#include "config.rh" #include "paroxysm.rh" /* Breakable object code These are really cool entities, but try not to overuse them. */ #define SPAWN_GLASS 2 #define SPAWN_METAL 4 #define SPAWN_WOOD 8 .integer gib_caught; // if a gib bounces more than 4 times it's removed vector (float dm, vector dir) VelocityForRubble = { local vector v, gib_dir; gib_dir = normalize (dir); v_x = 90 * gib_dir_x + (random () * 70 - 35); v_y = 90 * gib_dir_y + (random () * 70 - 35); v_z = 200 + 100 * random (); if (dm > -50) { v *= 0.9; } else if (dm > -200) { v *= 2; } else { v *= 10; } return v; }; void () brik_touch = { local float vol; // randomize the volume so it don't sound like shit vol = random (); if (self.velocity == '0 0 0') { self.avelocity = '0 0 0'; self.solid = SOLID_NOT; self.touch = NIL; self.think = SUB_Remove; self.nextthink = time + (2 * random()); return; } if (self.gib_caught > 4) { remove (self); return; } // Gib already bounced twice, so remove damage (too easy to get killed) if (self.gib_caught > 1) self.dmg = 0; if (self.dmg) { // do damage if set if (other.takedamage) { T_Damage (other, self, self.owner, self.dmg); remove (self); } } self.gib_caught++; if (!(self.cnt)) return; if (vol < 0.3) // mute low volume return; if (pointcontents(self.origin) == CONTENT_SOLID) { // bounce sound switch (self.cnt) { case 1: sound (self, CHAN_AUTO, "ambience/brik_hit.wav", vol, ATTN_NORM); break; case 2: sound (self, CHAN_AUTO, "ambience/brikhit2.wav", vol, ATTN_NORM); break; case 3: sound (self, CHAN_AUTO, "ambience/methit1.wav", vol, ATTN_NORM); break; case 4: sound (self, CHAN_AUTO, "ambience/woodhit1.wav", vol, ATTN_NORM); break; case 6: sound (self, CHAN_AUTO, "ambience/methit2.wav", vol, ATTN_NORM); break; case 8: sound (self, CHAN_AUTO, "ambience/woodhit2.wav", vol, ATTN_NORM); break; } } }; void (string gibname, float dm, vector ddir) ThrowRubble = { local entity new; local float sndrnd; new = spawn (); sndrnd = random (); // new.origin = self.origin doesnt work because the origin // is at world (0,0,0). new.origin_x = self.absmin_x + (random() * self.size_x); new.origin_y = self.absmin_y + (random() * self.size_y); new.origin_z = self.absmin_z + (random() * self.size_z); setmodel (new, gibname); setsize (new, '0 0 0', '0 0 0'); if (sndrnd < 0.25) new.cnt = 1; else if (sndrnd < 0.5) new.cnt = 2; // No bounce sound for glass since initial sound drags on for a bit if (self.spawnflags & SPAWN_GLASS) new.cnt = 0; if (self.spawnflags & SPAWN_METAL) new.cnt *= 3; // Play metal bounce on 3 & 6 if (self.spawnflags & SPAWN_WOOD) { new.cnt *= 4; // Play wood bounce on 4 & 8 new.skin = 1; // Change skin to wood if wood gib } new.velocity = VelocityForRubble (dm, ddir); new.movetype = MOVETYPE_BOUNCE; new.classname = "rubble"; new.solid = SOLID_BBOX; new.touch = brik_touch; new.avelocity_x = random () * 600; new.avelocity_y = random () * 600; new.avelocity_z = random () * 600; new.think = SUB_Remove; new.ltime = time; new.nextthink = time + 10 + random () * 10; new.dmg = self.dmg; new.frame = 0; new.flags = 0; }; /* wall_killed Called when a wall is destroyed. Throws "gibs" (rubble). */ void () wall_killed = { local entity sndspot; local float rubble_count = 0; local string md1, md2, md3, md4; sndspot = spawn(); sndspot.origin = self.absmin; setorigin (sndspot, sndspot.origin); if (self.spawnflags & SPAWN_GLASS) sound (sndspot, CHAN_AUTO, "ambience/glassbrk.wav", 1, ATTN_NORM); else if (self.spawnflags & SPAWN_METAL) sound (sndspot, CHAN_AUTO, "ambience/metbrk.wav", 1, ATTN_NORM); else if (self.spawnflags & SPAWN_WOOD) sound (sndspot, CHAN_AUTO, "ambience/woodbrk.wav", 1, ATTN_NORM); else // New rubble sound sound (sndspot, CHAN_AUTO, "ambience/wall01.wav", 1, ATTN_NORM); remove (sndspot); // determine volume of destroyed wall and throw rubble accordingly rubble_count = (self.size_x * self.size_y * self.size_z) / 64000; if (rubble_count > 5) rubble_count = 6; if (self.spawnflags & SPAWN_GLASS) { md4 = md3 = md2 = md1 = "progs/glassrub.md"; while (rubble_count > -1) { self.dest_x = (random () * 100) - 50; self.dest_y = (random () * 100) - 50; self.dest_z = (random () * 100); // This was cut down by 1/5 to deal with packet overflow errors ThrowRubble (md1, -100, self.dest); ThrowRubble (md2, -100, self.dest); ThrowRubble (md3, -100, self.dest); ThrowRubble (md4, -100, self.dest); rubble_count--; } } else { if (self.spawnflags & SPAWN_METAL) { md1 = "progs/mwrub1.mdl"; md2 = "progs/mwrub2.mdl"; md4 = md3 = "progs/mwrub3.mdl"; } else if (self.spawnflags & SPAWN_WOOD) { md1 = "progs/mwrub1.mdl"; md4 = md2 = "progs/mwrub2.mdl"; md3 = "progs/mwrub3.mdl"; } else { md1 = "progs/rubble1.mdl"; md4 = md2 = "progs/rubble2.mdl"; md3 = "progs/rubble3.mdl"; } while (rubble_count > -1) { self.dest_x = (random () * 100) - 50; self.dest_y = (random () * 100) - 50; self.dest_z = (random () * 100); ThrowRubble (md1, self.health, self.dest); ThrowRubble (md2, self.health, self.dest); ThrowRubble (md3, self.health, self.dest); ThrowRubble (md4, self.health, self.dest); rubble_count--; } } activator = self; SUB_UseTargets (); self.no_obj = TRUE; // mine fix - mines will detonate if spawnmaster.no_obj = TRUE (blown up) remove (self); }; void() wall_pain = { if (self.health > 0) self.health = self.max_health; }; void() wall_use = { self.health = -100; self.dest_x = (random () * 10) - 5; self.dest_y = (random () * 10) - 5; self.dest_z = (random () * 10); wall_killed (); }; /*QUAKED exploding_wall When the exploding wall is shot, it "gibs" into rubble. Can also be triggered to explode. "target" all entities with a matching targetname will be used when killed "health" the amount of damage needed to destroy the wall instead of touched "dmg" damage caused when hit by a gib New Spawnflags added for PAROXYSM: SPAWN_GLASS - glass explosion SPAWN_METAL - metal shrapnel SPAWN_WOOD - wood splintering - no spawnflags is concrete rubble Although it is possible to combine different types of explosions on one object, it is not recommended. You can easily get overflow errors on large objects AND since wood and metal share a gib model, no metal skins will be used if the wood spawnflag is set. */ void() exploding_wall = { setmodel (self, self.model); // New precache routine precache_sound("zombie/z_hit.wav"); // for damage if (self.spawnflags & SPAWN_GLASS) { precache_model("progs/glassrub.mdl"); precache_sound("ambience/glassbrk.wav"); } else if (self.spawnflags & SPAWN_METAL) { precache_model("progs/mwrub1.mdl"); precache_model("progs/mwrub2.mdl"); precache_model("progs/mwrub3.mdl"); precache_sound("ambience/metbrk.wav"); precache_sound("ambience/methit1.wav"); precache_sound("ambience/methit2.wav"); } else if (self.spawnflags & SPAWN_WOOD) { precache_model("progs/mwrub1.mdl"); precache_model("progs/mwrub2.mdl"); precache_model("progs/mwrub3.mdl"); precache_sound("ambience/woodbrk.wav"); precache_sound("ambience/woodhit1.wav"); precache_sound("ambience/woodhit2.wav"); } else { // precache concrete precache_model("progs/rubble1.mdl"); precache_model("progs/rubble2.mdl"); precache_model("progs/rubble3.mdl"); precache_sound("ambience/wall01.wav"); precache_sound("ambience/brik_hit.wav"); precache_sound("ambience/brikhit2.wav"); } self.solid = SOLID_BBOX; self.movetype = MOVETYPE_NONE; // POX v1.2 - default gib damage to 1 if (!self.dmg) self.dmg = 1; self.nobleed = TRUE; if (self.health) { self.max_health = self.health; self.th_die = wall_killed; self.takedamage = DAMAGE_YES; } else { self.max_health = 100; self.th_die = wall_killed; self.takedamage = DAMAGE_YES; } self.th_pain = wall_pain; if (self.targetname) { self.use = wall_use; self.max_health = 10000; } };