9 .vector debrisvelocity;
10 .vector debrisvelocityjitter;
11 .vector debrisavelocityjitter;
13 .float debristimejitter;
14 .float debrisfadetime;
15 .float debrisdamageforcescale;
17 .string mdl_dead; // or "" to hide when broken
18 .string debris; // space separated list of debris models
20 // mdl = particle effect name
21 // count = particle effect multiplier
22 // targetname = target to trigger to unbreak the model
23 // target = targets to trigger when broken
24 // health = amount of damage it can take
26 // 1 = start disabled (needs to be triggered to activate)
27 // 2 = indicate damage
29 // for mdl_dead to work, origin must be set (using a common/origin brush).
30 // Otherwise mdl_dead will be displayed at the map origin, and nobody would
33 .vector mins_save, maxs_save;
35 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
39 // - basically func_assault_destructible for general gameplay use
41 void LaunchDebris (string debrisname, vector force) =
46 setorigin(dbr, self.absmin
47 + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
48 + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
49 + '0 0 1' * random() * (self.absmax_z - self.absmin_z));
50 setmodel (dbr, debrisname );
51 dbr.owner = self; // do not be affected by our own explosion
52 dbr.movetype = self.debrismovetype;
53 dbr.solid = self.debrissolid;
54 if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
55 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
56 dbr.velocity_x = self.debrisvelocity_x + self.debrisvelocityjitter_x * crandom();
57 dbr.velocity_y = self.debrisvelocity_y + self.debrisvelocityjitter_y * crandom();
58 dbr.velocity_z = self.debrisvelocity_z + self.debrisvelocityjitter_z * crandom();
59 self.velocity = self.velocity + force * self.debrisdamageforcescale;
60 dbr.avelocity_x = random()*self.debrisavelocityjitter_x;
61 dbr.avelocity_y = random()*self.debrisavelocityjitter_y;
62 dbr.avelocity_z = random()*self.debrisavelocityjitter_z;
63 dbr.damageforcescale = self.debrisdamageforcescale;
64 if(dbr.damageforcescale)
65 dbr.takedamage = DAMAGE_YES;
66 SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
69 void func_breakable_colormod()
72 if not(self.spawnflags & 2)
74 h = self.health / self.max_health;
76 self.colormod = '1 0 0';
78 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
80 self.colormod = '1 1 1';
83 void func_breakable_look_destroyed()
87 if(self.mdl_dead == "")
90 setmodel(self, self.mdl_dead);
91 if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
92 floor_z = self.absmin_z;
93 self.origin = ((self.absmax+self.absmin)*.5);
94 self.origin_z = floor_z;
98 self.solid = SOLID_NOT;
101 void func_breakable_look_restore()
103 setmodel(self, self.mdl);
104 self.solid = SOLID_BSP;
107 void func_breakable_behave_destroyed()
109 self.health = self.max_health;
110 self.takedamage = DAMAGE_NO;
111 self.event_damage = SUB_Null;
113 setsize(self, '0 0 0', '0 0 0');
114 func_breakable_colormod();
117 void func_breakable_behave_restore()
119 self.health = self.max_health;
120 self.takedamage = DAMAGE_AIM;
121 self.event_damage = func_breakable_damage;
123 setsize(self, self.mins_save, self.maxs_save);
124 func_breakable_colormod();
127 void func_breakable_destroyed()
129 func_breakable_look_destroyed();
130 func_breakable_behave_destroyed();
133 void func_breakable_restore()
135 func_breakable_look_restore();
136 func_breakable_behave_restore();
139 vector debrisforce; // global, set before calling this
140 void func_breakable_destroy() {
144 activator = self.owner;
146 // now throw around the debris
147 n = tokenize_console(self.debris);
148 for(i = 0; i < n; ++i)
149 LaunchDebris(argv(i), debrisforce);
151 func_breakable_destroyed();
154 sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
157 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
160 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
162 oldmsg = self.message;
165 self.message = oldmsg;
168 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
173 if(attacker.team == self.team)
176 WaypointSprite_Ping(self.sprite);
177 self.health = self.health - damage;
178 func_breakable_colormod();
183 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
187 void func_breakable_reset()
189 self.team = self.team_saved;
190 func_breakable_look_restore();
191 if(self.spawnflags & 1)
192 func_breakable_behave_destroyed();
194 func_breakable_behave_restore();
197 // destructible walls that can be used to trigger target_objective_decrease
198 void spawnfunc_func_breakable() {
202 self.max_health = self.health;
204 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
205 if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
206 if(!self.debrissolid) self.debrissolid = SOLID_NOT;
207 if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
208 if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
209 if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
210 if(!self.debristime) self.debristime = 3.5;
211 if(!self.debristimejitter) self.debristime = 2.5;
214 self.cnt = particleeffectnum(self.mdl);
219 self.message = "got too close to an explosion";
221 self.message2 = "was pushed into an explosion by";
223 self.dmg_radius = 150;
225 self.dmg_force = 200;
227 self.mdl = self.model;
228 SetBrushEntityModel();
229 self.mins_save = self.mins;
230 self.maxs_save = self.maxs;
232 self.use = func_breakable_restore;
234 // precache all the models
236 precache_model(self.mdl_dead);
237 n = tokenize_console(self.debris);
238 for(i = 0; i < n; ++i)
239 precache_model(argv(i));
241 precache_sound(self.noise);
243 self.team_saved = self.team;
245 self.reset = func_breakable_reset;
246 func_breakable_reset();