/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #ifndef FUNC_BREAK_H #define FUNC_BREAK_H typedef enum { expRandom, expDirected} Explosions; typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials; #define NUM_SHARDS 6 // this many shards spawned when breakable objects break; class CBreakable : public CBaseDelay { public: // basic functions void Spawn( void ); void Precache( void ); void KeyValue( KeyValueData* pkvd); void EXPORT BreakTouch( CBaseEntity *pOther ); void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); void DamageSound( void ); // breakables use an overridden takedamage virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); // To spark when hit void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue = 0 ); BOOL IsBreakable( void ); BOOL SparkWhenHit( void ); int DamageDecal( int bitsDamageType ); void EXPORT Die( void ); virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } virtual int Save( CSave &save ); virtual int Restore( CRestore &restore ); inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; } inline int ExplosionMagnitude( void ) { return pev->impulse; } inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; } static void MaterialSoundPrecache( Materials precacheMaterial ); static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume ); static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount ); static const char *pSoundsWood[]; static const char *pSoundsFlesh[]; static const char *pSoundsGlass[]; static const char *pSoundsMetal[]; static const char *pSoundsConcrete[]; static const char *pSpawnObjects[]; static TYPEDESCRIPTION m_SaveData[]; Materials m_Material; Explosions m_Explosion; int m_idShard; float m_angle; int m_iszGibModel; int m_iszSpawnObject; }; #endif // FUNC_BREAK_H