#include "g_local.h" typedef struct { char *name; void (*spawn)(edict_t *ent); } spawn_t; void SP_item_health (edict_t *self); void SP_item_health_small (edict_t *self); void SP_item_health_large (edict_t *self); void SP_item_health_mega (edict_t *self); void SP_info_player_start (edict_t *ent); void SP_info_player_deathmatch (edict_t *ent); void SP_info_player_coop (edict_t *ent); void SP_info_player_intermission (edict_t *ent); void SP_func_plat (edict_t *ent); void SP_func_rotating (edict_t *ent); void SP_func_button (edict_t *ent); void SP_func_door (edict_t *ent); void SP_func_door_secret (edict_t *ent); void SP_func_door_rotating (edict_t *ent); void SP_func_water (edict_t *ent); void SP_func_train (edict_t *ent); void SP_func_conveyor (edict_t *self); void SP_func_wall (edict_t *self); void SP_func_object (edict_t *self); void SP_func_explosive (edict_t *self); void SP_func_timer (edict_t *self); void SP_func_areaportal (edict_t *ent); void SP_func_clock (edict_t *ent); void SP_func_killbox (edict_t *ent); void SP_trigger_always (edict_t *ent); void SP_trigger_once (edict_t *ent); void SP_trigger_multiple (edict_t *ent); void SP_trigger_relay (edict_t *ent); void SP_trigger_push (edict_t *ent); void SP_trigger_hurt (edict_t *ent); void SP_trigger_key (edict_t *ent); void SP_trigger_counter (edict_t *ent); void SP_trigger_elevator (edict_t *ent); void SP_trigger_gravity (edict_t *ent); void SP_trigger_monsterjump (edict_t *ent); void SP_target_temp_entity (edict_t *ent); void SP_target_speaker (edict_t *ent); void SP_target_explosion (edict_t *ent); void SP_target_changelevel (edict_t *ent); void SP_target_secret (edict_t *ent); void SP_target_goal (edict_t *ent); void SP_target_splash (edict_t *ent); void SP_target_spawner (edict_t *ent); void SP_target_blaster (edict_t *ent); void SP_target_crosslevel_trigger (edict_t *ent); void SP_target_crosslevel_target (edict_t *ent); void SP_target_laser (edict_t *self); void SP_target_help (edict_t *ent); void SP_target_actor (edict_t *ent); void SP_target_lightramp (edict_t *self); void SP_target_earthquake (edict_t *ent); void SP_target_character (edict_t *ent); void SP_target_string (edict_t *ent); void SP_worldspawn (edict_t *ent); void SP_viewthing (edict_t *ent); void SP_light (edict_t *self); void SP_light_mine1 (edict_t *ent); void SP_light_mine2 (edict_t *ent); void SP_info_null (edict_t *self); void SP_info_notnull (edict_t *self); void SP_path_corner (edict_t *self); void SP_point_combat (edict_t *self); void SP_misc_explobox (edict_t *self); void SP_misc_banner (edict_t *self); void SP_misc_satellite_dish (edict_t *self); void SP_misc_actor (edict_t *self); void SP_misc_gib_arm (edict_t *self); void SP_misc_gib_leg (edict_t *self); void SP_misc_gib_head (edict_t *self); void SP_misc_insane (edict_t *self); void SP_misc_deadsoldier (edict_t *self); void SP_misc_viper (edict_t *self); void SP_misc_viper_bomb (edict_t *self); void SP_misc_bigviper (edict_t *self); void SP_misc_strogg_ship (edict_t *self); void SP_misc_teleporter (edict_t *self); void SP_misc_teleporter_dest (edict_t *self); void SP_misc_blackhole (edict_t *self); void SP_misc_eastertank (edict_t *self); void SP_misc_easterchick (edict_t *self); void SP_misc_easterchick2 (edict_t *self); void SP_monster_berserk (edict_t *self); void SP_monster_gladiator (edict_t *self); void SP_monster_gunner (edict_t *self); void SP_monster_infantry (edict_t *self); void SP_monster_soldier_light (edict_t *self); void SP_monster_soldier (edict_t *self); void SP_monster_soldier_ss (edict_t *self); void SP_monster_tank (edict_t *self); void SP_monster_medic (edict_t *self); void SP_monster_flipper (edict_t *self); void SP_monster_chick (edict_t *self); void SP_monster_parasite (edict_t *self); void SP_monster_flyer (edict_t *self); void SP_monster_brain (edict_t *self); void SP_monster_floater (edict_t *self); void SP_monster_hover (edict_t *self); void SP_monster_mutant (edict_t *self); void SP_monster_supertank (edict_t *self); void SP_monster_boss2 (edict_t *self); void SP_monster_jorg (edict_t *self); void SP_monster_boss3_stand (edict_t *self); void SP_monster_commander_body (edict_t *self); void SP_turret_breach (edict_t *self); void SP_turret_base (edict_t *self); void SP_turret_driver (edict_t *self); //zucc - item replacement function void CheckItem(edict_t *ent, gitem_t *item); spawn_t spawns[] = { {"item_health", SP_item_health}, {"item_health_small", SP_item_health_small}, {"item_health_large", SP_item_health_large}, {"item_health_mega", SP_item_health_mega}, {"info_player_start", SP_info_player_start}, {"info_player_deathmatch", SP_info_player_deathmatch}, {"info_player_coop", SP_info_player_coop}, {"info_player_intermission", SP_info_player_intermission}, {"func_plat", SP_func_plat}, {"func_button", SP_func_button}, {"func_door", SP_func_door}, {"func_door_secret", SP_func_door_secret}, {"func_door_rotating", SP_func_door_rotating}, {"func_rotating", SP_func_rotating}, {"func_train", SP_func_train}, {"func_water", SP_func_water}, {"func_conveyor", SP_func_conveyor}, {"func_areaportal", SP_func_areaportal}, {"func_clock", SP_func_clock}, {"func_wall", SP_func_wall}, {"func_object", SP_func_object}, {"func_timer", SP_func_timer}, {"func_explosive", SP_func_explosive}, {"func_killbox", SP_func_killbox}, {"trigger_always", SP_trigger_always}, {"trigger_once", SP_trigger_once}, {"trigger_multiple", SP_trigger_multiple}, {"trigger_relay", SP_trigger_relay}, {"trigger_push", SP_trigger_push}, {"trigger_hurt", SP_trigger_hurt}, {"trigger_key", SP_trigger_key}, {"trigger_counter", SP_trigger_counter}, {"trigger_elevator", SP_trigger_elevator}, {"trigger_gravity", SP_trigger_gravity}, {"trigger_monsterjump", SP_trigger_monsterjump}, {"target_temp_entity", SP_target_temp_entity}, {"target_speaker", SP_target_speaker}, {"target_explosion", SP_target_explosion}, {"target_changelevel", SP_target_changelevel}, {"target_secret", SP_target_secret}, {"target_goal", SP_target_goal}, {"target_splash", SP_target_splash}, {"target_spawner", SP_target_spawner}, {"target_blaster", SP_target_blaster}, {"target_crosslevel_trigger", SP_target_crosslevel_trigger}, {"target_crosslevel_target", SP_target_crosslevel_target}, {"target_laser", SP_target_laser}, {"target_help", SP_target_help}, // monster {"target_actor", SP_target_actor}, {"target_lightramp", SP_target_lightramp}, {"target_earthquake", SP_target_earthquake}, {"target_character", SP_target_character}, {"target_string", SP_target_string}, {"worldspawn", SP_worldspawn}, {"viewthing", SP_viewthing}, {"light", SP_light}, {"light_mine1", SP_light_mine1}, {"light_mine2", SP_light_mine2}, {"info_null", SP_info_null}, {"func_group", SP_info_null}, {"info_notnull", SP_info_notnull}, {"path_corner", SP_path_corner}, {"point_combat", SP_point_combat}, {"misc_explobox", SP_misc_explobox}, {"misc_banner", SP_misc_banner}, {"misc_satellite_dish", SP_misc_satellite_dish}, // monster {"misc_actor", SP_misc_actor}, {"misc_gib_arm", SP_misc_gib_arm}, {"misc_gib_leg", SP_misc_gib_leg}, {"misc_gib_head", SP_misc_gib_head}, // monster {"misc_insane", SP_misc_insane}, {"misc_deadsoldier", SP_misc_deadsoldier}, {"misc_viper", SP_misc_viper}, {"misc_viper_bomb", SP_misc_viper_bomb}, {"misc_bigviper", SP_misc_bigviper}, {"misc_strogg_ship", SP_misc_strogg_ship}, {"misc_teleporter", SP_misc_teleporter}, {"misc_teleporter_dest", SP_misc_teleporter_dest}, {"misc_blackhole", SP_misc_blackhole}, {"misc_eastertank", SP_misc_eastertank}, {"misc_easterchick", SP_misc_easterchick}, {"misc_easterchick2", SP_misc_easterchick2}, /* // monsters {"monster_berserk", SP_monster_berserk}, {"monster_gladiator", SP_monster_gladiator}, {"monster_gunner", SP_monster_gunner}, {"monster_infantry", SP_monster_infantry}, {"monster_soldier_light", SP_monster_soldier_light}, {"monster_soldier", SP_monster_soldier}, {"monster_soldier_ss", SP_monster_soldier_ss}, {"monster_tank", SP_monster_tank}, {"monster_tank_commander", SP_monster_tank}, {"monster_medic", SP_monster_medic}, {"monster_flipper", SP_monster_flipper}, {"monster_chick", SP_monster_chick}, {"monster_parasite", SP_monster_parasite}, {"monster_flyer", SP_monster_flyer}, {"monster_brain", SP_monster_brain}, {"monster_floater", SP_monster_floater}, {"monster_hover", SP_monster_hover}, {"monster_mutant", SP_monster_mutant}, {"monster_supertank", SP_monster_supertank}, {"monster_boss2", SP_monster_boss2}, {"monster_boss3_stand", SP_monster_boss3_stand}, {"monster_jorg", SP_monster_jorg}, {"monster_commander_body", SP_monster_commander_body}, {"turret_breach", SP_turret_breach}, {"turret_base", SP_turret_base}, {"turret_driver", SP_turret_driver}, */ {NULL, NULL} }; /* =============== ED_CallSpawn Finds the spawn function for the entity and calls it =============== */ void ED_CallSpawn (edict_t *ent) { spawn_t *s; gitem_t *item; int i; if (!ent->classname) { gi.dprintf ("ED_CallSpawn: NULL classname\n"); return; } // check item spawn functions for (i=0,item=itemlist ; iclassname) continue; if (!strcmp(item->classname, ent->classname)) { // found it //FIREBLADE if (!teamplay->value) { //FIREBLADE if ( item->flags == IT_AMMO || item->flags == IT_WEAPON ) SpawnItem (ent, item); } return; } // zucc - BD's item replacement idea else { CheckItem(ent, item); } } // check normal spawn functions for (s=spawns ; s->name ; s++) { if (!strcmp(s->name, ent->classname)) { // found it s->spawn (ent); return; } } gi.dprintf ("%s doesn't have a spawn function\n", ent->classname); } // zucc BD's checkitem function //An 2D array of items to look for and replace with... //item[i][0] = the Q2 item to look for //item[i][1] = the NS2 item to actually spawn #define ITEM_SWITCH_COUNT 15 char *sp_item[ITEM_SWITCH_COUNT][2]= { {"weapon_machinegun","weapon_MP5"}, //{"weapon_supershotgun","weapon_HC"}, {"weapon_bfg", "weapon_M4"}, {"weapon_shotgun","weapon_M3"}, //{"weapon_grenadelauncher","weapon_M203"}, {"weapon_chaingun","weapon_Sniper"}, {"weapon_rocketlauncher","weapon_HC"}, {"weapon_railgun","weapon_Dual"}, {"ammo_bullets","ammo_clip"}, {"ammo_rockets","ammo_mag"}, {"ammo_cells", "ammo_m4"}, {"ammo_slugs", "ammo_sniper"}, {"ammo_shells", "ammo_m3"}, {"ammo_grenades", "weapon_Grenade"} , {"ammo_box", "ammo_m3"}, {"weapon_cannon", "weapon_HC"}, {"weapon_sniper", "weapon_Sniper"} }; void CheckItem(edict_t *ent, gitem_t *item) { int i; for(i = 0;i < ITEM_SWITCH_COUNT; i++) { //If it's a null entry, bypass it if(!sp_item[i][0]) continue; //Do the passed ent and our list match? if(strcmp(ent->classname,sp_item[i][0])==0) { //Yep. Replace the Q2 entity with our own. ent->classname = item->classname = sp_item[i][1]; //FIREBLADE if (!teamplay->value) { //FIREBLADE SpawnItem(ent,item); } //We found it, so don't waste time looking for more. //gi.bprintf(PRINT_HIGH,"Found %s\nReplaced with %s\n",ent->classname,test); return; } } } /* ============= ED_NewString ============= */ char *ED_NewString (char *string) { char *newb, *new_p; int i,l; l = strlen(string) + 1; newb = gi.TagMalloc (l, TAG_LEVEL); new_p = newb; for (i=0 ; i< l ; i++) { if (string[i] == '\\' && i < l-1) { i++; if (string[i] == 'n') *new_p++ = '\n'; else *new_p++ = '\\'; } else *new_p++ = string[i]; } return newb; } /* =============== ED_ParseField Takes a key/value pair and sets the binary values in an edict =============== */ void ED_ParseField (char *key, char *value, edict_t *ent) { field_t *f; byte *b; float v; vec3_t vec; for (f=fields ; f->name ; f++) { // FFL_NOSPAWN check in the following added in 3.20. Adding here. -FB if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key)) { // found it if (f->flags & FFL_SPAWNTEMP) b = (byte *)&st; else b = (byte *)ent; switch (f->type) { case F_LSTRING: *(char **)(b+f->ofs) = ED_NewString (value); break; case F_VECTOR: sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); ((float *)(b+f->ofs))[0] = vec[0]; ((float *)(b+f->ofs))[1] = vec[1]; ((float *)(b+f->ofs))[2] = vec[2]; break; case F_INT: *(int *)(b+f->ofs) = atoi(value); break; case F_FLOAT: *(float *)(b+f->ofs) = atof(value); break; case F_ANGLEHACK: v = atof(value); ((float *)(b+f->ofs))[0] = 0; ((float *)(b+f->ofs))[1] = v; ((float *)(b+f->ofs))[2] = 0; break; case F_IGNORE: break; } return; } } gi.dprintf ("%s is not a field\n", key); } /* ==================== ED_ParseEdict Parses an edict out of the given string, returning the new position ed should be a properly initialized empty edict. ==================== */ char *ED_ParseEdict (char *data, edict_t *ent) { qboolean init; char keyname[256]; char *com_token; init = false; memset (&st, 0, sizeof(st)); // go through all the dictionary pairs while (1) { // parse key com_token = COM_Parse (&data); if (com_token[0] == '}') break; if (!data) gi.error ("ED_ParseEntity: EOF without closing brace"); strncpy (keyname, com_token, sizeof(keyname)-1); // parse value com_token = COM_Parse (&data); if (!data) gi.error ("ED_ParseEntity: EOF without closing brace"); if (com_token[0] == '}') gi.error ("ED_ParseEntity: closing brace without data"); init = true; // keynames with a leading underscore are used for utility comments, // and are immediately discarded by quake if (keyname[0] == '_') continue; ED_ParseField (keyname, com_token, ent); } if (!init) memset (ent, 0, sizeof(*ent)); return data; } /* ================ G_FindTeams Chain together all entities with a matching team field. All but the first will have the FL_TEAMSLAVE flag set. All but the last will have the teamchain field set to the next one ================ */ void G_FindTeams (void) { edict_t *e, *e2, *chain; int i, j; int c, c2; c = 0; c2 = 0; for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++) { if (!e->inuse) continue; if (!e->team) continue; if (e->flags & FL_TEAMSLAVE) continue; chain = e; e->teammaster = e; c++; c2++; for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++) { if (!e2->inuse) continue; if (!e2->team) continue; if (e2->flags & FL_TEAMSLAVE) continue; if (!strcmp(e->team, e2->team)) { c2++; chain->teamchain = e2; e2->teammaster = e; chain = e2; e2->flags |= FL_TEAMSLAVE; } } } gi.dprintf ("%i teams with %i entities\n", c, c2); } /* ============== SpawnEntities Creates a server's entity / program execution context by parsing textual entity definitions out of an ent file. ============== */ void SpawnEntities (char *mapname, char *entities, char *spawnpoint) { edict_t *ent; int inhibit; char *com_token; int i; float skill_level; skill_level = floor (skill->value); if (skill_level < 0) skill_level = 0; if (skill_level > 3) skill_level = 3; if (skill->value != skill_level) gi.cvar_forceset("skill", va("%f", skill_level)); SaveClientData (); gi.FreeTags (TAG_LEVEL); memset (&level, 0, sizeof(level)); memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0])); strncpy (level.mapname, mapname, sizeof(level.mapname)-1); strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1); // set client fields on player ents for (i=0 ; iclassname, "trigger_once") && !stricmp(ent->model, "*27")) ent->spawnflags &= ~SPAWNFLAG_NOT_HARD; // remove things (except the world) from different skill levels or deathmatch if (ent != g_edicts) { if (deathmatch->value) { if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH ) { G_FreeEdict (ent); inhibit++; continue; } } else { if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */ ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { G_FreeEdict (ent); inhibit++; continue; } } ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH); } ED_CallSpawn (ent); } gi.dprintf ("%i entities inhibited\n", inhibit); G_FindTeams (); PlayerTrail_Init (); //FIREBLADE if (!teamplay->value) { //FIREBLADE //zucc for special items SetupSpecSpawn(); } } //=================================================================== #if 0 // cursor positioning xl xr yb yt xv yv // drawing statpic pic num string // control if ifeq ifbit endif #endif char *single_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " /* // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " */ // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " " xv 262 " " num 2 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // zucc // sniper zoom graphic/icon "if 18 " " xr 0 " " yb 0 " " xv 0 " " yv 0 " " pic 18 " "endif " // clip(s) // puts them all the way on the right side of the screen "if 16 " " xv 0 " " yv 0 " " yb -24 " " xr -60 " " num 2 17 " " xr -24 " " pic 16 " "endif " // zucc special item ( vest etc ) "if 19 " " xv 0 " " yv 0 " " yb -72 " " xr -24 " " pic 19 " "endif " // zucc special weapon "if 20 " " xv 0 " " yv 0 " " yb -48 " " xr -24 " " pic 20 " "endif " // zucc grenades "if 28 " " xv 0 " " yv 0 " " yb -96 " " xr -60 " " num 2 29 " " xr -24 " " pic 28 " "endif " "if 21 " "xv 0 " "yb -58 " "string \"Viewing\" " "xv 64 " "stat_string 21 " "endif " ; char *dm_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " /* // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " */ // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " /* // timer "if 9 " " xv 246 " " num 2 10 " " xv 296 " " pic 9 " "endif " */ // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // zucc // clip(s) "if 16 " " xv 0 " " yv 0 " " yb -24 " " xr -60 " " num 2 17 " " xr -24 " " pic 16 " "endif " // zucc special item ( vest etc ) "if 19 " " xv 0 " " yv 0 " " yb -72 " " xr -24 " " pic 19 " "endif " // zucc special weapon "if 20 " " xv 0 " " yv 0 " " yb -48 " " xr -24 " " pic 20 " "endif " // zucc grenades "if 28 " " xv 0 " " yv 0 " " yb -96 " " xr -60 " " num 2 29 " " xr -24 " " pic 28 " "endif " "if 21 " "xv 0 " "yb -58 " "string \"Viewing\" " "xv 64 " "stat_string 21 " "endif " // sniper graphic/icon "if 18 " " xr 0 " " yb 0 " " xv 0 " " yv 0 " " pic 18 " "endif " // frags "xr -50 " "yt 2 " "num 3 14" ; /* DM status bar for teamplay without individual scores -FB: */ char *dm_noscore_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " /* // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " */ // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " /* // timer "if 9 " " xv 246 " " num 2 10 " " xv 296 " " pic 9 " "endif " */ // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // zucc // clip(s) "if 16 " " xv 0 " " yv 0 " " yb -24 " " xr -60 " " num 2 17 " " xr -24 " " pic 16 " "endif " // zucc special item ( vest etc ) "if 19 " " xv 0 " " yv 0 " " yb -72 " " xr -24 " " pic 19 " "endif " // zucc special weapon "if 20 " " xv 0 " " yv 0 " " yb -48 " " xr -24 " " pic 20 " "endif " // zucc grenades "if 28 " " xv 0 " " yv 0 " " yb -96 " " xr -60 " " num 2 29 " " xr -24 " " pic 28 " "endif " "if 21 " "xv 0 " "yb -58 " "string \"Viewing\" " "xv 64 " "stat_string 21 " "endif " // sniper graphic/icon "if 18 " " xr 0 " " yb 0 " " xv 0 " " yv 0 " " pic 18 " "endif " /* // frags "xr -50 " "yt 2 " "num 3 14" */ ; // END FB /*QUAKED worldspawn (0 0 0) ? Only used for the world. "sky" environment map name "skyaxis" vector axis for rotating sky "skyrotate" speed of rotation in degrees/second "sounds" music cd track number "gravity" 800 is default gravity "message" text to print at user logon */ void SP_worldspawn (edict_t *ent) { ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_BSP; ent->inuse = true; // since the world doesn't use G_Spawn() ent->s.modelindex = 1; // world model is always index 1 //--------------- // reserve some spots for dead player bodies for coop / deathmatch InitBodyQue (); // set configstrings for items SetItemNames (); if (st.nextmap) strcpy (level.nextmap, st.nextmap); // make some data visible to the server if (ent->message && ent->message[0]) { gi.configstring (CS_NAME, ent->message); strncpy (level.level_name, ent->message, sizeof(level.level_name)); } else strncpy (level.level_name, level.mapname, sizeof(level.level_name)); if (st.sky && st.sky[0]) gi.configstring (CS_SKY, st.sky); else gi.configstring (CS_SKY, "unit1_"); gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) ); gi.configstring (CS_SKYAXIS, va("%f %f %f", st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) ); gi.configstring (CS_CDTRACK, va("%i", ent->sounds) ); gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) ); //FIREBLADE if (nohud->value) { gi.configstring(CS_STATUSBAR, ""); } else //FIREBLADE { // status bar program if (deathmatch->value) //FIREBLADE { if (noscore->value && teamplay->value) { gi.configstring (CS_STATUSBAR, dm_noscore_statusbar); } else { gi.configstring (CS_STATUSBAR, dm_statusbar); } } //FIREBLADE else gi.configstring (CS_STATUSBAR, single_statusbar); } //--------------- // help icon for statusbar gi.imageindex ("i_help"); level.pic_health = gi.imageindex ("i_health"); gi.imageindex ("help"); gi.imageindex ("field_3"); // zucc - preload sniper stuff gi.imageindex ("scope2x"); gi.imageindex ("scope4x"); gi.imageindex ("scope6x"); //FIREBLADE gi.soundindex("atl/lights.wav"); gi.soundindex("atl/camera.wav"); gi.soundindex("atl/action.wav"); gi.imageindex("tag1"); gi.imageindex("tag2"); gi.imageindex("tag3"); if (teamplay->value) { if (team1_skin_index[0] == 0) { gi.dprintf("No skin was specified for team 1 in config file. Exiting.\n"); exit(1); } gi.imageindex(team1_skin_index); if (team2_skin_index[0] == 0) { gi.dprintf("No skin was specified for team 2 in config file. Exiting.\n"); exit(1); } gi.imageindex(team2_skin_index); } PrecacheRadioSounds(); team_round_going = 0; lights_camera_action = 0; holding_on_tie_check = 0; team_round_countdown = 0; //FIREBLADE if (!st.gravity) gi.cvar_set("sv_gravity", "800"); else gi.cvar_set("sv_gravity", st.gravity); snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime PrecacheItem (FindItem ("Blaster")); gi.soundindex ("player/lava1.wav"); gi.soundindex ("player/lava2.wav"); gi.soundindex ("misc/pc_up.wav"); gi.soundindex ("misc/talk1.wav"); gi.soundindex ("misc/udeath.wav"); // gibs gi.soundindex ("items/respawn1.wav"); // sexed sounds gi.soundindex ("*death1.wav"); gi.soundindex ("*death2.wav"); gi.soundindex ("*death3.wav"); gi.soundindex ("*death4.wav"); gi.soundindex ("*fall1.wav"); gi.soundindex ("*fall2.wav"); gi.soundindex ("*gurp1.wav"); // drowning damage gi.soundindex ("*gurp2.wav"); gi.soundindex ("*jump1.wav"); // player jump gi.soundindex ("*pain25_1.wav"); gi.soundindex ("*pain25_2.wav"); gi.soundindex ("*pain50_1.wav"); gi.soundindex ("*pain50_2.wav"); gi.soundindex ("*pain75_1.wav"); gi.soundindex ("*pain75_2.wav"); gi.soundindex ("*pain100_1.wav"); gi.soundindex ("*pain100_2.wav"); //------------------- // precache vwep models gi.modelindex( "#w_mk23.md2"); gi.modelindex( "#w_mp5.md2"); gi.modelindex( "#w_m4.md2"); gi.modelindex( "#w_cannon.md2"); gi.modelindex( "#w_super90.md2"); gi.modelindex( "#w_sniper.md2"); gi.modelindex( "#w_akimbo.md2"); gi.modelindex( "#w_knife.md2"); gi.modelindex( "#a_m61frag.md2"); gi.soundindex ("player/gasp1.wav"); // gasping for air gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping gi.soundindex ("player/watr_in.wav"); // feet hitting water gi.soundindex ("player/watr_out.wav"); // feet leaving water gi.soundindex ("player/watr_un.wav"); // head going underwater gi.soundindex ("player/u_breath1.wav"); gi.soundindex ("player/u_breath2.wav"); gi.soundindex ("items/pkup.wav"); // bonus item pickup gi.soundindex ("world/land.wav"); // landing thud gi.soundindex ("misc/h2ohit1.wav"); // landing splash gi.soundindex ("items/damage.wav"); gi.soundindex ("items/protect.wav"); gi.soundindex ("items/protect4.wav"); gi.soundindex ("weapons/noammo.wav"); gi.soundindex ("infantry/inflies1.wav"); sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); gi.modelindex ("models/objects/gibs/arm/tris.md2"); gi.modelindex ("models/objects/gibs/bone/tris.md2"); gi.modelindex ("models/objects/gibs/bone2/tris.md2"); gi.modelindex ("models/objects/gibs/chest/tris.md2"); gi.modelindex ("models/objects/gibs/skull/tris.md2"); gi.modelindex ("models/objects/gibs/head2/tris.md2"); // // Setup light animation tables. 'a' is total darkness, 'z' is doublebright. // // 0 normal gi.configstring(CS_LIGHTS+0, "m"); // 1 FLICKER (first variety) gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE gi.configstring(CS_LIGHTS+4, "mamamamamama"); // 5 GENTLE PULSE 1 gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing gi.configstring(CS_LIGHTS+63, "a"); //FB 6/2/99 if (took_damage != NULL) gi.TagFree(took_damage); took_damage = (int *)gi.TagMalloc(sizeof(int) * game.maxclients, TAG_GAME); //FB 6/2/99 }