// TODO add assault's colormodding to this, make assault redirect to this one // TODO add the fields this uses to the entities.def when done .string mdl_dead; // or "" to hide when broken .string debris; // space separated list of debris models // other fields: // mdl = particle effect name // count = particle effect multiplier // targetname = target to trigger to unbreak the model // target = targets to trigger when broken // notes: // for mdl_dead to work, origin must be set (using a common/origin brush). // Otherwise mdl_dead will be displayed at the map origin, and nobody would // want that! .vector mins_save, maxs_save; void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force); // // func_breakable // - basically func_assault_destructible for general gameplay use // void LaunchDebris (string debrisname) = { local entity dbr; dbr = spawn(); dbr.origin = self.origin + self.absmin + '1 0 0' * random() * (self.absmax_x - self.absmin_x) + '0 1 0' * random() * (self.absmax_y - self.absmin_y) + '0 0 1' * random() * (self.absmax_z - self.absmin_z); setmodel (dbr, debrisname ); dbr.movetype = MOVETYPE_BOUNCE; dbr.solid = SOLID_NOT; // TODO parametrize this dbr.velocity_x = 70 * crandom(); dbr.velocity_y = 70 * crandom(); dbr.velocity_z = 140 + 70 * random(); dbr.avelocity_x = random()*600; dbr.avelocity_y = random()*600; dbr.avelocity_z = random()*600; SUB_SetFade(dbr, time + 1 + random() * 5, 1); }; void func_breakable_make_destroyed() { if(self.mdl_dead == "") { self.model = ""; self.solid = SOLID_NOT; } else { setmodel(self, self.mdl_dead); self.solid = SOLID_BSP; } self.health = self.max_health; self.takedamage = DAMAGE_NO; self.event_damage = SUB_Null; self.state = 1; setsize(self, '0 0 0', '0 0 0'); } void func_breakable_restore() { setmodel(self, self.mdl); self.solid = SOLID_BSP; self.health = self.max_health; self.takedamage = DAMAGE_AIM; self.event_damage = func_breakable_damage; self.state = 0; setsize(self, self.mins_save, self.maxs_save); } void func_breakable_destroy() { float n, i; func_breakable_make_destroyed(); // now throw around the debris n = tokenize_sane(self.debris); for(i = 0; i < n; ++i) LaunchDebris(argv(i)); if(self.cnt) pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count); SUB_UseTargets(); } void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if(self.state == 1) return; self.health = self.health - damage; if(self.health < 0) { activator = attacker; func_breakable_destroy(); } } // destructible walls that can be used to trigger target_objective_decrease void spawnfunc_func_breakable() { float n, i; if(!self.health) self.health = 100; self.max_health = self.health; if(self.mdl != "") self.cnt = particleeffectnum(self.mdl); if(self.count == 0) self.count = 1; self.mdl = self.model; SetBrushEntityModel(); self.mins_save = self.mins; self.maxs_save = self.mins; self.use = func_breakable_restore; // precache all the models if (self.mdl_dead) precache_model(self.mdl_dead); n = tokenize_sane(self.debris); for(i = 0; i < n; ++i) precache_model(argv(i)); self.event_damage = func_breakable_damage; if(self.state) func_breakable_make_destroyed(); else func_breakable_restore(); }