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https://github.com/FWGS/hlsdk-xash3d
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96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef FUNC_BREAK_H
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#define FUNC_BREAK_H
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typedef enum
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{
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expRandom,
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expDirected
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} Explosions;
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typedef enum
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{
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matGlass = 0,
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matWood,
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matMetal,
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matFlesh,
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matCinderBlock,
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matCeilingTile,
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matComputer,
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matUnbreakableGlass,
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matRocks,
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matNone,
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matLastMaterial
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} Materials;
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#define NUM_SHARDS 6 // this many shards spawned when breakable objects break;
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class CBreakable : public CBaseDelay
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{
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public:
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// basic functions
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void Spawn( void );
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void Precache( void );
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void KeyValue( KeyValueData* pkvd);
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void EXPORT BreakTouch( CBaseEntity *pOther );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void DamageSound( void );
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// breakables use an overridden takedamage
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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// To spark when hit
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
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BOOL IsBreakable( void );
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BOOL SparkWhenHit( void );
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int DamageDecal( int bitsDamageType );
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void EXPORT Die( void );
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virtual int ObjectCaps( void ) { return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ); }
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
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inline int ExplosionMagnitude( void ) { return pev->impulse; }
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inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }
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static void MaterialSoundPrecache( Materials precacheMaterial );
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static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
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static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
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static const char *pSoundsWood[];
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static const char *pSoundsFlesh[];
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static const char *pSoundsGlass[];
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static const char *pSoundsMetal[];
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static const char *pSoundsConcrete[];
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static const char *pSpawnObjects[];
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static TYPEDESCRIPTION m_SaveData[];
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Materials m_Material;
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Explosions m_Explosion;
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int m_idShard;
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float m_angle;
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int m_iszGibModel;
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int m_iszSpawnObject;
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virtual float TouchGravGun( CBaseEntity *attacker, int stage )
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{
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pev->framerate = 1;
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return 200;
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}
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};
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#endif // FUNC_BREAK_H
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