1 // TODO add assault's colormodding to this, make assault redirect to this one
2 // TODO add the fields this uses to the entities.def when done
4 .string mdl_dead; // or "" to hide when broken
5 .string debris; // space separated list of debris models
7 // mdl = particle effect name
8 // count = particle effect multiplier
9 // targetname = target to trigger to unbreak the model
10 // target = targets to trigger when broken
11 // health = amount of damage it can take
13 // 1 = start disabled (needs to be triggered to activate)
14 // 2 = indicate damage
16 // for mdl_dead to work, origin must be set (using a common/origin brush).
17 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
20 .vector mins_save, maxs_save;
22 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
26 // - basically func_assault_destructible for general gameplay use
28 void LaunchDebris (string debrisname) =
33 dbr.origin = self.origin + self.absmin
34 + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
35 + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
36 + '0 0 1' * random() * (self.absmax_z - self.absmin_z);
37 setmodel (dbr, debrisname );
38 dbr.movetype = MOVETYPE_BOUNCE;
39 dbr.solid = SOLID_NOT;
40 // TODO parametrize this
41 dbr.velocity_x = 70 * crandom();
42 dbr.velocity_y = 70 * crandom();
43 dbr.velocity_z = 140 + 70 * random();
44 dbr.avelocity_x = random()*600;
45 dbr.avelocity_y = random()*600;
46 dbr.avelocity_z = random()*600;
47 SUB_SetFade(dbr, time + 1 + random() * 5, 1);
50 void func_breakable_colormod()
53 if not(self.spawnflags & 2)
55 h = self.health / self.max_health;
57 self.colormod = '1 0 0';
59 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
61 self.colormod = '1 1 1';
64 void func_breakable_look_destroyed()
66 if(self.mdl_dead == "")
69 self.solid = SOLID_NOT;
73 setmodel(self, self.mdl_dead);
74 self.solid = SOLID_BSP;
78 void func_breakable_look_restore()
80 setmodel(self, self.mdl);
81 self.solid = SOLID_BSP;
84 void func_breakable_behave_destroyed()
86 self.health = self.max_health;
87 self.takedamage = DAMAGE_NO;
88 self.event_damage = SUB_Null;
90 setsize(self, '0 0 0', '0 0 0');
91 func_breakable_colormod();
94 void func_breakable_behave_restore()
96 self.health = self.max_health;
97 self.takedamage = DAMAGE_AIM;
98 self.event_damage = func_breakable_damage;
100 setsize(self, self.mins_save, self.maxs_save);
101 func_breakable_colormod();
104 void func_breakable_destroyed()
106 func_breakable_look_destroyed();
107 func_breakable_behave_destroyed();
110 void func_breakable_restore()
112 func_breakable_look_restore();
113 func_breakable_behave_restore();
116 void func_breakable_destroy() {
119 func_breakable_destroyed();
121 // now throw around the debris
122 n = tokenize_sane(self.debris);
123 for(i = 0; i < n; ++i)
124 LaunchDebris(argv(i));
127 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
132 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
136 self.health = self.health - damage;
139 activator = attacker;
140 func_breakable_destroy();
142 func_breakable_colormod();
145 void func_breakable_reset()
147 func_breakable_look_restore();
148 if(self.spawnflags & 1)
149 func_breakable_behave_destroyed();
151 func_breakable_behave_restore();
154 // destructible walls that can be used to trigger target_objective_decrease
155 void spawnfunc_func_breakable() {
159 self.max_health = self.health;
162 self.cnt = particleeffectnum(self.mdl);
166 self.mdl = self.model;
167 SetBrushEntityModel();
168 self.mins_save = self.mins;
169 self.maxs_save = self.mins;
171 self.use = func_breakable_restore;
173 // precache all the models
175 precache_model(self.mdl_dead);
176 n = tokenize_sane(self.debris);
177 for(i = 0; i < n; ++i)
178 precache_model(argv(i));
180 func_breakable_reset();