func_breakable: use BreakModel_Spawn instead of FX_BreakModel.

This commit is contained in:
Marco Cawthorne 2022-11-11 15:04:33 -08:00
parent 5f126516c6
commit 8b15c59ecd
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
1 changed files with 5 additions and 2 deletions

View File

@ -292,7 +292,9 @@ void
func_breakable::Explode(void)
{
vector rp = WorldSpaceCenter();
FX_BreakModel(vlen(size) / 10, absmin, absmax, [0,0,0], GetSurfaceData(SURFDATA_MATERIAL));
vector vecDir = vectoangles(rp - g_dmg_vecLocation);
BreakModel_Spawn(absmin, absmax, [0,0,0], m_flExplodeMag, vlen(size) / 10, GetPropData(PROPINFO_BREAKMODEL));
FX_Explosion(rp);
Damage_Radius(rp, this, m_flExplodeMag, m_flExplodeRad, TRUE, 0);
UseTargets(this, TRIG_TOGGLE, 0.0f); /* delay... ignored. */
@ -343,7 +345,8 @@ func_breakable::Death(void)
if (m_flExplodeMag) {
ScheduleThink(Explode, random(0.0f, 0.5f));
} else {
FX_BreakModel(vlen(size) / 10, absmin, absmax, [0,0,0], GetSurfaceData(SURFDATA_MATERIAL));
vector vecDir = vectoangles(WorldSpaceCenter() - g_dmg_vecLocation);
BreakModel_Spawn(absmin, absmax, vecDir, g_dmg_iDamage * 2.5, vlen(size) / 10, GetPropData(PROPINFO_BREAKMODEL));
Disappear();
SetTakedamage(DAMAGE_NO);
UseTargets(eActivator, TRIG_TOGGLE, 0.0f);