]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/func_breakable.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / func_breakable.qc
index d67e79cd4d3396e45b74e9747291036680fc968d..be6104f1fa6d2c653cc6acb25bc3f818cab46840 100644 (file)
@@ -1,3 +1,5 @@
+#include "weapons/common.qh"
+
 .entity sprite;
 
 .float dmg;
@@ -31,7 +33,7 @@
 //   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);
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
 
 //
 // func_breakable
@@ -39,13 +41,11 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, floa
 //
 void LaunchDebris (string debrisname, vector force)
 {
-       local   entity dbr;
-
-       dbr = spawn();
+       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));
+                  + '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
@@ -54,13 +54,13 @@ void LaunchDebris (string debrisname, vector force)
        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();
+       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.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;
@@ -79,36 +79,44 @@ void func_breakable_colormod()
                self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
        else
                self.colormod = '1 1 1';
-               
+
        CSQCMODEL_AUTOUPDATE();
 }
 
 void func_breakable_look_destroyed()
 {
-       float floor_z;
+       float floorZ;
 
        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 = "";
+               self.effects |= EF_NODRAW;
        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;
+                       floorZ = self.absmin.z;
                        setorigin(self,((self.absmax+self.absmin)*.5));
-                       self.origin_z = floor_z;
+                       self.origin_z = floorZ;
                }
                setmodel(self, self.mdl_dead);
+               self.effects &= ~EF_NODRAW;
        }
 
+       CSQCMODEL_AUTOUPDATE();
+
        self.solid = SOLID_NOT;
 }
 
 void func_breakable_look_restore()
 {
        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();
+
        self.solid = SOLID_BSP;
 }
 
@@ -116,10 +124,12 @@ void func_breakable_behave_destroyed()
 {
        self.health = self.max_health;
        self.takedamage = DAMAGE_NO;
-       self.bot_attack = FALSE;
+       self.bot_attack = false;
        self.event_damage = func_null;
        self.state = 1;
        func_breakable_colormod();
+       if (self.noise1)
+               stopsound (self, CH_TRIGGER_SINGLE);
 }
 
 void func_breakable_behave_restore()
@@ -131,18 +141,29 @@ void func_breakable_behave_restore()
                WaypointSprite_UpdateHealth(self.sprite, self.health);
        }
        self.takedamage = DAMAGE_AIM;
-       self.bot_attack = TRUE;
+       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);
+}
+
+void func_breakable_init_for_player(entity player)
+{
+       if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+       {
+               msg_entity = player;
+               soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+       }
 }
 
 void func_breakable_destroyed()
 {
        func_breakable_look_destroyed();
        func_breakable_behave_destroyed();
-       
+
        CSQCMODEL_AUTOUPDATE();
 }
 
@@ -150,7 +171,7 @@ void func_breakable_restore()
 {
        func_breakable_look_restore();
        func_breakable_behave_restore();
-       
+
        CSQCMODEL_AUTOUPDATE();
 }
 
@@ -173,7 +194,7 @@ void func_breakable_destroy() {
                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, 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);
@@ -190,7 +211,7 @@ void func_breakable_destroy() {
        self.message = oldmsg;
 }
 
-void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
        if(self.state == 1)
                return;
@@ -223,7 +244,7 @@ void func_breakable_reset()
                func_breakable_behave_destroyed();
        else
                func_breakable_behave_restore();
-               
+
        CSQCMODEL_AUTOUPDATE();
 }
 
@@ -270,13 +291,18 @@ void spawnfunc_func_breakable() {
                precache_model(argv(i));
        if(self.noise)
                precache_sound(self.noise);
+       if(self.noise1)
+               precache_sound(self.noise1);
 
        self.team_saved = self.team;
        self.dropped_origin = self.origin;
 
        self.reset = func_breakable_reset;
        func_breakable_reset();
-       
+
+       self.init_for_player_needed = 1;
+       self.init_for_player = func_breakable_init_for_player;
+
        CSQCMODEL_AUTOINIT();
 }