7 .float debrismovetype;
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9 .vector debrisvelocity;
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10 .vector debrisvelocityjitter;
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11 .vector debrisavelocityjitter;
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13 .float debristimejitter;
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14 .float debrisfadetime;
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15 .float debrisdamageforcescale;
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18 .string mdl_dead; // or "" to hide when broken
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19 .string debris; // space separated list of debris models
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21 // mdl = particle effect name
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22 // count = particle effect multiplier
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23 // targetname = target to trigger to unbreak the model
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24 // target = targets to trigger when broken
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25 // health = amount of damage it can take
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27 // 1 = start disabled (needs to be triggered to activate)
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28 // 2 = indicate damage
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30 // for mdl_dead to work, origin must be set (using a common/origin brush).
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31 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
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34 .vector mins_save, maxs_save;
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36 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
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40 // - basically func_assault_destructible for general gameplay use
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42 void LaunchDebris (string debrisname, vector force) =
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47 setorigin(dbr, self.absmin
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48 + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
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49 + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
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50 + '0 0 1' * random() * (self.absmax_z - self.absmin_z));
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51 setmodel (dbr, debrisname );
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52 dbr.skin = self.debrisskin;
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53 dbr.colormap = self.colormap; // inherit team colors
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54 dbr.owner = self; // do not be affected by our own explosion
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55 dbr.movetype = self.debrismovetype;
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56 dbr.solid = self.debrissolid;
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57 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
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58 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
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59 dbr.velocity_x = self.debrisvelocity_x + self.debrisvelocityjitter_x * crandom();
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60 dbr.velocity_y = self.debrisvelocity_y + self.debrisvelocityjitter_y * crandom();
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61 dbr.velocity_z = self.debrisvelocity_z + self.debrisvelocityjitter_z * crandom();
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62 self.velocity = self.velocity + force * self.debrisdamageforcescale;
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63 dbr.avelocity_x = random()*self.debrisavelocityjitter_x;
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64 dbr.avelocity_y = random()*self.debrisavelocityjitter_y;
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65 dbr.avelocity_z = random()*self.debrisavelocityjitter_z;
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66 dbr.damageforcescale = self.debrisdamageforcescale;
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67 if(dbr.damageforcescale)
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68 dbr.takedamage = DAMAGE_YES;
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69 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
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72 void func_breakable_colormod()
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75 if not(self.spawnflags & 2)
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77 h = self.health / self.max_health;
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79 self.colormod = '1 0 0';
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81 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
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83 self.colormod = '1 1 1';
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86 void func_breakable_look_destroyed()
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88 local float floor_z;
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90 if(self.mdl_dead == "")
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93 setmodel(self, self.mdl_dead);
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94 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
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95 floor_z = self.absmin_z;
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96 setorigin(self,((self.absmax+self.absmin)*.5));
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97 self.origin_z = floor_z;
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101 self.solid = SOLID_NOT;
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104 void func_breakable_look_restore()
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106 setmodel(self, self.mdl);
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107 self.solid = SOLID_BSP;
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110 void func_breakable_behave_destroyed()
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112 self.health = self.max_health;
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113 self.takedamage = DAMAGE_NO;
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114 self.event_damage = SUB_Null;
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116 setsize(self, '0 0 0', '0 0 0');
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117 func_breakable_colormod();
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120 void func_breakable_behave_restore()
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122 self.health = self.max_health;
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123 self.takedamage = DAMAGE_AIM;
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124 self.event_damage = func_breakable_damage;
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126 setsize(self, self.mins_save, self.maxs_save);
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127 func_breakable_colormod();
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130 void func_breakable_destroyed()
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132 func_breakable_look_destroyed();
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133 func_breakable_behave_destroyed();
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136 void func_breakable_restore()
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138 func_breakable_look_restore();
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139 func_breakable_behave_restore();
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142 vector debrisforce; // global, set before calling this
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143 void func_breakable_destroy() {
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147 activator = self.owner;
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149 // now throw around the debris
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150 n = tokenize_console(self.debris);
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151 for(i = 0; i < n; ++i)
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152 LaunchDebris(argv(i), debrisforce);
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154 func_breakable_destroyed();
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157 sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
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160 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
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163 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
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165 oldmsg = self.message;
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168 self.message = oldmsg;
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171 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
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173 if(self.state == 1)
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175 if(self.spawnflags & DOOR_NOSPLASH)
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176 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
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179 if(attacker.team == self.team)
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182 WaypointSprite_Ping(self.sprite);
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183 self.health = self.health - damage;
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184 func_breakable_colormod();
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186 if(self.health <= 0)
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188 debrisforce = force;
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189 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
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193 void func_breakable_reset()
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195 self.team = self.team_saved;
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196 func_breakable_look_restore();
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197 if(self.spawnflags & 1)
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198 func_breakable_behave_destroyed();
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200 func_breakable_behave_restore();
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203 // destructible walls that can be used to trigger target_objective_decrease
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204 void spawnfunc_func_breakable() {
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208 self.max_health = self.health;
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210 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
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211 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
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212 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
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213 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
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214 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
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215 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
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216 if(!self.debristime) self.debristime = 3.5;
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217 if(!self.debristimejitter) self.debristime = 2.5;
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220 self.cnt = particleeffectnum(self.mdl);
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221 if(self.count == 0)
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225 self.message = "got too close to an explosion";
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227 self.message2 = "was pushed into an explosion by";
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228 if(!self.dmg_radius)
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229 self.dmg_radius = 150;
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230 if(!self.dmg_force)
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231 self.dmg_force = 200;
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233 self.mdl = self.model;
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234 SetBrushEntityModel();
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235 self.mins_save = self.mins;
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236 self.maxs_save = self.maxs;
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238 self.use = func_breakable_restore;
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240 // precache all the models
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242 precache_model(self.mdl_dead);
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243 n = tokenize_console(self.debris);
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244 for(i = 0; i < n; ++i)
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245 precache_model(argv(i));
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247 precache_sound(self.noise);
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249 self.team_saved = self.team;
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251 self.reset = func_breakable_reset;
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252 func_breakable_reset();
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