Revert to the old breakables.

This commit is contained in:
q3rally 2011-05-02 19:09:55 +00:00
parent 48ca1b6149
commit e99324d98c
7 changed files with 315 additions and 52 deletions

View file

@ -868,6 +868,252 @@ void CG_LightningArc( vec3_t start, vec3_t end ) {
trap_R_AddRefEntityToScene( &arc );
}
/*
==================
CG_LaunchShard
==================
*/
void CG_LaunchShard( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
int bounce;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 30000 + random() * 3000;
VectorCopy( origin, re->origin );
AxisCopy( axisDefault, re->axis );
re->hModel = hModel;
le->pos.trType = TR_GRAVITY;
VectorCopy( origin, le->pos.trBase );
VectorCopy( velocity, le->pos.trDelta );
le->pos.trTime = cg.time;
bounce = le->bounceFactor;
bounce = 0.3;
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BreakGlass
Breaks our brush and generates a few models on launches them all over the map :)
===================
*/
#define GLASS_VELOCITY 175 //175
#define GLASS_JUMP 125 //125
void CG_BreakGlass( vec3_t playerOrigin ) {
vec3_t origin, velocity;
int value;
int count = 20; //20
int states[] = {1,2,3};
int numstates = sizeof(states)/sizeof(states[0]);
while ( count-- ) {
value = states[rand()%numstates];
VectorCopy( playerOrigin, origin );
velocity[0] = crandom() * 165; //165
velocity[1] = crandom() * 125; //125
//velocity[2] = 0; //GLASS_JUMP + crandom() * 1; //165
velocity[2] = GLASS_JUMP + crandom() * 165; //165
switch (value) {
case 1:
CG_LaunchShard( origin, velocity, cgs.media.glass01 );
break;
case 2:
CG_LaunchShard( origin, velocity, cgs.media.glass02 );
break;
case 3:
CG_LaunchShard( origin, velocity, cgs.media.glass03 );
break;
}
}
}
/*
==================
CG_LaunchWood
==================
*/
void CG_LaunchWood( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
int bounce;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 30000 + random() * 3000;
VectorCopy( origin, re->origin );
AxisCopy( axisDefault, re->axis );
re->hModel = hModel;
le->pos.trType = TR_GRAVITY;
VectorCopy( origin, le->pos.trBase );
VectorCopy( velocity, le->pos.trDelta );
le->pos.trTime = cg.time;
bounce = le->bounceFactor;
bounce = 0.9; //0.3
//newq3ball
/* pm->ps->velocity[2] = -vel * 0.5; //2
if (pm->ps->velocity[2] <= 0.001) {
pm->ps->velocity[2] = 0;
*/
//endnew
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BREAKWOOD
Breaks our brush and generates a few (here 1 model) on launches them all over the map :)
===================
*/
#define BOX_VELOCITY 60 //175
#define BOX_JUMP 85 //125
void CG_BREAKWOOD( vec3_t playerOrigin ) {
vec3_t origin, velocity;
int value;
int count = 8; //20
int states[] = {1,2,3};
int numstates = sizeof(states)/sizeof(states[0]);
while ( count-- ) {
value = states[rand()%numstates];
VectorCopy( playerOrigin, origin );
velocity[0] = crandom() * 80; //165
velocity[1] = crandom() * 125; //125
velocity[2] = BOX_JUMP + crandom() * 165; //165
//velocity[2] = 165; //165
//newq3ball
// velocity[2] = -velocity[0] * 0.5; //2
// if (velocity[2] <= 0.001) {
// velocity[2] = 0;
// }
//endnew
switch (value) {
case 1:
CG_LaunchWood( origin, velocity, cgs.media.wood01 );
break;
case 2:
CG_LaunchWood( origin, velocity, cgs.media.wood02 );
break;
case 3:
CG_LaunchWood( origin, velocity, cgs.media.wood03 );
break;
}
}
}
/*
==================
CG_LaunchMetal
==================
*/
void CG_LaunchMetal( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
int bounce;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 30000 + random() * 3000;
VectorCopy( origin, re->origin );
AxisCopy( axisDefault, re->axis );
re->hModel = hModel;
le->pos.trType = TR_GRAVITY;
VectorCopy( origin, le->pos.trBase );
VectorCopy( velocity, le->pos.trDelta );
le->pos.trTime = cg.time;
bounce = le->bounceFactor;
bounce = 0.9; //0.3
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BREAKMETAL
Breaks our brush and generates a few (here 1 model) on launches them all over the map :)
===================
*/
#define METAL_VELOCITY 60 //175
#define METAL_JUMP 85 //125
void CG_BREAKMETAL( vec3_t playerOrigin ) {
vec3_t origin, velocity;
int value;
int count = 8; //20
int states[] = {1,2,3};
int numstates = sizeof(states)/sizeof(states[0]);
while ( count-- ) {
value = states[rand()%numstates];
VectorCopy( playerOrigin, origin );
velocity[0] = crandom() * 80; //165
velocity[1] = crandom() * 125; //125
velocity[2] = METAL_JUMP + crandom() * 165; //165
//velocity[2] = 165; //165
//newq3ball
// velocity[2] = -velocity[0] * 0.5; //2
// if (velocity[2] <= 0.001) {
// velocity[2] = 0;
// }
//endnew
switch (value) {
case 1:
CG_LaunchMetal( origin, velocity, cgs.media.metal01 );
break;
case 2:
CG_LaunchMetal( origin, velocity, cgs.media.metal02 );
break;
case 3:
CG_LaunchMetal( origin, velocity, cgs.media.metal03 );
break;
}
}
}
/*
==================

View file

@ -1344,6 +1344,27 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
// Q3Rally Code END
break;
// Q3Rally Code Start
case EV_BREAK_GLASS:
DEBUGNAME("EV_BREAK_GLASS");
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
CG_BreakGlass( cent->lerpOrigin );
break;
case EV_BREAKWOOD:
DEBUGNAME("EV_BREAKWOOD");
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.woodSound );
CG_BREAKWOOD( cent->lerpOrigin );
break;
case EV_BREAKMETAL:
DEBUGNAME("EV_BREAKMETAL");
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.metalSound );
CG_BREAKMETAL( cent->lerpOrigin );
break;
// Q3Rally Code END
case EV_STOPLOOPINGSOUND:
DEBUGNAME("EV_STOPLOOPINGSOUND");
trap_S_StopLoopingSound( es->number );

View file

@ -1204,6 +1204,20 @@ static void CG_RegisterGraphics( void ) {
cgs.media.reverseLightGlow = trap_R_RegisterModel( "gfx/flares/r_lite.md3" );
// Q3Rally Code END
// Q3Rally Code Start - Glass Shards
cgs.media.glass01 = trap_R_RegisterModel( "models/breakables/glass01.md3" );
cgs.media.glass02 = trap_R_RegisterModel( "models/breakables/glass02.md3" );
cgs.media.glass03 = trap_R_RegisterModel( "models/breakables/glass03.md3" );
cgs.media.wood01 = trap_R_RegisterModel( "models/breakables/wood01.md3" );
cgs.media.wood02 = trap_R_RegisterModel( "models/breakables/wood02.md3" );
cgs.media.wood03 = trap_R_RegisterModel( "models/breakables/wood03.md3" );
cgs.media.wood01 = trap_R_RegisterModel( "models/breakables/metal01.md3" );
cgs.media.wood02 = trap_R_RegisterModel( "models/breakables/metal02.md3" );
cgs.media.wood03 = trap_R_RegisterModel( "models/breakables/metal03.md3" );
// Q3Rally Code END
cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );

View file

@ -956,14 +956,11 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
return;
}
// shootable doors / buttons don't actually have any health
// shootable doors / buttons don't actually have any health // Rotating Doors
if ( targ->s.eType == ET_MOVER ) {
if ( targ->use && targ->moverState == MOVER_POS1 ) {
if ( targ->use && (targ->moverState == MOVER_POS1
|| targ->moverState == ROTATOR_POS1) ) {
targ->use( targ, inflictor, attacker );
} else if ( targ->use == NULL ) { // entity is a func_breakable
targ->health -= damage;
if (targ->health <= 0)
Break_Breakable(targ, attacker);
}
return;
}

View file

@ -1814,45 +1814,6 @@ void SP_func_static( gentity_t *ent ) {
VectorCopy( ent->s.origin, ent->r.currentOrigin );
}
/*
===============================================================================
BREAKABLE
===============================================================================
*/
//other is the player that broke the func_breakable
void Break_Breakable(gentity_t *ent, gentity_t *other/*, trace_t *trace */) {
//TODO: make func_breakable play a sound when it's broken?
ent->takedamage = qfalse;
ent->s.eType = ET_INVISIBLE;
//ent->freeAfterEvent = qtrue;
//G_AddEvent( ent, EV_EMIT_DEBRIS, 0 );
G_UseTargets( ent, other );
G_FreeEntity( ent );
}
/*QUAKED func_breakable (0 .5 .8) ?
A bmodel that just sits there, doing nothing. It is removed when it received a set amount of damage.
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
"health" the amount of damage required before this entity is removed
*/
void SP_func_breakable( gentity_t *ent ) {
trap_SetBrushModel( ent, ent->model );
InitMover( ent );
VectorCopy( ent->s.origin, ent->s.pos.trBase );
VectorCopy( ent->s.origin, ent->r.currentOrigin );
ent->takedamage = qtrue;
//ent->touch = Break_Breakable;
ent->use = NULL;
ent->r.contents = CONTENTS_SOLID;
ent->clipmask = MASK_SOLID;
}
/*
===============================================================================

View file

@ -153,7 +153,9 @@ void SP_func_door (gentity_t *ent);
void SP_func_train (gentity_t *ent);
void SP_func_timer (gentity_t *self);
// Q3Rally Code Start
void SP_func_breakable (gentity_t *ent);
void SP_func_breakglass (gentity_t *ent);
void SP_func_breakwood (gentity_t *ent);
void SP_func_breakmetal (gentity_t *ent);
// Q3Rally Code END
void SP_trigger_always (gentity_t *ent);
@ -247,7 +249,9 @@ spawn_t spawns[] = {
{"func_train", SP_func_train},
{"func_group", SP_info_null},
{"func_timer", SP_func_timer}, // rename trigger_timer?
{"func_breakable", SP_func_breakable},
{"func_breakglass", SP_func_breakglass},
{"func_breakwood", SP_func_breakwood},
{"func_breakmetal", SP_func_breakmetal},
// Triggers are brush objects that cause an effect when contacted

View file

@ -857,18 +857,38 @@ q3rallycode
1=engine\code\game\g_combat.c
2=engine\code\game\g_spawn.c
3=engine\code\cgame\cg_main.c
4=engine\code\cgame\cg_effects.c
5=engine\code\game\g_local.h
6=engine\code\game\g_misc.c
7=engine\code\cgame\cg_event.c
8=engine\code\cgame\cg_local.h
[Selected Project Files]
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[engine\code\game\g_spawn.c]
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