jediacademy/code/game/g_breakable.cpp

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2013-04-04 22:35:38 +00:00
// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"
#include "g_local.h"
#include "g_functions.h"
#include "..\cgame\cg_media.h"
//client side shortcut hacks from cg_local.h
//extern void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke );
extern void CG_MiscModelExplosion( vec3_t mins, vec3_t maxs, int size, material_t chunkType );
extern void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs,
float speed, int numChunks, material_t chunkType, int customChunk, float baseScale, int customSound = 0 );
extern void G_SetEnemy( gentity_t *self, gentity_t *enemy );
extern gentity_t *G_CreateObject ( gentity_t *owner, vec3_t origin, vec3_t angles, int modelIndex, int frame, trType_t trType, int effectID );
extern qboolean player_locked;
//---------------------------------------------------
static void CacheChunkEffects( material_t material )
{
switch( material )
{
case MAT_GLASS:
G_EffectIndex( "chunks/glassbreak" );
break;
case MAT_GLASS_METAL:
G_EffectIndex( "chunks/glassbreak" );
G_EffectIndex( "chunks/metalexplode" );
break;
case MAT_ELECTRICAL:
case MAT_ELEC_METAL:
G_EffectIndex( "chunks/sparkexplode" );
break;
case MAT_METAL:
case MAT_METAL2:
case MAT_METAL3:
case MAT_CRATE1:
case MAT_CRATE2:
G_EffectIndex( "chunks/metalexplode" );
break;
case MAT_GRATE1:
G_EffectIndex( "chunks/grateexplode" );
break;
case MAT_DRK_STONE:
case MAT_LT_STONE:
case MAT_GREY_STONE:
case MAT_WHITE_METAL: // what is this crap really supposed to be??
G_EffectIndex( "chunks/rockbreaklg" );
G_EffectIndex( "chunks/rockbreakmed" );
break;
case MAT_ROPE:
G_EffectIndex( "chunks/ropebreak" );
// G_SoundIndex(); // FIXME: give it a sound
break;
}
}
//--------------------------------------
void funcBBrushDieGo (gentity_t *self)
{
vec3_t org, dir, up;
gentity_t *attacker = self->enemy;
float scale;
int numChunks, size = 0;
material_t chunkType = self->material;
// if a missile is stuck to us, blow it up so we don't look dumb
// FIXME: flag me so I should know to do this check!
for ( int i = 0; i < MAX_GENTITIES; i++ )
{
if ( g_entities[i].s.groundEntityNum == self->s.number && ( g_entities[i].s.eFlags & EF_MISSILE_STICK ))
{
G_Damage( &g_entities[i], self, self, NULL, NULL, 99999, 0, MOD_CRUSH ); //?? MOD?
}
}
//NOTE: MUST do this BEFORE clearing contents, or you may not open the area portal!!!
gi.AdjustAreaPortalState( self, qtrue );
//So chunks don't get stuck inside me
self->s.solid = 0;
self->contents = 0;
self->clipmask = 0;
gi.linkentity(self);
VectorSet(up, 0, 0, 1);
if ( self->target && attacker != NULL )
{
G_UseTargets(self, attacker);
}
VectorSubtract( self->absmax, self->absmin, org );// size
numChunks = random() * 6 + 18;
// This formula really has no logical basis other than the fact that it seemed to be the closest to yielding the results that I wanted.
// Volume is length * width * height...then break that volume down based on how many chunks we have
scale = sqrt( sqrt( org[0] * org[1] * org[2] )) * 1.75f;
if ( scale > 48 )
{
size = 2;
}
else if ( scale > 24 )
{
size = 1;
}
scale = scale / numChunks;
if ( self->radius > 0.0f )
{
// designer wants to scale number of chunks, helpful because the above scale code is far from perfect
// I do this after the scale calculation because it seems that the chunk size generally seems to be very close, it's just the number of chunks is a bit weak
numChunks *= self->radius;
}
VectorMA( self->absmin, 0.5, org, org );
VectorAdd( self->absmin,self->absmax, org );
VectorScale( org, 0.5f, org );
if ( attacker != NULL && attacker->client )
{
VectorSubtract( org, attacker->currentOrigin, dir );
VectorNormalize( dir );
}
else
{
VectorCopy(up, dir);
}
if ( !(self->spawnflags & 2048) ) // NO_EXPLOSION
{
// we are allowed to explode
CG_MiscModelExplosion( self->absmin, self->absmax, size, chunkType );
}
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
//explode
AddSightEvent( attacker, org, 256, AEL_DISCOVERED, 100 );
AddSoundEvent( attacker, org, 128, AEL_DISCOVERED, qfalse, qtrue );//FIXME: am I on ground or not?
G_RadiusDamage( org, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );
gentity_t *te = G_TempEntity( org, EV_GENERAL_SOUND );
te->s.eventParm = G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
}
else
{//just break
AddSightEvent( attacker, org, 128, AEL_DISCOVERED );
AddSoundEvent( attacker, org, 64, AEL_SUSPICIOUS, qfalse, qtrue );//FIXME: am I on ground or not?
}
//FIXME: base numChunks off size?
CG_Chunks( self->s.number, org, dir, self->absmin, self->absmax, 300, numChunks, chunkType, 0, scale, self->noise_index );
self->e_ThinkFunc = thinkF_G_FreeEntity;
self->nextthink = level.time + 50;
//G_FreeEntity( self );
}
void funcBBrushDie (gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc)
{
self->takedamage = qfalse;//stop chain reaction runaway loops
G_SetEnemy(self, attacker);
if(self->delay)
{
self->e_ThinkFunc = thinkF_funcBBrushDieGo;
self->nextthink = level.time + floor(self->delay * 1000.0f);
return;
}
funcBBrushDieGo(self);
}
void funcBBrushUse (gentity_t *self, gentity_t *other, gentity_t *activator)
{
G_ActivateBehavior( self, BSET_USE );
if(self->spawnflags & 64)
{//Using it doesn't break it, makes it use it's targets
if(self->target && self->target[0])
{
G_UseTargets(self, activator);
}
}
else
{
funcBBrushDie(self, other, activator, self->health, MOD_UNKNOWN);
}
}
void funcBBrushPain(gentity_t *self, gentity_t *inflictor, gentity_t *attacker, const vec3_t point, int damage, int mod,int hitLoc)
{
if ( self->painDebounceTime > level.time )
{
return;
}
if ( self->paintarget )
{
G_UseTargets2 (self, self->activator, self->paintarget);
}
G_ActivateBehavior( self, BSET_PAIN );
if ( self->material == MAT_DRK_STONE
|| self->material == MAT_LT_STONE
|| self->material == MAT_GREY_STONE )
{
vec3_t org, dir;
float scale;
VectorSubtract( self->absmax, self->absmin, org );// size
// This formula really has no logical basis other than the fact that it seemed to be the closest to yielding the results that I wanted.
// Volume is length * width * height...then break that volume down based on how many chunks we have
scale = VectorLength( org ) / 100.0f;
VectorMA( self->absmin, 0.5, org, org );
VectorAdd( self->absmin,self->absmax, org );
VectorScale( org, 0.5f, org );
if ( attacker != NULL && attacker->client )
{
VectorSubtract( attacker->currentOrigin, org, dir );
VectorNormalize( dir );
}
else
{
VectorSet( dir, 0, 0, 1 );
}
CG_Chunks( self->s.number, org, dir, self->absmin, self->absmax, 300, Q_irand( 1, 3 ), self->material, 0, scale );
}
if ( self->wait == -1 )
{
self->e_PainFunc = painF_NULL;
return;
}
self->painDebounceTime = level.time + self->wait;
}
static void InitBBrush ( gentity_t *ent )
{
float light;
vec3_t color;
qboolean lightSet, colorSet;
VectorCopy( ent->s.origin, ent->pos1 );
gi.SetBrushModel( ent, ent->model );
ent->e_DieFunc = dieF_funcBBrushDie;
ent->svFlags |= SVF_BBRUSH;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if ( ent->model2 )
{
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
}
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat( "light", "100", &light );
colorSet = G_SpawnVector( "color", "1 1 1", color );
if ( lightSet || colorSet )
{
int r, g, b, i;
r = color[0] * 255;
if ( r > 255 ) {
r = 255;
}
g = color[1] * 255;
if ( g > 255 ) {
g = 255;
}
b = color[2] * 255;
if ( b > 255 ) {
b = 255;
}
i = light / 4;
if ( i > 255 ) {
i = 255;
}
ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
}
if(ent->spawnflags & 128)
{//Can be used by the player's BUTTON_USE
ent->svFlags |= SVF_PLAYER_USABLE;
}
ent->s.eType = ET_MOVER;
gi.linkentity (ent);
ent->s.pos.trType = TR_STATIONARY;
VectorCopy( ent->pos1, ent->s.pos.trBase );
}
void funcBBrushTouch( gentity_t *ent, gentity_t *other, trace_t *trace )
{
}
/*QUAKED func_breakable (0 .8 .5) ? INVINCIBLE IMPACT CRUSHER THIN SABERONLY HEAVY_WEAP USE_NOT_BREAK PLAYER_USE NO_EXPLOSION
INVINCIBLE - can only be broken by being used
IMPACT - does damage on impact
CRUSHER - won't reverse movement when hit an obstacle
THIN - can be broken by impact damage, like glass
SABERONLY - only takes damage from sabers
HEAVY_WEAP - only takes damage by a heavy weapon, like an emplaced gun or AT-ST gun.
USE_NOT_BREAK - Using it doesn't make it break, still can be destroyed by damage
PLAYER_USE - Player can use it with the use button
NO_EXPLOSION - Does not play an explosion effect, though will still create chunks if specified
When destroyed, fires it's trigger and chunks and plays sound "noise" or sound for type if no noise specified
"targetname" entities with matching target will fire it
"paintarget" target to fire when hit (but not destroyed)
"wait" how long minimum to wait between firing paintarget each time hit
"delay" When killed or used, how long (in seconds) to wait before blowing up (none by default)
"model2" .md3 model to also draw
"modelAngles" md3 model's angles <pitch yaw roll> (in addition to any rotation on the part of the brush entity itself)
"target" all entities with a matching targetname will be used when this is destoryed
"health" default is 10
"radius" Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks
"NPC_targetname" - Only the NPC with this name can damage this
"forcevisible" - When you turn on force sight (any level), you can see these draw through the entire level...
"redCrosshair" - crosshair turns red when you look at this
Damage: default is none
"splashDamage" - damage to do
"splashRadius" - radius for above damage
"team" - This cannot take damage from members of this team:
"player"
"neutral"
"enemy"
Don't know if these work:
"color" constantLight color
"light" constantLight radius
"material" - default is "0 - MAT_METAL" - choose from this list:
0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
1 = MAT_GLASS
2 = MAT_ELECTRICAL (sparks only)
3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
4 = MAT_DRK_STONE (brown stone chunks)
5 = MAT_LT_STONE (tan stone chunks)
6 = MAT_GLASS_METAL (glass and METAL2 chunks)
7 = MAT_METAL2 (electronic type of metal)
8 = MAT_NONE (no chunks)
9 = MAT_GREY_STONE (grey colored stone)
10 = MAT_METAL3 (METAL and METAL2 chunk combo)
11 = MAT_CRATE1 (yellow multi-colored crate chunks)
12 = MAT_GRATE1 (grate chunks--looks horrible right now)
13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2 (red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
*/
void SP_func_breakable( gentity_t *self )
{
if(!(self->spawnflags & 1))
{
if(!self->health)
{
self->health = 10;
}
}
if ( self->spawnflags & 16 ) // saber only
{
self->flags |= FL_DMG_BY_SABER_ONLY;
}
else if ( self->spawnflags & 32 ) // heavy weap
{
self->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;
}
if (self->health)
{
self->takedamage = qtrue;
}
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");//precaching
G_SpawnFloat( "radius", "1", &self->radius ); // used to scale chunk code if desired by a designer
G_SpawnInt( "material", "0", (int*)&self->material );
CacheChunkEffects( self->material );
self->e_UseFunc = useF_funcBBrushUse;
//if ( self->paintarget )
{
self->e_PainFunc = painF_funcBBrushPain;
}
self->e_TouchFunc = touchF_funcBBrushTouch;
if ( self->team && self->team[0] )
{
self->noDamageTeam = (team_t)GetIDForString( TeamTable, self->team );
if(self->noDamageTeam == TEAM_FREE)
{
G_Error("team name %s not recognized\n", self->team);
}
}
self->team = NULL;
if (!self->model) {
G_Error("func_breakable with NULL model\n");
}
InitBBrush( self );
char buffer[MAX_QPATH];
char *s;
if ( G_SpawnString( "noise", "*NOSOUND*", &s ) )
{
Q_strncpyz( buffer, s, sizeof(buffer) );
COM_DefaultExtension( buffer, sizeof(buffer), ".wav");
self->noise_index = G_SoundIndex(buffer);
}
int forceVisible = 0;
G_SpawnInt( "forcevisible", "0", &forceVisible );
if ( forceVisible )
{//can see these through walls with force sight, so must be broadcast
if ( VectorCompare( self->s.origin, vec3_origin ) )
{//no origin brush
self->svFlags |= SVF_BROADCAST;
}
self->s.eFlags |= EF_FORCE_VISIBLE;
}
int redCrosshair = 0;
G_SpawnInt( "redCrosshair", "0", &redCrosshair );
if ( redCrosshair )
{//can see these through walls with force sight, so must be broadcast
self->flags |= FL_RED_CROSSHAIR;
}
}
void misc_model_breakable_pain ( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc )
{
if ( self->health > 0 )
{
// still alive, react to the pain
if ( self->paintarget )
{
G_UseTargets2 (self, self->activator, self->paintarget);
}
// Don't do script if dead
G_ActivateBehavior( self, BSET_PAIN );
}
}
void misc_model_breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath,int dFlags,int hitLoc )
{
int numChunks;
float size = 0, scale;
vec3_t dir, up, dis;
if (self->e_DieFunc == dieF_NULL) //i was probably already killed since my die func was removed
{
#ifndef FINAL_BUILD
gi.Printf(S_COLOR_YELLOW"Recursive misc_model_breakable_die. Use targets probably pointing back at self.\n");
#endif
return; //this happens when you have a cyclic target chain!
}
//NOTE: Stop any scripts that are currently running (FLUSH)... ?
//Turn off animation
self->s.frame = self->startFrame = self->endFrame = 0;
self->svFlags &= ~SVF_ANIMATING;
self->health = 0;
//Throw some chunks
AngleVectors( self->s.apos.trBase, dir, NULL, NULL );
VectorNormalize( dir );
numChunks = random() * 6 + 20;
VectorSubtract( self->absmax, self->absmin, dis );
// This formula really has no logical basis other than the fact that it seemed to be the closest to yielding the results that I wanted.
// Volume is length * width * height...then break that volume down based on how many chunks we have
scale = sqrt( sqrt( dis[0] * dis[1] * dis[2] )) * 1.75f;
if ( scale > 48 )
{
size = 2;
}
else if ( scale > 24 )
{
size = 1;
}
scale = scale / numChunks;
if ( self->radius > 0.0f )
{
// designer wants to scale number of chunks, helpful because the above scale code is far from perfect
// I do this after the scale calculation because it seems that the chunk size generally seems to be very close, it's just the number of chunks is a bit weak
numChunks *= self->radius;
}
VectorAdd( self->absmax, self->absmin, dis );
VectorScale( dis, 0.5f, dis );
CG_Chunks( self->s.number, dis, dir, self->absmin, self->absmax, 300, numChunks, self->material, self->s.modelindex3, scale );
self->e_PainFunc = painF_NULL;
self->e_DieFunc = dieF_NULL;
// self->e_UseFunc = useF_NULL;
self->takedamage = qfalse;
if ( !(self->spawnflags & 4) )
{//We don't want to stay solid
self->s.solid = 0;
self->contents = 0;
self->clipmask = 0;
if (self!=0)
{
NAV::WayEdgesNowClear(self);
}
gi.linkentity(self);
}
VectorSet(up, 0, 0, 1);
if(self->target)
{
G_UseTargets(self, attacker);
}
if(inflictor->client)
{
VectorSubtract( self->currentOrigin, inflictor->currentOrigin, dir );
VectorNormalize( dir );
}
else
{
VectorCopy(up, dir);
}
if ( !(self->spawnflags & 2048) ) // NO_EXPLOSION
{
// Ok, we are allowed to explode, so do it now!
if(self->splashDamage > 0 && self->splashRadius > 0)
{//explode
vec3_t org;
AddSightEvent( attacker, self->currentOrigin, 256, AEL_DISCOVERED, 100 );
AddSoundEvent( attacker, self->currentOrigin, 128, AEL_DISCOVERED, qfalse, qtrue );//FIXME: am I on ground or not?
//FIXME: specify type of explosion? (barrel, electrical, etc.) Also, maybe just use the explosion effect below since it's
// a bit better?
// up the origin a little for the damage check, because several models have their origin on the ground, so they don't alwasy do damage, not the optimal solution...
VectorCopy( self->currentOrigin, org );
if ( self->mins[2] > -4 )
{//origin is going to be below it or very very low in the model
//center the origin
org[2] = self->currentOrigin[2] + self->mins[2] + (self->maxs[2] - self->mins[2])/2.0f;
}
G_RadiusDamage( org, self, self->splashDamage, self->splashRadius, self, MOD_UNKNOWN );
if ( self->model && ( Q_stricmp( "models/map_objects/ships/tie_fighter.md3", self->model ) == 0 ||
Q_stricmp( "models/map_objects/ships/tie_bomber.md3", self->model ) == 0 ) )
{//TEMP HACK for Tie Fighters- they're HUGE
G_PlayEffect( "explosions/fighter_explosion2", self->currentOrigin );
G_Sound( self, G_SoundIndex( "sound/weapons/tie_fighter/TIEexplode.wav" ) );
self->s.loopSound = 0;
}
else
{
CG_MiscModelExplosion( self->absmin, self->absmax, size, self->material );
G_Sound( self, G_SoundIndex("sound/weapons/explosions/cargoexplode.wav") );
self->s.loopSound = 0;
}
}
else
{//just break
AddSightEvent( attacker, self->currentOrigin, 128, AEL_DISCOVERED );
AddSoundEvent( attacker, self->currentOrigin, 64, AEL_SUSPICIOUS, qfalse, qtrue );//FIXME: am I on ground or not?
// This is the default explosion
CG_MiscModelExplosion( self->absmin, self->absmax, size, self->material );
G_Sound(self, G_SoundIndex("sound/weapons/explosions/cargoexplode.wav"));
}
}
self->e_ThinkFunc = thinkF_NULL;
self->nextthink = -1;
if(self->s.modelindex2 != -1 && !(self->spawnflags & 8))
{//FIXME: modelindex doesn't get set to -1 if the damage model doesn't exist
self->svFlags |= SVF_BROKEN;
self->s.modelindex = self->s.modelindex2;
G_ActivateBehavior( self, BSET_DEATH );
}
else
{
G_FreeEntity( self );
}
}
void misc_model_throw_at_target4( gentity_t *self, gentity_t *activator )
{
vec3_t pushDir, kvel;
float knockback = 200;
float mass = self->mass;
gentity_t *target = G_Find( NULL, FOFS(targetname), self->target4 );
if ( !target )
{//nothing to throw ourselves at...
return;
}
VectorSubtract( target->currentOrigin, self->currentOrigin, pushDir );
knockback -= VectorNormalize( pushDir );
if ( knockback < 100 )
{
knockback = 100;
}
VectorCopy( self->currentOrigin, self->s.pos.trBase );
self->s.pos.trTime = level.time; // move a bit on the very first frame
if ( self->s.pos.trType != TR_INTERPOLATE )
{//don't do this to rolling missiles
self->s.pos.trType = TR_GRAVITY;
}
if ( mass < 50 )
{//???
mass = 50;
}
if ( g_gravity->value > 0 )
{
VectorScale( pushDir, g_knockback->value * knockback / mass * 0.8, kvel );
kvel[2] = pushDir[2] * g_knockback->value * knockback / mass * 1.5;
}
else
{
VectorScale( pushDir, g_knockback->value * knockback / mass, kvel );
}
VectorAdd( self->s.pos.trDelta, kvel, self->s.pos.trDelta );
if ( g_gravity->value > 0 )
{
if ( self->s.pos.trDelta[2] < knockback )
{
self->s.pos.trDelta[2] = knockback;
}
}
//no trDuration?
if ( self->e_ThinkFunc != thinkF_G_RunObject )
{//objects spin themselves?
//spin it
//FIXME: messing with roll ruins the rotational center???
self->s.apos.trTime = level.time;
self->s.apos.trType = TR_LINEAR;
VectorClear( self->s.apos.trDelta );
self->s.apos.trDelta[1] = Q_irand( -800, 800 );
}
self->forcePushTime = level.time + 600; // let the push effect last for 600 ms
if ( activator )
{
self->forcePuller = activator->s.number;//remember this regardless
}
else
{
self->forcePuller = NULL;
}
}
void misc_model_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
if ( self->target4 )
{//throw me at my target!
misc_model_throw_at_target4( self, activator );
return;
}
if ( self->health <= 0 && self->max_health > 0)
{//used while broken fired target3
G_UseTargets2( self, activator, self->target3 );
return;
}
// Become solid again.
if ( !self->count )
{
self->count = 1;
self->activator = activator;
self->svFlags &= ~SVF_NOCLIENT;
self->s.eFlags &= ~EF_NODRAW;
}
G_ActivateBehavior( self, BSET_USE );
//Don't explode if they've requested it to not
if ( self->spawnflags & 64 )
{//Usemodels toggling
if ( self->spawnflags & 32 )
{
if( self->s.modelindex == self->sound1to2 )
{
self->s.modelindex = self->sound2to1;
}
else
{
self->s.modelindex = self->sound1to2;
}
}
return;
}
self->e_DieFunc = dieF_misc_model_breakable_die;
misc_model_breakable_die( self, other, activator, self->health, MOD_UNKNOWN );
}
#define MDL_OTHER 0
#define MDL_ARMOR_HEALTH 1
#define MDL_AMMO 2
void misc_model_breakable_init( gentity_t *ent )
{
int type;
type = MDL_OTHER;
if (!ent->model) {
G_Error("no model set on %s at (%.1f %.1f %.1f)\n", ent->classname, ent->s.origin[0],ent->s.origin[1],ent->s.origin[2]);
}
//Main model
ent->s.modelindex = ent->sound2to1 = G_ModelIndex( ent->model );
if ( ent->spawnflags & 1 )
{//Blocks movement
ent->contents = CONTENTS_SOLID|CONTENTS_OPAQUE|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//Was CONTENTS_SOLID, but only architecture should be this
}
else if ( ent->health )
{//Can only be shot
ent->contents = CONTENTS_SHOTCLIP;
}
if (type == MDL_OTHER)
{
ent->e_UseFunc = useF_misc_model_use;
}
else if ( type == MDL_ARMOR_HEALTH )
{
// G_SoundIndex("sound/player/suithealth.wav");
ent->e_UseFunc = useF_health_use;
if (!ent->count)
{
ent->count = 100;
}
ent->health = 60;
}
else if ( type == MDL_AMMO )
{
// G_SoundIndex("sound/player/suitenergy.wav");
ent->e_UseFunc = useF_ammo_use;
if (!ent->count)
{
ent->count = 100;
}
ent->health = 60;
}
if ( ent->health )
{
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
ent->max_health = ent->health;
ent->takedamage = qtrue;
ent->e_PainFunc = painF_misc_model_breakable_pain;
ent->e_DieFunc = dieF_misc_model_breakable_die;
}
}
void TieFighterThink ( gentity_t *self )
{
gentity_t *player = &g_entities[0];
if ( self->health <= 0 )
{
return;
}
self->nextthink = level.time + FRAMETIME;
if ( player )
{
vec3_t playerDir, fighterDir, fwd, rt;
float playerDist, fighterSpeed;
//use player eyepoint
VectorSubtract( player->currentOrigin, self->currentOrigin, playerDir );
playerDist = VectorNormalize( playerDir );
VectorSubtract( self->currentOrigin, self->lastOrigin, fighterDir );
VectorCopy( self->currentOrigin, self->lastOrigin );
fighterSpeed = VectorNormalize( fighterDir )*1000;
AngleVectors( self->currentAngles, fwd, rt, NULL );
if ( fighterSpeed )
{
float side;
// Magic number fun! Speed is used for banking, so modulate the speed by a sine wave
fighterSpeed *= sin( ( 100 ) * 0.003 );
// Clamp to prevent harsh rolling
if ( fighterSpeed > 10 )
fighterSpeed = 10;
side = fighterSpeed * DotProduct( fighterDir, rt );
self->s.apos.trBase[2] -= side;
}
//FIXME: bob up/down, strafe left/right some
float dot = DotProduct( playerDir, fighterDir );
if ( dot > 0 )
{//heading toward the player
if ( playerDist < 1024 )
{
if ( DotProduct( playerDir, fwd ) > 0.7 )
{//facing the player
if ( self->attackDebounceTime < level.time )
{
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "tie_proj";
bolt->nextthink = level.time + 10000;
bolt->e_ThinkFunc = thinkF_G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->s.weapon = WP_BLASTER;
bolt->owner = self;
bolt->damage = 30;
bolt->dflags = DAMAGE_NO_KNOCKBACK; // Don't push them around, or else we are constantly re-aiming
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_ENERGY; // ?
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( self->currentOrigin, bolt->s.pos.trBase );
VectorScale( fwd, 8000, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( self->currentOrigin, bolt->currentOrigin);
if ( !Q_irand( 0, 2 ) )
{
G_SoundOnEnt( bolt, CHAN_VOICE, "sound/weapons/tie_fighter/tie_fire.wav" );
}
else
{
G_SoundOnEnt( bolt, CHAN_VOICE, va( "sound/weapons/tie_fighter/tie_fire%d.wav", Q_irand( 2, 3 ) ) );
}
self->attackDebounceTime = level.time + Q_irand( 300, 2000 );
}
}
}
}
if ( playerDist < 1024 )//512 )
{//within range to start our sound
if ( dot > 0 )
{
if ( !self->fly_sound_debounce_time )
{//start sound
G_SoundOnEnt( self, CHAN_VOICE, va( "sound/weapons/tie_fighter/tiepass%d.wav", Q_irand( 1, 5 ) ) );
self->fly_sound_debounce_time = 2000;
}
else
{//sound already started
self->fly_sound_debounce_time = -1;
}
}
}
else if ( self->fly_sound_debounce_time < level.time )
{
self->fly_sound_debounce_time = 0;
}
}
}
void TieFighterUse( gentity_t *self, gentity_t *other, gentity_t *activator )
{
if ( !self || !other || !activator )
return;
vec3_t fwd, rt;
AngleVectors( self->currentAngles, fwd, rt, NULL );
gentity_t *bolt;
bolt = G_Spawn();
bolt->classname = "tie_proj";
bolt->nextthink = level.time + 10000;
bolt->e_ThinkFunc = thinkF_G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->s.weapon = WP_TIE_FIGHTER;
bolt->owner = self;
bolt->damage = 30;
bolt->dflags = DAMAGE_NO_KNOCKBACK; // Don't push them around, or else we are constantly re-aiming
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_ENERGY; // ?
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( self->currentOrigin, bolt->s.pos.trBase );
rt[2] += 2.0f;
VectorMA( bolt->s.pos.trBase, -15.0, rt, bolt->s.pos.trBase );
VectorScale( fwd, 3000, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( self->currentOrigin, bolt->currentOrigin);
bolt = G_Spawn();
bolt->classname = "tie_proj";
bolt->nextthink = level.time + 10000;
bolt->e_ThinkFunc = thinkF_G_FreeEntity;
bolt->s.eType = ET_MISSILE;
bolt->s.weapon = WP_TIE_FIGHTER;
bolt->owner = self;
bolt->damage = 30;
bolt->dflags = DAMAGE_NO_KNOCKBACK; // Don't push them around, or else we are constantly re-aiming
bolt->splashDamage = 0;
bolt->splashRadius = 0;
bolt->methodOfDeath = MOD_ENERGY; // ?
bolt->clipmask = MASK_SHOT;
bolt->s.pos.trType = TR_LINEAR;
bolt->s.pos.trTime = level.time; // move a bit on the very first frame
VectorCopy( self->currentOrigin, bolt->s.pos.trBase );
rt[2] -= 4.0f;
VectorMA( bolt->s.pos.trBase, 15.0, rt, bolt->s.pos.trBase );
VectorScale( fwd, 3000, bolt->s.pos.trDelta );
SnapVector( bolt->s.pos.trDelta ); // save net bandwidth
VectorCopy( self->currentOrigin, bolt->currentOrigin);
}
void TouchTieBomb( gentity_t *self, gentity_t *other, trace_t *trace )
{
// Stop the effect.
G_StopEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), self->playerModel, gi.G2API_AddBolt( &self->ghoul2[0], "model_root" ), self->s.number );
self->e_ThinkFunc = thinkF_G_FreeEntity;
self->nextthink = level.time + FRAMETIME;
G_PlayEffect( G_EffectIndex( "ships/tiebomber_explosion2" ), self->currentOrigin, self->currentAngles );
G_RadiusDamage( self->currentOrigin, self, 900, 500, self, MOD_EXPLOSIVE_SPLASH );
}
#define MIN_PLAYER_DIST 1600
void TieBomberThink( gentity_t *self )
{
// NOTE: Lerp2Angles will think this thinkfunc if the model is a misc_model_breakable. Watchout
// for that in a script (try to just use ROFF's?).
// Stop thinking, you're dead.
if ( self->health <= 0 )
{
return;
}
// Needed every think...
self->nextthink = level.time + FRAMETIME;
gentity_t *player = &g_entities[0];
vec3_t playerDir;
float playerDist;
//use player eyepoint
VectorSubtract( player->currentOrigin, self->currentOrigin, playerDir );
playerDist = VectorNormalize( playerDir );
// Time to attack?
if ( player->health > 0 && playerDist < MIN_PLAYER_DIST && self->attackDebounceTime < level.time )
{
char name1[200] = "models/players/remote/model.glm";
gentity_t *bomb = G_CreateObject( self, self->s.pos.trBase, self->s.apos.trBase, 0, 0, TR_GRAVITY, 0 );
bomb->s.modelindex = G_ModelIndex( name1 );
gi.G2API_InitGhoul2Model( bomb->ghoul2, name1, bomb->s.modelindex);
bomb->s.radius = 50;
bomb->s.eFlags |= EF_NODRAW;
// Make the bombs go forward in the bombers direction a little.
vec3_t fwd, rt;
AngleVectors( self->currentAngles, fwd, rt, NULL );
rt[2] -= 0.5f;
VectorMA( bomb->s.pos.trBase, -30.0, rt, bomb->s.pos.trBase );
VectorScale( fwd, 300, bomb->s.pos.trDelta );
SnapVector( bomb->s.pos.trDelta ); // save net bandwidth
// Start the effect.
G_PlayEffect( G_EffectIndex( "ships/tiebomber_bomb_falling" ), bomb->playerModel, gi.G2API_AddBolt( &bomb->ghoul2[0], "model_root" ), bomb->s.number, bomb->currentOrigin, 1000, qtrue );
// Set the tie bomb to have a touch function, so when it hits the ground (or whatever), there's a nice 'boom'.
bomb->e_TouchFunc = touchF_TouchTieBomb;
self->attackDebounceTime = level.time + 1000;
}
}
void misc_model_breakable_gravity_init( gentity_t *ent, qboolean dropToFloor )
{
//G_SoundIndex( "sound/movers/objects/objectHurt.wav" );
G_EffectIndex( "melee/kick_impact" );
G_EffectIndex( "melee/kick_impact_silent" );
//G_SoundIndex( "sound/weapons/melee/punch1.mp3" );
//G_SoundIndex( "sound/weapons/melee/punch2.mp3" );
//G_SoundIndex( "sound/weapons/melee/punch3.mp3" );
//G_SoundIndex( "sound/weapons/melee/punch4.mp3" );
G_SoundIndex( "sound/movers/objects/objectHit.wav" );
G_SoundIndex( "sound/movers/objects/objectHitHeavy.wav" );
G_SoundIndex( "sound/movers/objects/objectBreak.wav" );
//FIXME: dust impact effect when hits ground?
ent->s.eType = ET_GENERAL;
ent->s.eFlags |= EF_BOUNCE_HALF;
ent->clipmask = MASK_SOLID|CONTENTS_BODY|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//?
if ( !ent->mass )
{//not overridden by designer
ent->mass = VectorLength( ent->maxs ) + VectorLength( ent->mins );
}
ent->physicsBounce = ent->mass;
//drop to floor
trace_t tr;
vec3_t top, bottom;
if ( dropToFloor )
{
VectorCopy( ent->currentOrigin, top );
top[2] += 1;
VectorCopy( ent->currentOrigin, bottom );
bottom[2] = MIN_WORLD_COORD;
gi.trace( &tr, top, ent->mins, ent->maxs, bottom, ent->s.number, MASK_NPCSOLID );
if ( !tr.allsolid && !tr.startsolid && tr.fraction < 1.0 )
{
G_SetOrigin( ent, tr.endpos );
gi.linkentity( ent );
}
}
else
{
G_SetOrigin( ent, ent->currentOrigin );
gi.linkentity( ent );
}
//set up for object thinking
if ( VectorCompare( ent->s.pos.trDelta, vec3_origin ) )
{//not moving
ent->s.pos.trType = TR_STATIONARY;
}
else
{
ent->s.pos.trType = TR_GRAVITY;
}
VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
VectorClear( ent->s.pos.trDelta );
ent->s.pos.trTime = level.time;
if ( VectorCompare( ent->s.apos.trDelta, vec3_origin ) )
{//not moving
ent->s.apos.trType = TR_STATIONARY;
}
else
{
ent->s.apos.trType = TR_LINEAR;
}
VectorCopy( ent->currentAngles, ent->s.apos.trBase );
VectorClear( ent->s.apos.trDelta );
ent->s.apos.trTime = level.time;
ent->nextthink = level.time + FRAMETIME;
ent->e_ThinkFunc = thinkF_G_RunObject;
}
/*QUAKED misc_model_breakable (1 0 0) (-16 -16 -16) (16 16 16) SOLID AUTOANIMATE DEADSOLID NO_DMODEL NO_SMOKE USE_MODEL USE_NOT_BREAK PLAYER_USE NO_EXPLOSION START_OFF
SOLID - Movement is blocked by it, if not set, can still be broken by explosions and shots if it has health
AUTOANIMATE - Will cycle it's anim
DEADSOLID - Stay solid even when destroyed (in case damage model is rather large).
NO_DMODEL - Makes it NOT display a damage model when destroyed, even if one exists
USE_MODEL - When used, will toggle to it's usemodel (model + "_u1.md3")... this obviously does nothing if USE_NOT_BREAK is not checked
USE_NOT_BREAK - Using it, doesn't make it break, still can be destroyed by damage
PLAYER_USE - Player can use it with the use button
NO_EXPLOSION - By default, will explode when it dies...this is your override.
START_OFF - Will start off and will not appear until used.
"model" arbitrary .md3 file to display
"modelscale" "x" uniform scale
"modelscale_vec" "x y z" scale model in each axis - height, width and length - bbox will scale with it
"health" how much health to have - default is zero (not breakable) If you don't set the SOLID flag, but give it health, it can be shot but will not block NPCs or players from moving
"targetname" when used, dies and displays damagemodel (model + "_d1.md3"), if any (if not, removes itself)
"target" What to use when it dies
"target2" What to use when it's repaired
"target3" What to use when it's used while it's broken
"paintarget" target to fire when hit (but not destroyed)
"count" the amount of armor/health/ammo given (default 50)
"radius" Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks
"NPC_targetname" - Only the NPC with this name can damage this
"forcevisible" - When you turn on force sight (any level), you can see these draw through the entire level...
"redCrosshair" - crosshair turns red when you look at this
"gravity" if set to 1, this will be affected by gravity
"throwtarget" if set (along with gravity), this thing, when used, will throw itself at the entity whose targetname matches this string
"mass" if gravity is on, this determines how much damage this thing does when it hits someone. Default is the size of the object from one corner to the other, that works very well. Only override if this is an object whose mass should be very high or low for it's size (density)
Damage: default is none
"splashDamage" - damage to do (will make it explode on death)
"splashRadius" - radius for above damage
"team" - This cannot take damage from members of this team:
"player"
"neutral"
"enemy"
"material" - default is "8 - MAT_NONE" - choose from this list:
0 = MAT_METAL (grey metal)
1 = MAT_GLASS
2 = MAT_ELECTRICAL (sparks only)
3 = MAT_ELEC_METAL (METAL chunks and sparks)
4 = MAT_DRK_STONE (brown stone chunks)
5 = MAT_LT_STONE (tan stone chunks)
6 = MAT_GLASS_METAL (glass and METAL chunks)
7 = MAT_METAL2 (blue/grey metal)
8 = MAT_NONE (no chunks-DEFAULT)
9 = MAT_GREY_STONE (grey colored stone)
10 = MAT_METAL3 (METAL and METAL2 chunk combo)
11 = MAT_CRATE1 (yellow multi-colored crate chunks)
12 = MAT_GRATE1 (grate chunks--looks horrible right now)
13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2 (red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
*/
void SP_misc_model_breakable( gentity_t *ent )
{
char damageModel[MAX_QPATH];
char chunkModel[MAX_QPATH];
char useModel[MAX_QPATH];
int len;
// Chris F. requested default for misc_model_breakable to be NONE...so don't arbitrarily change this.
G_SpawnInt( "material", "8", (int*)&ent->material );
G_SpawnFloat( "radius", "1", &ent->radius ); // used to scale chunk code if desired by a designer
qboolean bHasScale = G_SpawnVector("modelscale_vec", "0 0 0", ent->s.modelScale);
if (!bHasScale)
{
float temp;
G_SpawnFloat( "modelscale", "0", &temp);
if (temp != 0.0f)
{
ent->s.modelScale[ 0 ] = ent->s.modelScale[ 1 ] = ent->s.modelScale[ 2 ] = temp;
bHasScale = qtrue;
}
}
CacheChunkEffects( ent->material );
misc_model_breakable_init( ent );
len = strlen( ent->model ) - 4;
assert(ent->model[len]=='.');//we're expecting ".md3"
strncpy( damageModel, ent->model, sizeof(damageModel) );
damageModel[len] = 0; //chop extension
strncpy( chunkModel, damageModel, sizeof(chunkModel));
strncpy( useModel, damageModel, sizeof(useModel));
if (ent->takedamage) {
//Dead/damaged model
if( !(ent->spawnflags & 8) ) { //no dmodel
strcat( damageModel, "_d1.md3" );
ent->s.modelindex2 = G_ModelIndex( damageModel );
}
//Chunk model
strcat( chunkModel, "_c1.md3" );
ent->s.modelindex3 = G_ModelIndex( chunkModel );
}
//Use model
if( ent->spawnflags & 32 ) { //has umodel
strcat( useModel, "_u1.md3" );
ent->sound1to2 = G_ModelIndex( useModel );
}
if ( !ent->mins[0] && !ent->mins[1] && !ent->mins[2] )
{
VectorSet (ent->mins, -16, -16, -16);
}
if ( !ent->maxs[0] && !ent->maxs[1] && !ent->maxs[2] )
{
VectorSet (ent->maxs, 16, 16, 16);
}
// Scale up the tie-bomber bbox a little.
if ( ent->model && Q_stricmp( "models/map_objects/ships/tie_bomber.md3", ent->model ) == 0 )
{
VectorSet (ent->mins, -80, -80, -80);
VectorSet (ent->maxs, 80, 80, 80);
//ent->s.modelScale[ 0 ] = ent->s.modelScale[ 1 ] = ent->s.modelScale[ 2 ] *= 2.0f;
//bHasScale = qtrue;
}
if (bHasScale)
{
//scale the x axis of the bbox up.
ent->maxs[0] *= ent->s.modelScale[0];//*scaleFactor;
ent->mins[0] *= ent->s.modelScale[0];//*scaleFactor;
//scale the y axis of the bbox up.
ent->maxs[1] *= ent->s.modelScale[1];//*scaleFactor;
ent->mins[1] *= ent->s.modelScale[1];//*scaleFactor;
//scale the z axis of the bbox up and adjust origin accordingly
ent->maxs[2] *= ent->s.modelScale[2];
float oldMins2 = ent->mins[2];
ent->mins[2] *= ent->s.modelScale[2];
ent->s.origin[2] += (oldMins2-ent->mins[2]);
}
if ( ent->spawnflags & 2 )
{
ent->s.eFlags |= EF_ANIM_ALLFAST;
}
G_SetOrigin( ent, ent->s.origin );
G_SetAngles( ent, ent->s.angles );
gi.linkentity (ent);
if ( ent->spawnflags & 128 )
{//Can be used by the player's BUTTON_USE
ent->svFlags |= SVF_PLAYER_USABLE;
}
if ( ent->team && ent->team[0] )
{
ent->noDamageTeam = (team_t)GetIDForString( TeamTable, ent->team );
if ( ent->noDamageTeam == TEAM_FREE )
{
G_Error("team name %s not recognized\n", ent->team);
}
}
ent->team = NULL;
//HACK
if ( ent->model && Q_stricmp( "models/map_objects/ships/x_wing_nogear.md3", ent->model ) == 0 )
{
if( ent->splashDamage > 0 && ent->splashRadius > 0 )
{
ent->s.loopSound = G_SoundIndex( "sound/vehicles/x-wing/loop.wav" );
ent->s.eFlags |= EF_LESS_ATTEN;
}
}
else if ( ent->model && Q_stricmp( "models/map_objects/ships/tie_fighter.md3", ent->model ) == 0 )
{//run a think
G_EffectIndex( "explosions/fighter_explosion2" );
G_SoundIndex( "sound/weapons/tie_fighter/tiepass1.wav" );
/* G_SoundIndex( "sound/weapons/tie_fighter/tiepass2.wav" );
G_SoundIndex( "sound/weapons/tie_fighter/tiepass3.wav" );
G_SoundIndex( "sound/weapons/tie_fighter/tiepass4.wav" );
G_SoundIndex( "sound/weapons/tie_fighter/tiepass5.wav" );*/
G_SoundIndex( "sound/weapons/tie_fighter/tie_fire.wav" );
/* G_SoundIndex( "sound/weapons/tie_fighter/tie_fire2.wav" );
G_SoundIndex( "sound/weapons/tie_fighter/tie_fire3.wav" );*/
G_SoundIndex( "sound/weapons/tie_fighter/TIEexplode.wav" );
RegisterItem( FindItemForWeapon( WP_TIE_FIGHTER ));
ent->s.eFlags |= EF_LESS_ATTEN;
if( ent->splashDamage > 0 && ent->splashRadius > 0 )
{
ent->s.loopSound = G_SoundIndex( "sound/vehicles/tie-bomber/loop.wav" );
//ent->e_ThinkFunc = thinkF_TieFighterThink;
//ent->e_UseFunc = thinkF_TieFighterThink;
//ent->nextthink = level.time + FRAMETIME;
ent->e_UseFunc = useF_TieFighterUse;
// Yeah, I could have just made this value changable from the editor, but I
// need it immediately!
float light;
vec3_t color;
qboolean lightSet, colorSet;
// if the "color" or "light" keys are set, setup constantLight
lightSet = qtrue;//G_SpawnFloat( "light", "100", &light );
light = 255;
//colorSet = "1 1 1"//G_SpawnVector( "color", "1 1 1", color );
colorSet = qtrue;
color[0] = 1; color[1] = 1; color[2] = 1;
if ( lightSet || colorSet )
{
int r, g, b, i;
r = color[0] * 255;
if ( r > 255 ) {
r = 255;
}
g = color[1] * 255;
if ( g > 255 ) {
g = 255;
}
b = color[2] * 255;
if ( b > 255 ) {
b = 255;
}
i = light / 4;
if ( i > 255 ) {
i = 255;
}
ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
}
}
}
else if ( ent->model && Q_stricmp( "models/map_objects/ships/tie_bomber.md3", ent->model ) == 0 )
{
G_EffectIndex( "ships/tiebomber_bomb_falling" );
G_EffectIndex( "ships/tiebomber_explosion2" );
G_EffectIndex( "explosions/fighter_explosion2" );
G_SoundIndex( "sound/weapons/tie_fighter/TIEexplode.wav" );
ent->e_ThinkFunc = thinkF_TieBomberThink;
ent->nextthink = level.time + FRAMETIME;
ent->attackDebounceTime = level.time + 1000;
// We only take damage from a heavy weapon class missiles.
ent->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;
ent->s.loopSound = G_SoundIndex( "sound/vehicles/tie-bomber/loop.wav" );
ent->s.eFlags |= EF_LESS_ATTEN;
}
float grav = 0;
G_SpawnFloat( "gravity", "0", &grav );
if ( grav )
{//affected by gravity
G_SetAngles( ent, ent->s.angles );
G_SetOrigin( ent, ent->currentOrigin );
G_SpawnString( "throwtarget", NULL, &ent->target4 ); // used to throw itself at something
misc_model_breakable_gravity_init( ent, qtrue );
}
// Start off.
if ( ent->spawnflags & 4096 )
{
ent->spawnContents = ent->contents; // It Navs can temporarly turn it "on"
ent->s.solid = 0;
ent->contents = 0;
ent->clipmask = 0;
ent->svFlags |= SVF_NOCLIENT;
ent->s.eFlags |= EF_NODRAW;
ent->count = 0;
}
int forceVisible = 0;
G_SpawnInt( "forcevisible", "0", &forceVisible );
if ( forceVisible )
{//can see these through walls with force sight, so must be broadcast
//ent->svFlags |= SVF_BROADCAST;
ent->s.eFlags |= EF_FORCE_VISIBLE;
}
int redCrosshair = 0;
G_SpawnInt( "redCrosshair", "0", &redCrosshair );
if ( redCrosshair )
{//can see these through walls with force sight, so must be broadcast
ent->flags |= FL_RED_CROSSHAIR;
}
}
//----------------------------------
//
// Breaking Glass Technology
//
//----------------------------------
// Really naughty cheating. Put in an EVENT at some point...
extern void cgi_R_GetBModelVerts(int bmodelIndex, vec3_t *verts, vec3_t normal );
extern void CG_DoGlass( vec3_t verts[4], vec3_t normal, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius );
extern cgs_t cgs;
//-----------------------------------------------------
void funcGlassDie( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int mod,int dFlags,int hitLoc )
{
vec3_t verts[4], normal;
// if a missile is stuck to us, blow it up so we don't look dumb....we could, alternately, just let the missile drop off??
for ( int i = 0; i < MAX_GENTITIES; i++ )
{
if ( g_entities[i].s.groundEntityNum == self->s.number && ( g_entities[i].s.eFlags & EF_MISSILE_STICK ))
{
G_Damage( &g_entities[i], self, self, NULL, NULL, 99999, 0, MOD_CRUSH ); //?? MOD?
}
}
// Really naughty cheating. Put in an EVENT at some point...
cgi_R_GetBModelVerts( cgs.inlineDrawModel[self->s.modelindex], verts, normal );
CG_DoGlass( verts, normal, self->pos1, self->pos2, self->splashRadius );
self->takedamage = qfalse;//stop chain reaction runaway loops
G_SetEnemy( self, self->enemy );
//NOTE: MUST do this BEFORE clearing contents, or you may not open the area portal!!!
gi.AdjustAreaPortalState( self, qtrue );
//So chunks don't get stuck inside me
self->s.solid = 0;
self->contents = 0;
self->clipmask = 0;
gi.linkentity(self);
if ( self->target && attacker != NULL )
{
G_UseTargets( self, attacker );
}
G_FreeEntity( self );
}
//-----------------------------------------------------
void funcGlassUse( gentity_t *self, gentity_t *other, gentity_t *activator )
{
vec3_t temp1, temp2;
// For now, we just break on use
G_ActivateBehavior( self, BSET_USE );
VectorAdd( self->mins, self->maxs, temp1 );
VectorScale( temp1, 0.5f, temp1 );
VectorAdd( other->mins, other->maxs, temp2 );
VectorScale( temp2, 0.5f, temp2 );
VectorSubtract( temp1, temp2, self->pos2 );
VectorCopy( temp1, self->pos1 );
VectorNormalize( self->pos2 );
VectorScale( self->pos2, 390, self->pos2 );
self->splashRadius = 40; // ?? some random number, maybe it's ok?
funcGlassDie( self, other, activator, self->health, MOD_UNKNOWN );
}
//-----------------------------------------------------
/*QUAKED func_glass (0 .8 .5) ? INVINCIBLE
When destroyed, fires it's target, breaks into glass chunks and plays glass noise
For now, instantly breaks on impact
INVINCIBLE - can only be broken by being used
"targetname" entities with matching target will fire it
"target" all entities with a matching targetname will be used when this is destroyed
"health" default is 1
*/
//-----------------------------------------------------
void SP_func_glass( gentity_t *self )
{
if ( !(self->spawnflags & 1 ))
{
if ( !self->health )
{
self->health = 1;
}
}
if ( self->health )
{
self->takedamage = qtrue;
}
self->e_UseFunc = useF_funcGlassUse;
self->e_DieFunc = dieF_funcGlassDie;
VectorCopy( self->s.origin, self->pos1 );
gi.SetBrushModel( self, self->model );
self->svFlags |= (SVF_GLASS_BRUSH|SVF_BBRUSH);
self->material = MAT_GLASS;
self->s.eType = ET_MOVER;
self->s.pos.trType = TR_STATIONARY;
VectorCopy( self->pos1, self->s.pos.trBase );
G_SoundIndex( "sound/effects/glassbreak1.wav" );
G_EffectIndex( "misc/glass_impact" );
gi.linkentity( self );
}
qboolean G_EntIsBreakable( int entityNum, gentity_t *breaker )
{//breakable brush/model that can actually be broken
if ( entityNum < 0 || entityNum >= ENTITYNUM_WORLD )
{
return qfalse;
}
gentity_t *ent = &g_entities[entityNum];
if ( !ent->takedamage )
{
return qfalse;
}
if ( ent->NPC_targetname )
{//only a specific entity can break this!
if ( !breaker
|| !breaker->targetname
|| Q_stricmp( ent->NPC_targetname, breaker->targetname ) != 0 )
{//I'm not the one who can break it
return qfalse;
}
}
if ( (ent->svFlags&SVF_GLASS_BRUSH) )
{
return qtrue;
}
if ( (ent->svFlags&SVF_BBRUSH) )
{
return qtrue;
}
if ( !Q_stricmp( "misc_model_breakable", ent->classname ) )
{
return qtrue;
}
if ( !Q_stricmp( "misc_maglock", ent->classname ) )
{
return qtrue;
}
return qfalse;
}