X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Ftriggers%2Ffunc%2Fbreakable.qc;h=feaf8785093d97b9663d67096ae3c8d22d853394;hb=d271f27a5ac351a3a7b39636932f6d661492be1d;hp=e6253b14de57d0d6b6915136da9a5ac1f0244c6d;hpb=05375be95785001ea4228a59f830308501e59b5e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/triggers/func/breakable.qc b/qcsrc/common/triggers/func/breakable.qc index e6253b14d..feaf87850 100644 --- a/qcsrc/common/triggers/func/breakable.qc +++ b/qcsrc/common/triggers/func/breakable.qc @@ -1,12 +1,11 @@ #ifdef SVQC -#include "../../../server/_all.qh" - -#include "../../../server/g_subs.qh" -#include "../../../server/g_damage.qh" -#include "../../../common/csqcmodel_settings.qh" -#include "../../../csqcmodellib/sv_model.qh" -#include "../../../server/weapons/common.qh" +#include +#include +#include +#include +#include +#include .entity sprite; @@ -42,7 +41,7 @@ // 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 @@ -51,10 +50,11 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, int 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)); + + '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 @@ -209,10 +209,10 @@ void func_breakable_destroy() _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); + __pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count); if(self.respawntime) { @@ -226,111 +226,124 @@ void func_breakable_destroy() self.message = oldmsg; } -void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if(self.state == 1) +void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + 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() -{SELFPARAM(); - self.team = self.team_saved; +void func_breakable_reset(entity this) +{ + 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(self); + CSQCMODEL_AUTOUPDATE(this); } // destructible walls that can be used to trigger target_objective_decrease 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(self); + CSQCMODEL_AUTOINIT(this); } // for use in maps with a "model" key set