// func_breakable
// - basically func_assault_destructible for general gameplay use
//
-void LaunchDebris (string debrisname, vector force) =
+void LaunchDebris (string debrisname, vector force)
{
local entity dbr;
if(dbr.damageforcescale)
dbr.takedamage = DAMAGE_YES;
SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
-};
+}
void func_breakable_colormod()
{
void func_breakable_look_destroyed()
{
- local float floor_z;
+ float floor_z;
if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
self.dropped_origin = self.origin;
{
self.health = self.max_health;
self.takedamage = DAMAGE_NO;
+ self.bot_attack = FALSE;
self.event_damage = SUB_Null;
self.state = 1;
func_breakable_colormod();
WaypointSprite_UpdateHealth(self.sprite, self.health);
}
self.takedamage = DAMAGE_AIM;
+ self.bot_attack = TRUE;
self.event_damage = func_breakable_damage;
self.state = 0;
self.nextthink = 0; // cancel auto respawn
func_breakable_destroyed();
if(self.noise)
- asound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
+ sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
if(self.dmg)
RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);