// Otherwise mdl_dead will be displayed at the map origin, and nobody would
// want that!
-void func_breakable_damage(entity this, 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, .entity weaponentity, vector hitloc, vector force);
//
// func_breakable
dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
- this.velocity = this.velocity + force * this.debrisdamageforcescale;
+ dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
+ dbr.angles = this.angles;
dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
else
this.colormod = '1 1 1';
-
- CSQCMODEL_AUTOUPDATE(this);
}
void func_breakable_look_destroyed(entity this)
this.effects &= ~EF_NODRAW;
}
- CSQCMODEL_AUTOUPDATE(this);
-
this.solid = SOLID_NOT;
}
if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
setorigin(this, this.dropped_origin);
- CSQCMODEL_AUTOUPDATE(this);
-
this.solid = SOLID_BSP;
}
stopsound (this, CH_TRIGGER_SINGLE);
}
+void func_breakable_think(entity this)
+{
+ this.nextthink = time;
+ CSQCMODEL_AUTOUPDATE(this);
+}
+
void func_breakable_destroy(entity this, entity actor, entity trigger);
void func_breakable_behave_restore(entity this)
{
if(this.spawnflags & 4)
this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
this.state = 0;
- this.nextthink = 0; // cancel auto respawn
+ //this.nextthink = 0; // cancel auto respawn
+ setthink(this, func_breakable_think);
+ this.nextthink = time + 0.1;
func_breakable_colormod(this);
if (this.noise1)
_sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
void func_breakable_init_for_player(entity this, entity player)
{
- if (this.noise1 && this.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+ if (this.noise1 && this.state == 0 && IS_REAL_CLIENT(player))
{
msg_entity = player;
soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
{
func_breakable_look_destroyed(this);
func_breakable_behave_destroyed(this);
-
- CSQCMODEL_AUTOUPDATE(this);
}
void func_breakable_restore(entity this, entity actor, entity trigger)
{
func_breakable_look_restore(this);
func_breakable_behave_restore(this);
-
- CSQCMODEL_AUTOUPDATE(this);
}
void func_breakable_restore_self(entity this)
_sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
if(this.dmg)
- RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, NULL);
+ RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL);
if(this.cnt) // TODO
__pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
if(this.respawntime)
{
+ CSQCMODEL_AUTOUPDATE(this);
setthink(this, func_breakable_restore_self);
this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
}
func_breakable_destroy(this, NULL, NULL);
}
-void func_breakable_damage(entity this, 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, .entity weaponentity, vector hitloc, vector force)
{
if(this.state == 1)
return;
this.takedamage = DAMAGE_NO;
this.event_damage = func_null;
- if(IS_CLIENT(attacker) && this.classname == "func_assault_destructible")
+ 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;
+ CSQCMODEL_AUTOUPDATE(this);
setthink(this, func_breakable_destroy_self);
}
}
func_breakable_behave_destroyed(this);
else
func_breakable_behave_restore(this);
-
- CSQCMODEL_AUTOUPDATE(this);
}
// destructible walls that can be used to trigger target_objective_decrease
precache_sound(this.noise1);
this.team_saved = this.team;
+ IL_PUSH(g_saved_team, this);
this.dropped_origin = this.origin;
this.reset = func_breakable_reset;