2 #include "../../../server/weapons/common.qh"
10 .float debrismovetype;
12 .vector debrisvelocity;
13 .vector debrisvelocityjitter;
14 .vector debrisavelocityjitter;
16 .float debristimejitter;
17 .float debrisfadetime;
18 .float debrisdamageforcescale;
21 .string mdl_dead; // or "" to hide when broken
22 .string debris; // space separated list of debris models
24 // mdl = particle effect name
25 // count = particle effect multiplier
26 // targetname = target to trigger to unbreak the model
27 // target = targets to trigger when broken
28 // health = amount of damage it can take
30 // 1 = start disabled (needs to be triggered to activate)
31 // 2 = indicate damage
33 // for mdl_dead to work, origin must be set (using a common/origin brush).
34 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
37 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
41 // - basically func_assault_destructible for general gameplay use
43 void LaunchDebris (string debrisname, vector force)
46 setorigin(dbr, self.absmin
47 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
48 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
49 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
50 setmodel (dbr, debrisname );
51 dbr.skin = self.debrisskin;
52 dbr.colormap = self.colormap; // inherit team colors
53 dbr.owner = self; // do not be affected by our own explosion
54 dbr.movetype = self.debrismovetype;
55 dbr.solid = self.debrissolid;
56 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
57 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
58 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
59 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
60 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
61 self.velocity = self.velocity + force * self.debrisdamageforcescale;
62 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
63 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
64 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
65 dbr.damageforcescale = self.debrisdamageforcescale;
66 if(dbr.damageforcescale)
67 dbr.takedamage = DAMAGE_YES;
68 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
71 void func_breakable_colormod()
74 if (!(self.spawnflags & 2))
76 h = self.health / self.max_health;
78 self.colormod = '1 0 0';
80 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
82 self.colormod = '1 1 1';
84 CSQCMODEL_AUTOUPDATE();
87 void func_breakable_look_destroyed()
91 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
92 self.dropped_origin = self.origin;
94 if(self.mdl_dead == "")
95 self.effects |= EF_NODRAW;
97 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
98 floorZ = self.absmin.z;
99 setorigin(self,((self.absmax+self.absmin)*.5));
100 self.origin_z = floorZ;
102 setmodel(self, self.mdl_dead);
103 self.effects &= ~EF_NODRAW;
106 CSQCMODEL_AUTOUPDATE();
108 self.solid = SOLID_NOT;
111 void func_breakable_look_restore()
113 setmodel(self, self.mdl);
114 self.effects &= ~EF_NODRAW;
116 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
117 setorigin(self, self.dropped_origin);
119 CSQCMODEL_AUTOUPDATE();
121 self.solid = SOLID_BSP;
124 void func_breakable_behave_destroyed()
126 self.health = self.max_health;
127 self.takedamage = DAMAGE_NO;
128 self.bot_attack = false;
129 self.event_damage = func_null;
131 func_breakable_colormod();
133 stopsound (self, CH_TRIGGER_SINGLE);
136 void func_breakable_behave_restore()
138 self.health = self.max_health;
141 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
142 WaypointSprite_UpdateHealth(self.sprite, self.health);
144 self.takedamage = DAMAGE_AIM;
145 self.bot_attack = true;
146 self.event_damage = func_breakable_damage;
148 self.nextthink = 0; // cancel auto respawn
149 func_breakable_colormod();
151 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
154 void func_breakable_init_for_player(entity player)
156 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
159 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
163 void func_breakable_destroyed()
165 func_breakable_look_destroyed();
166 func_breakable_behave_destroyed();
168 CSQCMODEL_AUTOUPDATE();
171 void func_breakable_restore()
173 func_breakable_look_restore();
174 func_breakable_behave_restore();
176 CSQCMODEL_AUTOUPDATE();
179 vector debrisforce; // global, set before calling this
180 void func_breakable_destroy() {
184 activator = self.owner;
185 self.owner = world; // set by W_PrepareExplosionByDamage
187 // now throw around the debris
188 n = tokenize_console(self.debris);
189 for(i = 0; i < n; ++i)
190 LaunchDebris(argv(i), debrisforce);
192 func_breakable_destroyed();
195 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
198 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
201 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
205 self.think = func_breakable_restore;
206 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
209 oldmsg = self.message;
212 self.message = oldmsg;
215 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
219 if(self.spawnflags & DOOR_NOSPLASH)
220 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
223 if(attacker.team == self.team)
225 self.health = self.health - damage;
228 WaypointSprite_Ping(self.sprite);
229 WaypointSprite_UpdateHealth(self.sprite, self.health);
231 func_breakable_colormod();
236 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
240 void func_breakable_reset()
242 self.team = self.team_saved;
243 func_breakable_look_restore();
244 if(self.spawnflags & 1)
245 func_breakable_behave_destroyed();
247 func_breakable_behave_restore();
249 CSQCMODEL_AUTOUPDATE();
252 // destructible walls that can be used to trigger target_objective_decrease
253 void spawnfunc_func_breakable()
258 self.max_health = self.health;
260 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
261 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
262 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
263 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
264 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
265 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
266 if(!self.debristime) self.debristime = 3.5;
267 if(!self.debristimejitter) self.debristime = 2.5;
270 self.cnt = particleeffectnum(self.mdl);
274 if(self.message == "")
275 self.message = "got too close to an explosion";
276 if(self.message2 == "")
277 self.message2 = "was pushed into an explosion by";
279 self.dmg_radius = 150;
281 self.dmg_force = 200;
283 self.mdl = self.model;
284 SetBrushEntityModel();
286 self.use = func_breakable_restore;
288 // precache all the models
290 precache_model(self.mdl_dead);
291 n = tokenize_console(self.debris);
292 for(i = 0; i < n; ++i)
293 precache_model(argv(i));
295 precache_sound(self.noise);
297 precache_sound(self.noise1);
299 self.team_saved = self.team;
300 self.dropped_origin = self.origin;
302 self.reset = func_breakable_reset;
303 func_breakable_reset();
305 self.init_for_player_needed = 1;
306 self.init_for_player = func_breakable_init_for_player;
308 CSQCMODEL_AUTOINIT();
311 // for use in maps with a "model" key set
312 void spawnfunc_misc_breakablemodel() {
313 spawnfunc_func_breakable();