X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ffunc_breakable.qc;h=c0e54d11671093d0201ed5d51cd389d4d4859406;hb=165d542813201a21cb6152ea5d22454e43e117c7;hp=d67e79cd4d3396e45b74e9747291036680fc968d;hpb=85119d4a165562bcd7206c151255b8e680000367;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/func_breakable.qc b/qcsrc/server/func_breakable.qc index d67e79cd4..c0e54d116 100644 --- a/qcsrc/server/func_breakable.qc +++ b/qcsrc/server/func_breakable.qc @@ -1,3 +1,5 @@ +#include "weapons/common.qh" + .entity sprite; .float dmg; @@ -31,7 +33,7 @@ // 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, float deathtype, vector hitloc, vector force); +void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force); // // func_breakable @@ -39,13 +41,11 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, floa // void LaunchDebris (string debrisname, vector force) { - local entity dbr; - - dbr = spawn(); + 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)); + + '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)); setmodel (dbr, debrisname ); dbr.skin = self.debrisskin; dbr.colormap = self.colormap; // inherit team colors @@ -54,13 +54,13 @@ void LaunchDebris (string debrisname, vector force) dbr.solid = self.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(); + 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.avelocity_x = random()*self.debrisavelocityjitter.x; + dbr.avelocity_y = random()*self.debrisavelocityjitter.y; + dbr.avelocity_z = random()*self.debrisavelocityjitter.z; dbr.damageforcescale = self.debrisdamageforcescale; if(dbr.damageforcescale) dbr.takedamage = DAMAGE_YES; @@ -79,13 +79,13 @@ void func_breakable_colormod() self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5); else self.colormod = '1 1 1'; - + CSQCMODEL_AUTOUPDATE(); } void func_breakable_look_destroyed() { - float floor_z; + float floorZ; if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first self.dropped_origin = self.origin; @@ -94,9 +94,9 @@ void func_breakable_look_destroyed() self.model = ""; else { if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map.. - floor_z = self.absmin_z; + floorZ = self.absmin.z; setorigin(self,((self.absmax+self.absmin)*.5)); - self.origin_z = floor_z; + self.origin_z = floorZ; } setmodel(self, self.mdl_dead); } @@ -116,7 +116,7 @@ void func_breakable_behave_destroyed() { self.health = self.max_health; self.takedamage = DAMAGE_NO; - self.bot_attack = FALSE; + self.bot_attack = false; self.event_damage = func_null; self.state = 1; func_breakable_colormod(); @@ -131,7 +131,7 @@ void func_breakable_behave_restore() WaypointSprite_UpdateHealth(self.sprite, self.health); } self.takedamage = DAMAGE_AIM; - self.bot_attack = TRUE; + self.bot_attack = true; self.event_damage = func_breakable_damage; self.state = 0; self.nextthink = 0; // cancel auto respawn @@ -142,7 +142,7 @@ void func_breakable_destroyed() { func_breakable_look_destroyed(); func_breakable_behave_destroyed(); - + CSQCMODEL_AUTOUPDATE(); } @@ -150,7 +150,7 @@ void func_breakable_restore() { func_breakable_look_restore(); func_breakable_behave_restore(); - + CSQCMODEL_AUTOUPDATE(); } @@ -173,7 +173,7 @@ void func_breakable_destroy() { sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM); if(self.dmg) - RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world); + RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world); if(self.cnt) pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count); @@ -190,7 +190,7 @@ void func_breakable_destroy() { self.message = oldmsg; } -void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) +void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) { if(self.state == 1) return; @@ -223,7 +223,7 @@ void func_breakable_reset() func_breakable_behave_destroyed(); else func_breakable_behave_restore(); - + CSQCMODEL_AUTOUPDATE(); } @@ -276,7 +276,7 @@ void spawnfunc_func_breakable() { self.reset = func_breakable_reset; func_breakable_reset(); - + CSQCMODEL_AUTOINIT(); }