]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/func_breakable.qc
New way of handling the jumping/impact effect, plus clean up the code a lot.
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / func_breakable.qc
index 192e5cd7fb2e69f5b20b5708f4aec9af11224e28..81e60afb3e506e86574e9a0a2fa4079880041ae5 100644 (file)
@@ -37,7 +37,7 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, floa
 // func_breakable
 // - basically func_assault_destructible for general gameplay use
 //
-void LaunchDebris (string debrisname, vector force) =
+void LaunchDebris (string debrisname, vector force)
 {
        local   entity dbr;
 
@@ -65,7 +65,7 @@ void LaunchDebris (string debrisname, vector force) =
        if(dbr.damageforcescale)
                dbr.takedamage = DAMAGE_YES;
        SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
-};
+}
 
 void func_breakable_colormod()
 {
@@ -83,7 +83,7 @@ void func_breakable_colormod()
 
 void func_breakable_look_destroyed()
 {
-       local float floor_z;
+       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;
@@ -167,7 +167,7 @@ void func_breakable_destroy() {
                sound (self, CH_TRIGGER, 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);
+               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);