59 _setmodel (dbr, debrisname );
66 setsize(dbr,
'0 0 0',
'0 0 0');
75 dbr.damageforcescale = this.debrisdamageforcescale;
76 if(dbr.damageforcescale)
90 this.
colormod =
'1 0 0' +
'0 1 0' * (2 * h - 0.5);
106 setorigin (
this, this.
origin);
110 if (this.
origin ==
'0 0 0') {
113 this.origin_z = floorZ;
125 _setmodel(
this, this.
mdl);
235 for(i = 0; i < n; ++i)
244 RadiusDamage(
this, act, this.
dmg, this.
dmg_edge, this.
dmg_radius,
this,
NULL, this.
dmg_force, DEATH_HURTTRIGGER.m_id,
DMG_NOWEP,
NULL);
275 if(attacker.team ==
this.team)
295 this.
owner = attacker;
334 this.
cnt = _particleeffectnum(this.
mdl);
339 this.
message =
"got too close to an explosion";
341 this.
message2 =
"was pushed into an explosion by";
367 for(i = 0; i < n; ++i)
368 precache_model(
argv(i));
IntrusiveList g_bot_targets
void func_breakable_setup(entity this)
void func_breakable_restore_self(entity this)
void func_breakable_init_for_player(entity this, entity player)
void func_breakable_look_restore(entity this)
void func_breakable_behave_destroyed(entity this)
void func_breakable_look_destroyed(entity this)
vector debrisvelocityjitter
void func_breakable_destroyed(entity this)
void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype,.entity weaponentity, vector hitloc, vector force)
void func_breakable_behave_restore(entity this)
vector debrisavelocityjitter
void func_breakable_destroy(entity this, entity actor, entity trigger)
float debrisdamageforcescale
void LaunchDebris(entity this, string debrisname, vector force)
void func_breakable_reset(entity this)
void func_breakable_think(entity this)
void func_breakable_colormod(entity this)
void func_breakable_restore(entity this, entity actor, entity trigger)
void func_breakable_destroy_self(entity this)
const int BREAKABLE_NODAMAGE
const int BREAKABLE_INDICATE_DAMAGE
var entity(vector mins, vector maxs,.entity tofield) findbox_tofield_OrFallback
float GetResource(entity e, Resource res_type)
Returns the current amount of resource the given entity has.
void TakeResource(entity receiver, Resource res_type, float amount)
Takes an entity some resource.
bool SetResourceExplicit(entity e, Resource res_type, float amount)
Sets the resource amount of an entity without calling any hooks.
#define CSQCMODEL_AUTOUPDATE(e)
#define CSQCMODEL_AUTOINIT(e)
float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype,.entity weaponentity, entity directhitentity)
#define DEATH_ISSPECIAL(t)
ERASEABLE void IL_REMOVE(IntrusiveList this, entity it)
Remove any element, anywhere in the list.
ERASEABLE entity IL_PUSH(IntrusiveList this, entity it)
Push to tail.
#define IL_EACH(this, cond, body)
void SUB_UseTargets(entity this, entity actor, entity trigger)
void set_movetype(entity this, int mt)
const int MOVETYPE_BOUNCE
#define crandom()
Returns a random number between -1.0 and 1.0.
IntrusiveList g_initforplayer
IntrusiveList g_saved_team
IntrusiveList g_projectiles
const int CH_TRIGGER_SINGLE
#define _sound(e, c, s, v, a)
void stopsound(entity e, int chan)
void soundto(int _dest, entity e, int chan, string samp, float vol, float _atten, float _pitch)
void ApplyMinMaxScaleAngles(entity e)
void SetBrushEntityModel(entity this, bool with_lod)
void SUB_SetFade(entity ent, float vanish_time, float fading_time)
IntrusiveList g_monster_targets
#define IS_REAL_CLIENT(v)
void WaypointSprite_UpdateMaxHealth(entity e, float f)
void WaypointSprite_Ping(entity e)
void WaypointSprite_UpdateHealth(entity e, float f)