]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Merge branch 'master' into terencehill/min_spec_time
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
index b6dcd01f8843cc5f9310db9b93d213c4848e80ed..ec71bc3fc3b044e10888e56a1e8a6d0d4c872c32 100644 (file)
@@ -42,7 +42,7 @@
 //   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
@@ -67,7 +67,8 @@ void LaunchDebris (entity this, string debrisname, vector force)
        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;
@@ -89,8 +90,6 @@ void func_breakable_colormod(entity this)
                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)
@@ -113,8 +112,6 @@ void func_breakable_look_destroyed(entity this)
                this.effects &= ~EF_NODRAW;
        }
 
-       CSQCMODEL_AUTOUPDATE(this);
-
        this.solid = SOLID_NOT;
 }
 
@@ -127,8 +124,6 @@ void func_breakable_look_restore(entity this)
        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;
 }
 
@@ -148,6 +143,12 @@ void func_breakable_behave_destroyed(entity this)
                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)
 {
@@ -168,7 +169,9 @@ 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);
@@ -176,7 +179,7 @@ void func_breakable_behave_restore(entity this)
 
 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);
@@ -187,16 +190,12 @@ void func_breakable_destroyed(entity this)
 {
        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)
@@ -224,13 +223,14 @@ void func_breakable_destroy(entity this, entity actor, entity trigger)
                _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;
        }
@@ -246,7 +246,7 @@ void func_breakable_destroy_self(entity this)
        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;
@@ -272,7 +272,7 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float
                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;
@@ -281,6 +281,7 @@ void func_breakable_damage(entity this, entity inflictor, entity attacker, float
                // 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);
        }
 }
@@ -293,8 +294,6 @@ void func_breakable_reset(entity this)
                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
@@ -355,6 +354,7 @@ spawnfunc(func_breakable)
                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;