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/triggers/func/breakable.qc b/qcsrc/common/triggers/func/breakable.qc index 4164f8341..b6dcd01f8 100644 --- a/qcsrc/common/triggers/func/breakable.qc +++ b/qcsrc/common/triggers/func/breakable.qc @@ -1,11 +1,12 @@ +#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 +#include +#include +#include +#include +#include .entity sprite; @@ -41,308 +42,328 @@ // 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); + ApplyMinMaxScaleAngles(this); + 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); + ApplyMinMaxScaleAngles(this); + 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_destroy(entity this, entity actor, entity trigger); +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); + if(this.spawnflags & 4) + this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset + 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