#ifdef SVQC
-#include "../../../server/_all.qh"
-
#include "../../../server/g_subs.qh"
-#include "../../../server/waypointsprites.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;
// - basically func_assault_destructible for general gameplay use
//
void LaunchDebris (string debrisname, vector force)
-{
+{SELFPARAM();
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));
- 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
}
void func_breakable_colormod()
-{
+{SELFPARAM();
float h;
if (!(self.spawnflags & 2))
return;
else
self.colormod = '1 1 1';
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
void func_breakable_look_destroyed()
-{
+{SELFPARAM();
float floorZ;
if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
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;
}
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.solid = SOLID_NOT;
}
void func_breakable_look_restore()
-{
- setmodel(self, self.mdl);
+{SELFPARAM();
+ _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();
+ CSQCMODEL_AUTOUPDATE(self);
self.solid = SOLID_BSP;
}
void func_breakable_behave_destroyed()
-{
+{SELFPARAM();
self.health = self.max_health;
self.takedamage = DAMAGE_NO;
self.bot_attack = false;
}
void func_breakable_behave_restore()
-{
+{SELFPARAM();
self.health = self.max_health;
if(self.sprite)
{
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)
-{
+{SELFPARAM();
if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
{
msg_entity = player;
}
void func_breakable_destroyed()
-{
+{SELFPARAM();
func_breakable_look_destroyed();
func_breakable_behave_destroyed();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
void func_breakable_restore()
-{
+{SELFPARAM();
func_breakable_look_restore();
func_breakable_behave_restore();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
vector debrisforce; // global, set before calling this
-void func_breakable_destroy() {
+void func_breakable_destroy()
+{SELFPARAM();
float n, i;
string oldmsg;
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)
+ if(self.cnt) // TODO
pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
if(self.respawntime)
}
void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.state == 1)
return;
if(self.spawnflags & DOOR_NOSPLASH)
}
void func_breakable_reset()
-{
+{SELFPARAM();
self.team = self.team_saved;
func_breakable_look_restore();
if(self.spawnflags & 1)
else
func_breakable_behave_restore();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
// destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable()
+spawnfunc(func_breakable)
{
float n, i;
if(!self.health)
if(!self.debristimejitter) self.debristime = 2.5;
if(self.mdl != "")
- self.cnt = particleeffectnum(self.mdl);
+ self.cnt = _particleeffectnum(self.mdl);
if(self.count == 0)
self.count = 1;
self.init_for_player_needed = 1;
self.init_for_player = func_breakable_init_for_player;
- CSQCMODEL_AUTOINIT();
+ CSQCMODEL_AUTOINIT(self);
}
// for use in maps with a "model" key set
-void spawnfunc_misc_breakablemodel() {
- spawnfunc_func_breakable();
+spawnfunc(misc_breakablemodel) {
+ spawnfunc_func_breakable(this);
}
#endif