mirror of
https://github.com/id-Software/quake-rerelease-qc.git
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151 lines
3.6 KiB
C++
151 lines
3.6 KiB
C++
/* 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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/* Rubble QuickC program
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By Jim Dose' 9/15/96
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*/
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void() hipRubbleTouch =
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{
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if ( self.ltime < self.pausetime )
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return;
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if (other.takedamage)
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{
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T_Damage (other, self, self.owner, 10 );
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sound (self, CHAN_WEAPON, "zombie/z_hit.wav", 1, ATTN_NORM);
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self.pausetime = self.ltime + 0.1;
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}
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};
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void(string rubblename) hipThrowRubble =
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{
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local entity new;
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new = spawn();
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new.origin = self.origin;
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setmodel (new, rubblename );
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setsize (new, '0 0 0', '0 0 0');
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new.velocity_x = 70 * crandom();
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new.velocity_y = 70 * crandom();
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new.velocity_z = 140 + 70 * random();
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new.movetype = MOVETYPE_BOUNCE;
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new.solid = SOLID_BBOX;
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new.avelocity_x = random()*600;
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new.avelocity_y = random()*600;
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new.avelocity_z = random()*600;
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new.think = SUB_Remove;
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new.touch = hipRubbleTouch;
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new.ltime = time;
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new.nextthink = time + 13 + random()*10;
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self.pausetime = time;
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new.frame = 0;
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new.flags = 0;
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};
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void() rubble_use =
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{
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local float which;
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local float index;
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index = 0;
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do
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{
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which = self.cnt;
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if ( self.cnt == 0 )
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{
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which = 1 + 3*random();
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which = floor( which );
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}
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if ( which == 1 )
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{
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hipThrowRubble( "progs/rubble1.mdl" );
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}
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else if ( which == 2 )
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{
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hipThrowRubble( "progs/rubble3.mdl" );
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}
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else
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{
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hipThrowRubble( "progs/rubble2.mdl" );
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}
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index = index + 1;
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}
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while( index < self.count );
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};
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/*QUAKED func_rubble (0.4 0.4 0.2) (0 0 0) (32 32 32)
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Spawns random sized rubble when triggered.
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"count" is the number of pieces of rubble to spawn. Default is 1.
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*/
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void() func_rubble =
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{
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precache_model ("progs/rubble1.mdl");
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precache_model ("progs/rubble2.mdl");
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precache_model ("progs/rubble3.mdl");
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precache_sound ("zombie/z_hit.wav");
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self.classname = "rubble";
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self.cnt = 0;
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self.use = rubble_use;
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};
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/*QUAKED func_rubble1 (0.4 0.4 0.2) (0 0 0) (8 8 8)
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Spawns small rubble when triggered.
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"count" is the number of pieces of rubble to spawn. Default is 1.
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*/
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void() func_rubble1 =
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{
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precache_model ("progs/rubble1.mdl");
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precache_sound ("zombie/z_hit.wav");
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self.classname = "rubble1";
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self.cnt = 1;
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self.use = rubble_use;
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};
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/*QUAKED func_rubble2 (0.4 0.4 0.2) (0 0 0) (16 16 16)
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Spawns medium rubble when triggered.
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"count" is the number of pieces of rubble to spawn. Default is 1.
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*/
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void() func_rubble2 =
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{
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precache_model ("progs/rubble3.mdl");
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precache_sound ("zombie/z_hit.wav");
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self.classname = "rubble2";
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self.cnt = 2;
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self.use = rubble_use;
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};
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/*QUAKED func_rubble3 (0.4 0.4 0.2) (0 0 0) (32 32 32)
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Spawns large rubble when triggered.
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"count" is the number of pieces of rubble to spawn. Default is 1.
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*/
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void() func_rubble3 =
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{
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precache_model ("progs/rubble2.mdl");
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precache_sound ("zombie/z_hit.wav");
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self.classname = "rubble3";
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self.cnt = 3;
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self.use = rubble_use;
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};
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