3 #include "../../../server/_all.qh"
5 #include "../../../server/g_subs.qh"
6 #include "../../../server/waypointsprites.qh"
7 #include "../../../server/g_damage.qh"
8 #include "../../../server/bot/bot.qh"
9 #include "../../common/csqcmodel_settings.qh"
10 #include "../../../csqcmodellib/sv_model.qh"
11 #include "../../../server/weapons/common.qh"
19 .float debrismovetype;
21 .vector debrisvelocity;
22 .vector debrisvelocityjitter;
23 .vector debrisavelocityjitter;
25 .float debristimejitter;
26 .float debrisfadetime;
27 .float debrisdamageforcescale;
30 .string mdl_dead; // or "" to hide when broken
31 .string debris; // space separated list of debris models
33 // mdl = particle effect name
34 // count = particle effect multiplier
35 // targetname = target to trigger to unbreak the model
36 // target = targets to trigger when broken
37 // health = amount of damage it can take
39 // 1 = start disabled (needs to be triggered to activate)
40 // 2 = indicate damage
42 // for mdl_dead to work, origin must be set (using a common/origin brush).
43 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
46 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
50 // - basically func_assault_destructible for general gameplay use
52 void LaunchDebris (string debrisname, vector force)
55 setorigin(dbr, self.absmin
56 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
57 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
58 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
59 setmodel (dbr, debrisname );
60 dbr.skin = self.debrisskin;
61 dbr.colormap = self.colormap; // inherit team colors
62 dbr.owner = self; // do not be affected by our own explosion
63 dbr.movetype = self.debrismovetype;
64 dbr.solid = self.debrissolid;
65 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
66 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
67 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
68 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
69 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
70 self.velocity = self.velocity + force * self.debrisdamageforcescale;
71 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
72 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
73 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
74 dbr.damageforcescale = self.debrisdamageforcescale;
75 if(dbr.damageforcescale)
76 dbr.takedamage = DAMAGE_YES;
77 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
80 void func_breakable_colormod()
83 if (!(self.spawnflags & 2))
85 h = self.health / self.max_health;
87 self.colormod = '1 0 0';
89 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
91 self.colormod = '1 1 1';
93 CSQCMODEL_AUTOUPDATE();
96 void func_breakable_look_destroyed()
100 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
101 self.dropped_origin = self.origin;
103 if(self.mdl_dead == "")
104 self.effects |= EF_NODRAW;
106 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
107 floorZ = self.absmin.z;
108 setorigin(self,((self.absmax+self.absmin)*.5));
109 self.origin_z = floorZ;
111 setmodel(self, self.mdl_dead);
112 self.effects &= ~EF_NODRAW;
115 CSQCMODEL_AUTOUPDATE();
117 self.solid = SOLID_NOT;
120 void func_breakable_look_restore()
122 setmodel(self, self.mdl);
123 self.effects &= ~EF_NODRAW;
125 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
126 setorigin(self, self.dropped_origin);
128 CSQCMODEL_AUTOUPDATE();
130 self.solid = SOLID_BSP;
133 void func_breakable_behave_destroyed()
135 self.health = self.max_health;
136 self.takedamage = DAMAGE_NO;
137 self.bot_attack = false;
138 self.event_damage = func_null;
140 func_breakable_colormod();
142 stopsound (self, CH_TRIGGER_SINGLE);
145 void func_breakable_behave_restore()
147 self.health = self.max_health;
150 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
151 WaypointSprite_UpdateHealth(self.sprite, self.health);
153 self.takedamage = DAMAGE_AIM;
154 self.bot_attack = true;
155 self.event_damage = func_breakable_damage;
157 self.nextthink = 0; // cancel auto respawn
158 func_breakable_colormod();
160 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
163 void func_breakable_init_for_player(entity player)
165 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
168 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
172 void func_breakable_destroyed()
174 func_breakable_look_destroyed();
175 func_breakable_behave_destroyed();
177 CSQCMODEL_AUTOUPDATE();
180 void func_breakable_restore()
182 func_breakable_look_restore();
183 func_breakable_behave_restore();
185 CSQCMODEL_AUTOUPDATE();
188 vector debrisforce; // global, set before calling this
189 void func_breakable_destroy() {
193 activator = self.owner;
194 self.owner = world; // set by W_PrepareExplosionByDamage
196 // now throw around the debris
197 n = tokenize_console(self.debris);
198 for(i = 0; i < n; ++i)
199 LaunchDebris(argv(i), debrisforce);
201 func_breakable_destroyed();
204 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
207 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
210 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
214 self.think = func_breakable_restore;
215 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
218 oldmsg = self.message;
221 self.message = oldmsg;
224 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
228 if(self.spawnflags & DOOR_NOSPLASH)
229 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
232 if(attacker.team == self.team)
234 self.health = self.health - damage;
237 WaypointSprite_Ping(self.sprite);
238 WaypointSprite_UpdateHealth(self.sprite, self.health);
240 func_breakable_colormod();
245 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
249 void func_breakable_reset()
251 self.team = self.team_saved;
252 func_breakable_look_restore();
253 if(self.spawnflags & 1)
254 func_breakable_behave_destroyed();
256 func_breakable_behave_restore();
258 CSQCMODEL_AUTOUPDATE();
261 // destructible walls that can be used to trigger target_objective_decrease
262 void spawnfunc_func_breakable()
267 self.max_health = self.health;
269 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
270 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
271 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
272 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
273 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
274 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
275 if(!self.debristime) self.debristime = 3.5;
276 if(!self.debristimejitter) self.debristime = 2.5;
279 self.cnt = particleeffectnum(self.mdl);
283 if(self.message == "")
284 self.message = "got too close to an explosion";
285 if(self.message2 == "")
286 self.message2 = "was pushed into an explosion by";
288 self.dmg_radius = 150;
290 self.dmg_force = 200;
292 self.mdl = self.model;
293 SetBrushEntityModel();
295 self.use = func_breakable_restore;
297 // precache all the models
299 precache_model(self.mdl_dead);
300 n = tokenize_console(self.debris);
301 for(i = 0; i < n; ++i)
302 precache_model(argv(i));
304 precache_sound(self.noise);
306 precache_sound(self.noise1);
308 self.team_saved = self.team;
309 self.dropped_origin = self.origin;
311 self.reset = func_breakable_reset;
312 func_breakable_reset();
314 self.init_for_player_needed = 1;
315 self.init_for_player = func_breakable_init_for_player;
317 CSQCMODEL_AUTOINIT();
320 // for use in maps with a "model" key set
321 void spawnfunc_misc_breakablemodel() {
322 spawnfunc_func_breakable();