// func_breakable
// - basically func_assault_destructible for general gameplay use
//
-void LaunchDebris (string debrisname, vector force) =
+void LaunchDebris (string debrisname, vector force)
{
local entity dbr;
if(dbr.damageforcescale)
dbr.takedamage = DAMAGE_YES;
SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
-};
+}
void func_breakable_colormod()
{
float h;
- if not(self.spawnflags & 2)
+ if (!(self.spawnflags & 2))
return;
h = self.health / self.max_health;
if(h < 0.25)
void func_breakable_look_destroyed()
{
- local float floor_z;
+ float floor_z;
if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
self.dropped_origin = self.origin;
self.health = self.max_health;
self.takedamage = DAMAGE_NO;
self.bot_attack = FALSE;
- self.event_damage = SUB_Null;
+ self.event_damage = func_null;
self.state = 1;
func_breakable_colormod();
}
func_breakable_destroyed();
if(self.noise)
- sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_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, self.dmg_force, DEATH_HURTTRIGGER, world);
if(self.count == 0)
self.count = 1;
- if(!self.message)
+ if(self.message == "")
self.message = "got too close to an explosion";
- if(!self.message2)
+ if(self.message2 == "")
self.message2 = "was pushed into an explosion by";
if(!self.dmg_radius)
self.dmg_radius = 150;