--- /dev/null
+ #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