X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ftriggers%2Ffunc%2Fbreakable.qc;h=d09ccd5e00a8cede8584138723c607d37637ea9c;hb=960a31b121488256a7eebcd6a22d0157b88643a7;hp=29d6c6a269ec3d4181a3ae8a9bb168b7e8682c50;hpb=2e2557d4f7fcbf008ec437fa3dfc98ded3c8f488;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/triggers/func/breakable.qc b/qcsrc/common/triggers/func/breakable.qc index 29d6c6a26..d09ccd5e0 100644 --- a/qcsrc/common/triggers/func/breakable.qc +++ b/qcsrc/common/triggers/func/breakable.qc @@ -1,3 +1,4 @@ +#include "breakable.qh" #ifdef SVQC #include @@ -33,15 +34,16 @@ // target = targets to trigger when broken // health = amount of damage it can take // spawnflags: -// 1 = start disabled (needs to be triggered to activate) -// 2 = indicate damage -// 4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore) +// START_DISABLED: needs to be triggered to activate +// BREAKABLE_INDICATE_DAMAGE: indicate damage +// BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore) +// NOSPLASH: don't take splash damage // notes: // for mdl_dead to work, origin must be set (using a common/origin brush). // Otherwise mdl_dead will be displayed at the map origin, and nobody would // want that! -void func_breakable_damage(entity this, 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, .entity weaponentity, vector hitloc, vector force); // // func_breakable @@ -66,7 +68,8 @@ void LaunchDebris (entity this, string debrisname, vector force) 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.velocity = dbr.velocity + force * this.debrisdamageforcescale; + dbr.angles = this.angles; dbr.avelocity_x = random()*this.debrisavelocityjitter.x; dbr.avelocity_y = random()*this.debrisavelocityjitter.y; dbr.avelocity_z = random()*this.debrisavelocityjitter.z; @@ -79,7 +82,7 @@ void LaunchDebris (entity this, string debrisname, vector force) void func_breakable_colormod(entity this) { float h; - if (!(this.spawnflags & 2)) + if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE)) return; h = this.health / this.max_health; if(h < 0.25) @@ -88,8 +91,6 @@ void func_breakable_colormod(entity this) this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5); else this.colormod = '1 1 1'; - - CSQCMODEL_AUTOUPDATE(this); } void func_breakable_look_destroyed(entity this) @@ -108,24 +109,22 @@ void func_breakable_look_destroyed(entity this) this.origin_z = floorZ; } _setmodel(this, this.mdl_dead); + ApplyMinMaxScaleAngles(this); this.effects &= ~EF_NODRAW; } - CSQCMODEL_AUTOUPDATE(this); - this.solid = SOLID_NOT; } void func_breakable_look_restore(entity this) { _setmodel(this, this.mdl); + ApplyMinMaxScaleAngles(this); this.effects &= ~EF_NODRAW; 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(this); - this.solid = SOLID_BSP; } @@ -133,16 +132,25 @@ 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.state = STATE_BROKEN; + if(this.spawnflags & BREAKABLE_NODAMAGE) this.use = func_null; func_breakable_colormod(this); if (this.noise1) stopsound (this, CH_TRIGGER_SINGLE); } +void func_breakable_think(entity this) +{ + this.nextthink = time; + CSQCMODEL_AUTOUPDATE(this); +} + +void func_breakable_destroy(entity this, entity actor, entity trigger); void func_breakable_behave_restore(entity this) { this.health = this.max_health; @@ -151,14 +159,20 @@ void func_breakable_behave_restore(entity this) WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); WaypointSprite_UpdateHealth(this.sprite, this.health); } - if(!(this.spawnflags & 4)) + if(!(this.spawnflags & BREAKABLE_NODAMAGE)) { this.takedamage = DAMAGE_AIM; + if(!this.bot_attack) + IL_PUSH(g_bot_targets, this); this.bot_attack = true; this.event_damage = func_breakable_damage; } - this.state = 0; - this.nextthink = 0; // cancel auto respawn + if(this.spawnflags & BREAKABLE_NODAMAGE) + this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset + this.state = STATE_ALIVE; + //this.nextthink = 0; // cancel auto respawn + setthink(this, func_breakable_think); + this.nextthink = time + 0.1; func_breakable_colormod(this); if (this.noise1) _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM); @@ -166,7 +180,7 @@ void func_breakable_behave_restore(entity this) void func_breakable_init_for_player(entity this, entity player) { - if (this.noise1 && this.state == 0 && clienttype(player) == CLIENTTYPE_REAL) + if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player)) { msg_entity = player; soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM); @@ -177,16 +191,12 @@ void func_breakable_destroyed(entity this) { func_breakable_look_destroyed(this); func_breakable_behave_destroyed(this); - - CSQCMODEL_AUTOUPDATE(this); } void func_breakable_restore(entity this, entity actor, entity trigger) { func_breakable_look_restore(this); func_breakable_behave_restore(this); - - CSQCMODEL_AUTOUPDATE(this); } void func_breakable_restore_self(entity this) @@ -214,13 +224,14 @@ void func_breakable_destroy(entity this, entity actor, entity trigger) _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM); if(this.dmg) - RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, NULL); + RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL); if(this.cnt) // TODO __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count); if(this.respawntime) { + CSQCMODEL_AUTOUPDATE(this); setthink(this, func_breakable_restore_self); this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter; } @@ -236,11 +247,11 @@ 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) +void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(this.state == 1) + if(this.state == STATE_BROKEN) return; - if(this.spawnflags & DOOR_NOSPLASH) + if(this.spawnflags & NOSPLASH) if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH)) return; if(this.team) @@ -262,7 +273,7 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float this.takedamage = DAMAGE_NO; this.event_damage = func_null; - if(IS_CLIENT(attacker) && this.classname == "func_assault_destructible") + if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible") { this.owner = attacker; this.realowner = attacker; @@ -271,6 +282,7 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float // do not explode NOW but in the NEXT FRAME! // because recursive calls to RadiusDamage are not allowed this.nextthink = time; + CSQCMODEL_AUTOUPDATE(this); setthink(this, func_breakable_destroy_self); } } @@ -279,12 +291,10 @@ void func_breakable_reset(entity this) { this.team = this.team_saved; func_breakable_look_restore(this); - if(this.spawnflags & 1) + if(this.spawnflags & START_DISABLED) func_breakable_behave_destroyed(this); else func_breakable_behave_restore(this); - - CSQCMODEL_AUTOUPDATE(this); } // destructible walls that can be used to trigger target_objective_decrease @@ -321,12 +331,12 @@ spawnfunc(func_breakable) this.mdl = this.model; SetBrushEntityModel(this); - if(this.spawnflags & 4) + if(this.spawnflags & BREAKABLE_NODAMAGE) this.use = func_breakable_destroy; else this.use = func_breakable_restore; - if(this.spawnflags & 4) + if(this.spawnflags & BREAKABLE_NODAMAGE) { this.takedamage = DAMAGE_NO; this.event_damage = func_null; @@ -345,12 +355,13 @@ spawnfunc(func_breakable) precache_sound(this.noise1); this.team_saved = this.team; + IL_PUSH(g_saved_team, this); this.dropped_origin = this.origin; 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);