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1 .entity sprite;
2
3 .float dmg;
4 .float dmg_edge;
5 .float dmg_radius;
6 .float dmg_force;
7
8 .string mdl_dead; // or "" to hide when broken
9 .string debris; // space separated list of debris models
10 // other fields:
11 //   mdl = particle effect name
12 //   count = particle effect multiplier
13 //   targetname = target to trigger to unbreak the model
14 //   target = targets to trigger when broken
15 //   health = amount of damage it can take
16 //   spawnflags:
17 //     1 = start disabled (needs to be triggered to activate)
18 //     2 = indicate damage
19 // notes:
20 //   for mdl_dead to work, origin must be set (using a common/origin brush).
21 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
22 //   want that!
23
24 .vector mins_save, maxs_save;
25
26 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
27
28 //
29 // func_breakable
30 // - basically func_assault_destructible for general gameplay use
31 //
32 void LaunchDebris (string debrisname) =
33 {
34         local   entity dbr;
35
36         dbr = spawn();
37         dbr.origin = self.origin + self.absmin
38                    + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
39                    + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
40                    + '0 0 1' * random() * (self.absmax_z - self.absmin_z);
41         setmodel (dbr, debrisname );
42         dbr.movetype = MOVETYPE_BOUNCE;
43         dbr.solid = SOLID_NOT;
44         // TODO parametrize this
45         dbr.velocity_x = 70 * crandom();
46         dbr.velocity_y = 70 * crandom();
47         dbr.velocity_z = 140 + 70 * random();
48         dbr.avelocity_x = random()*600;
49         dbr.avelocity_y = random()*600;
50         dbr.avelocity_z = random()*600;
51         SUB_SetFade(dbr, time + 1 + random() * 5, 1);
52 };
53
54 void func_breakable_colormod()
55 {
56         float h;
57         if not(self.spawnflags & 2)
58                 return;
59         h = self.health / self.max_health;
60         if(h < 0.25)
61                 self.colormod = '1 0 0';
62         else if(h <= 0.75)
63                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
64         else
65                 self.colormod = '1 1 1';
66 }
67
68 void func_breakable_look_destroyed()
69 {
70         if(self.mdl_dead == "")
71                 self.model = "";
72         else {
73                 setmodel(self, self.mdl_dead);
74                 if (self.origin == '0 0 0')             // probably no origin brush, so don't spawn in the middle of the map..
75                         self.origin = ((self.absmax+self.absmin)*.5);
76         }
77                 
78         self.solid = SOLID_NOT;
79 }
80
81 void func_breakable_look_restore()
82 {
83         setmodel(self, self.mdl);
84         self.solid = SOLID_BSP;
85 }
86
87 void func_breakable_behave_destroyed()
88 {
89         self.health = self.max_health;
90         self.takedamage = DAMAGE_NO;
91         self.event_damage = SUB_Null;
92         self.state = 1;
93         setsize(self, '0 0 0', '0 0 0');
94         func_breakable_colormod();
95 }
96
97 void func_breakable_behave_restore()
98 {
99         self.health = self.max_health;
100         self.takedamage = DAMAGE_AIM;
101         self.event_damage = func_breakable_damage;
102         self.state = 0;
103         setsize(self, self.mins_save, self.maxs_save);
104         func_breakable_colormod();
105 }
106
107 void func_breakable_destroyed()
108 {
109         func_breakable_look_destroyed();
110         func_breakable_behave_destroyed();
111 }
112
113 void func_breakable_restore()
114 {
115         func_breakable_look_restore();
116         func_breakable_behave_restore();
117 }
118
119 void func_breakable_destroy() {
120         float n, i;
121
122         activator = self.owner;
123
124         func_breakable_destroyed();
125
126         if(self.noise)
127                 sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
128
129         if(self.dmg)
130                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
131
132         // now throw around the debris
133         n = tokenize_sane(self.debris);
134         for(i = 0; i < n; ++i)
135                 LaunchDebris(argv(i));
136
137         if(self.cnt)
138                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
139
140         SUB_UseTargets();
141 }
142
143 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
144 {
145         if(self.state == 1)
146                 return;
147         if(self.team)
148                 if(attacker.team == self.team)
149                         return;
150         if(self.sprite)
151                 WaypointSprite_Ping(self.sprite);
152         self.health = self.health - damage;
153         func_breakable_colormod();
154
155         if(self.health <= 0)
156                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
157 }
158
159 void func_breakable_reset()
160 {
161         self.team = self.team_saved;
162         func_breakable_look_restore();
163         if(self.spawnflags & 1)
164                 func_breakable_behave_destroyed();
165         else
166                 func_breakable_behave_restore();
167 }
168
169 // destructible walls that can be used to trigger target_objective_decrease
170 void spawnfunc_func_breakable() {
171         float n, i;
172         if(!self.health)
173                 self.health = 100;
174         self.max_health = self.health;
175
176         if(self.mdl != "")
177                 self.cnt = particleeffectnum(self.mdl);
178         if(self.count == 0)
179                 self.count = 1;
180
181         if(!self.message)
182                 self.message = "got too close to an explosion";
183         if(!self.message2)
184                 self.message2 = "was pushed into an explosion by";
185         if(!self.dmg_radius)
186                 self.dmg_radius = 150;
187         if(!self.dmg_force)
188                 self.dmg_force = 200;
189
190         self.mdl = self.model;
191         SetBrushEntityModel();
192         self.mins_save = self.mins;
193         self.maxs_save = self.maxs;
194
195         self.use = func_breakable_restore;
196
197         // precache all the models
198         if (self.mdl_dead)
199                 precache_model(self.mdl_dead);
200         n = tokenize_sane(self.debris);
201         for(i = 0; i < n; ++i)
202                 precache_model(argv(i));
203         if(self.noise)
204                 precache_sound(self.noise);
205
206         self.team_saved = self.team;
207
208         self.reset = func_breakable_reset;
209         func_breakable_reset();
210 }