// - basically func_assault_destructible for general gameplay use
//
void LaunchDebris (string debrisname, vector force)
-{
+{SELFPARAM();
entity dbr = spawn();
setorigin(dbr, self.absmin
+ '1 0 0' * random() * (self.absmax.x - self.absmin.x)
}
void func_breakable_colormod()
-{
+{SELFPARAM();
float h;
if (!(self.spawnflags & 2))
return;
else
self.colormod = '1 1 1';
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
void func_breakable_look_destroyed()
-{
+{SELFPARAM();
float floorZ;
if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
self.effects &= ~EF_NODRAW;
}
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.solid = SOLID_NOT;
}
void func_breakable_look_restore()
-{
+{SELFPARAM();
setmodel(self, self.mdl);
self.effects &= ~EF_NODRAW;
if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
setorigin(self, self.dropped_origin);
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.solid = SOLID_BSP;
}
void func_breakable_behave_destroyed()
-{
+{SELFPARAM();
self.health = self.max_health;
self.takedamage = DAMAGE_NO;
self.bot_attack = false;
}
void func_breakable_behave_restore()
-{
+{SELFPARAM();
self.health = self.max_health;
if(self.sprite)
{
}
void func_breakable_init_for_player(entity player)
-{
+{SELFPARAM();
if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
{
msg_entity = player;
}
void func_breakable_destroyed()
-{
+{SELFPARAM();
func_breakable_look_destroyed();
func_breakable_behave_destroyed();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
void func_breakable_restore()
-{
+{SELFPARAM();
func_breakable_look_restore();
func_breakable_behave_restore();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
vector debrisforce; // global, set before calling this
-void func_breakable_destroy() {
+void func_breakable_destroy()
+{SELFPARAM();
float n, i;
string oldmsg;
}
void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
if(self.state == 1)
return;
if(self.spawnflags & DOOR_NOSPLASH)
}
void func_breakable_reset()
-{
+{SELFPARAM();
self.team = self.team_saved;
func_breakable_look_restore();
if(self.spawnflags & 1)
else
func_breakable_behave_restore();
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
}
// destructible walls that can be used to trigger target_objective_decrease
void spawnfunc_func_breakable()
-{
+{SELFPARAM();
float n, i;
if(!self.health)
self.health = 100;
self.init_for_player_needed = 1;
self.init_for_player = func_breakable_init_for_player;
- CSQCMODEL_AUTOINIT();
+ CSQCMODEL_AUTOINIT(self);
}
// for use in maps with a "model" key set