183 lines
4 KiB
C++
Executable file
183 lines
4 KiB
C++
Executable file
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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/*
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Flags
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Only Trigger (1) - Entity can only be activated (broken) by being triggered.
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Touch (2) - Brush will break on touch.
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Pressure (4) - Brush will break when pressured (e.g. player walking on it).
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*/
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enumflags
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{
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SF_TRIGGER,
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SF_TOUCH,
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SF_PRESSURE
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};
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class func_breakable:CBaseTrigger
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{
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float m_iMaterial;
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float m_flDelay;
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float m_flExplodeMag;
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/*entity m_pressAttacker;
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int m_pressType;
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int m_pressDamage;*/
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void() func_breakable;
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virtual void() Respawn;
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virtual void() Trigger;
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virtual void() PlayerTouch;
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/*virtual void() PressureDeath;*/
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virtual void(entity eAttacker, int iType, int iDamage) vPain;
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virtual void(entity eAttacker, int iType, int iDamage) vDeath;
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};
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void func_breakable::vPain (entity attacker, int type, int damage)
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{
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if (spawnflags & SF_TRIGGER) {
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return;
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}
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if (serverkeyfloat("*bspversion") != 30) {
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return;
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}
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switch (m_iMaterial) {
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case MATERIAL_GLASS:
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case MATERIAL_COMPUTER:
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case MATERIAL_GLASS_UNBREAKABLE:
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sound(self, CHAN_VOICE, sprintf("debris/glass%d.wav", random(1, 4)), 1.0, ATTN_NORM);
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break;
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case MATERIAL_WOOD:
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sound(self, CHAN_VOICE, sprintf("debris/wood%d.wav", random(1, 4)), 1.0, ATTN_NORM);
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break;
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case MATERIAL_METAL:
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sound(self, CHAN_VOICE, sprintf("debris/metal%d.wav", random(1, 4)), 1.0, ATTN_NORM);
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break;
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case MATERIAL_FLESH:
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float fRand = floor(random(1, 8));
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/* There never was a flesh4.wav */
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if (fRand == 4) {
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fRand = 5;
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}
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sound(self, CHAN_VOICE, sprintf("debris/flesh%d.wav", fRand), 1.0, ATTN_NORM);
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break;
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case MATERIAL_CINDER:
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case MATERIAL_ROCK:
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sound(self, CHAN_VOICE, sprintf("debris/concrete%d.wav", random(1, 4)), 1.0, ATTN_NORM);
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break;
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}
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}
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void func_breakable::vDeath (entity attacker, int type, int damage)
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{
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if (m_iMaterial == MATERIAL_GLASS_UNBREAKABLE) {
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return;
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}
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health = 0;
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Effect_BreakModel(absmin, absmax, '0 0 0', m_iMaterial);
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if (m_flExplodeMag) {
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vector vWorldPos;
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vWorldPos[0] = absmin[0] + ( 0.5 * ( absmax[0] - absmin[0] ) );
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vWorldPos[1] = absmin[1] + ( 0.5 * ( absmax[1] - absmin[1] ) );
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vWorldPos[2] = absmin[2] + ( 0.5 * ( absmax[2] - absmin[2] ) );
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Effect_CreateExplosion(vWorldPos);
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}
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CBaseTrigger::UseTargets();
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CBaseEntity::Hide();
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}
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void func_breakable::Trigger(void)
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{
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func_breakable::vDeath(world, 0, 0);
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}
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/*void func_breakable::PressureDeath(void)
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{
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func_breakable::vDeath(m_pressAttacker, m_pressType, m_pressDamage);
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}*/
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void func_breakable::PlayerTouch(void)
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{
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if (other.classname == classname) {
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return;
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}
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if (spawnflags & SF_TOUCH) {
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int fDamage = (float)(vlen(other.velocity) * 0.01f);
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if (fDamage >= health) {
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touch = __NULL__;
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Damage_Apply(this, other, fDamage, absmin, FALSE);
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if ((m_iMaterial == MATERIAL_GLASS) || (m_iMaterial == MATERIAL_COMPUTER)) {
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Damage_Apply(other, this, fDamage / 4, other.origin, FALSE);
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}
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}
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}
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if ((spawnflags & SF_PRESSURE) && (other.absmin_z >= maxs_z - 2)) {
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touch = __NULL__;
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think = Trigger;
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if (m_flDelay == 0) {
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m_flDelay = 0.1f;
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}
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nextthink = time + m_flDelay;
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}
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}
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void func_breakable::Respawn(void)
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{
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precache_model(m_oldModel);
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angles = [0,0,0];
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movetype = MOVETYPE_NONE;
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solid = SOLID_BSP;
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setmodel(this, m_oldModel);
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setorigin(this, m_oldOrigin);
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touch = PlayerTouch;
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think = __NULL__;
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if (spawnflags & SF_TRIGGER) {
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takedamage = DAMAGE_NO;
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} else {
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takedamage = DAMAGE_YES;
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}
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health = m_oldHealth;
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if (!health) {
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health = 15;
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}
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}
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void func_breakable::func_breakable(void)
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{
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CBaseEntity::CBaseEntity();
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func_breakable::Respawn();
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "material":
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m_iMaterial = stof(argv(i + 1));
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break;
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case "delay":
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m_flDelay = stof(argv(i + 1));
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break;
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case "explodemagnitude":
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m_flExplodeMag = stof(argv(i+1));
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break;
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default:
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break;
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}
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}
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}
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