1183 lines
46 KiB
Text
1183 lines
46 KiB
Text
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#include maps\mp\_utility;
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#include common_scripts\utility;
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#using_animtree( "vehicles" );
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init()
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{
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if ( getdvar( "debug_destructibles" ) == "" )
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setdvar( "debug_destructibles", "0" );
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if ( getdvar( "destructibles_enable_physics" ) == "" )
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setdvar( "destructibles_enable_physics", "1" );
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level.destructibleSpawnedEntsLimit = 25;
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level.destructibleSpawnedEnts = [];
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find_destructibles();
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array_levelthread( getEntArray( "delete_on_load", "targetname" ), ::deleteEnt );
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}
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destructible_create( type, health, validAttackers, validDamageZone, validDamageCause )
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{
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//---------------------------------------------------------------------
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// Creates a new information structure for a destructible object
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//---------------------------------------------------------------------
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assert( isdefined( type ) );
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if( !isdefined( level.destructible_type ) )
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level.destructible_type = [];
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destructibleIndex = level.destructible_type.size;
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destructibleIndex = level.destructible_type.size;
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level.destructible_type[ destructibleIndex ] = spawnStruct();
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level.destructible_type[ destructibleIndex ].v[ "type" ] = type;
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level.destructible_type[ destructibleIndex ].parts = [];
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level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ] = spawnStruct();
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level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "modelName" ] = self.model;
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level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "health" ] = health;
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level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "validAttackers" ] = validAttackers;
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level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "validDamageZone" ] = validDamageZone;
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level.destructible_type[ destructibleIndex ].parts[ 0 ][ 0 ].v[ "validDamageCause" ] = validDamageCause;
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}
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destructible_part( tagName, modelName, health, noDraw, validDamageZone, validDamageCause, alsoDamageParent, physicsOnExplosion )
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{
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//---------------------------------------------------------------------
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// Adds a part to the last created destructible information structure
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// This part will be created and attached to the specified bone on load
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//---------------------------------------------------------------------
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destructibleIndex = ( level.destructible_type.size - 1 );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts.size ) );
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partIndex = level.destructible_type[ destructibleIndex ].parts.size;
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assert( partIndex > 0 );
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stateIndex = 0;
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destructible_info( partIndex, stateIndex, tagName, modelName, health, noDraw, validDamageZone, validDamageCause, alsoDamageParent, physicsOnExplosion );
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}
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destructible_state( tagName, modelName, health, noDraw, validDamageZone, validDamageCause )
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{
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//---------------------------------------------------------------------
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// Adds a new part that is a state of the last created part
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// When the previous part reaches zero health this part will show up
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// and the previous part will be removed
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//---------------------------------------------------------------------
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size );
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destructible_info( partIndex, stateIndex, tagName, modelName, health, noDraw, validDamageZone, validDamageCause );
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}
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destructible_fx( tagName, fxName, useTagAngles )
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{
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assert( isdefined( tagName ) );
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assert( isdefined( fxName ) );
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if ( !isdefined( useTagAngles ) )
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useTagAngles = true;
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_filename" ] = fxName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_tag" ] = tagName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "fx_useTagAngles" ] = useTagAngles;
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}
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destructible_loopfx( tagName, fxName, loopRate )
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{
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assert( isdefined( tagName ) );
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assert( isdefined( fxName ) );
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assert( isdefined( loopRate ) );
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assert( loopRate > 0 );
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_filename" ] = fxName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_tag" ] = tagName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopfx_rate" ] = loopRate;
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}
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destructible_healthdrain( amount, interval )
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{
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assert( isdefined( amount ) );
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "healthdrain_amount" ] = amount;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "healthdrain_interval" ] = interval;
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}
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destructible_sound( soundAlias, soundCause )
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{
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assert( isdefined( soundAlias ) );
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ] ) )
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{
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ] = [];
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "soundCause" ] = [];
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}
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index = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ].size;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "sound" ][ index ] = soundAlias;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "soundCause" ][ index ] = soundCause;
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}
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destructible_loopsound( soundAlias, loopsoundCause )
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{
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assert( isdefined( soundAlias ) );
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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if ( !isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ] ) )
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{
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ] = [];
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsoundCause" ] = [];
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}
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index = level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ].size;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsound" ][ index ] = soundAlias;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "loopsoundCause" ][ index ] = loopsoundCause;
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}
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destructible_anim( animName, animTree, animType )
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{
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assert( isdefined( anim ) );
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assert( isdefined( animtree ) );
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "anim" ] = animName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "animTree" ] = animtree;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "animType" ] = animType;
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}
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destructible_physics()
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{
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physics" ] = true;
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}
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destructible_explode( force_min, force_max, range, mindamage, maxdamage )
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{
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destructibleIndex = ( level.destructible_type.size - 1 );
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partIndex = ( level.destructible_type[ destructibleIndex ].parts.size - 1 );
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stateIndex = ( level.destructible_type[ destructibleIndex ].parts[ partIndex ].size - 1 );
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assert( isdefined( level.destructible_type ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ] ) );
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assert( isdefined( level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] ) );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_force_min" ] = force_min;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_force_max" ] = force_max;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_range" ] = range;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_mindamage" ] = mindamage;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "explode_maxdamage" ] = maxdamage;
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}
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destructible_info( partIndex, stateIndex, tagName, modelName, health, noDraw, validDamageZone, validDamageCause, alsoDamageParent, physicsOnExplosion )
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{
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assert( isdefined( partIndex ) );
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assert( isdefined( stateIndex ) );
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assert( isdefined( level.destructible_type ) );
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assert( level.destructible_type.size > 0 );
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if ( isDefined( modelName ) )
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modelName = toLower( modelName );
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destructibleIndex = ( level.destructible_type.size - 1 );
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ] = spawnStruct();
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "modelName" ] = modelName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "tagName" ] = tagName;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "health" ] = health;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "noDraw" ] = noDraw;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "validDamageZone" ] = validDamageZone;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "validDamageCause" ] = validDamageCause;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "alsoDamageParent" ] = alsoDamageParent;
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level.destructible_type[ destructibleIndex ].parts[ partIndex ][ stateIndex ].v[ "physicsOnExplosion" ] = physicsOnExplosion;
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}
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find_destructibles()
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{
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//---------------------------------------------------------------------
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// Find all destructibles by their targetnames and run the setup
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//---------------------------------------------------------------------
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array_thread( getentarray( "destructible", "targetname" ), ::setup_destructibles );
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}
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precache_destructibles( )
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{
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// I needed this to be seperate for vehicle scripts.
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//---------------------------------------------------------------------
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// Precache referenced models and load referenced effects
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//---------------------------------------------------------------------
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if ( isdefined( level.destructible_type[self.destuctableInfo].parts ) )
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{
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for( i = 0 ; i < level.destructible_type[ self.destuctableInfo ].parts.size ; i++ )
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{
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for( j = 0 ; j < level.destructible_type[ self.destuctableInfo ].parts[ i ].size ; j++ )
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{
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if( level.destructible_type[ self.destuctableInfo ].parts[ i ].size <= j )
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continue;
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if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "modelName" ] ) )
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precacheModel( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "modelName" ] );
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if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "fx_filename" ] ) )
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level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "fx" ] = loadfx( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "fx_filename" ] );
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if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "loopfx_filename" ] ) )
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level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "loopfx" ] = loadfx( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "loopfx_filename" ] );
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}
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}
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}
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}
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setup_destructibles()
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{
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//---------------------------------------------------------------------
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// Figure out what destructible information this entity should use
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//---------------------------------------------------------------------
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destuctableInfo = undefined;
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assertEx( isdefined( self.destructible_type ), "Destructible object with targetname 'destructible' does not have a 'destructible_type' key/value" );
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self.destuctableInfo = maps\mp\_destructible_types::makeType( self.destructible_type );
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//println( "### DESTRUCTIBLE ### assigned infotype index: " + self.destuctableInfo );
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// assert( self.destuctableInfo >= 0 );
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if ( self.destuctableInfo < 0 )
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return;
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precache_destructibles();
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//---------------------------------------------------------------------
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// Attach all parts to the entity
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//---------------------------------------------------------------------
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if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts ) )
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{
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self.destructible_parts = [];
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for( i = 0 ; i < level.destructible_type[ self.destuctableInfo ].parts.size ; i++ )
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{
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self.destructible_parts[ i ] = spawnStruct();
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||
|
// set it's current state to 0 since it has never taken damage yet and will be on it's first state
|
||
|
self.destructible_parts[ i ].v[ "currentState" ] = 0;
|
||
|
|
||
|
// if it has a health value then store it's value
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "health" ] ) )
|
||
|
self.destructible_parts[ i ].v[ "health" ] = level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "health" ];
|
||
|
|
||
|
// continue if it's the base model since its not an attached part
|
||
|
if ( i == 0 )
|
||
|
continue;
|
||
|
|
||
|
// attach the part now
|
||
|
modelName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "modelName" ];
|
||
|
tagName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "tagName" ];
|
||
|
|
||
|
stateIndex = 1;
|
||
|
while ( isDefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ] ) )
|
||
|
{
|
||
|
stateTagName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "tagName" ];
|
||
|
stateModelName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "modelName" ];
|
||
|
if ( isDefined( stateTagName ) && stateTagName != tagName )
|
||
|
self hideapart( stateTagName );
|
||
|
stateIndex++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------
|
||
|
// Make this entity take damage and wait for events
|
||
|
//---------------------------------------------------------------------
|
||
|
if( self.classname != "script_vehicle" )
|
||
|
self setCanDamage( true );
|
||
|
self thread destructible_think();
|
||
|
}
|
||
|
|
||
|
damage_mirror( parent, modelName, tagName )
|
||
|
{
|
||
|
self notify( "stop_damage_mirror" );
|
||
|
self endon( "stop_damage_mirror" );
|
||
|
parent endon( "stop_taking_damage" );
|
||
|
|
||
|
self setCanDamage( true );
|
||
|
for ( ;; )
|
||
|
{
|
||
|
self waittill ( "damage", damage, attacker, direction_vec, point, type );
|
||
|
parent notify ( "damage", damage, attacker, direction_vec, point, type, modelName, tagName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
destructible_think()
|
||
|
{
|
||
|
//---------------------------------------------------------------------
|
||
|
// Wait until this entity takes damage
|
||
|
//---------------------------------------------------------------------
|
||
|
self endon( "stop_taking_damage" );
|
||
|
for(;;)
|
||
|
{
|
||
|
self waittill( "damage", damage, attacker, direction_vec, point, type, modelName, tagName, partName, dflags );
|
||
|
|
||
|
if ( !isdefined( damage ) )
|
||
|
continue;
|
||
|
if ( damage <= 0 )
|
||
|
continue;
|
||
|
|
||
|
if ( isDefined( attacker ) && isPlayer( attacker ) )
|
||
|
self.damageOwner = attacker;
|
||
|
|
||
|
type = getDamageType( type );
|
||
|
assert( isdefined( type ) );
|
||
|
|
||
|
if ( getdvar( "debug_destructibles" ) == "1" )
|
||
|
{
|
||
|
print3d( point, ".", ( 1, 1, 1 ), 1.0, 0.5, 100 );
|
||
|
iprintln( "damage amount: " + damage );
|
||
|
iprintln( "hit model: " + modelName );
|
||
|
if ( isdefined( tagName ) )
|
||
|
iprintln( "hit model tag: " + tagName );
|
||
|
else
|
||
|
iprintln( "hit model tag: " );
|
||
|
}
|
||
|
|
||
|
// override for when base model is damaged. We dont want to pass in empty strings
|
||
|
assert( isdefined( modelName ) );
|
||
|
if ( modelName == "" )
|
||
|
{
|
||
|
assert( isdefined( self.model ) );
|
||
|
modelName = self.model;
|
||
|
}
|
||
|
if ( isdefined( tagName ) && tagName == "" )
|
||
|
{
|
||
|
if ( isdefined( partName ) && partName != "" && partName != "tag_body" )
|
||
|
tagName = partName;
|
||
|
else
|
||
|
tagName = undefined;
|
||
|
}
|
||
|
|
||
|
// special handling for splash and projectile damage
|
||
|
if ( type == "splash" )
|
||
|
{
|
||
|
if ( getdvar( "debug_destructibles" ) == "1" )
|
||
|
iprintln( "type = splash" );
|
||
|
|
||
|
damage *= 2.75;
|
||
|
|
||
|
self destructible_splash_damage( int( damage ), point, direction_vec, attacker, type );
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
self thread destructible_update_part( int( damage ), modelName, tagName, point, direction_vec, attacker, type );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
destructible_update_part( damage, modelName, tagName, point, direction_vec, attacker, damageType )
|
||
|
{
|
||
|
//---------------------------------------------------------------------
|
||
|
// Find what part this is, or is a child of. If the base model was
|
||
|
// the entity that was damaged the part index will be -1
|
||
|
//---------------------------------------------------------------------
|
||
|
if ( !isdefined( self.destructible_parts ) )
|
||
|
return;
|
||
|
if ( self.destructible_parts.size == 0 )
|
||
|
return;
|
||
|
|
||
|
partIndex = -1;
|
||
|
stateIndex = -1;
|
||
|
assert( isdefined( self.model ) );
|
||
|
if ( ( tolower( modelName ) == tolower( self.model ) ) && ( !isdefined( tagName ) ) )
|
||
|
{
|
||
|
modelName = self.model;
|
||
|
tagName = undefined;
|
||
|
partIndex = 0;
|
||
|
stateIndex = 0;
|
||
|
}
|
||
|
|
||
|
for( i = 0 ; i < level.destructible_type[ self.destuctableInfo ].parts.size ; i++ )
|
||
|
{
|
||
|
stateIndex = self.destructible_parts[ i ].v[ "currentState" ];
|
||
|
|
||
|
if( level.destructible_type[ self.destuctableInfo ].parts[ i ].size <= stateIndex )
|
||
|
continue;
|
||
|
|
||
|
if( !isdefined( tagName ) )
|
||
|
continue;
|
||
|
|
||
|
if( !isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "modelName" ] ) )
|
||
|
continue;
|
||
|
|
||
|
if ( isDefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "tagName" ] ) )
|
||
|
{
|
||
|
if ( level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "tagName" ] == tagName )
|
||
|
{
|
||
|
partIndex = i;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
assert( stateIndex >= 0 );
|
||
|
|
||
|
if ( partIndex < 0 )
|
||
|
return;
|
||
|
|
||
|
//---------------------------------------------------------------------
|
||
|
// Deduct the damage amount from the part's health
|
||
|
// If the part runs out of health go to the next state
|
||
|
//---------------------------------------------------------------------
|
||
|
state_before = stateIndex;
|
||
|
updateHealthValue = false;
|
||
|
delayModelSwap = false;
|
||
|
for(;;)
|
||
|
{
|
||
|
stateIndex = self.destructible_parts[ partIndex ].v[ "currentState" ];
|
||
|
|
||
|
// there isn't another state to go to when damaged
|
||
|
if ( !isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ] ) )
|
||
|
break;
|
||
|
|
||
|
// see if the model is also supposed to damage the parent
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ 0 ].v[ "alsoDamageParent" ] ) )
|
||
|
{
|
||
|
if ( getDamageType( damageType ) != "splash" )
|
||
|
{
|
||
|
ratio = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ 0 ].v[ "alsoDamageParent" ];
|
||
|
parentDamage = int( damage * ratio );
|
||
|
self thread notifyDamageAfterFrame( parentDamage, attacker, direction_vec, point, damageType, "", "" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "health" ] ) )
|
||
|
break;
|
||
|
if ( !isdefined( self.destructible_parts[ partIndex ].v[ "health" ] ) )
|
||
|
break;
|
||
|
|
||
|
if ( updateHealthValue )
|
||
|
self.destructible_parts[ partIndex ].v[ "health" ] = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "health" ];
|
||
|
updateHealthValue = false;
|
||
|
|
||
|
if ( getdvar( "debug_destructibles" ) == "1" )
|
||
|
{
|
||
|
iprintln( "stateindex: " + stateIndex );
|
||
|
iprintln( "damage: " + damage );
|
||
|
iprintln( "health (before): " + self.destructible_parts[ partIndex ].v[ "health" ] );
|
||
|
}
|
||
|
|
||
|
// apply the damage to the part if the attacker was a valid attacker
|
||
|
validAttacker = self isAttackerValid( partIndex, stateIndex, attacker );
|
||
|
if ( validAttacker )
|
||
|
{
|
||
|
validDamageCause = self isValidDamageCause( partIndex, stateIndex, damageType );
|
||
|
if ( validDamageCause )
|
||
|
{
|
||
|
if ( damageType == "melee" || damageType == "impact" )
|
||
|
damage = 100000;
|
||
|
|
||
|
self.destructible_parts[ partIndex ].v[ "health" ] -= damage;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( getdvar( "debug_destructibles" ) == "1" )
|
||
|
iprintln( "health (after): " + self.destructible_parts[ partIndex ].v[ "health" ] );
|
||
|
|
||
|
// if the part still has health left then we're done
|
||
|
if ( self.destructible_parts[ partIndex ].v[ "health" ] > 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// if the part ran out of health then carry over to the next part
|
||
|
damage = int( abs( self.destructible_parts[ partIndex ].v[ "health" ] ) );
|
||
|
if ( damage < 0 )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
self.destructible_parts[ partIndex ].v[ "currentState" ]++;
|
||
|
stateIndex = self.destructible_parts[ partIndex ].v[ "currentState" ];
|
||
|
actionStateIndex = ( stateIndex - 1 );
|
||
|
|
||
|
if ( !isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ] ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
//---------------------------------------------------------------------
|
||
|
// A state change is required so detach the old model or replace it if
|
||
|
// it's the base model that took the damage.
|
||
|
// Then attach the model ( if specified ) used for the new state
|
||
|
// Only do this if there is another state to go to, some parts might have
|
||
|
// fx or anims, or sounds but no next model to go to
|
||
|
//---------------------------------------------------------------------
|
||
|
|
||
|
// if the part is meant to explode on this state set a flag. Actual explosion will be done down below
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_force_min" ] ) )
|
||
|
self.exploding = true;
|
||
|
|
||
|
// stop all previously looped sounds
|
||
|
if ( ( isdefined( self.loopingSoundStopNotifies ) ) && ( isdefined( self.loopingSoundStopNotifies[ string( partIndex ) ] ) ) )
|
||
|
{
|
||
|
for( i = 0 ; i < self.loopingSoundStopNotifies[ string( partIndex ) ].size ; i++ )
|
||
|
{
|
||
|
self notify( self.loopingSoundStopNotifies[ string( partIndex ) ][ i ] );
|
||
|
}
|
||
|
self.loopingSoundStopNotifies[ string( partIndex ) ] = undefined;
|
||
|
}
|
||
|
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ] ) )
|
||
|
{
|
||
|
if ( partIndex == 0 )
|
||
|
{
|
||
|
newModel = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "modelName" ];
|
||
|
self setModel( newModel );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// handle a part getting damaged here - must be detached and reattached
|
||
|
self hideapart( tagName );
|
||
|
modelName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "modelName" ];
|
||
|
tagName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "tagName" ];
|
||
|
|
||
|
if ( isdefined( modelName ) && isdefined( tagName ) )
|
||
|
self showapart( tagName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the part has an fx then play it now
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "fx" ] ) )
|
||
|
{
|
||
|
assert( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "fx_tag" ] ) );
|
||
|
fx = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "fx" ];
|
||
|
fx_tag = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "fx_tag" ];
|
||
|
self notify( "FX_State_Change" + partIndex );
|
||
|
if ( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "fx_useTagAngles" ] )
|
||
|
{
|
||
|
playfxontag ( fx, self, fx_tag );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
fxOrigin = self getTagOrigin( fx_tag );
|
||
|
forward = ( fxOrigin + ( 0, 0, 100 ) ) - fxOrigin;
|
||
|
playfx ( fx, fxOrigin, forward );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the part has a looping fx then play it now
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopfx" ] ) )
|
||
|
{
|
||
|
assert( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_tag" ] ) );
|
||
|
loopfx = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopfx" ];
|
||
|
loopfx_tag = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_tag" ];
|
||
|
loopRate = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopfx_rate" ];
|
||
|
self notify( "FX_State_Change" + partIndex );
|
||
|
self thread loopfx_onTag( loopfx, loopfx_tag, loopRate, partIndex );
|
||
|
}
|
||
|
|
||
|
// if the part has an anim then play it now
|
||
|
if ( !isdefined( self.exploded ) )
|
||
|
{
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "anim" ] ) )
|
||
|
{
|
||
|
animName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "anim" ];
|
||
|
animTree = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "animTree" ];
|
||
|
self useanimtree( animTree );
|
||
|
animType = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "animType" ];
|
||
|
if ( !isdefined( self.animsApplied ) )
|
||
|
self.animsApplied = [];
|
||
|
self.animsApplied[ self.animsApplied.size ] = animName;
|
||
|
|
||
|
if ( isdefined( self.exploding ) )
|
||
|
{
|
||
|
//clear all previously blended anims if the vehicle is exploding so the explosion doesn't have to blend with anything
|
||
|
if ( isdefined( self.animsApplied ) )
|
||
|
{
|
||
|
for( i = 0 ; i < self.animsApplied.size ; i++ )
|
||
|
{
|
||
|
self clearAnim( self.animsApplied[ i ], 0 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( animType == "setanim" )
|
||
|
self setAnim( animName, 1.0, 1.0, 1.0 );
|
||
|
else if ( animType == "setanimknob" )
|
||
|
self setAnimKnob( animName, 1.0, 1.0, 1.0 );
|
||
|
else
|
||
|
assertMsg( "Tried to play an animation on a destructible with an invalid animType: " + animType );
|
||
|
|
||
|
if ( partIndex == 0 )
|
||
|
self thread explodeAnim();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the part has a soundalias then play it now
|
||
|
if ( !isdefined( self.exploded ) )
|
||
|
{
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "sound" ] ) )
|
||
|
{
|
||
|
for( i = 0 ; i < level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "sound" ].size ; i++ )
|
||
|
{
|
||
|
validSoundCause = self isValidSoundCause( "soundCause", partIndex, actionStateIndex, i, damageType );
|
||
|
if ( validSoundCause )
|
||
|
{
|
||
|
soundAlias = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "sound" ][ i ];
|
||
|
soundTagName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "tagName" ];
|
||
|
|
||
|
self thread play_sound_on_tag( soundAlias, soundTagName );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the part has a looping soundalias then start looping it now
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopsound" ] ) )
|
||
|
{
|
||
|
for( i = 0 ; i < level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopsound" ].size ; i++ )
|
||
|
{
|
||
|
validSoundCause = self isValidSoundCause( "loopsoundCause", partIndex, actionStateIndex, i, damageType );
|
||
|
if ( validSoundCause )
|
||
|
{
|
||
|
loopsoundAlias = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "loopsound" ][ i ];
|
||
|
loopsoundTagName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "tagName" ];
|
||
|
self thread play_loop_sound_on_destructible( loopsoundAlias, loopsoundTagName );
|
||
|
|
||
|
if ( !isdefined( self.loopingSoundStopNotifies ) )
|
||
|
self.loopingSoundStopNotifies = [];
|
||
|
if ( !isdefined( self.loopingSoundStopNotifies[ string( partIndex ) ] ) )
|
||
|
self.loopingSoundStopNotifies[ string( partIndex ) ] = [];
|
||
|
size = self.loopingSoundStopNotifies[ string( partIndex ) ].size;
|
||
|
self.loopingSoundStopNotifies[ string( partIndex ) ][ size ] = "stop sound" + loopsoundAlias;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the part should drain health then start the drain
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "healthdrain_amount" ] ) )
|
||
|
{
|
||
|
self notify( "Health_Drain_State_Change" + partIndex );
|
||
|
healthdrain_amount = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "healthdrain_amount" ];
|
||
|
healthdrain_interval = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "healthdrain_interval" ];
|
||
|
healthdrain_modelName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "modelName" ];
|
||
|
healthdrain_tagName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "tagName" ];
|
||
|
if ( healthdrain_amount > 0 )
|
||
|
{
|
||
|
assert( ( isdefined( healthdrain_interval ) ) && ( healthdrain_interval > 0 ) );
|
||
|
self thread health_drain( healthdrain_amount, healthdrain_interval, partIndex, healthdrain_modelName, healthdrain_tagName );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// if the part is meant to explode on this state then do it now. Causes all attached models to become physics with the specified force
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_force_min" ] ) )
|
||
|
{
|
||
|
delayModelSwap = true;
|
||
|
force_min = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_force_min" ];
|
||
|
force_max = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_force_max" ];
|
||
|
range = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_range" ];
|
||
|
mindamage = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_mindamage" ];
|
||
|
maxdamage = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "explode_maxdamage" ];
|
||
|
self thread explode( partIndex, force_min, force_max, range, mindamage, maxdamage );
|
||
|
}
|
||
|
|
||
|
// if the part should do physics here then initiate the physics and velocity
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ actionStateIndex ].v[ "physics" ] ) )
|
||
|
{
|
||
|
initial_velocity = point;
|
||
|
impactDir = ( 0, 0, 0 );
|
||
|
if ( isdefined( attacker ) )
|
||
|
{
|
||
|
impactDir = attacker.origin;
|
||
|
//if ( attacker == level.player )
|
||
|
// impactDir = level.player getEye();
|
||
|
initial_velocity = vectorNormalize( point - impactDir);
|
||
|
initial_velocity = vectorScale( initial_velocity, 200 );
|
||
|
}
|
||
|
self thread physics_launch( partIndex, actionStateIndex, point, initial_velocity );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
updateHealthValue = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
destructible_splash_damage( damage, point, direction_vec, attacker, damageType )
|
||
|
{
|
||
|
if ( damage <= 0 )
|
||
|
return;
|
||
|
|
||
|
if ( isDefined( self.exploded ) )
|
||
|
return;
|
||
|
|
||
|
//------------------------------------------------------------------------
|
||
|
// Fill an array of all possible parts that might have been splash damaged
|
||
|
//------------------------------------------------------------------------
|
||
|
damagedParts = [];
|
||
|
closestPartDist = undefined;
|
||
|
if ( isdefined( level.destructible_type[self.destuctableInfo].parts ) )
|
||
|
{
|
||
|
for( i = 0 ; i < level.destructible_type[ self.destuctableInfo ].parts.size ; i++ )
|
||
|
{
|
||
|
for( j = 0 ; j < level.destructible_type[ self.destuctableInfo ].parts[ i ].size ; j++ )
|
||
|
{
|
||
|
if( level.destructible_type[ self.destuctableInfo ].parts[ i ].size <= j )
|
||
|
continue;
|
||
|
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "modelName" ] ) )
|
||
|
{
|
||
|
// see how far the part is from the splash damage origin
|
||
|
modelName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "modelName" ];
|
||
|
assert( isdefined( modelName ) );
|
||
|
|
||
|
// special handling for the base model which doesn't use a tag
|
||
|
if ( i == 0 )
|
||
|
{
|
||
|
d = distance( point, self.origin );
|
||
|
tagName = undefined;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
tagName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ j ].v[ "tagName" ];
|
||
|
assert( isdefined( tagName ) );
|
||
|
d = distance( point, self getTagOrigin( tagName ) );
|
||
|
}
|
||
|
|
||
|
if ( ( !isdefined( closestPartDist ) ) || ( d < closestPartDist ) )
|
||
|
closestPartDist = d;
|
||
|
|
||
|
// add the part to the list of parts to be damaged
|
||
|
index = damagedParts.size;
|
||
|
damagedParts[ index ] = spawnStruct();
|
||
|
damagedParts[ index ].v[ "modelName" ] = modelName;
|
||
|
damagedParts[ index ].v[ "tagName" ] = tagName;
|
||
|
damagedParts[ index ].v[ "distance" ] = d;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !isdefined( closestPartDist ) )
|
||
|
return;
|
||
|
if ( closestPartDist < 0 )
|
||
|
return;
|
||
|
if ( damagedParts.size <= 0 )
|
||
|
return;
|
||
|
|
||
|
//--------------------------------------------------------------------------
|
||
|
// Damage each part depending on how close it was to the splash damage point
|
||
|
//--------------------------------------------------------------------------
|
||
|
for( i = 0 ; i < damagedParts.size ; i++ )
|
||
|
{
|
||
|
distanceMod = ( damagedParts[ i ].v[ "distance" ] * 1.4 );
|
||
|
damageAmount = ( damage - ( distanceMod - closestPartDist ) );
|
||
|
|
||
|
if ( damageAmount <= 0 )
|
||
|
continue;
|
||
|
|
||
|
if ( isDefined( self.exploded ) )
|
||
|
continue;
|
||
|
|
||
|
if ( getdvar( "debug_destructibles" ) == "1" )
|
||
|
{
|
||
|
if ( isdefined( damagedParts[ i ].v[ "tagName" ] ) )
|
||
|
print3d( self getTagOrigin( damagedParts[ i ].v[ "tagName" ] ), damageAmount, ( 1, 1, 1 ), 1.0, 0.5, 200 );
|
||
|
}
|
||
|
|
||
|
self thread destructible_update_part( damageAmount, damagedParts[ i ].v[ "modelName" ], damagedParts[ i ].v[ "tagName" ], point, direction_vec, attacker, damageType);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
isValidSoundCause( soundCauseVar, partIndex, stateIndex, soundIndex, damageType )
|
||
|
{
|
||
|
soundCause = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ soundCauseVar ][ soundIndex ];
|
||
|
if ( !isdefined( soundCause ) )
|
||
|
return true;
|
||
|
|
||
|
if ( soundCause == damageType )
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
isAttackerValid( partIndex, stateIndex, attacker )
|
||
|
{
|
||
|
if ( !isdefined( attacker ) )
|
||
|
return true;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
isValidDamageCause( partIndex, stateIndex, damageType )
|
||
|
{
|
||
|
if ( !isdefined( damageType ) )
|
||
|
return true;
|
||
|
|
||
|
validType = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "validDamageCause" ];
|
||
|
if ( !isdefined( validType ) )
|
||
|
return true;
|
||
|
|
||
|
if ( ( validType == "no_melee" ) && damageType == "melee" || damageType == "impact" )
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
getDamageType( type )
|
||
|
{
|
||
|
//returns a simple damage type: melee, bullet, splash, or unknown
|
||
|
|
||
|
if ( !isdefined( type ) )
|
||
|
return "unknown";
|
||
|
|
||
|
type = tolower( type );
|
||
|
switch( type )
|
||
|
{
|
||
|
case "mod_melee":
|
||
|
case "mod_crush":
|
||
|
case "melee":
|
||
|
return "melee";
|
||
|
case "mod_pistol_bullet":
|
||
|
case "mod_rifle_bullet":
|
||
|
case "bullet":
|
||
|
return "bullet";
|
||
|
case "mod_grenade":
|
||
|
case "mod_grenade_splash":
|
||
|
case "mod_projectile":
|
||
|
case "mod_projectile_splash":
|
||
|
case "mod_explosive":
|
||
|
case "splash":
|
||
|
return "splash";
|
||
|
case "mod_impact":
|
||
|
return "impact";
|
||
|
case "unknown":
|
||
|
return "unknown";
|
||
|
default:
|
||
|
return "unknown";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
loopfx_onTag( loopfx, loopfx_tag, loopRate, partIndex )
|
||
|
{
|
||
|
self endon( "FX_State_Change" + partIndex );
|
||
|
for(;;)
|
||
|
{
|
||
|
playfxontag( loopfx, self, loopfx_tag );
|
||
|
wait loopRate;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
health_drain( amount, interval, partIndex, modelName, tagName )
|
||
|
{
|
||
|
self endon( "Health_Drain_State_Change" + partIndex );
|
||
|
wait interval;
|
||
|
|
||
|
uniqueName = undefined;
|
||
|
|
||
|
while( self.destructible_parts[ partIndex ].v[ "health" ] > 0 )
|
||
|
{
|
||
|
if ( getdvar( "debug_destructibles" ) == "1" )
|
||
|
{
|
||
|
iprintln( "health before damage: " + self.destructible_parts[ partIndex ].v[ "health" ] );
|
||
|
iprintln( "doing " + amount + " damage" );
|
||
|
}
|
||
|
self notify( "damage", amount, self, ( 0, 0, 0 ) , ( 0, 0, 0 ), "MOD_UNKNOWN", modelName, tagName );
|
||
|
wait interval;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
physics_launch( partIndex, stateIndex, point, initial_velocity )
|
||
|
{
|
||
|
modelName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "modelName" ];
|
||
|
tagName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ stateIndex ].v[ "tagName" ];
|
||
|
|
||
|
self hideapart( tagName );
|
||
|
|
||
|
if ( getdvar( "destructibles_enable_physics" ) == "0" )
|
||
|
return;
|
||
|
|
||
|
// If we've reached the max number of spawned physics models for destructible vehicles then delete one before creating another
|
||
|
if ( level.destructibleSpawnedEnts.size >= level.destructibleSpawnedEntsLimit )
|
||
|
physics_object_remove( level.destructibleSpawnedEnts[ 0 ] );
|
||
|
|
||
|
// Spawn a model to use for physics using the modelname and position of the part
|
||
|
physicsObject = spawn( "script_model", self getTagOrigin( tagName ) );
|
||
|
physicsObject.angles = self getTagAngles( tagName );
|
||
|
physicsObject setModel( modelName );
|
||
|
|
||
|
// Keep track of the new part so it can be removed later if we reach the max
|
||
|
level.destructibleSpawnedEnts[ level.destructibleSpawnedEnts.size ] = physicsObject;
|
||
|
|
||
|
// Do physics on the model
|
||
|
physicsObject physicsLaunch( point, initial_velocity );
|
||
|
}
|
||
|
|
||
|
physics_object_remove( ent )
|
||
|
{
|
||
|
newArray = [];
|
||
|
for( i = 0 ; i < level.destructibleSpawnedEnts.size ; i++ )
|
||
|
{
|
||
|
if ( level.destructibleSpawnedEnts[ i ] == ent )
|
||
|
continue;
|
||
|
newArray[ newArray.size ] = level.destructibleSpawnedEnts[ i ];
|
||
|
}
|
||
|
level.destructibleSpawnedEnts = newArray;
|
||
|
ent delete();
|
||
|
}
|
||
|
|
||
|
explode( partIndex, force_min, force_max, range, mindamage, maxdamage )
|
||
|
{
|
||
|
assert( isdefined( force_min ) );
|
||
|
assert( isdefined( force_max ) );
|
||
|
if ( isdefined( self.exploded ) )
|
||
|
return;
|
||
|
self.exploded = true;
|
||
|
|
||
|
if(self.classname == "script_vehicle")
|
||
|
self notify ("death");
|
||
|
|
||
|
wait 0.05;
|
||
|
|
||
|
tagName = level.destructible_type[ self.destuctableInfo ].parts[ partIndex ][ self.destructible_parts[ partIndex ].v[ "currentState" ] ].v[ "tagName" ];
|
||
|
if ( isdefined( tagName ) )
|
||
|
explosionOrigin = self getTagOrigin( tagName );
|
||
|
else
|
||
|
explosionOrigin = self.origin;
|
||
|
|
||
|
self notify( "damage", maxdamage, self, ( 0, 0, 0 ), explosionOrigin, "MOD_EXPLOSIVE", "", "" );
|
||
|
|
||
|
waittillframeend;
|
||
|
|
||
|
if ( isdefined( level.destructible_type[self.destuctableInfo].parts ) )
|
||
|
{
|
||
|
for( i = ( level.destructible_type[ self.destuctableInfo ].parts.size - 1 ) ; i >= 0 ; i-- )
|
||
|
{
|
||
|
if ( i == partIndex )
|
||
|
continue;
|
||
|
|
||
|
stateIndex = self.destructible_parts[ i ].v[ "currentState" ];
|
||
|
if ( stateIndex >= level.destructible_type[ self.destuctableInfo ].parts[ i ].size )
|
||
|
stateIndex = level.destructible_type[ self.destuctableInfo ].parts[ i ].size - 1;
|
||
|
modelName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "modelName" ];
|
||
|
tagName = level.destructible_type[ self.destuctableInfo ].parts[ i ][ stateIndex ].v[ "tagName" ];
|
||
|
|
||
|
if ( !isdefined( modelName ) )
|
||
|
continue;
|
||
|
if ( !isdefined( tagName ) )
|
||
|
continue;
|
||
|
|
||
|
if ( self.destructible_parts[ i ] isLinked() )
|
||
|
{
|
||
|
// dont do physics on parts that are supposed to be removed on explosion
|
||
|
if ( isdefined( level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "physicsOnExplosion" ] ) )
|
||
|
{
|
||
|
if ( level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "physicsOnExplosion" ] > 0 )
|
||
|
{
|
||
|
velocityScaler = level.destructible_type[ self.destuctableInfo ].parts[ i ][ 0 ].v[ "physicsOnExplosion" ];
|
||
|
|
||
|
point = self getTagOrigin( tagName );
|
||
|
initial_velocity = vectorNormalize( point - explosionOrigin );
|
||
|
initial_velocity = vectorScale( initial_velocity, randomfloatrange( force_min, force_max ) * velocityScaler );
|
||
|
|
||
|
self thread physics_launch( i, stateIndex, point, initial_velocity );
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
// self.destructible_parts[ i ] hide();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
self notify( "stop_taking_damage" );
|
||
|
wait 0.05;
|
||
|
|
||
|
if ( !isDefined( self.damageOwner ) )
|
||
|
{
|
||
|
self radiusDamage( explosionOrigin + ( 0, 0, 80 ), range, maxdamage, mindamage );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self radiusDamage( explosionOrigin + ( 0, 0, 80 ), range, maxdamage, mindamage, self.damageOwner );
|
||
|
self.damageOwner notify ( "destroyed_car" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
isLinked()
|
||
|
{
|
||
|
return !isDefined( self.unlinked );
|
||
|
/*
|
||
|
qAttached = false;
|
||
|
|
||
|
modelName = tolower( modelName );
|
||
|
tagName = tolower( tagName );
|
||
|
|
||
|
assert( isdefined( modelName ) );
|
||
|
if( !isdefined( tagName ) )
|
||
|
return qAttached;
|
||
|
|
||
|
attachedModelCount = self getattachsize();
|
||
|
attachedModels = [];
|
||
|
for ( i = 0 ; i < attachedModelCount ; i++ )
|
||
|
attachedModels[ i ] = tolower( self getAttachModelName( i ) );
|
||
|
|
||
|
for( i = 0 ; i < attachedModels.size ; i++ )
|
||
|
{
|
||
|
if ( attachedModels[ i ] != modelName )
|
||
|
continue;
|
||
|
|
||
|
sName = tolower( self getattachtagname( i ) );
|
||
|
if ( tagName != sName )
|
||
|
continue;
|
||
|
|
||
|
qAttached = true;
|
||
|
break;
|
||
|
}
|
||
|
return qAttached;
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
play_loop_sound_on_destructible( alias, tag )
|
||
|
{
|
||
|
org = spawn ( "script_origin", ( 0, 0, 0 ) );
|
||
|
if ( isdefined ( tag ) )
|
||
|
org.origin = self getTagOrigin( tag );
|
||
|
else
|
||
|
org.origin = self.origin;
|
||
|
|
||
|
org playloopsound ( alias );
|
||
|
self waittill ( "stop sound" + alias );
|
||
|
org stoploopsound ( alias );
|
||
|
org delete();
|
||
|
}
|
||
|
|
||
|
notifyDamageAfterFrame( damage, attacker, direction_vec, point, damageType, modelName, tagName )
|
||
|
{
|
||
|
if ( isdefined( level.notifyDamageAfterFrame ) )
|
||
|
return;
|
||
|
level.notifyDamageAfterFrame = true;
|
||
|
waittillframeend;
|
||
|
if ( isdefined( self.exploded ) )
|
||
|
{
|
||
|
level.notifyDamageAfterFrame = undefined;
|
||
|
return;
|
||
|
}
|
||
|
self notify( "damage", damage, attacker, direction_vec, point, damageType, modelName, tagName );
|
||
|
level.notifyDamageAfterFrame = undefined;
|
||
|
}
|
||
|
|
||
|
string( num )
|
||
|
{
|
||
|
return ( "" + num );
|
||
|
}
|
||
|
|
||
|
deleteEnt( ent )
|
||
|
{
|
||
|
// created so entities can be deleted using array_thread
|
||
|
ent delete();
|
||
|
}
|
||
|
|
||
|
setAnim( animName, val, val, val )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
setAnimKnob( animName, val, val, val )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
clearAnim( animName, value )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
useAnimTree( animTree )
|
||
|
{
|
||
|
}
|
||
|
|
||
|
|
||
|
hideapart( tagName )
|
||
|
{
|
||
|
// println( "Hiding part: " + tagName );
|
||
|
self hidepart( tagName );
|
||
|
}
|
||
|
|
||
|
showapart( tagName )
|
||
|
{
|
||
|
// println( "Showing part: " + tagName );
|
||
|
self showpart( tagName );
|
||
|
}
|
||
|
|
||
|
explodeAnim()
|
||
|
{
|
||
|
self moveZ( 16, 0.3, 0, 0.2 );
|
||
|
self rotatePitch( 10, 0.3, 0, 0.2 );
|
||
|
wait ( 0.3 );
|
||
|
self moveZ( -16, 0.3, 0.15, 0 );
|
||
|
self rotatePitch( -10, 0.3, 0.15, 0 );
|
||
|
}
|