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Triggerable and targetable breakables
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1 changed files with 10 additions and 1 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.34 2002/05/02 02:28:36 blaze
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// Triggerable and targetable breakables
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//
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// Revision 1.33 2002/04/29 06:16:58 niceass
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// small change to pressure system
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//
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@ -468,6 +471,10 @@ void func_breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attac
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}
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void Use_Breakable( gentity_t *self, gentity_t *other, gentity_t *activator ) {
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G_UseTargets (self, activator);
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func_breakable_die( self,activator,activator,self->damage,MOD_TRIGGER_HURT);
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}
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//Elder: Breakable anything!* -- we define, that is
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/*QUAKED func_breakable (0 .5 .8) ? CHIPPABLE UNBREAKABLE EXPLOSIVE
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@ -580,6 +587,7 @@ void SP_func_breakable( gentity_t *ent ) {
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{
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ent->damage_radius=GRENADE_SPLASH_RADIUS;
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}
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ent->use = Use_Breakable;
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G_SpawnInt( "id","0", &id);
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if (id < 0 || id >= RQ3_MAX_BREAKABLES )
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@ -695,12 +703,13 @@ void G_BreakGlass( gentity_t *ent, gentity_t *inflictor, gentity_t *attacker, ve
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break;
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}
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if (ent->explosive)
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{
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mod = MOD_TRIGGER_HURT;
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func_breakable_die(ent, inflictor, attacker, damage, mod);
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}
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G_UseTargets (ent, ent->activator);
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//G_FreeEntity( ent );
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//G_Printf("%s shift: %i\n", vtos(impactPoint), shiftCount);
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switch ( shiftCount )
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