]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/func_breakable.qc
Unify boolean constants
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / func_breakable.qc
index 142bd7a8b8c2246a2493f2091996ab9f4f3cb643..d117cbfe6f107d873af925d498152ab60a825590 100644 (file)
@@ -39,13 +39,11 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, floa
 //
 void LaunchDebris (string debrisname, vector force)
 {
-       local   entity dbr;
-
-       dbr = spawn();
+       entity dbr = spawn();
        setorigin(dbr, self.absmin
-                  + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
-                  + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
-                  + '0 0 1' * random() * (self.absmax_z - self.absmin_z));
+                  + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
+                  + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
+                  + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
        setmodel (dbr, debrisname );
        dbr.skin = self.debrisskin;
        dbr.colormap = self.colormap; // inherit team colors
@@ -54,13 +52,13 @@ void LaunchDebris (string debrisname, vector force)
        dbr.solid = self.debrissolid;
        if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
                setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
-       dbr.velocity_x = self.debrisvelocity_x + self.debrisvelocityjitter_x * crandom();
-       dbr.velocity_y = self.debrisvelocity_y + self.debrisvelocityjitter_y * crandom();
-       dbr.velocity_z = self.debrisvelocity_z + self.debrisvelocityjitter_z * crandom();
+       dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
+       dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
+       dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
        self.velocity = self.velocity + force * self.debrisdamageforcescale;
-       dbr.avelocity_x = random()*self.debrisavelocityjitter_x;
-       dbr.avelocity_y = random()*self.debrisavelocityjitter_y;
-       dbr.avelocity_z = random()*self.debrisavelocityjitter_z;
+       dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
+       dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
+       dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
        dbr.damageforcescale = self.debrisdamageforcescale;
        if(dbr.damageforcescale)
                dbr.takedamage = DAMAGE_YES;
@@ -70,7 +68,7 @@ void LaunchDebris (string debrisname, vector force)
 void func_breakable_colormod()
 {
        float h;
-       if not(self.spawnflags & 2)
+       if (!(self.spawnflags & 2))
                return;
        h = self.health / self.max_health;
        if(h < 0.25)
@@ -79,11 +77,13 @@ void func_breakable_colormod()
                self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
        else
                self.colormod = '1 1 1';
+               
+       CSQCMODEL_AUTOUPDATE();
 }
 
 void func_breakable_look_destroyed()
 {
-       float floor_z;
+       float floorZ;
 
        if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
                self.dropped_origin = self.origin;
@@ -92,9 +92,9 @@ void func_breakable_look_destroyed()
                self.model = "";
        else {
                if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
-                       floor_z = self.absmin_z;
+                       floorZ = self.absmin.z;
                        setorigin(self,((self.absmax+self.absmin)*.5));
-                       self.origin_z = floor_z;
+                       self.origin_z = floorZ;
                }
                setmodel(self, self.mdl_dead);
        }
@@ -114,7 +114,7 @@ void func_breakable_behave_destroyed()
 {
        self.health = self.max_health;
        self.takedamage = DAMAGE_NO;
-       self.bot_attack = FALSE;
+       self.bot_attack = false;
        self.event_damage = func_null;
        self.state = 1;
        func_breakable_colormod();
@@ -129,7 +129,7 @@ void func_breakable_behave_restore()
                WaypointSprite_UpdateHealth(self.sprite, self.health);
        }
        self.takedamage = DAMAGE_AIM;
-       self.bot_attack = TRUE;
+       self.bot_attack = true;
        self.event_damage = func_breakable_damage;
        self.state = 0;
        self.nextthink = 0; // cancel auto respawn
@@ -140,12 +140,16 @@ void func_breakable_destroyed()
 {
        func_breakable_look_destroyed();
        func_breakable_behave_destroyed();
+       
+       CSQCMODEL_AUTOUPDATE();
 }
 
 void func_breakable_restore()
 {
        func_breakable_look_restore();
        func_breakable_behave_restore();
+       
+       CSQCMODEL_AUTOUPDATE();
 }
 
 vector debrisforce; // global, set before calling this
@@ -217,6 +221,8 @@ void func_breakable_reset()
                func_breakable_behave_destroyed();
        else
                func_breakable_behave_restore();
+               
+       CSQCMODEL_AUTOUPDATE();
 }
 
 // destructible walls that can be used to trigger target_objective_decrease
@@ -268,6 +274,8 @@ void spawnfunc_func_breakable() {
 
        self.reset = func_breakable_reset;
        func_breakable_reset();
+       
+       CSQCMODEL_AUTOINIT();
 }
 
 // for use in maps with a "model" key set