+++ /dev/null
-#include "breakable.qh"
-#ifdef SVQC
-
-#include <server/g_subs.qh>
-#include <server/g_damage.qh>
-#include <server/bot/api.qh>
-#include <common/csqcmodel_settings.qh>
-#include <lib/csqcmodel/sv_model.qh>
-#include <server/weapons/common.qh>
-
-.entity sprite;
-
-.float dmg;
-.float dmg_edge;
-.float dmg_radius;
-.float dmg_force;
-.float debrismovetype;
-.float debrissolid;
-.vector debrisvelocity;
-.vector debrisvelocityjitter;
-.vector debrisavelocityjitter;
-.float debristime;
-.float debristimejitter;
-.float debrisfadetime;
-.float debrisdamageforcescale;
-.float debrisskin;
-
-.string mdl_dead; // or "" to hide when broken
-.string debris; // space separated list of debris models
-// other fields:
-// mdl = particle effect name
-// count = particle effect multiplier
-// targetname = target to trigger to unbreak the model
-// target = targets to trigger when broken
-// health = amount of damage it can take
-// spawnflags:
-// START_DISABLED: needs to be triggered to activate
-// BREAKABLE_INDICATE_DAMAGE: indicate damage
-// BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
-// NOSPLASH: don't take splash damage
-// 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
-// want that!
-
-void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
-
-//
-// func_breakable
-// - basically func_assault_destructible for general gameplay use
-//
-void LaunchDebris (entity this, string debrisname, vector force)
-{
- entity dbr = spawn();
- vector org = this.absmin
- + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
- + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
- + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
- setorigin(dbr, org);
- _setmodel (dbr, debrisname );
- dbr.skin = this.debrisskin;
- dbr.colormap = this.colormap; // inherit team colors
- dbr.owner = this; // do not be affected by our own explosion
- set_movetype(dbr, this.debrismovetype);
- dbr.solid = this.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 = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
- dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
- dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
- dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
- dbr.angles = this.angles;
- dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
- dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
- dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
- dbr.damageforcescale = this.debrisdamageforcescale;
- if(dbr.damageforcescale)
- dbr.takedamage = DAMAGE_YES;
- SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
-}
-
-void func_breakable_colormod(entity this)
-{
- float h;
- if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE))
- return;
- h = this.health / this.max_health;
- if(h < 0.25)
- this.colormod = '1 0 0';
- else if(h <= 0.75)
- this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
- else
- this.colormod = '1 1 1';
-}
-
-void func_breakable_look_destroyed(entity this)
-{
- float floorZ;
-
- if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
- this.dropped_origin = this.origin;
-
- if(this.mdl_dead == "")
- this.effects |= EF_NODRAW;
- else {
- if (this.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
- floorZ = this.absmin.z;
- setorigin(this, ((this.absmax + this.absmin) * 0.5));
- this.origin_z = floorZ;
- }
- _setmodel(this, this.mdl_dead);
- ApplyMinMaxScaleAngles(this);
- this.effects &= ~EF_NODRAW;
- }
-
- this.solid = SOLID_NOT;
-}
-
-void func_breakable_look_restore(entity this)
-{
- _setmodel(this, this.mdl);
- ApplyMinMaxScaleAngles(this);
- this.effects &= ~EF_NODRAW;
-
- if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
- setorigin(this, this.dropped_origin);
-
- this.solid = SOLID_BSP;
-}
-
-void func_breakable_behave_destroyed(entity this)
-{
- this.health = this.max_health;
- this.takedamage = DAMAGE_NO;
- if(this.bot_attack)
- IL_REMOVE(g_bot_targets, this);
- this.bot_attack = false;
- this.event_damage = func_null;
- this.state = STATE_BROKEN;
- if(this.spawnflags & BREAKABLE_NODAMAGE)
- this.use = func_null;
- func_breakable_colormod(this);
- if (this.noise1)
- stopsound (this, CH_TRIGGER_SINGLE);
-}
-
-void func_breakable_think(entity this)
-{
- this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(this);
-}
-
-void func_breakable_destroy(entity this, entity actor, entity trigger);
-void func_breakable_behave_restore(entity this)
-{
- this.health = this.max_health;
- if(this.sprite)
- {
- WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
- WaypointSprite_UpdateHealth(this.sprite, this.health);
- }
- if(!(this.spawnflags & BREAKABLE_NODAMAGE))
- {
- this.takedamage = DAMAGE_AIM;
- if(!this.bot_attack)
- IL_PUSH(g_bot_targets, this);
- this.bot_attack = true;
- this.event_damage = func_breakable_damage;
- }
- if(this.spawnflags & BREAKABLE_NODAMAGE)
- this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
- this.state = STATE_ALIVE;
- //this.nextthink = 0; // cancel auto respawn
- setthink(this, func_breakable_think);
- this.nextthink = time + 0.1;
- func_breakable_colormod(this);
- if (this.noise1)
- _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
-}
-
-void func_breakable_init_for_player(entity this, entity player)
-{
- if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
- {
- msg_entity = player;
- soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
- }
-}
-
-void func_breakable_destroyed(entity this)
-{
- func_breakable_look_destroyed(this);
- func_breakable_behave_destroyed(this);
-}
-
-void func_breakable_restore(entity this, entity actor, entity trigger)
-{
- func_breakable_look_restore(this);
- func_breakable_behave_restore(this);
-}
-
-void func_breakable_restore_self(entity this)
-{
- func_breakable_restore(this, NULL, NULL);
-}
-
-vector debrisforce; // global, set before calling this
-void func_breakable_destroy(entity this, entity actor, entity trigger)
-{
- float n, i;
- string oldmsg;
-
- entity act = this.owner;
- this.owner = NULL; // set by W_PrepareExplosionByDamage
-
- // now throw around the debris
- n = tokenize_console(this.debris);
- for(i = 0; i < n; ++i)
- LaunchDebris(this, argv(i), debrisforce);
-
- func_breakable_destroyed(this);
-
- if(this.noise)
- _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
-
- if(this.dmg)
- RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL);
-
- if(this.cnt) // TODO
- __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
-
- if(this.respawntime)
- {
- CSQCMODEL_AUTOUPDATE(this);
- setthink(this, func_breakable_restore_self);
- this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
- }
-
- oldmsg = this.message;
- this.message = "";
- SUB_UseTargets(this, act, trigger);
- this.message = oldmsg;
-}
-
-void func_breakable_destroy_self(entity this)
-{
- func_breakable_destroy(this, NULL, NULL);
-}
-
-void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
- if(this.state == STATE_BROKEN)
- return;
- if(this.spawnflags & NOSPLASH)
- if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
- return;
- if(this.team)
- if(attacker.team == this.team)
- return;
- this.pain_finished = time;
- this.health = this.health - damage;
- if(this.sprite)
- {
- WaypointSprite_Ping(this.sprite);
- WaypointSprite_UpdateHealth(this.sprite, this.health);
- }
- func_breakable_colormod(this);
-
- if(this.health <= 0)
- {
- debrisforce = force;
-
- this.takedamage = DAMAGE_NO;
- this.event_damage = func_null;
-
- if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible")
- {
- this.owner = attacker;
- this.realowner = attacker;
- }
-
- // do not explode NOW but in the NEXT FRAME!
- // because recursive calls to RadiusDamage are not allowed
- this.nextthink = time;
- CSQCMODEL_AUTOUPDATE(this);
- setthink(this, func_breakable_destroy_self);
- }
-}
-
-void func_breakable_reset(entity this)
-{
- this.team = this.team_saved;
- func_breakable_look_restore(this);
- if(this.spawnflags & START_DISABLED)
- func_breakable_behave_destroyed(this);
- else
- func_breakable_behave_restore(this);
-}
-
-// destructible walls that can be used to trigger target_objective_decrease
-spawnfunc(func_breakable)
-{
- float n, i;
- if(!this.health)
- this.health = 100;
- this.max_health = this.health;
-
- // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
- if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
- if(!this.debrissolid) this.debrissolid = SOLID_NOT;
- if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
- if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
- if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
- if(!this.debristime) this.debristime = 3.5;
- if(!this.debristimejitter) this.debristime = 2.5;
-
- if(this.mdl != "")
- this.cnt = _particleeffectnum(this.mdl);
- if(this.count == 0)
- this.count = 1;
-
- if(this.message == "")
- this.message = "got too close to an explosion";
- if(this.message2 == "")
- this.message2 = "was pushed into an explosion by";
- if(!this.dmg_radius)
- this.dmg_radius = 150;
- if(!this.dmg_force)
- this.dmg_force = 200;
-
- this.mdl = this.model;
- SetBrushEntityModel(this);
-
- if(this.spawnflags & BREAKABLE_NODAMAGE)
- this.use = func_breakable_destroy;
- else
- this.use = func_breakable_restore;
-
- if(this.spawnflags & BREAKABLE_NODAMAGE)
- {
- this.takedamage = DAMAGE_NO;
- this.event_damage = func_null;
- this.bot_attack = false;
- }
-
- // precache all the models
- if (this.mdl_dead)
- precache_model(this.mdl_dead);
- n = tokenize_console(this.debris);
- for(i = 0; i < n; ++i)
- precache_model(argv(i));
- if(this.noise)
- precache_sound(this.noise);
- if(this.noise1)
- precache_sound(this.noise1);
-
- this.team_saved = this.team;
- IL_PUSH(g_saved_team, this);
- this.dropped_origin = this.origin;
-
- this.reset = func_breakable_reset;
- this.reset(this);
-
- IL_PUSH(g_initforplayer, this);
- this.init_for_player = func_breakable_init_for_player;
-
- CSQCMODEL_AUTOINIT(this);
-}
-
-// for use in maps with a "model" key set
-spawnfunc(misc_breakablemodel) {
- spawnfunc_func_breakable(this);
-}
-#endif