Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#ifndef FUNC_BREAK_H
#define FUNC_BREAK_H
typedef enum { expRandom, expDirected} Explosions;
typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials;
#define NUM_SHARDS 6 // this many shards spawned when breakable objects break;
class CBreakable : public CBaseDelay
{
public:
// basic functions
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData* pkvd);
void EXPORT BreakTouch( CBaseEntity *pOther );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void DamageSound( void );
// breakables use an overridden takedamage
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
// To spark when hit
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
BOOL IsBreakable( void );
BOOL SparkWhenHit( void );
int DamageDecal( int bitsDamageType );
void EXPORT Die( void );
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
inline int ExplosionMagnitude( void ) { return pev->impulse; }
inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }
static void MaterialSoundPrecache( Materials precacheMaterial );
static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
static const char *pSoundsWood[];
static const char *pSoundsFlesh[];
static const char *pSoundsGlass[];
static const char *pSoundsMetal[];
static const char *pSoundsConcrete[];
static const char *pSpawnObjects[];
static TYPEDESCRIPTION m_SaveData[];
Materials m_Material;
Explosions m_Explosion;
int m_idShard;
float m_angle;
int m_iszGibModel;
int m_iszSpawnObject;
virtual float TouchGravGun( CBaseEntity *attacker, int stage )
{
pev->framerate = 1;
return 200;
}
};
#endif // FUNC_BREAK_H