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modified misc_model_breakable to allow use of custom damage models via model2
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1 changed files with 13 additions and 6 deletions
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@ -375,6 +375,7 @@ If repaired by either target_repair (not yet implemented) or hyperspanner (not y
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-----KEYS-----
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"model" - path to the arbitrary .md3 file to display
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"model2" - custom damage model to use. If not set model + _d1 is used for example the damage model for circuit.md3 would be circuit_d1.md3.
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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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@ -424,7 +425,6 @@ 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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custom dmodel using model2?
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*/
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/**
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* Spawnfunction for misc_model_breakable entity.
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@ -460,15 +460,22 @@ void SP_misc_model_breakable( gentity_t *ent )
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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->model2) {
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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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}
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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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if(ent->model2) {
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eState->modelindex2 = G_ModelIndex( ent->model2 );
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} else {
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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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}
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