/* Copyright (C) 1996-2022 id Software LLC 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 See file, 'COPYING', for details. */ /* Breakaway walls QuickC program By Jim Dose' 9/11/96 */ float MULTI_USE = 1; float INVISIBLE = 2; void() damagethreshold_killed = { self.health = self.max_health; // self.solid = SOLID_NOT; activator = damage_attacker; self.takedamage = DAMAGE_NO; SUB_UseTargets (); self.takedamage = DAMAGE_YES; if ( !( self.spawnflags & MULTI_USE ) ) { remove( self ); } }; void() damagethreshold_pain = { self.health = self.max_health; }; /*QUAKED trigger_damagethreshold (0 .5 .8) ? MULTI_USE INVISIBLE Triggers only when a threshold of damage is exceeded. When used in conjunction with func_breakawaywall, allows walls that may be destroyed with a rocket blast. MULTI_USE tells the trigger to not to remove itself after being fired. Allows the trigger to be used multiple times. INVISIBLE tells the trigger to not be visible. "health" specifies how much damage must occur before trigger fires. Default is 60. */ void() trigger_damagethreshold = { self.mangle = self.angles; self.angles = '0 0 0'; self.classname = "damagethreshold"; self.solid = SOLID_BSP; self.movetype = MOVETYPE_PUSH; setorigin (self, self.origin); setmodel (self, self.model); setsize (self, self.mins , self.maxs); if ( self.spawnflags & INVISIBLE ) { self.model = string_null; } if (!self.health) { self.health = 60; } self.max_health = self.health; self.takedamage = DAMAGE_YES; self.blocked = SUB_Null; self.th_pain = damagethreshold_pain; self.th_die = damagethreshold_killed; }; /*QUAKED func_breakawaywall (0 .5 .8) ? Special walltype that removes itself when triggered. */ void() func_breakawaywall = { self.mangle = self.angles; self.angles = '0 0 0'; self.classname = "breakaway"; self.solid = SOLID_BSP; self.movetype = MOVETYPE_PUSH; setorigin (self, self.origin); setmodel (self, self.model); setsize (self, self.mins , self.maxs); self.use = SUB_Remove; };