#ifdef SVQC
-#include "../../../server/_all.qh"
-
#include "../../../server/g_subs.qh"
#include "../../../server/g_damage.qh"
#include "../../../server/bot/bot.qh"
-#include "../../common/csqcmodel_settings.qh"
-#include "../../../csqcmodellib/sv_model.qh"
+#include "../../../common/csqcmodel_settings.qh"
+#include "../../../lib/csqcmodel/sv_model.qh"
#include "../../../server/weapons/common.qh"
.entity sprite;
+ '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 );
+ _setmodel (dbr, debrisname );
dbr.skin = self.debrisskin;
dbr.colormap = self.colormap; // inherit team colors
dbr.owner = self; // do not be affected by our own explosion
setorigin(self,((self.absmax+self.absmin)*.5));
self.origin_z = floorZ;
}
- setmodel(self, self.mdl_dead);
+ _setmodel(self, self.mdl_dead);
self.effects &= ~EF_NODRAW;
}
void func_breakable_look_restore()
{SELFPARAM();
- setmodel(self, self.mdl);
+ _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
self.nextthink = 0; // cancel auto respawn
func_breakable_colormod();
if (self.noise1)
- sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+ _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
}
void func_breakable_init_for_player(entity player)
func_breakable_destroyed();
if(self.noise)
- sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+ _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, world, self.dmg_force, DEATH_HURTTRIGGER, world);
+ RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER.m_id, world);
if(self.cnt) // TODO
pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
}
// destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable()
-{SELFPARAM();
+spawnfunc(func_breakable)
+{
float n, i;
if(!self.health)
self.health = 100;
}
// for use in maps with a "model" key set
-void spawnfunc_misc_breakablemodel() {
- spawnfunc_func_breakable();
+spawnfunc(misc_breakablemodel) {
+ spawnfunc_func_breakable(this);
}
#endif