nuclide/Source/Server/FuncBreakable.c
Marco Hladik 427e2d300d Hit-location based death animations
Fix related to shotguns having an insane accuracy
2017-01-08 15:11:34 +01:00

182 lines
4.4 KiB
C

/*
OpenCS Project
Copyright (C) 2016, 2017 Marco "eukara" Hladik
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// 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
// These are the material types apparently
.float material;
// Whenever it gets damaged
void func_breakable_pain( int iNull ) {
string sTypeSample = "";
int iTypeCount = 0;
switch ( self.material ) {
case MATERIAL_GLASS:
case MATERIAL_COMPUTER:
case MATERIAL_GLASS_UNBREAKABLE:
sTypeSample = "debris/glass";
iTypeCount = 3;
break;
case MATERIAL_WOOD:
sTypeSample = "debris/wood";
iTypeCount = 3;
break;
case MATERIAL_METAL:
sTypeSample = "debris/metal";
iTypeCount = 3;
break;
case MATERIAL_FLESH:
sTypeSample = "debris/flesh";
iTypeCount = 7;
break;
case MATERIAL_CINDER:
case MATERIAL_ROCK:
sTypeSample = "debris/concrete";
iTypeCount = 3;
break;
}
if ( iTypeCount >= 1 ) {
sound( self, CHAN_VOICE, sprintf( "%s%d.wav", sTypeSample, random( 1, (float)iTypeCount + 1 ) ), 1.0, ATTN_NORM );
}
}
// Whenever it.. dies
void func_breakable_die( int iNull ) {
string sTypeSample = "";
int iTypeCount = 0;
switch ( self.material ) {
case MATERIAL_GLASS:
case MATERIAL_GLASS_UNBREAKABLE:
sTypeSample = "debris/bustglass";
iTypeCount = 2;
break;
case MATERIAL_WOOD:
sTypeSample = "debris/bustwood";
iTypeCount = 2;
break;
case MATERIAL_METAL:
case MATERIAL_COMPUTER:
sTypeSample = "debris/bustmetal";
iTypeCount = 2;
break;
case MATERIAL_FLESH:
sTypeSample = "debris/bustflesh";
iTypeCount = 2;
break;
case MATERIAL_CINDER:
case MATERIAL_ROCK:
sTypeSample = "debris/bustconcrete";
iTypeCount = 3;
break;
case MATERIAL_TILE:
sTypeSample = "debris/bustceiling";
iTypeCount = 3;
break;
}
if ( iTypeCount >= 1 ) {
sound( self, CHAN_VOICE, sprintf( "%s%d.wav", sTypeSample, random( 1, (float)iTypeCount + 1 ) ), 1.0, ATTN_NORM );
}
Effect_BreakModel( self.absmin, self.absmax, self.velocity, self.material );
Entities_UseTargets();
Entities_Remove();
}
static void func_breakable_use( void ) {
func_breakable_die( 0 );
}
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 );
if ( ( self.material == MATERIAL_GLASS ) || ( self.material == MATERIAL_COMPUTER ) ) {
Damage_Apply( other, self, fDamage / 4, other.origin );
}
}
}
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;
}
}
/*
=================
SPAWN: func_breakable
Entry function for the brushes that can die etc.
=================
*/
void func_breakable( void ) {
static 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;
}
func_wall();
func_breakable_respawn();
Entities_InitRespawnable( func_breakable_respawn );
}