// 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
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)
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)
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)
this.bot_attack = true;
this.event_damage = func_breakable_damage;
}
- if(this.spawnflags & 4)
+ if(this.spawnflags & BREAKABLE_NODAMAGE)
this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
- this.state = 0;
+ this.state = STATE_ALIVE;
//this.nextthink = 0; // cancel auto respawn
setthink(this, func_breakable_think);
this.nextthink = time + 0.1;
void func_breakable_init_for_player(entity this, entity player)
{
- if (this.noise1 && this.state == 0 && IS_REAL_CLIENT(player))
+ 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);
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)
{
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);
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;