.entity sprite; .float dmg; .float dmg_edge; .float dmg_radius; .float dmg_force; .float debrismovetype; .float debrissolid; .vector debrisvelocity; .vector debrisvelocityjitter; .vector debrisavelocityjitter; .float debristime; .float debristimejitter; .float debrisfadetime; .float debrisdamageforcescale; .float debrisskin; .string mdl_dead; // or "" to hide when broken .string debris; // space separated list of debris models // other fields: // mdl = particle effect name // count = particle effect multiplier // targetname = target to trigger to unbreak the model // 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 // 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 inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); // // func_breakable // - basically func_assault_destructible for general gameplay use // void LaunchDebris (string debrisname, vector force) = { local entity dbr; 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)); 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; 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; if(dbr.damageforcescale) dbr.takedamage = DAMAGE_YES; SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime); }; void func_breakable_colormod() { float h; if not(self.spawnflags & 2) return; h = self.health / self.max_health; if(h < 0.25) self.colormod = '1 0 0'; else if(h <= 0.75) self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5); else self.colormod = '1 1 1'; } void func_breakable_look_destroyed() { local float floor_z; if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first self.dropped_origin = self.origin; if(self.mdl_dead == "") 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; setorigin(self,((self.absmax+self.absmin)*.5)); self.origin_z = floor_z; } setmodel(self, self.mdl_dead); } self.solid = SOLID_NOT; } void func_breakable_look_restore() { setmodel(self, self.mdl); if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow setorigin(self, self.dropped_origin); self.solid = SOLID_BSP; } void func_breakable_behave_destroyed() { self.health = self.max_health; self.takedamage = DAMAGE_NO; self.event_damage = SUB_Null; self.state = 1; func_breakable_colormod(); } void func_breakable_behave_restore() { self.health = self.max_health; self.takedamage = DAMAGE_AIM; self.event_damage = func_breakable_damage; self.state = 0; func_breakable_colormod(); } void func_breakable_destroyed() { func_breakable_look_destroyed(); func_breakable_behave_destroyed(); } void func_breakable_restore() { func_breakable_look_restore(); func_breakable_behave_restore(); } vector debrisforce; // global, set before calling this void func_breakable_destroy() { float n, i; string oldmsg; activator = self.owner; self.owner = world; // set by W_PrepareExplosionByDamage // now throw around the debris n = tokenize_console(self.debris); for(i = 0; i < n; ++i) LaunchDebris(argv(i), debrisforce); func_breakable_destroyed(); if(self.noise) sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM); if(self.dmg) RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, 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); oldmsg = self.message; self.message = ""; SUB_UseTargets(); self.message = oldmsg; } void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.state == 1) return; if(self.spawnflags & DOOR_NOSPLASH) if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH)) return; if(self.team) if(attacker.team == self.team) return; if(self.sprite) WaypointSprite_Ping(self.sprite); self.health = self.health - damage; func_breakable_colormod(); if(self.health <= 0) { debrisforce = force; W_PrepareExplosionByDamage(attacker, func_breakable_destroy); } } void func_breakable_reset() { self.team = self.team_saved; func_breakable_look_restore(); if(self.spawnflags & 1) func_breakable_behave_destroyed(); else func_breakable_behave_restore(); } // destructible walls that can be used to trigger target_objective_decrease void spawnfunc_func_breakable() { float n, i; if(!self.health) self.health = 100; self.max_health = self.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(); self.use = func_breakable_restore; // precache all the models if (self.mdl_dead) precache_model(self.mdl_dead); n = tokenize_console(self.debris); for(i = 0; i < n; ++i) precache_model(argv(i)); if(self.noise) precache_sound(self.noise); self.team_saved = self.team; self.dropped_origin = self.origin; self.reset = func_breakable_reset; func_breakable_reset(); }