mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-22 04:12:04 +00:00
266 lines
5.9 KiB
C++
266 lines
5.9 KiB
C++
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/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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const float TOSS_WAVE_ORIGIN = 1;
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const float TOSS_REMOVE_ON_STOP = 2;
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const float TOSS_NO_BOUNCE = 4;
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const float TOSS_ONLY_REMOVE_IF_FAR_FALL = 8;
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const string TOSS_WAVE_NETNAME = "_toss_origin";
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void func_toss_think()
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{
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if(vlen(self.velocity) < 0.01)
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{
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if(self.spawnflags & TOSS_REMOVE_ON_STOP)
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{
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if(self.spawnflags & TOSS_ONLY_REMOVE_IF_FAR_FALL)
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{
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if(vlen(self.oldorigin - self.origin) > 64)
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{
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remove(self);
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return;
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}
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}
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else
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{
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remove(self);
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return;
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}
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}
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self.velocity = '0 0 0';
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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return;
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}
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self.nextthink = time + 0.5;
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}
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void func_toss_toss()
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{
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vector min = self.mins + '4 4 0';
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vector max = self.maxs - self.dest2;
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self.solid = SOLID_BBOX;
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if(self.spawnflags & TOSS_NO_BOUNCE)
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self.movetype = MOVETYPE_TOSS;
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else
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self.movetype = MOVETYPE_BOUNCE;
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self.size = self.size - '8 8 0';
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self.mins = min;
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self.velocity = self.movedir;
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if(self.noise)
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{
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sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
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}
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self.think = func_toss_think;
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self.nextthink = time + 0.25;
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}
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void func_toss_use()
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{
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self.use = SUB_Null;
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if(self.delay)
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{
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self.think = func_toss_toss;
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self.nextthink = self.ltime + self.delay;
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}
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else
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{
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func_toss_toss();
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}
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}
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void func_toss_linkcascade()
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{
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entity o = find(world, netname, TOSS_WAVE_NETNAME);
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float dist, mindist = 16384;
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while(o)
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{
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if(o.targetname == self.targetname)
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{
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vector p = self.mins + self.size * 0.5;
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p -= o.mins + o.size * 0.5;
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dist = vlen(p) / o.speed;
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if(dist < mindist) mindist = dist;
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}
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o = find(o, netname, TOSS_WAVE_NETNAME);
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}
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if(mindist < 16384)
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self.delay = mindist;
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}
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void func_toss()
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{
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setmodel (self, self.model);
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setorigin (self, self.origin);
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self.oldorigin = self.origin;
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self.use = func_toss_use;
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if(!self.movedir)
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{
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self.movedir = '0 0 200';
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}
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if(self.dest)
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{
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self.movedir_x += crandom() * self.dest_x;
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self.movedir_y += crandom() * self.dest_y;
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self.movedir_z += crandom() * self.dest_z;
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}
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if(self.spawnflags & TOSS_WAVE_ORIGIN)
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{
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self.netname = TOSS_WAVE_NETNAME;
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if(!self.speed) self.speed = 200;
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}
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else if(!self.delay)
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{
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self.think = func_toss_linkcascade;
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self.nextthink = self.ltime + 0.2;
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}
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if(self.noise)
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{
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precache_sound (self.noise);
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}
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}
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// Shatter variant
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void func_shatter_use()
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{
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self.use = SUB_Null;
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self.solid = SOLID_NOT;
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self.movetype = MOVETYPE_TOSS;
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self.velocity = self.movedir;
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};
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void func_shatter()
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{
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local float dist; // distance between origin and pos2
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setmodel (self, self.model);
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setorigin (self, self.origin);
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self.pos1 = (self.absmax - (self.size/2));
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if(!self.pos2)
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{
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dprint("No pos2 provided for func_shatter\n");
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self.pos2 = self.origin - '0 0 100';
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}
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dist = vlen(self.pos1 - self.pos2);
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dist = dist * dist;
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if(!self.speed)
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{
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self.speed = 200;
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}
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self.speed = self.speed * 10000/dist;
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if(!self.wait) // use for random variance
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self.wait = 10;
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// calculate velocity in advance
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self.movedir = normalize(self.pos1 - self.pos2) * self.speed;
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self.movedir_x = self.movedir_x + crandom() * self.wait;
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self.movedir_y = self.movedir_y + crandom() * self.wait;
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self.movedir_z = self.movedir_z + crandom() * self.wait;
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self.use = func_shatter_use;
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/*
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if(self.noise)
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{
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precache_sound (self.noise);
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}
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*/
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}
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// debris variant
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void() func_debris_fade =
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{
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self.alpha = self.alpha - (1/self.wait) * frametime;
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if (self.alpha < 0)
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{
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self.alpha = 1;
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setorigin(self, self.oldorigin);
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self.velocity = '0 0 0';
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self.velocity_x = crandom() * 8;
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self.velocity_y = crandom() * 8;
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self.movetype = MOVETYPE_TOSS;
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self.nextthink = time + self.delay;
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return;
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}
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else
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self.nextthink = time + 0.01; // check again next frame
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};
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void() func_debris_wakeup =
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{
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self.use = SUB_Null;
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self.solid = SOLID_NOT;
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self.velocity_x = crandom() * 8;
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self.velocity_y = crandom() * 8;
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self.movetype = MOVETYPE_TOSS;
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self.think = func_debris_fade;
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self.alpha = 1;
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self.nextthink = time + self.delay;
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};
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void() func_debris_wakeup_wait =
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{
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self.think = func_debris_wakeup;
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self.nextthink = self.ltime + random();
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};
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void() func_debris =
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{
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self.solid = SOLID_BSP;
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self.movetype = MOVETYPE_PUSH;
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setmodel (self, self.model);
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setorigin (self, self.origin);
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self.oldorigin = self.origin;
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self.use = func_debris_wakeup_wait;
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self.movedir = ' 0 0 200';
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if (!self.delay) // how long the debris lives before fading
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self.delay = 1.5;
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if (!self.wait) // amount of time (s) to fade out
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self.wait = 0.1;
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self.alpha = 1;
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};
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