3 #include "../../../server/_all.qh"
5 #include "../../../server/g_subs.qh"
6 #include "../../../server/g_damage.qh"
7 #include "../../../common/csqcmodel_settings.qh"
8 #include "../../../csqcmodellib/sv_model.qh"
9 #include "../../../server/weapons/common.qh"
17 .float debrismovetype;
19 .vector debrisvelocity;
20 .vector debrisvelocityjitter;
21 .vector debrisavelocityjitter;
23 .float debristimejitter;
24 .float debrisfadetime;
25 .float debrisdamageforcescale;
28 .string mdl_dead; // or "" to hide when broken
29 .string debris; // space separated list of debris models
31 // mdl = particle effect name
32 // count = particle effect multiplier
33 // targetname = target to trigger to unbreak the model
34 // target = targets to trigger when broken
35 // health = amount of damage it can take
37 // 1 = start disabled (needs to be triggered to activate)
38 // 2 = indicate damage
39 // 4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
41 // for mdl_dead to work, origin must be set (using a common/origin brush).
42 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
45 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
49 // - basically func_assault_destructible for general gameplay use
51 void LaunchDebris (string debrisname, vector force)
54 setorigin(dbr, self.absmin
55 + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
56 + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
57 + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
58 _setmodel (dbr, debrisname );
59 dbr.skin = self.debrisskin;
60 dbr.colormap = self.colormap; // inherit team colors
61 dbr.owner = self; // do not be affected by our own explosion
62 dbr.movetype = self.debrismovetype;
63 dbr.solid = self.debrissolid;
64 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
65 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
66 dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
67 dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
68 dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
69 self.velocity = self.velocity + force * self.debrisdamageforcescale;
70 dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
71 dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
72 dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
73 dbr.damageforcescale = self.debrisdamageforcescale;
74 if(dbr.damageforcescale)
75 dbr.takedamage = DAMAGE_YES;
76 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
79 void func_breakable_colormod()
82 if (!(self.spawnflags & 2))
84 h = self.health / self.max_health;
86 self.colormod = '1 0 0';
88 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
90 self.colormod = '1 1 1';
92 CSQCMODEL_AUTOUPDATE(self);
95 void func_breakable_look_destroyed()
99 if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
100 self.dropped_origin = self.origin;
102 if(self.mdl_dead == "")
103 self.effects |= EF_NODRAW;
105 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
106 floorZ = self.absmin.z;
107 setorigin(self,((self.absmax+self.absmin)*.5));
108 self.origin_z = floorZ;
110 _setmodel(self, self.mdl_dead);
111 self.effects &= ~EF_NODRAW;
114 CSQCMODEL_AUTOUPDATE(self);
116 self.solid = SOLID_NOT;
119 void func_breakable_look_restore()
121 _setmodel(self, self.mdl);
122 self.effects &= ~EF_NODRAW;
124 if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
125 setorigin(self, self.dropped_origin);
127 CSQCMODEL_AUTOUPDATE(self);
129 self.solid = SOLID_BSP;
132 void func_breakable_behave_destroyed()
134 self.health = self.max_health;
135 self.takedamage = DAMAGE_NO;
136 self.bot_attack = false;
137 self.event_damage = func_null;
139 if(self.spawnflags & 4)
140 self.use = func_null;
141 func_breakable_colormod();
143 stopsound (self, CH_TRIGGER_SINGLE);
146 void func_breakable_behave_restore()
148 self.health = self.max_health;
151 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
152 WaypointSprite_UpdateHealth(self.sprite, self.health);
154 if(!(self.spawnflags & 4))
156 self.takedamage = DAMAGE_AIM;
157 self.bot_attack = true;
158 self.event_damage = func_breakable_damage;
161 self.nextthink = 0; // cancel auto respawn
162 func_breakable_colormod();
164 _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
167 void func_breakable_init_for_player(entity player)
169 if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
172 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
176 void func_breakable_destroyed()
178 func_breakable_look_destroyed();
179 func_breakable_behave_destroyed();
181 CSQCMODEL_AUTOUPDATE(self);
184 void func_breakable_restore()
186 func_breakable_look_restore();
187 func_breakable_behave_restore();
189 CSQCMODEL_AUTOUPDATE(self);
192 vector debrisforce; // global, set before calling this
193 void func_breakable_destroy()
198 activator = self.owner;
199 self.owner = world; // set by W_PrepareExplosionByDamage
201 // now throw around the debris
202 n = tokenize_console(self.debris);
203 for(i = 0; i < n; ++i)
204 LaunchDebris(argv(i), debrisforce);
206 func_breakable_destroyed();
209 _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
212 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
215 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
219 self.think = func_breakable_restore;
220 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
223 oldmsg = self.message;
226 self.message = oldmsg;
229 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
233 if(self.spawnflags & DOOR_NOSPLASH)
234 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
237 if(attacker.team == self.team)
239 self.pain_finished = time;
240 self.health = self.health - damage;
243 WaypointSprite_Ping(self.sprite);
244 WaypointSprite_UpdateHealth(self.sprite, self.health);
246 func_breakable_colormod();
251 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
255 void func_breakable_reset()
257 self.team = self.team_saved;
258 func_breakable_look_restore();
259 if(self.spawnflags & 1)
260 func_breakable_behave_destroyed();
262 func_breakable_behave_restore();
264 CSQCMODEL_AUTOUPDATE(self);
267 // destructible walls that can be used to trigger target_objective_decrease
268 spawnfunc(func_breakable)
273 self.max_health = self.health;
275 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
276 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
277 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
278 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
279 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
280 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
281 if(!self.debristime) self.debristime = 3.5;
282 if(!self.debristimejitter) self.debristime = 2.5;
285 self.cnt = _particleeffectnum(self.mdl);
289 if(self.message == "")
290 self.message = "got too close to an explosion";
291 if(self.message2 == "")
292 self.message2 = "was pushed into an explosion by";
294 self.dmg_radius = 150;
296 self.dmg_force = 200;
298 self.mdl = self.model;
299 SetBrushEntityModel();
301 if(self.spawnflags & 4)
302 self.use = func_breakable_destroy;
304 self.use = func_breakable_restore;
306 if(self.spawnflags & 4)
308 self.takedamage = DAMAGE_NO;
309 self.event_damage = func_null;
310 self.bot_attack = false;
313 // precache all the models
315 precache_model(self.mdl_dead);
316 n = tokenize_console(self.debris);
317 for(i = 0; i < n; ++i)
318 precache_model(argv(i));
320 precache_sound(self.noise);
322 precache_sound(self.noise1);
324 self.team_saved = self.team;
325 self.dropped_origin = self.origin;
327 self.reset = func_breakable_reset;
328 func_breakable_reset();
330 self.init_for_player_needed = 1;
331 self.init_for_player = func_breakable_init_for_player;
333 CSQCMODEL_AUTOINIT(self);
336 // for use in maps with a "model" key set
337 spawnfunc(misc_breakablemodel) {
338 spawnfunc_func_breakable(this);