8 .string mdl_dead; // or "" to hide when broken
9 .string debris; // space separated list of debris models
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
17 // 1 = start disabled (needs to be triggered to activate)
18 // 2 = indicate damage
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
24 .vector mins_save, maxs_save;
26 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
30 // - basically func_assault_destructible for general gameplay use
32 void LaunchDebris (string debrisname) =
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);
54 void func_breakable_colormod()
57 if not(self.spawnflags & 2)
59 h = self.health / self.max_health;
61 self.colormod = '1 0 0';
63 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
65 self.colormod = '1 1 1';
68 void func_breakable_look_destroyed()
70 if(self.mdl_dead == "")
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);
78 self.solid = SOLID_NOT;
81 void func_breakable_look_restore()
83 setmodel(self, self.mdl);
84 self.solid = SOLID_BSP;
87 void func_breakable_behave_destroyed()
89 self.health = self.max_health;
90 self.takedamage = DAMAGE_NO;
91 self.event_damage = SUB_Null;
93 setsize(self, '0 0 0', '0 0 0');
94 func_breakable_colormod();
97 void func_breakable_behave_restore()
99 self.health = self.max_health;
100 self.takedamage = DAMAGE_AIM;
101 self.event_damage = func_breakable_damage;
103 setsize(self, self.mins_save, self.maxs_save);
104 func_breakable_colormod();
107 void func_breakable_destroyed()
109 func_breakable_look_destroyed();
110 func_breakable_behave_destroyed();
113 void func_breakable_restore()
115 func_breakable_look_restore();
116 func_breakable_behave_restore();
119 void func_breakable_destroy() {
122 activator = self.owner;
124 func_breakable_destroyed();
127 sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
130 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
132 // now throw around the debris
133 n = tokenize_sane(self.debris);
134 for(i = 0; i < n; ++i)
135 LaunchDebris(argv(i));
138 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
143 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
148 if(attacker.team == self.team)
151 WaypointSprite_Ping(self.sprite);
152 self.health = self.health - damage;
153 func_breakable_colormod();
156 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
159 void func_breakable_reset()
161 self.team = self.team_saved;
162 func_breakable_look_restore();
163 if(self.spawnflags & 1)
164 func_breakable_behave_destroyed();
166 func_breakable_behave_restore();
169 // destructible walls that can be used to trigger target_objective_decrease
170 void spawnfunc_func_breakable() {
174 self.max_health = self.health;
177 self.cnt = particleeffectnum(self.mdl);
182 self.message = "got too close to an explosion";
184 self.message2 = "was pushed into an explosion by";
186 self.dmg_radius = 150;
188 self.dmg_force = 200;
190 self.mdl = self.model;
191 SetBrushEntityModel();
192 self.mins_save = self.mins;
193 self.maxs_save = self.maxs;
195 self.use = func_breakable_restore;
197 // precache all the models
199 precache_model(self.mdl_dead);
200 n = tokenize_sane(self.debris);
201 for(i = 0; i < n; ++i)
202 precache_model(argv(i));
204 precache_sound(self.noise);
206 self.team_saved = self.team;
208 self.reset = func_breakable_reset;
209 func_breakable_reset();