4 #include "waypointsprites.qh"
7 #include "../common/csqcmodel_settings.qh"
8 #include "../csqcmodellib/sv_model.qh"
9 #include "weapons/common.qh"
17 .float debrismovetype;
19 .vector debrisvelocity;
20 .vector debrisvelocityjitter;
21 .vector debrisavelocityjitter;
23 .float debristimejitter;
24 .float debrisfadetime;
25 .float debrisdamageforcescale;
28 .string mdl_dead; // or "" to hide when broken
29 .string debris; // space separated list of debris models
31 // mdl = particle effect name
32 // count = particle effect multiplier
33 // targetname = target to trigger to unbreak the model
34 // target = targets to trigger when broken
35 // health = amount of damage it can take
37 // 1 = start disabled (needs to be triggered to activate)
38 // 2 = indicate damage
40 // for mdl_dead to work, origin must be set (using a common/origin brush).
41 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
44 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
48 // - basically func_assault_destructible for general gameplay use
50 void LaunchDebris (string debrisname, vector force)
53 setorigin(dbr, self.absmin
54 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
55 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
56 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
57 setmodel (dbr, debrisname );
58 dbr.skin = self.debrisskin;
59 dbr.colormap = self.colormap; // inherit team colors
60 dbr.owner = self; // do not be affected by our own explosion
61 dbr.movetype = self.debrismovetype;
62 dbr.solid = self.debrissolid;
63 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
64 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
65 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
66 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
67 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
68 self.velocity = self.velocity + force * self.debrisdamageforcescale;
69 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
70 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
71 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
72 dbr.damageforcescale = self.debrisdamageforcescale;
73 if(dbr.damageforcescale)
74 dbr.takedamage = DAMAGE_YES;
75 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
78 void func_breakable_colormod()
81 if (!(self.spawnflags & 2))
83 h = self.health / self.max_health;
85 self.colormod = '1 0 0';
87 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
89 self.colormod = '1 1 1';
91 CSQCMODEL_AUTOUPDATE();
94 void func_breakable_look_destroyed()
98 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
99 self.dropped_origin = self.origin;
101 if(self.mdl_dead == "")
102 self.effects |= EF_NODRAW;
104 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
105 floorZ = self.absmin.z;
106 setorigin(self,((self.absmax+self.absmin)*.5));
107 self.origin_z = floorZ;
109 setmodel(self, self.mdl_dead);
110 self.effects &= ~EF_NODRAW;
113 CSQCMODEL_AUTOUPDATE();
115 self.solid = SOLID_NOT;
118 void func_breakable_look_restore()
120 setmodel(self, self.mdl);
121 self.effects &= ~EF_NODRAW;
123 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
124 setorigin(self, self.dropped_origin);
126 CSQCMODEL_AUTOUPDATE();
128 self.solid = SOLID_BSP;
131 void func_breakable_behave_destroyed()
133 self.health = self.max_health;
134 self.takedamage = DAMAGE_NO;
135 self.bot_attack = false;
136 self.event_damage = func_null;
138 func_breakable_colormod();
140 stopsound (self, CH_TRIGGER_SINGLE);
143 void func_breakable_behave_restore()
145 self.health = self.max_health;
148 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
149 WaypointSprite_UpdateHealth(self.sprite, self.health);
151 self.takedamage = DAMAGE_AIM;
152 self.bot_attack = true;
153 self.event_damage = func_breakable_damage;
155 self.nextthink = 0; // cancel auto respawn
156 func_breakable_colormod();
158 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
161 void func_breakable_init_for_player(entity player)
163 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
166 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
170 void func_breakable_destroyed()
172 func_breakable_look_destroyed();
173 func_breakable_behave_destroyed();
175 CSQCMODEL_AUTOUPDATE();
178 void func_breakable_restore()
180 func_breakable_look_restore();
181 func_breakable_behave_restore();
183 CSQCMODEL_AUTOUPDATE();
186 vector debrisforce; // global, set before calling this
187 void func_breakable_destroy() {
191 activator = self.owner;
192 self.owner = world; // set by W_PrepareExplosionByDamage
194 // now throw around the debris
195 n = tokenize_console(self.debris);
196 for(i = 0; i < n; ++i)
197 LaunchDebris(argv(i), debrisforce);
199 func_breakable_destroyed();
202 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
205 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
208 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
212 self.think = func_breakable_restore;
213 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
216 oldmsg = self.message;
219 self.message = oldmsg;
222 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
226 if(self.spawnflags & DOOR_NOSPLASH)
227 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
230 if(attacker.team == self.team)
232 self.health = self.health - damage;
235 WaypointSprite_Ping(self.sprite);
236 WaypointSprite_UpdateHealth(self.sprite, self.health);
238 func_breakable_colormod();
243 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
247 void func_breakable_reset()
249 self.team = self.team_saved;
250 func_breakable_look_restore();
251 if(self.spawnflags & 1)
252 func_breakable_behave_destroyed();
254 func_breakable_behave_restore();
256 CSQCMODEL_AUTOUPDATE();
259 // destructible walls that can be used to trigger target_objective_decrease
260 void spawnfunc_func_breakable() {
264 self.max_health = self.health;
266 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
267 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
268 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
269 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
270 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
271 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
272 if(!self.debristime) self.debristime = 3.5;
273 if(!self.debristimejitter) self.debristime = 2.5;
276 self.cnt = particleeffectnum(self.mdl);
280 if(self.message == "")
281 self.message = "got too close to an explosion";
282 if(self.message2 == "")
283 self.message2 = "was pushed into an explosion by";
285 self.dmg_radius = 150;
287 self.dmg_force = 200;
289 self.mdl = self.model;
290 SetBrushEntityModel();
292 self.use = func_breakable_restore;
294 // precache all the models
296 precache_model(self.mdl_dead);
297 n = tokenize_console(self.debris);
298 for(i = 0; i < n; ++i)
299 precache_model(argv(i));
301 precache_sound(self.noise);
303 precache_sound(self.noise1);
305 self.team_saved = self.team;
306 self.dropped_origin = self.origin;
308 self.reset = func_breakable_reset;
309 func_breakable_reset();
311 self.init_for_player_needed = 1;
312 self.init_for_player = func_breakable_init_for_player;
314 CSQCMODEL_AUTOINIT();
317 // for use in maps with a "model" key set
318 void spawnfunc_misc_breakablemodel() {
319 spawnfunc_func_breakable();