X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Ffunc_breakable.qc;h=d117cbfe6f107d873af925d498152ab60a825590;hb=845401fd312c66c059aaee1772ac5d79555ab4fc;hp=58e737e58c55fd72de7990f8082d6c334c2727f2;hpb=8bd579d6ca74881bd77ae83fd00ac81c9e0108cf;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/func_breakable.qc b/qcsrc/server/func_breakable.qc index 58e737e58..d117cbfe6 100644 --- a/qcsrc/server/func_breakable.qc +++ b/qcsrc/server/func_breakable.qc @@ -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 @@ -164,10 +168,10 @@ void func_breakable_destroy() { func_breakable_destroyed(); if(self.noise) - sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM); + sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM); if(self.dmg) - RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world); + RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world); if(self.cnt) pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count); @@ -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