r4795 - trunk/data/qcsrc/server
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Tue Oct 21 10:32:57 EDT 2008
Author: div0
Date: 2008-10-21 10:32:57 -0400 (Tue, 21 Oct 2008)
New Revision: 4795
Added:
trunk/data/qcsrc/server/func_breakable.qc
Modified:
trunk/data/qcsrc/server/miscfunctions.qc
trunk/data/qcsrc/server/progs.src
Log:
clean up the func_breakable mess a bit; TODO merge it with assault's
Added: trunk/data/qcsrc/server/func_breakable.qc
===================================================================
--- trunk/data/qcsrc/server/func_breakable.qc (rev 0)
+++ trunk/data/qcsrc/server/func_breakable.qc 2008-10-21 14:32:57 UTC (rev 4795)
@@ -0,0 +1,136 @@
+// 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();
+}
Modified: trunk/data/qcsrc/server/miscfunctions.qc
===================================================================
--- trunk/data/qcsrc/server/miscfunctions.qc 2008-10-21 13:48:58 UTC (rev 4794)
+++ trunk/data/qcsrc/server/miscfunctions.qc 2008-10-21 14:32:57 UTC (rev 4795)
@@ -1441,100 +1441,6 @@
return 0;
}
-//
-// func_breakable
-// - basically func_assault_destructible for general gameplay use
-//
-float () crandom;
-void () SUB_UseTargets, assault_destructible_use, SUB_Remove, SUB_Null;
-void LaunchDebris (string debrisname) =
-{
- local entity dbr;
-
- if (debrisname == "" || !debrisname)
- return;
-
- dbr = spawn();
- dbr.origin = self.origin;
- setmodel (dbr, debrisname );
- setsize (dbr, '0 0 0', '0 0 0');
- dbr.velocity_x = 70 * crandom();
- dbr.velocity_y = 70 * crandom();
- dbr.velocity_z = 140 + 70 * random();
- dbr.movetype = MOVETYPE_BOUNCE;
- dbr.solid = SOLID_BBOX;
- dbr.avelocity_x = random()*600;
- dbr.avelocity_y = random()*600;
- dbr.avelocity_z = random()*600;
- dbr.think = SUB_Remove;
- dbr.nextthink = time + 13 + random()*10;
-};
-
-.string debris1, debris2, debris3;
-.string mdl_dead;
-void func_breakable_destroy() {
- if (self.mdl_dead)
- setmodel(self, self.mdl_dead);
- else {
- self.model = "";
- self.solid = SOLID_NOT;
- }
- self.takedamage = DAMAGE_NO;
-
- // now throw around the debris
- LaunchDebris(self.debris1);
- LaunchDebris(self.debris2);
- LaunchDebris(self.debris3);
-
- SUB_UseTargets();
-
- self.event_damage = SUB_Null;
-}
-
-void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) {
-
- if(self.cnt > 0) {
- self.health = self.health - damage;
- // add pain effects?
- }
-
- if(self.health < 0) {
- activator = attacker;
- func_breakable_destroy();
- }
-}
-
-// destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable() {
- if(!self.health)
- self.health = 100;
-
- self.max_health = self.health;
-
- //self.cnt = 0; // not yet activated
-
-
-
- self.classname = "func_breakable";
- self.mdl = self.model;
- setmodel(self, self.mdl);
-
- self.solid = SOLID_BSP;
-
- // precache all the models
- if (self.mdl_dead)
- precache_model(self.mdl_dead);
- if (self.debris1)
- precache_model(self.debris1);
- if (self.debris2)
- precache_model(self.debris2);
- if (self.debris3)
- precache_model(self.debris3);
-
- self.use = assault_destructible_use; // shared use function, b/c they woudl do the same thing anyways
- self.event_damage = func_breakable_damage;
-}
-
void Net_LinkEntity(entity e)
{
e.model = "net_entity";
Modified: trunk/data/qcsrc/server/progs.src
===================================================================
--- trunk/data/qcsrc/server/progs.src 2008-10-21 13:48:58 UTC (rev 4794)
+++ trunk/data/qcsrc/server/progs.src 2008-10-21 14:32:57 UTC (rev 4795)
@@ -141,3 +141,4 @@
portals.qc
target_spawn.qc
+func_breakable.qc
More information about the nexuiz-commits
mailing list