#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 "../../../server/weapons/common.qh"
+#include <server/g_subs.qh>
+#include <server/g_damage.qh>
+#include <server/bot/bot.qh>
+#include <common/csqcmodel_settings.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/weapons/common.qh>
.entity sprite;
// 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, int deathtype, vector hitloc, vector force);
+void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
//
// func_breakable
// - basically func_assault_destructible for general gameplay use
//
void LaunchDebris (string debrisname, vector force)
-{
+{SELFPARAM();
entity dbr = spawn();
- setorigin(dbr, self.absmin
+ vector org = 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 );
+ + '0 0 1' * random() * (self.absmax.z - self.absmin.z);
+ setorigin(dbr, org);
+ _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)
- Send_Effect((effects_ent[self.cnt - 1]).eent_eff_name, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
+ if(self.cnt) // TODO
+ __pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
if(self.respawntime)
{
self.message = oldmsg;
}
-void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- if(self.state == 1)
+ if(this.state == 1)
return;
- if(self.spawnflags & DOOR_NOSPLASH)
+ if(this.spawnflags & DOOR_NOSPLASH)
if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
return;
- if(self.team)
- if(attacker.team == self.team)
+ if(this.team)
+ if(attacker.team == this.team)
return;
- self.pain_finished = time;
- self.health = self.health - damage;
- if(self.sprite)
+ this.pain_finished = time;
+ this.health = this.health - damage;
+ if(this.sprite)
{
- WaypointSprite_Ping(self.sprite);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
+ WaypointSprite_Ping(this.sprite);
+ WaypointSprite_UpdateHealth(this.sprite, this.health);
}
- func_breakable_colormod();
+ WITHSELF(this, func_breakable_colormod());
- if(self.health <= 0)
+ if(this.health <= 0)
{
debrisforce = force;
- W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
+
+ 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;
+ this.think = func_breakable_destroy;
}
}
-void func_breakable_reset()
+void func_breakable_reset(entity this)
{
- self.team = self.team_saved;
+ this.team = this.team_saved;
func_breakable_look_restore();
- if(self.spawnflags & 1)
+ if(this.spawnflags & 1)
func_breakable_behave_destroyed();
else
func_breakable_behave_restore();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(this);
}
// destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable()
+spawnfunc(func_breakable)
{
float n, i;
- if(!self.health)
- self.health = 100;
- self.max_health = self.health;
+ 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(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
- if(!self.debrissolid) self.debrissolid = SOLID_NOT;
- if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
- if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
- if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
- if(!self.debristime) self.debristime = 3.5;
- if(!self.debristimejitter) self.debristime = 2.5;
-
- if(self.mdl != "")
- self.cnt = particleeffectnum(self.mdl);
- if(self.count == 0)
- self.count = 1;
-
- if(self.message == "")
- self.message = "got too close to an explosion";
- if(self.message2 == "")
- self.message2 = "was pushed into an explosion by";
- if(!self.dmg_radius)
- self.dmg_radius = 150;
- if(!self.dmg_force)
- self.dmg_force = 200;
-
- self.mdl = self.model;
+ 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();
- if(self.spawnflags & 4)
- self.use = func_breakable_destroy;
+ if(this.spawnflags & 4)
+ this.use = func_breakable_destroy;
else
- self.use = func_breakable_restore;
+ this.use = func_breakable_restore;
- if(self.spawnflags & 4)
+ if(this.spawnflags & 4)
{
- self.takedamage = DAMAGE_NO;
- self.event_damage = func_null;
- self.bot_attack = false;
+ this.takedamage = DAMAGE_NO;
+ this.event_damage = func_null;
+ this.bot_attack = false;
}
// precache all the models
- if (self.mdl_dead)
- precache_model(self.mdl_dead);
- n = tokenize_console(self.debris);
+ 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(self.noise)
- precache_sound(self.noise);
- if(self.noise1)
- precache_sound(self.noise1);
+ if(this.noise)
+ precache_sound(this.noise);
+ if(this.noise1)
+ precache_sound(this.noise1);
- self.team_saved = self.team;
- self.dropped_origin = self.origin;
+ this.team_saved = this.team;
+ this.dropped_origin = this.origin;
- self.reset = func_breakable_reset;
- func_breakable_reset();
+ this.reset = func_breakable_reset;
+ this.reset(this);
- self.init_for_player_needed = 1;
- self.init_for_player = func_breakable_init_for_player;
+ this.init_for_player_needed = 1;
+ this.init_for_player = func_breakable_init_for_player;
- CSQCMODEL_AUTOINIT();
+ CSQCMODEL_AUTOINIT(this);
}
// for use in maps with a "model" key set
-void spawnfunc_misc_breakablemodel() {
- spawnfunc_func_breakable();
+spawnfunc(misc_breakablemodel) {
+ spawnfunc_func_breakable(this);
}
#endif