1
0
Fork 0
forked from fn/valve

Script definition tweaks for func_breakable behaviour/sounds

This commit is contained in:
Marco Cawthorne 2023-05-01 05:51:20 -07:00
parent c8ac0d596b
commit 70f1ed409f
Signed by: eukara
GPG key ID: CE2032F0A2882A22
4 changed files with 76 additions and 100 deletions

View file

@ -214,10 +214,8 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
#endif
spot = Spawn_SelectRandom("info_player_deathmatch");
pl.SetOrigin(spot.origin);
pl.SetAngles(spot.angles);
pl.Transport(spot.origin, spot.angles);
Weapons_RefreshAmmo(pl);
Client_FixAngle(pl, pl.angles);
}
@ -234,7 +232,7 @@ HLMultiplayerRules::ConsoleCommand(NSClientPlayer pp, string cmd)
int r = floor(random(0, search_getsize(pm)));
string mdl = substring(search_getfilename(pm, r), 0, -5);
tokenizebyseparator(mdl, "/");
forceinfokey(pete, "model", argv(2));
pete.SetInfoKey("model", argv(2));
search_end(pm);
break;
case "jumptest":

View file

@ -23,20 +23,21 @@ HLSingleplayerRules::IsMultiplayer(void)
void
HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
{
pl.movetype = MOVETYPE_NONE;
pl.solid = SOLID_NOT;
pl.takedamage = DAMAGE_NO;
pl.SetMovetype(MOVETYPE_NONE);
pl.SetSolid(SOLID_NOT);
pl.SetTakedamage(DAMAGE_NO);
pl.SetHealth(0);
pl.StartSoundDef("player.die", CHAN_AUTO, true);
pl.gflags &= ~GF_FLASHLIGHT;
pl.armor = pl.activeweapon = pl.g_items = pl.weapon = 0;
pl.health = 0;
Sound_Play(pl, CHAN_AUTO, "player.die");
if (cvar("coop") == 1) {
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
pl.ScheduleThink(PutClientInServer, 4.0f);
}
if (pl.health < -50) {
/* so much damage we're gonna gib */
if (pl.GetHealth() < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
}
@ -56,51 +57,43 @@ HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
void
HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
{
string playerModel = "models/player.mdl";
pl.classname = "player";
pl.health = pl.max_health = 100;
pl.takedamage = DAMAGE_YES;
pl.SetHealth(100);
pl.SetMaxHealth(100);
pl.SetTakedamage(DAMAGE_YES);
pl.SetSolid(SOLID_SLIDEBOX);
pl.SetMovetype(MOVETYPE_WALK);
pl.flags = FL_CLIENT;
pl.AddFlags(FL_CLIENT);
pl.viewzoom = 1.0;
pl.model = "models/player.mdl";
/* if in cooperative mode, we want to respect the player model */
if (cvar("coop") == 1) {
string mymodel = infokey(pl, "model");
if (mymodel) {
mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
if (whichpack(mymodel)) {
pl.model = mymodel;
string testModel = infokey(pl, "model");
if (testModel) {
testModel = sprintf("models/player/%s/%s.mdl", testModel, testModel);
if (whichpack(testModel)) {
playerModel = testModel;
}
}
}
setmodel(pl, pl.model);
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
pl.velocity = [0,0,0];
pl.gravity = __NULL__;
pl.frame = 1;
//pl.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(pl, "*deaths", ftos(pl.deaths));
/* this is where the mods want to deviate */
entity spot;
pl.SetModel(playerModel);
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
pl.ClearVelocity();
pl.SetInfoKey("*spec", "0");
pl.SetInfoKey("*deaths", ftos(pl.deaths));
pl.SetCanBleed(true);
if (startspot != "") {
dprint(sprintf("^3Gamerules_Spawn^7: Startspot is %s\n", startspot));
LevelDecodeParms(pl);
setorigin(pl, Landmark_GetSpot());
pl.SetOrigin(Landmark_GetSpot());
} else {
entity spawnPoint;
LevelNewParms();
spot = find(world, ::classname, "info_player_start");
setorigin(pl, spot.origin);
pl.angles = spot.angles;
spawnPoint = find(world, ::classname, "info_player_start");
pl.Transport(spawnPoint.origin, spawnPoint.angles);
}
Weapons_RefreshAmmo(pl);
@ -113,8 +106,9 @@ HLSingleplayerRules::ImpulseCommand(NSClient bp, float num)
switch (num) {
case 101:
player pl = (player)bp;
pl.health = 100;
pl.armor = 100;
pl.SetHealth(100);
pl.SetMaxHealth(100);
pl.SetArmor(100);
pl.g_items |= ITEM_SUIT;
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_GLOCK, -1);

View file

@ -13,6 +13,7 @@ gs_material_glass
bulletimpact "sfx_impact.glass"
stepleft "step_glass.left"
stepright "step_glass.right"
break "func_breakable.break_glass"
}
gs_material_wood
@ -22,6 +23,7 @@ gs_material_wood
bulletimpact "sfx_impact.wood"
stepleft "step_wood.left"
stepright "step_wood.right"
break "func_breakable.break_wood"
}
gs_material_metal
@ -31,6 +33,7 @@ gs_material_metal
bulletimpact "sfx_impact.metal"
stepleft "step_metal.left"
stepright "step_metal.right"
break "func_breakable.break_metal"
}
gs_material_ladder
@ -48,6 +51,7 @@ gs_material_flesh
bulletimpact "sfx_impact.flesh"
stepleft "step_flesh.left"
stepright "step_flesh.right"
break "func_breakable.break_flesh"
}
gs_material_cinderblock
@ -56,6 +60,7 @@ gs_material_cinderblock
bulletimpact "sfx_impact.concrete"
stepleft "step_default.left"
stepright "step_default.right"
break "func_breakable.break_cinder"
}
gs_material_tile
@ -65,6 +70,7 @@ gs_material_tile
bulletimpact "sfx_impact.tile"
stepleft "step_tile.left"
stepright "step_tile.right"
break "func_breakable.break_cinder"
}
gs_material_computer
@ -74,6 +80,7 @@ gs_material_computer
bulletimpact "sfx_impact.computer"
stepleft "step_computer.left"
stepright "step_computer.right"
break "func_breakable.break_computer"
}
gs_material_unbreakableglass
@ -82,14 +89,16 @@ gs_material_unbreakableglass
bulletimpact "sfx_impact.glass"
stepleft "step_glass.left"
stepright "step_glass.right"
break "func_breakable.break_glass"
}
gs_material_rock
gs_material_rocks
{
part_bulletimpact "impact_default.main"
bulletimpact "sfx_impact.rock"
stepleft "step_default.left"
stepright "step_default.right"
break "func_breakable.break_cinder"
}
gs_material_flesh
@ -99,6 +108,7 @@ gs_material_flesh
bulletimpact "sfx_impact.flesh"
stepleft "step_flesh.left"
stepright "step_flesh.right"
break "func_breakable.break_flesh"
}
gs_material_concrete
@ -108,6 +118,7 @@ gs_material_concrete
bulletimpact "sfx_impact.concrete"
stepleft "step_concrete.left"
stepright "step_concrete.right"
break "func_breakable.break_cinder"
}
gs_material_dirt
@ -117,6 +128,7 @@ gs_material_dirt
bulletimpact "sfx_impact.dirt"
stepleft "step_dirt.left"
stepright "step_dirt.right"
break "func_breakable.break_rocks"
}
gs_material_grate
@ -126,6 +138,7 @@ gs_material_grate
bulletimpact "sfx_impact.grate"
stepleft "step_grate.left"
stepright "step_grate.right"
break "func_breakable.break_metal"
}
gs_material_alien
@ -135,6 +148,7 @@ gs_material_alien
bulletimpact "sfx_impact.alien"
stepleft "step_alien.left"
stepright "step_alien.right"
break "func_breakable.break_flesh"
}
gs_material_snow
@ -180,4 +194,5 @@ gs_material_vent
bulletimpact "sfx_impact.snow"
stepleft "step_vent.left"
stepright "step_vent.right"
break "func_breakable.break_metal"
}

View file

@ -1,70 +1,39 @@
func_breakable.impact_glassunbreakable
func_breakable.break_cinder
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
sample debris/bustconcrete1.wav
sample debris/bustconcrete2.wav
}
func_breakable.impact_computer
func_breakable.break_computer
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
sample debris/bustmetal1.wav
sample debris/bustmetal2.wav
}
func_breakable.impact_glass
func_breakable.break_flesh
{
sample debris/glass1.wav
sample debris/glass2.wav
sample debris/glass3.wav
sample debris/glass4.wav
sample debris/bustflesh1.wav
sample debris/bustflesh2.wav
}
func_breakable.impact_wood
func_breakable.break_glass
{
sample debris/wood1.wav
sample debris/wood2.wav
sample debris/wood3.wav
sample debris/wood4.wav
sample debris/bustglass1.wav
sample debris/bustglass2.wav
}
func_breakable.impact_metal
func_breakable.break_metal
{
sample debris/metal1.wav
sample debris/metal2.wav
sample debris/metal3.wav
sample debris/metal4.wav
sample debris/bustmetal1.wav
sample debris/bustmetal2.wav
}
func_breakable.impact_flesh
func_breakable.break_rocks
{
sample debris/flesh1.wav
sample debris/flesh2.wav
sample debris/flesh3.wav
sample debris/flesh5.wav
sample debris/flesh6.wav
sample debris/flesh7.wav
sample debris/bustconcrete1.wav
sample debris/bustconcrete2.wav
}
func_breakable.impact_cinder
func_breakable.break_tile
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
sample debris/bustceiling.wav
}
func_breakable.impact_concrete
func_breakable.break_wood
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
func_breakable.impact_rock
{
sample debris/concrete1.wav
sample debris/concrete2.wav
sample debris/concrete3.wav
}
sample debris/bustcrate1.wav
sample debris/bustcrate2.wav
}