/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ // Entity information from http://twhl.info/wiki.php?id=164 /* Flags Only Trigger (1) - Entity can only be activated (broken) by being triggered. Touch (2) - Brush will break on touch. Pressure (4) - Brush will break when pressured (e.g. player walking on it). */ #define SF_TRIGGER 1 #define SF_TOUCH 2 #define SF_PRESSURE 4 /* ================= func_breakable_pain ================= */ void func_breakable_pain( int iNull ) { switch ( self.material ) { case MATERIAL_GLASS: case MATERIAL_COMPUTER: case MATERIAL_GLASS_UNBREAKABLE: sound( self, CHAN_VOICE, sprintf( "debris/glass%d.wav", random( 1, 4 ) ), 1.0, ATTN_NORM ); break; case MATERIAL_WOOD: sound( self, CHAN_VOICE, sprintf( "debris/wood%d.wav", random( 1, 4 ) ), 1.0, ATTN_NORM ); break; case MATERIAL_METAL: sound( self, CHAN_VOICE, sprintf( "debris/metal%d.wav", random( 1, 4 ) ), 1.0, ATTN_NORM ); break; case MATERIAL_FLESH: float fRand = floor( random( 1, 8 ) ); if ( fRand == 4 ) { // sigh fRand = 5; } sound( self, CHAN_VOICE, sprintf( "debris/flesh%d.wav", fRand ), 1.0, ATTN_NORM ); break; case MATERIAL_CINDER: case MATERIAL_ROCK: sound( self, CHAN_VOICE, sprintf( "debris/concrete%d.wav", random( 1, 4 ) ), 1.0, ATTN_NORM ); break; } } /* ================= func_breakable_die ================= */ void func_breakable_die( int iNull ) { // Make sure this is dead if ( self.vUse == __NULL__ ) { return; } self.health = 0; self.vUse = __NULL__; Effect_BreakModel( self.absmin, self.absmax, self.velocity, self.material ); Entities_UseTargets(); Entities_Remove(); } /* ================= func_breakable_use ================= */ void func_breakable_use( void ) { func_breakable_die( 0 ); } /* ================= func_breakable_touch ================= */ void func_breakable_touch( void ) { static void func_breakable_touch_NULL( void ) { } if( other.classname != "player" ) { return; } if ( self.spawnflags & SF_TOUCH ) { int fDamage = (float)(vlen( self.velocity ) * 0.01f ); if ( fDamage >= self.health ) { self.touch = func_breakable_touch_NULL; Damage_Apply( self, other, fDamage, self.absmin, FALSE ); if ( ( self.material == MATERIAL_GLASS ) || ( self.material == MATERIAL_COMPUTER ) ) { Damage_Apply( other, self, fDamage / 4, other.origin, FALSE ); } } } if ( ( self.spawnflags & SF_PRESSURE ) && ( other.absmin_z >= self.maxs_z - 2 ) ) { self.think = func_breakable_use; if ( self.delay == 0 ) { self.delay = 0.1f; } self.nextthink = self.ltime + self.delay; } } /* ================= func_breakable_respawn Respawns the breakable entity ================= */ void func_breakable_respawn( void ) { if ( self.spawnflags & SF_TRIGGER ) { self.takedamage = DAMAGE_NO; } else { self.takedamage = DAMAGE_YES; self.vPain = func_breakable_pain; self.vDeath = func_breakable_die; self.iBleeds = FALSE; } if ( ( self.spawnflags & SF_TOUCH ) || ( self.spawnflags & SF_PRESSURE ) ) { self.touch = func_breakable_touch; } self.vUse = func_breakable_use; } /* ================= SPAWN: func_breakable Entry function for the brushes that can die etc. ================= */ void func_breakable( void ) { func_wall(); func_breakable_respawn(); Entities_InitRespawnable( func_breakable_respawn ); }