X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Ffunc_breakable.qc;h=be6104f1fa6d2c653cc6acb25bc3f818cab46840;hp=d67e79cd4d3396e45b74e9747291036680fc968d;hb=253cc10990569fd90917dba809ce03c90fc89336;hpb=387861a0bee1121b0869bfaf8cff5b703ffc1ad2 diff --git a/qcsrc/server/func_breakable.qc b/qcsrc/server/func_breakable.qc index d67e79cd4d..be6104f1fa 100644 --- a/qcsrc/server/func_breakable.qc +++ b/qcsrc/server/func_breakable.qc @@ -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(); }