]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/monsters
authorMario <mario@smbclan.net>
Mon, 11 Jun 2018 07:42:14 +0000 (17:42 +1000)
committerMario <mario@smbclan.net>
Mon, 11 Jun 2018 07:42:14 +0000 (17:42 +1000)
1  2 
qcsrc/client/csqcmodel_hooks.qc
qcsrc/client/weapons/projectile.qc
qcsrc/common/mapobjects/func/breakable.qc
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/notifications/all.inc
qcsrc/menu/xonotic/util.qc
qcsrc/server/autocvars.qh

Simple merge
Simple merge
index 0000000000000000000000000000000000000000,d8f6cb1384e72952d7034ae40317a77a130d5bb5..568cb2645bd33ca46862f977e8ed160a4eba29f8
mode 000000,100644..100644
--- /dev/null
@@@ -1,0 -1,373 +1,377 @@@
+ #include "breakable.qh"
+ #ifdef SVQC
+ #include <server/g_damage.qh>
+ #include <server/bot/api.qh>
+ #include <common/csqcmodel_settings.qh>
+ #include <lib/csqcmodel/sv_model.qh>
+ #include <server/weapons/common.qh>
+ .entity sprite;
+ .float dmg;
+ .float dmg_edge;
+ .float dmg_radius;
+ .float dmg_force;
+ .float debrismovetype;
+ .float debrissolid;
+ .vector debrisvelocity;
+ .vector debrisvelocityjitter;
+ .vector debrisavelocityjitter;
+ .float debristime;
+ .float debristimejitter;
+ .float debrisfadetime;
+ .float debrisdamageforcescale;
+ .float debrisskin;
+ .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
+ //   health = amount of damage it can take
+ //   spawnflags:
+ //     START_DISABLED: needs to be triggered to activate
+ //     BREAKABLE_INDICATE_DAMAGE: indicate damage
+ //     BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
+ //     NOSPLASH: don't take splash damage
+ // 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!
+ void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
+ //
+ // func_breakable
+ // - basically func_assault_destructible for general gameplay use
+ //
+ void LaunchDebris (entity this, string debrisname, vector force)
+ {
+       entity dbr = spawn();
+       vector org = this.absmin
+                  + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
+                  + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
+                  + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
+       setorigin(dbr, org);
+       _setmodel (dbr, debrisname );
+       dbr.skin = this.debrisskin;
+       dbr.colormap = this.colormap; // inherit team colors
+       dbr.owner = this; // do not be affected by our own explosion
+       set_movetype(dbr, this.debrismovetype);
+       dbr.solid = this.debrissolid;
+       if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
+               setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
+       dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
+       dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
+       dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
+       dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
+       dbr.angles = this.angles;
+       dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
+       dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
+       dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
+       dbr.damageforcescale = this.debrisdamageforcescale;
+       if(dbr.damageforcescale)
+               dbr.takedamage = DAMAGE_YES;
+       SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
+ }
+ void func_breakable_colormod(entity this)
+ {
+       float h;
+       if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE))
+               return;
+       h = this.health / this.max_health;
+       if(h < 0.25)
+               this.colormod = '1 0 0';
+       else if(h <= 0.75)
+               this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
+       else
+               this.colormod = '1 1 1';
+ }
+ void func_breakable_look_destroyed(entity this)
+ {
+       float floorZ;
+       if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+               this.dropped_origin = this.origin;
+       if(this.mdl_dead == "")
+               this.effects |= EF_NODRAW;
+       else {
+               if (this.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
+                       floorZ = this.absmin.z;
+                       setorigin(this, ((this.absmax + this.absmin) * 0.5));
+                       this.origin_z = floorZ;
+               }
+               _setmodel(this, this.mdl_dead);
+               ApplyMinMaxScaleAngles(this);
+               this.effects &= ~EF_NODRAW;
+       }
+       this.solid = SOLID_NOT;
+ }
+ void func_breakable_look_restore(entity this)
+ {
+       _setmodel(this, this.mdl);
+       ApplyMinMaxScaleAngles(this);
+       this.effects &= ~EF_NODRAW;
+       if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+               setorigin(this, this.dropped_origin);
+       this.solid = SOLID_BSP;
+ }
+ void func_breakable_behave_destroyed(entity this)
+ {
+       this.health = this.max_health;
+       this.takedamage = DAMAGE_NO;
+       if(this.bot_attack)
+               IL_REMOVE(g_bot_targets, this);
+       this.bot_attack = false;
+       this.event_damage = func_null;
+       this.state = STATE_BROKEN;
+       if(this.spawnflags & BREAKABLE_NODAMAGE)
+               this.use = func_null;
+       func_breakable_colormod(this);
+       if (this.noise1)
+               stopsound (this, CH_TRIGGER_SINGLE);
+ }
+ void func_breakable_think(entity this)
+ {
+       this.nextthink = time;
+       CSQCMODEL_AUTOUPDATE(this);
+ }
+ void func_breakable_destroy(entity this, entity actor, entity trigger);
+ void func_breakable_behave_restore(entity this)
+ {
+       this.health = this.max_health;
+       if(this.sprite)
+       {
+               WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+               WaypointSprite_UpdateHealth(this.sprite, this.health);
+       }
+       if(!(this.spawnflags & BREAKABLE_NODAMAGE))
+       {
+               this.takedamage = DAMAGE_AIM;
+               if(!this.bot_attack)
+                       IL_PUSH(g_bot_targets, this);
+               this.bot_attack = true;
+               this.event_damage = func_breakable_damage;
+       }
+       if(this.spawnflags & BREAKABLE_NODAMAGE)
+               this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
+       this.state = STATE_ALIVE;
+       //this.nextthink = 0; // cancel auto respawn
+       setthink(this, func_breakable_think);
+       this.nextthink = time + 0.1;
+       func_breakable_colormod(this);
+       if (this.noise1)
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+ }
+ void func_breakable_init_for_player(entity this, entity player)
+ {
+       if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
+       {
+               msg_entity = player;
+               soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
+       }
+ }
+ void func_breakable_destroyed(entity this)
+ {
+       func_breakable_look_destroyed(this);
+       func_breakable_behave_destroyed(this);
+ }
+ void func_breakable_restore(entity this, entity actor, entity trigger)
+ {
+       func_breakable_look_restore(this);
+       func_breakable_behave_restore(this);
+ }
+ void func_breakable_restore_self(entity this)
+ {
+       func_breakable_restore(this, NULL, NULL);
+ }
+ vector debrisforce; // global, set before calling this
+ void func_breakable_destroy(entity this, entity actor, entity trigger)
+ {
+       float n, i;
+       string oldmsg;
+       entity act = this.owner;
+       this.owner = NULL; // set by W_PrepareExplosionByDamage
+       // now throw around the debris
+       n = tokenize_console(this.debris);
+       for(i = 0; i < n; ++i)
+               LaunchDebris(this, argv(i), debrisforce);
+       func_breakable_destroyed(this);
+       if(this.noise)
+               _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
+       if(this.dmg)
+               RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL);
+       if(this.cnt) // TODO
+               __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
+       if(this.respawntime)
+       {
+               CSQCMODEL_AUTOUPDATE(this);
+               setthink(this, func_breakable_restore_self);
+               this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
+       }
+       oldmsg = this.message;
+       this.message = "";
+       SUB_UseTargets(this, act, trigger);
+       this.message = oldmsg;
+ }
+ void func_breakable_destroy_self(entity this)
+ {
+       func_breakable_destroy(this, NULL, NULL);
+ }
+ void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+ {
+       if(this.state == STATE_BROKEN)
+               return;
+       if(this.spawnflags & NOSPLASH)
+               if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
+                       return;
+       if(this.team)
+               if(attacker.team == this.team)
+                       return;
+       this.pain_finished = time;
+       this.health = this.health - damage;
+       if(this.sprite)
+       {
+               WaypointSprite_Ping(this.sprite);
+               WaypointSprite_UpdateHealth(this.sprite, this.health);
+       }
+       func_breakable_colormod(this);
+       if(this.health <= 0)
+       {
+               debrisforce = force;
+               this.takedamage = DAMAGE_NO;
+               this.event_damage = func_null;
+               if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible")
+               {
+                       this.owner = attacker;
+                       this.realowner = attacker;
+               }
+               // do not explode NOW but in the NEXT FRAME!
+               // because recursive calls to RadiusDamage are not allowed
+               this.nextthink = time;
+               CSQCMODEL_AUTOUPDATE(this);
+               setthink(this, func_breakable_destroy_self);
+       }
+ }
+ void func_breakable_reset(entity this)
+ {
+       this.team = this.team_saved;
+       func_breakable_look_restore(this);
+       if(this.spawnflags & START_DISABLED)
+               func_breakable_behave_destroyed(this);
+       else
+               func_breakable_behave_restore(this);
+ }
+ // destructible walls that can be used to trigger target_objective_decrease
+ spawnfunc(func_breakable)
+ {
+       float n, i;
+       if(!this.health)
+               this.health = 100;
+       this.max_health = this.health;
+       // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
+       if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
+       if(!this.debrissolid) this.debrissolid = SOLID_NOT;
+       if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
+       if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
+       if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
+       if(!this.debristime) this.debristime = 3.5;
+       if(!this.debristimejitter) this.debristime = 2.5;
+       if(this.mdl != "")
+               this.cnt = _particleeffectnum(this.mdl);
+       if(this.count == 0)
+               this.count = 1;
+       if(this.message == "")
+               this.message = "got too close to an explosion";
+       if(this.message2 == "")
+               this.message2 = "was pushed into an explosion by";
+       if(!this.dmg_radius)
+               this.dmg_radius = 150;
+       if(!this.dmg_force)
+               this.dmg_force = 200;
+       this.mdl = this.model;
+       SetBrushEntityModel(this);
+       if(this.spawnflags & BREAKABLE_NODAMAGE)
+               this.use = func_breakable_destroy;
+       else
+               this.use = func_breakable_restore;
+       if(this.spawnflags & BREAKABLE_NODAMAGE)
+       {
+               this.takedamage = DAMAGE_NO;
+               this.event_damage = func_null;
+               this.bot_attack = false;
++              this.monster_attack = false;
+       }
+       // precache all the models
+       if (this.mdl_dead)
+               precache_model(this.mdl_dead);
+       n = tokenize_console(this.debris);
+       for(i = 0; i < n; ++i)
+               precache_model(argv(i));
+       if(this.noise)
+               precache_sound(this.noise);
+       if(this.noise1)
+               precache_sound(this.noise1);
+       this.team_saved = this.team;
+       IL_PUSH(g_saved_team, this);
+       this.dropped_origin = this.origin;
+       this.reset = func_breakable_reset;
+       this.reset(this);
++      if(this.monster_attack)
++              IL_PUSH(g_monster_targets, this);
++
+       IL_PUSH(g_initforplayer, this);
+       this.init_for_player = func_breakable_init_for_player;
+       CSQCMODEL_AUTOINIT(this);
+ }
+ // for use in maps with a "model" key set
+ spawnfunc(misc_breakablemodel) {
+       spawnfunc_func_breakable(this);
+ }
+ #endif
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge