]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Revert "Merge branch 'TimePath/bot_api' into 'master'\r"
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
index 9c371b5d420ddd9e9c3c1deda7f13eb110de9de7..af9a6b4233124190ad4ab1a417d8f6562739190b 100644 (file)
@@ -1,4 +1,12 @@
 #ifdef SVQC
+
+#include "../../../server/_all.qh"
+
+#include "../../../server/g_subs.qh"
+#include "../../../server/g_damage.qh"
+#include "../../../server/bot/bot.qh"
+#include "../../../common/csqcmodel_settings.qh"
+#include "../../../csqcmodellib/sv_model.qh"
 #include "../../../server/weapons/common.qh"
 
 .entity sprite;
@@ -29,6 +37,7 @@
 //   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)
 // 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
@@ -41,13 +50,13 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, int
 // - basically func_assault_destructible for general gameplay use
 //
 void LaunchDebris (string debrisname, vector force)
-{
+{SELFPARAM();
        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));
-       setmodel (dbr, debrisname );
+       _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
@@ -69,7 +78,7 @@ void LaunchDebris (string debrisname, vector force)
 }
 
 void func_breakable_colormod()
-{
+{SELFPARAM();
        float h;
        if (!(self.spawnflags & 2))
                return;
@@ -81,11 +90,11 @@ void func_breakable_colormod()
        else
                self.colormod = '1 1 1';
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void func_breakable_look_destroyed()
-{
+{SELFPARAM();
        float floorZ;
 
        if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
@@ -99,60 +108,65 @@ void func_breakable_look_destroyed()
                        setorigin(self,((self.absmax+self.absmin)*.5));
                        self.origin_z = floorZ;
                }
-               setmodel(self, self.mdl_dead);
+               _setmodel(self, self.mdl_dead);
                self.effects &= ~EF_NODRAW;
        }
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 
        self.solid = SOLID_NOT;
 }
 
 void func_breakable_look_restore()
-{
-       setmodel(self, self.mdl);
+{SELFPARAM();
+       _setmodel(self, self.mdl);
        self.effects &= ~EF_NODRAW;
 
        if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
                setorigin(self, self.dropped_origin);
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 
        self.solid = SOLID_BSP;
 }
 
 void func_breakable_behave_destroyed()
-{
+{SELFPARAM();
        self.health = self.max_health;
        self.takedamage = DAMAGE_NO;
        self.bot_attack = false;
        self.event_damage = func_null;
        self.state = 1;
+       if(self.spawnflags & 4)
+               self.use = func_null;
        func_breakable_colormod();
        if (self.noise1)
                stopsound (self, CH_TRIGGER_SINGLE);
 }
 
 void func_breakable_behave_restore()
-{
+{SELFPARAM();
        self.health = self.max_health;
        if(self.sprite)
        {
                WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
                WaypointSprite_UpdateHealth(self.sprite, self.health);
        }
-       self.takedamage = DAMAGE_AIM;
-       self.bot_attack = true;
-       self.event_damage = func_breakable_damage;
+       if(!(self.spawnflags & 4))
+       {
+               self.takedamage = DAMAGE_AIM;
+               self.bot_attack = true;
+               self.event_damage = func_breakable_damage;
+       }
        self.state = 0;
        self.nextthink = 0; // cancel auto respawn
        func_breakable_colormod();
        if (self.noise1)
-               sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
 }
 
 void func_breakable_init_for_player(entity player)
-{
+{SELFPARAM();
        if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
        {
                msg_entity = player;
@@ -161,23 +175,24 @@ void func_breakable_init_for_player(entity player)
 }
 
 void func_breakable_destroyed()
-{
+{SELFPARAM();
        func_breakable_look_destroyed();
        func_breakable_behave_destroyed();
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void func_breakable_restore()
-{
+{SELFPARAM();
        func_breakable_look_restore();
        func_breakable_behave_restore();
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 vector debrisforce; // global, set before calling this
-void func_breakable_destroy() {
+void func_breakable_destroy()
+{SELFPARAM();
        float n, i;
        string oldmsg;
 
@@ -192,12 +207,12 @@ void func_breakable_destroy() {
        func_breakable_destroyed();
 
        if(self.noise)
-               sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+               _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, world, self.dmg_force, DEATH_HURTTRIGGER, world);
 
-       if(self.cnt)
+       if(self.cnt) // TODO
                pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
 
        if(self.respawntime)
@@ -213,7 +228,7 @@ void func_breakable_destroy() {
 }
 
 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
        if(self.state == 1)
                return;
        if(self.spawnflags & DOOR_NOSPLASH)
@@ -222,6 +237,7 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, int
        if(self.team)
                if(attacker.team == self.team)
                        return;
+       self.pain_finished = time;
        self.health = self.health - damage;
        if(self.sprite)
        {
@@ -238,7 +254,7 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, int
 }
 
 void func_breakable_reset()
-{
+{SELFPARAM();
        self.team = self.team_saved;
        func_breakable_look_restore();
        if(self.spawnflags & 1)
@@ -246,11 +262,11 @@ void func_breakable_reset()
        else
                func_breakable_behave_restore();
 
-       CSQCMODEL_AUTOUPDATE();
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 // destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable()
+spawnfunc(func_breakable)
 {
        float n, i;
        if(!self.health)
@@ -267,7 +283,7 @@ void spawnfunc_func_breakable()
        if(!self.debristimejitter) self.debristime = 2.5;
 
        if(self.mdl != "")
-               self.cnt = particleeffectnum(self.mdl);
+               self.cnt = _particleeffectnum(self.mdl);
        if(self.count == 0)
                self.count = 1;
 
@@ -283,7 +299,17 @@ void spawnfunc_func_breakable()
        self.mdl = self.model;
        SetBrushEntityModel();
 
-       self.use = func_breakable_restore;
+       if(self.spawnflags & 4)
+               self.use = func_breakable_destroy;
+       else
+               self.use = func_breakable_restore;
+
+       if(self.spawnflags & 4)
+       {
+               self.takedamage = DAMAGE_NO;
+               self.event_damage = func_null;
+               self.bot_attack = false;
+       }
 
        // precache all the models
        if (self.mdl_dead)
@@ -305,11 +331,11 @@ void spawnfunc_func_breakable()
        self.init_for_player_needed = 1;
        self.init_for_player = func_breakable_init_for_player;
 
-       CSQCMODEL_AUTOINIT();
+       CSQCMODEL_AUTOINIT(self);
 }
 
 // for use in maps with a "model" key set
-void spawnfunc_misc_breakablemodel() {
-       spawnfunc_func_breakable();
+spawnfunc(misc_breakablemodel) {
+       spawnfunc_func_breakable(this);
 }
 #endif