1 #include "weapons/common.qh"
11 .vector debrisvelocity;
12 .vector debrisvelocityjitter;
13 .vector debrisavelocityjitter;
15 .float debristimejitter;
16 .float debrisfadetime;
17 .float debrisdamageforcescale;
20 .string mdl_dead; // or "" to hide when broken
21 .string debris; // space separated list of debris models
23 // mdl = particle effect name
24 // count = particle effect multiplier
25 // targetname = target to trigger to unbreak the model
26 // target = targets to trigger when broken
27 // health = amount of damage it can take
29 // 1 = start disabled (needs to be triggered to activate)
30 // 2 = indicate damage
32 // for mdl_dead to work, origin must be set (using a common/origin brush).
33 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
36 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
40 // - basically func_assault_destructible for general gameplay use
42 void LaunchDebris (string debrisname, vector force)
45 setorigin(dbr, self.absmin
46 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
47 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
48 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
49 setmodel (dbr, debrisname );
50 dbr.skin = self.debrisskin;
51 dbr.colormap = self.colormap; // inherit team colors
52 dbr.owner = self; // do not be affected by our own explosion
53 dbr.movetype = self.debrismovetype;
54 dbr.solid = self.debrissolid;
55 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
56 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
57 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
58 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
59 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
60 self.velocity = self.velocity + force * self.debrisdamageforcescale;
61 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
62 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
63 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
64 dbr.damageforcescale = self.debrisdamageforcescale;
65 if(dbr.damageforcescale)
66 dbr.takedamage = DAMAGE_YES;
67 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
70 void func_breakable_colormod()
73 if (!(self.spawnflags & 2))
75 h = self.health / self.max_health;
77 self.colormod = '1 0 0';
79 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
81 self.colormod = '1 1 1';
83 CSQCMODEL_AUTOUPDATE();
86 void func_breakable_look_destroyed()
90 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
91 self.dropped_origin = self.origin;
93 if(self.mdl_dead == "")
94 self.effects |= EF_NODRAW;
96 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
97 floorZ = self.absmin.z;
98 setorigin(self,((self.absmax+self.absmin)*.5));
99 self.origin_z = floorZ;
101 setmodel(self, self.mdl_dead);
102 self.effects &= ~EF_NODRAW;
105 CSQCMODEL_AUTOUPDATE();
107 self.solid = SOLID_NOT;
110 void func_breakable_look_restore()
112 setmodel(self, self.mdl);
113 self.effects &= ~EF_NODRAW;
115 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
116 setorigin(self, self.dropped_origin);
118 CSQCMODEL_AUTOUPDATE();
120 self.solid = SOLID_BSP;
123 void func_breakable_behave_destroyed()
125 self.health = self.max_health;
126 self.takedamage = DAMAGE_NO;
127 self.bot_attack = false;
128 self.event_damage = func_null;
130 func_breakable_colormod();
132 stopsound (self, CH_TRIGGER_SINGLE);
135 void func_breakable_behave_restore()
137 self.health = self.max_health;
140 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
141 WaypointSprite_UpdateHealth(self.sprite, self.health);
143 self.takedamage = DAMAGE_AIM;
144 self.bot_attack = true;
145 self.event_damage = func_breakable_damage;
147 self.nextthink = 0; // cancel auto respawn
148 func_breakable_colormod();
150 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
153 void func_breakable_init_for_player(entity player)
155 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
158 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
162 void func_breakable_destroyed()
164 func_breakable_look_destroyed();
165 func_breakable_behave_destroyed();
167 CSQCMODEL_AUTOUPDATE();
170 void func_breakable_restore()
172 func_breakable_look_restore();
173 func_breakable_behave_restore();
175 CSQCMODEL_AUTOUPDATE();
178 vector debrisforce; // global, set before calling this
179 void func_breakable_destroy() {
183 activator = self.owner;
184 self.owner = world; // set by W_PrepareExplosionByDamage
186 // now throw around the debris
187 n = tokenize_console(self.debris);
188 for(i = 0; i < n; ++i)
189 LaunchDebris(argv(i), debrisforce);
191 func_breakable_destroyed();
194 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
197 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
200 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
204 self.think = func_breakable_restore;
205 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
208 oldmsg = self.message;
211 self.message = oldmsg;
214 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
218 if(self.spawnflags & DOOR_NOSPLASH)
219 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
222 if(attacker.team == self.team)
224 self.health = self.health - damage;
227 WaypointSprite_Ping(self.sprite);
228 WaypointSprite_UpdateHealth(self.sprite, self.health);
230 func_breakable_colormod();
235 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
239 void func_breakable_reset()
241 self.team = self.team_saved;
242 func_breakable_look_restore();
243 if(self.spawnflags & 1)
244 func_breakable_behave_destroyed();
246 func_breakable_behave_restore();
248 CSQCMODEL_AUTOUPDATE();
251 // destructible walls that can be used to trigger target_objective_decrease
252 void spawnfunc_func_breakable() {
256 self.max_health = self.health;
258 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
259 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
260 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
261 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
262 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
263 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
264 if(!self.debristime) self.debristime = 3.5;
265 if(!self.debristimejitter) self.debristime = 2.5;
268 self.cnt = particleeffectnum(self.mdl);
272 if(self.message == "")
273 self.message = "got too close to an explosion";
274 if(self.message2 == "")
275 self.message2 = "was pushed into an explosion by";
277 self.dmg_radius = 150;
279 self.dmg_force = 200;
281 self.mdl = self.model;
282 SetBrushEntityModel();
284 self.use = func_breakable_restore;
286 // precache all the models
288 precache_model(self.mdl_dead);
289 n = tokenize_console(self.debris);
290 for(i = 0; i < n; ++i)
291 precache_model(argv(i));
293 precache_sound(self.noise);
295 precache_sound(self.noise1);
297 self.team_saved = self.team;
298 self.dropped_origin = self.origin;
300 self.reset = func_breakable_reset;
301 func_breakable_reset();
303 self.init_for_player_needed = 1;
304 self.init_for_player = func_breakable_init_for_player;
306 CSQCMODEL_AUTOINIT();
309 // for use in maps with a "model" key set
310 void spawnfunc_misc_breakablemodel() {
311 spawnfunc_func_breakable();