mirror of
https://github.com/UberGames/RPG-X2.git
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0acb013a7a
... to more common names WP_0 to WP_15.
743 lines
17 KiB
C
743 lines
17 KiB
C
#include "g_local.h"
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#include "g_breakable.h"
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/**
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* \brief A func_breakables health has sunk to or under zero
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*
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* Removes entity entirely blow chunks.
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* If it is repairable it's not removed but made invisible.
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*/
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void breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
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{
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vec3_t size, org, dir;
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gentity_t *te = NULL;
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entityState_t *eState = &self->s;
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entityShared_t *eShared = &self->r;
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//RPG-X | GSIO01 | 09/05/2009:
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if(!(self->spawnflags & 256)) {
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eState->frame = 0;
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//eShared->svFlags &= ~SVF_ANIMATING;
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self->health = 0;
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}
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self->pain = 0/*NULL*/;
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self->die = 0/*NULL*/;
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self->use = 0/*NULL*/;
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self->takedamage = qfalse;
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if( self->target )
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{
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G_UseTargets(self, attacker);
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}
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if ( !(self->spawnflags & 4) )
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{//We don't want to stay solid
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eState->solid = 0;
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eShared->contents = 0;
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self->clipmask = 0;
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if(self->spawnflags & 256) {
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eShared->svFlags |= SVF_NOCLIENT;
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eState->eFlags |= EF_NODRAW;
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}
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trap_LinkEntity(self);
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}
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/*if( self->target )
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{
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G_UseTargets(self, attacker);
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}*/
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if ( eShared->bmodel )
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{
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VectorSubtract( eShared->absmax, eShared->absmin, size );
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VectorMA( eShared->absmin, 0.5, size, org );
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}
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else
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{
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VectorSubtract( eShared->maxs, eShared->mins, size );
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VectorCopy( eShared->currentOrigin, org );
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}
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// Create a chunk effect
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te = G_TempEntity( org, EV_FX_CHUNKS );
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VectorSet( te->s.angles2, 0, 0, 1 ); // FIXME: temp direction
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te->s.time2 = VectorNormalize( size );
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te->s.powerups = eState->powerups;
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// Ok, we are allowed to explode, so do it now!
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if ( self->splashDamage > 0 && self->splashRadius > 0 )
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{
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//fixme: what about chain reactions?
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G_RadiusDamage( org, attacker, self->splashDamage, self->splashRadius, self, DAMAGE_RADIUS|DAMAGE_ALL_TEAMS, MOD_EXPLOSION );
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//explosion effect
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te = G_TempEntity( org, EV_MISSILE_MISS );
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VectorSet( dir, 0, 0, 1 );
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te->s.eventParm = DirToByte( dir );
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te->s.weapon = WP_8;
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//G_Sound( self, G_SoundIndex("sound/weapons/explosions/cargoexplode.wav") );
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}
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if ( eShared->bmodel )
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{
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trap_AdjustAreaPortalState( self, qtrue );
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}
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else if ( eState->modelindex2 != -1 && !(self->spawnflags & 8) )
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{
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eState->modelindex = self->s.modelindex2;
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return;
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}
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if(!(self->spawnflags & 256))
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G_FreeEntity( self );
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if(self->spawnflags & 256)
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self->count = 0;
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}
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/**
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* Called when a breakable takes damage
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*/
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void breakable_pain ( gentity_t *self, gentity_t *attacker, int damage )
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{
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if ( self->pain_debounce_time > level.time )
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{
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return;
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}
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if ( self->paintarget )
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{
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G_UseTargets2 ( self, self->activator, self->paintarget );
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}
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if(self->wait == -1)
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{
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self->pain = 0/*NULL*/;
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return;
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}
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self->pain_debounce_time = level.time + self->wait;
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}
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/**
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* Called if a brealable has been used
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*/
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void breakable_use (gentity_t *self, gentity_t *other, gentity_t *activator)
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{
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breakable_die( self, other, activator, self->health, MOD_UNKNOWN );
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}
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/**
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* Inits a breakable brush entity
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*/
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void InitBBrush ( gentity_t *ent )
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{
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float light;
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vec3_t color;
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qboolean lightSet, colorSet;
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entityState_t *eState = &ent->s;
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VectorCopy( eState->origin, ent->pos1 );
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trap_SetBrushModel( ent, ent->model );
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ent->die = breakable_die;
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//ent->r.svFlags |= SVF_BBRUSH;
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// if the "model2" key is set, use a seperate model
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// for drawing, but clip against the brushes
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if ( ent->model2 )
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{
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eState->modelindex2 = G_ModelIndex( ent->model2 );
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}
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// if the "color" or "light" keys are set, setup constantLight
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lightSet = G_SpawnFloat( "light", "100", &light );
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colorSet = G_SpawnVector( "color", "1 1 1", color );
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if ( lightSet || colorSet )
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{
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int r, g, b, i;
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r = color[0] * 255;
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if ( r > 255 ) {
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r = 255;
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}
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g = color[1] * 255;
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if ( g > 255 ) {
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g = 255;
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}
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b = color[2] * 255;
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if ( b > 255 ) {
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b = 255;
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}
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i = light / 4;
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if ( i > 255 ) {
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i = 255;
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}
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eState->constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
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}
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eState->eType = ET_MOVER;
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trap_LinkEntity (ent);
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eState->pos.trType = TR_STATIONARY;
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//VectorCopy( ent->pos1, eState->pos.trBase );
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}
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//RPG-X | GSIO01 | 09/05/2009 SOE
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/**
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* Gets called if someone is inside a breakables trigger.
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* Breables only have trigges if they are repairable
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* This function sets the touched gentity_t pointer to the tirgger
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* so it is possible to check if the player is inside the trigger
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* and there fore can repair the breakable.
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*
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* \author Ubergames - GSIO01
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* \date 09/05/2009
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*/
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void Touch_breakable_trigger(gentity_t *ent, gentity_t *other, trace_t *trace) {
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other->touched = ent;
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}
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/**
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* Spawns a trigger for a breakable.
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* Only gets called if the breakable is repairable.
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*/
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void breakable_spawn_trigger(gentity_t *ent) {
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vec3_t maxs, mins;
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gentity_t *other;
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int best, i;
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entityShared_t *eShared;
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VectorCopy(ent->r.absmin, mins);
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VectorCopy(ent->r.absmax, maxs);
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for(other = ent->teamchain; other; other=other->teamchain) {
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eShared = &other->r;
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AddPointToBounds(eShared->absmin, mins, maxs);
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AddPointToBounds(eShared->absmax, mins, maxs);
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}
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best = 0;
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for(i = 1; i < 3; i++) {
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if(maxs[i] - mins[i] < maxs[best] - mins[best])
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best = i;
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}
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maxs[best] += 48;
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mins[best] -= 48;
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other = G_Spawn();
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if(!other) {
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G_Printf(S_COLOR_RED "Unable to spawn trigger for func_breakable at %s!\n", vtos(ent->s.origin));
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G_FreeEntity(ent);
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return;
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}
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eShared = &other->r;
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VectorCopy(maxs, eShared->maxs);
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VectorCopy(mins, eShared->mins);
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eShared->contents = CONTENTS_TRIGGER;
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other->touch = Touch_breakable_trigger;
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other->count = best;
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other->touched = ent;
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other->target = ent->target;
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ent->touched = other;
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trap_LinkEntity(other);
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}
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//RPG-X | GSIO01 | 09/05/2009 EOE
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/*QUAKED func_breakable (0 .8 .5) ? x x x x INVINCIBLE x x x REPAIRABLE
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INVINCIBLE - can only be broken by being used
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REPAIRABLE - con be repaired with hyperspanner
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When destroyed, fires it's trigger and explodes
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"targetname" entities with matching target will fire it
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"paintarget" target to fire when hit (but not destroyed)
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"wait" how long minimum to wait between firing paintarget each time hit
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"model2" .md3 model to also draw
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"target" all entities with a matching targetname will be used when this is destoryed
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"health" default is 10
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"team" - This cannot take damage from members of this team (2 = blue, 1 = red)
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Damage: default is none
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"splashDamage" - damage to do (will make it explode on death
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"splashRadius" - radius for above damage
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"material" - sets the chunk type:
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0 - none (default)
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1 - metal
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2 - glass
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3 - glass and metal
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4 - wood
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5 - stone
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Don't know if these work:
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"color" constantLight color
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"light" constantLight radius
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*/
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/**
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* Spawnfunction for func_breakable entity.
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*/
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void SP_func_breakable( gentity_t *self )
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{
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if(!(self->spawnflags & 1))
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{
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if(!self->health)
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{
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self->health = 10;
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}
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}
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if (self->health)
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{
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self->takedamage = qtrue; //RPG-X - TiM: qtrue
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}
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//RPG-X | GSIO01 | 09/05/2009: store max health for repairing
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self->damage = self->health;
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G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");//precaching
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self->use = breakable_use;
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self->count = 1; // GSIO01
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if ( self->paintarget )
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{
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self->pain = breakable_pain;
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}
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if (!self->model) {
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G_Error("func_breakable with NULL model\n");
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}
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VectorCopy(self->s.origin, self->pos1);
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trap_LinkEntity(self);
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InitBBrush( self );
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breakable_spawn_trigger(self);
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level.numBrushEnts++;
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}
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/*QUAKED misc_model_breakable (1 0 0) (-16 -16 -16) (16 16 16) SOLID AUTOANIMATE DEADSOLID NO_DMODEL INVINCIBLE x x x x
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SOLID - Movement is blocked by it, if not set, can still be broken by explosions and shots if it has health
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AUTOANIMATE - Will cycle it's anim
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DEADSOLID - Stay solid even when destroyed (in case damage model is rather large).
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NO_DMODEL - Makes it NOT display a damage model when destroyed, even if one exists
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INVINCIBLE - Can only be broken by being used
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"model" arbitrary .md3 file to display
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"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
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"targetname" when used, dies and displays damagemodel, if any (if not, removes itself)
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"target" What to use when it dies
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"paintarget" target to fire when hit (but not destroyed)
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"wait" how long minimum to wait between firing paintarget each time hit
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Damage: default is none
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"splashDamage" - damage to do (will make it explode on death)
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"splashRadius" - radius for above damage
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"team" - This cannot take damage from members of this team (2 = blue, 1 = red)
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"material" - sets the chunk type:
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0 - none (default)
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1 - metal
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2 - glass
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3 - glass and metal
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4 - wood
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5 - stone
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FIXME/TODO:
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set size better?
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multiple damage models?
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don't throw chunks on pain, or throw level 1 chunks only on pains?
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custom explosion effect/sound?
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*/
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/**
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* Spawnfunction for misc_model_breakable entity.
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*/
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void SP_misc_model_breakable( gentity_t *ent )
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{
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char damageModel[MAX_QPATH];
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int len;
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entityShared_t *eShared = &ent->r;
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entityState_t *eState = &ent->s;
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//Main model
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eState->modelindex = ent->sound2to1 = G_ModelIndex( ent->model );
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if ( ent->spawnflags & 1 )
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{//Blocks movement
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eShared->contents = CONTENTS_BODY;//Was CONTENTS_SOLID, but only architecture should be this
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}
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else if ( ent->health )
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{//Can only be shot
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eShared->contents = CONTENTS_SHOTCLIP;
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}
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ent->use = breakable_use;
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if ( ent->health )
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{
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G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
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//ent->max_health = ent->health;
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ent->takedamage = qtrue;
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ent->pain = breakable_pain;
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ent->die = breakable_die;
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}
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len = strlen( ent->model ) - 4;
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strncpy( damageModel, ent->model, len );
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damageModel[len] = 0; //chop extension
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if (ent->takedamage) {
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//Dead/damaged model
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if( !(ent->spawnflags & 8) ) { //no dmodel
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strcat( damageModel, "_d1.md3" );
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eState->modelindex2 = G_ModelIndex( damageModel );
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}
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}
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if ( !eShared->mins[0] && !eShared->mins[1] && !eShared->mins[2] )
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{
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VectorSet (eShared->mins, -16, -16, -16);
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}
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if ( !eShared->maxs[0] && !eShared->maxs[1] && !eShared->maxs[2] )
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{
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VectorSet (eShared->maxs, 16, 16, 16);
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}
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if ( ent->spawnflags & 2 )
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{
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eState->eFlags |= EF_ANIM_ALLFAST;
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}
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G_SetOrigin( ent, eState->origin );
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VectorCopy( eState->angles, eState->apos.trBase );
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trap_LinkEntity (ent);
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}
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//-------------------------------------------------------------------------------
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// --------------------------------------------------------------------
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//
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// AMMO plugin functions
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//
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// --------------------------------------------------------------------
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void ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator);
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//!give a player ammo for a weapon
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int Add_Ammo2 (gentity_t *ent, int weapon, int count)
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{
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playerState_t *ps = &ent->client->ps;
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ps->ammo[weapon] += count;
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if ( ps->ammo[weapon] > Max_Weapon(weapon) )
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{
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ps->ammo[weapon] = Max_Weapon(weapon);
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return qfalse;
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}
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return qtrue;
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}
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//!Shuts down a ammo station
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void ammo_shutdown( gentity_t *self )
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{
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if (!(self->s.eFlags & EF_ANIM_ONCE))
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{
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self->s.eFlags &= ~ EF_ANIM_ALLFAST;
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self->s.eFlags |= EF_ANIM_ONCE;
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trap_LinkEntity (self);
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}
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}
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//!Fades out a ammo station
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void ammo_fade_out( gentity_t *ent )
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{
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G_Sound( ent, G_SoundIndex( "sound/items/respawn1.wav" ) );
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ent->s.eFlags |= EF_ITEMPLACEHOLDER;
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ent->s.eventParm = -1;
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ent->think = G_FreeEntity;
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ent->nextthink = level.time + 1000;
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}
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//! Think function for the ammo station
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void ammo_think( gentity_t *ent )
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{
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int dif = 0;
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int i;
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// Still has ammo to give
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if ( ent->enemy && ent->enemy->client )
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{
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//assume that we'll finish here, if we don't, it will be overridden
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ent->use = ammo_use;
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ent->think = 0;//qvm complains about using NULL
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ent->nextthink = -1;
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for ( i = 0; i < WP_NUM_WEAPONS && ent->count > 0; i++ )
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{//go through all weapons
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if ( (ent->enemy->client->ps.stats[STAT_WEAPONS]&( 1 << i )) )
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{//has this weapon
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dif = Max_Weapon(i) - ent->enemy->client->ps.ammo[i];//needs ammo?
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if (dif > 2 )
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{
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dif= 2;
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}
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else if (dif < 0)
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{
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dif= 0;
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}
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if (ent->count < dif) // Can't give more than count
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{
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dif = ent->count;
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}
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// Give player ammo
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if (Add_Ammo2(ent->enemy,i,dif) && (dif!=0))
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{
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ent->count-=dif;
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if ( ent->splashDamage )
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{
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ent->splashDamage = floor((float)ent->count/10);
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}
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ent->use = 0; /*NULL*/
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ent->think = ammo_think;
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ent->nextthink = level.time + 10;
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}
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else // User has taken all ammo he can hold
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{
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}
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}
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}
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}
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if (ent->count < 1)
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{
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ammo_shutdown(ent);
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ent->think = ammo_fade_out;
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ent->nextthink = level.time + 3000;
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}
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|
}
|
|
|
|
//------------------------------------------------------------
|
|
//! use function for a ammo station
|
|
void ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
|
{
|
|
int dif = 0;
|
|
int i;
|
|
|
|
if (self->think != NULL)
|
|
{
|
|
if (self->use != NULL)
|
|
{
|
|
self->think = 0; /*NULL*/
|
|
self->nextthink = -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( other && other->client )
|
|
{
|
|
for ( i = 0; i < WP_NUM_WEAPONS && dif == 0; i++ )
|
|
{//go through all weapons
|
|
if ( (other->client->ps.stats[STAT_WEAPONS]&( 1 << i )) )
|
|
{//has this weapon
|
|
dif = Max_Weapon(i) - other->client->ps.ammo[i];//needs ammo?
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // Being triggered to be used up
|
|
dif = 1;
|
|
self->count = 0;
|
|
}
|
|
|
|
// Does player already have full ammo?
|
|
if ( dif > 0 )
|
|
{
|
|
G_Sound(self, G_SoundIndex("sound/player/suitenergy.wav") );
|
|
|
|
if ((dif >= self->count) || (self->count<1)) // use it all up?
|
|
{
|
|
ammo_shutdown(self);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_Sound(self, G_SoundIndex("sound/weapons/noammo.wav") );
|
|
}
|
|
// Use target when used
|
|
if (self->spawnflags & 8)
|
|
{
|
|
G_UseTargets( self, activator );
|
|
}
|
|
|
|
self->use = 0; /*NULL*/
|
|
self->enemy = other;
|
|
self->think = ammo_think;
|
|
self->nextthink = level.time + 50;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Finishs off the spawning of an ammo station.
|
|
*/
|
|
void ammo_station_finish_spawning ( gentity_t *self )
|
|
{
|
|
self->s.eFlags &= ~EF_ITEMPLACEHOLDER;
|
|
self->think = 0; /*NULL*/
|
|
self->nextthink = -1;
|
|
self->use = ammo_use;
|
|
}
|
|
//------------------------------------------------------------
|
|
/*QUAKED misc_ammo_station (1 0 0) (-16 -16 -16) (16 16 16)
|
|
|
|
"health" - how much health the model has - default 60 (zero makes non-breakable)
|
|
"target" - what to use when it dies
|
|
"paintarget" - target to fire when hit (but not destroyed)
|
|
"count" - the amount of health given when used (default 1000)
|
|
|
|
"team" - This cannot take damage from members of this team and only members of this team can use it (2 = blue, 1 = red)
|
|
*/
|
|
//------------------------------------------------------------
|
|
/**
|
|
* Spawnfunction for misc_ammo_station entity
|
|
*/
|
|
void SP_misc_ammo_station( gentity_t *ent )
|
|
{
|
|
if (!ent->health)
|
|
{
|
|
ent->health = 60;
|
|
}
|
|
|
|
if ( !ent->count )
|
|
{
|
|
ent->count = 1000;
|
|
}
|
|
|
|
ent->s.powerups = 3;//material
|
|
|
|
if ( ent->team && atoi(ent->team) == 1 )
|
|
{
|
|
ent->s.modelindex = G_ModelIndex( "models/mapobjects/dn/powercell2.md3" );
|
|
}
|
|
else
|
|
{
|
|
ent->s.modelindex = G_ModelIndex( "models/mapobjects/dn/powercell.md3" );
|
|
}
|
|
ent->r.contents = CONTENTS_CORPSE;
|
|
|
|
// Set a generic use function
|
|
ent->use = ammo_use;
|
|
G_SoundIndex( "sound/player/suitenergy.wav" );
|
|
|
|
if ( ent->health )
|
|
{
|
|
ent->takedamage = qtrue;
|
|
ent->pain = breakable_pain;
|
|
ent->die = breakable_die;
|
|
}
|
|
|
|
//FIXME: if set at an angle (say, on a floor), BBOX will be wrong
|
|
VectorSet( ent->r.mins, -16, -16, -16 );
|
|
VectorSet( ent->r.maxs, 16, 16, 16 );
|
|
G_SetOrigin( ent, ent->s.origin );
|
|
VectorCopy( ent->s.angles, ent->s.apos.trBase );
|
|
trap_LinkEntity (ent);
|
|
}
|
|
|
|
|
|
//RPG-X | GSIO01 | 09/05/2009 SOE
|
|
/*QUAKED target_repair (1 0 0) (-8 -8 -8) (8 8 8)
|
|
Repairs a func_breakable.
|
|
|
|
"target" breakable to repair (targetname2)
|
|
*/
|
|
/**
|
|
* Use function of target_repair entity.
|
|
* Repairs it's target entity (stored in ent->lastEnemy)
|
|
* if it is damaged.
|
|
*/
|
|
void target_repair_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
|
|
gentity_t *target;
|
|
|
|
target = ent->lastEnemy;
|
|
|
|
if(!(target->spawnflags & 256)) return;
|
|
|
|
target->r.contents = CONTENTS_BODY;
|
|
|
|
trap_SetBrushModel(target, target->model);
|
|
|
|
target->r.svFlags &= ~SVF_NOCLIENT;
|
|
target->s.eFlags &= ~EF_NODRAW;
|
|
InitBBrush(target);
|
|
|
|
target->health = target->damage;
|
|
target->takedamage = qtrue;
|
|
target->use = breakable_use;
|
|
|
|
if(target->paintarget)
|
|
target->pain = breakable_pain;
|
|
|
|
target->clipmask = 0;
|
|
target->count = 1;
|
|
|
|
if(target->touched->target)
|
|
G_UseTargets2(target->touched, target, target->touched->target);
|
|
}
|
|
|
|
/**
|
|
* Link function finishes off spawning of the entity.
|
|
*/
|
|
void target_repair_link(gentity_t *ent) {
|
|
gentity_t *target;
|
|
|
|
ent->nextthink = -1;
|
|
|
|
target = G_Find(NULL, FOFS(targetname), ent->target);
|
|
if(!target) {
|
|
target = G_Find(NULL, FOFS(targetname2), ent->target);
|
|
if(!target) {
|
|
G_Printf("target_repair at %s with an unfound target: %s\n", vtos(ent->s.origin), ent->target);
|
|
return;
|
|
}
|
|
}
|
|
|
|
ent->lastEnemy = target;
|
|
|
|
if(Q_stricmp(target->classname, "func_breakable")) {
|
|
G_Printf("target_repair at %s with an invalid target entity %s\n", vtos(ent->s.origin), target->classname);
|
|
return;
|
|
}
|
|
|
|
ent->use = target_repair_use;
|
|
}
|
|
|
|
/**
|
|
* Spawn function of target_repair entity
|
|
*/
|
|
void SP_target_repair(gentity_t *ent) {
|
|
if(!ent->target) {
|
|
G_Printf("target_repair without target at %s\n", vtos(ent->s.origin));
|
|
return;
|
|
}
|
|
|
|
ent->think = target_repair_link;
|
|
ent->nextthink = level.time + 1000; // give the breakables some time so init
|
|
}
|
|
//RPG-X | GSIO01 | 09/05/2009 EOE
|