void() InitBodyQue; void() sci_think; void() hostage_pain; void() hostage_think; void() hostage_die; void(entity stuff) spawn_zombie; void() GameControl; void() VoteBoy; void () create_referees = { newmis = spawn (); newmis.owner = self; newmis.movetype = MOVETYPE_NONE; setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.solid = SOLID_BBOX; newmis.velocity = VEC_ORIGIN; newmis.touch = SUB_Null; setorigin (newmis, '0 0 -300'); newmis.nextthink = (time + WEAPON_SHOTGUN); newmis.think = GameControl; newmis.classname = "referee"; newmis = spawn (); newmis.owner = self; newmis.movetype = MOVETYPE_NONE; setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.solid = SOLID_BBOX; newmis.velocity = VEC_ORIGIN; newmis.touch = SUB_Null; setorigin (newmis, '0 0 -300'); newmis.nextthink = (time + MULTICAST_PVS_R); newmis.think = VoteBoy; newmis.classname = "voteboy"; newmis.vote_time = (time + MULTICAST_PVS_R); }; void() main = { dprint ("main function\n"); // these are just commands the the prog compiler to copy these files precache_file ("progs.dat"); precache_file ("gfx.wad"); precache_file ("quake.rc"); precache_file ("default.cfg"); precache_file ("end1.bin"); precache_file2 ("end2.bin"); precache_file ("demo1.dem"); precache_file ("demo2.dem"); precache_file ("demo3.dem"); // // these are all of the lumps from the cached.ls files // precache_file ("gfx/palette.lmp"); precache_file ("gfx/colormap.lmp"); precache_file2 ("gfx/pop.lmp"); precache_file ("gfx/complete.lmp"); precache_file ("gfx/inter.lmp"); precache_file ("gfx/ranking.lmp"); precache_file ("gfx/vidmodes.lmp"); precache_file ("gfx/finale.lmp"); precache_file ("gfx/conback.lmp"); precache_file ("gfx/qplaque.lmp"); precache_file ("gfx/menudot1.lmp"); precache_file ("gfx/menudot2.lmp"); precache_file ("gfx/menudot3.lmp"); precache_file ("gfx/menudot4.lmp"); precache_file ("gfx/menudot5.lmp"); precache_file ("gfx/menudot6.lmp"); precache_file ("gfx/menuplyr.lmp"); precache_file ("gfx/bigbox.lmp"); precache_file ("gfx/dim_modm.lmp"); precache_file ("gfx/dim_drct.lmp"); precache_file ("gfx/dim_ipx.lmp"); precache_file ("gfx/dim_tcp.lmp"); precache_file ("gfx/dim_mult.lmp"); precache_file ("gfx/mainmenu.lmp"); precache_file ("gfx/box_tl.lmp"); precache_file ("gfx/box_tm.lmp"); precache_file ("gfx/box_tr.lmp"); precache_file ("gfx/box_ml.lmp"); precache_file ("gfx/box_mm.lmp"); precache_file ("gfx/box_mm2.lmp"); precache_file ("gfx/box_mr.lmp"); precache_file ("gfx/box_bl.lmp"); precache_file ("gfx/box_bm.lmp"); precache_file ("gfx/box_br.lmp"); precache_file ("gfx/sp_menu.lmp"); precache_file ("gfx/ttl_sgl.lmp"); precache_file ("gfx/ttl_main.lmp"); precache_file ("gfx/ttl_cstm.lmp"); precache_file ("gfx/mp_menu.lmp"); precache_file ("gfx/netmen1.lmp"); precache_file ("gfx/netmen2.lmp"); precache_file ("gfx/netmen3.lmp"); precache_file ("gfx/netmen4.lmp"); precache_file ("gfx/netmen5.lmp"); precache_file ("gfx/sell.lmp"); precache_file ("gfx/help0.lmp"); precache_file ("gfx/help1.lmp"); precache_file ("gfx/help2.lmp"); precache_file ("gfx/help3.lmp"); precache_file ("gfx/help4.lmp"); precache_file ("gfx/help5.lmp"); precache_file ("gfx/pause.lmp"); precache_file ("gfx/loading.lmp"); precache_file ("gfx/p_option.lmp"); precache_file ("gfx/p_load.lmp"); precache_file ("gfx/p_save.lmp"); precache_file ("gfx/p_multi.lmp"); // sounds loaded by C code precache_sound ("misc/menu1.wav"); precache_sound ("misc/menu2.wav"); precache_sound ("misc/menu3.wav"); precache_sound ("ambience/water1.wav"); precache_sound ("ambience/wind2.wav"); // shareware precache_file ("maps/start.bsp"); precache_file ("maps/e1m1.bsp"); precache_file ("maps/e1m2.bsp"); precache_file ("maps/e1m3.bsp"); precache_file ("maps/e1m4.bsp"); precache_file ("maps/e1m5.bsp"); precache_file ("maps/e1m6.bsp"); precache_file ("maps/e1m7.bsp"); precache_file ("maps/e1m8.bsp"); // registered precache_file2 ("gfx/pop.lmp"); precache_file2 ("maps/e2m1.bsp"); precache_file2 ("maps/e2m2.bsp"); precache_file2 ("maps/e2m3.bsp"); precache_file2 ("maps/e2m4.bsp"); precache_file2 ("maps/e2m5.bsp"); precache_file2 ("maps/e2m6.bsp"); precache_file2 ("maps/e2m7.bsp"); precache_file2 ("maps/e3m1.bsp"); precache_file2 ("maps/e3m2.bsp"); precache_file2 ("maps/e3m3.bsp"); precache_file2 ("maps/e3m4.bsp"); precache_file2 ("maps/e3m5.bsp"); precache_file2 ("maps/e3m6.bsp"); precache_file2 ("maps/e3m7.bsp"); precache_file2 ("maps/e4m1.bsp"); precache_file2 ("maps/e4m2.bsp"); precache_file2 ("maps/e4m3.bsp"); precache_file2 ("maps/e4m4.bsp"); precache_file2 ("maps/e4m5.bsp"); precache_file2 ("maps/e4m6.bsp"); precache_file2 ("maps/e4m7.bsp"); precache_file2 ("maps/e4m8.bsp"); precache_file2 ("maps/end.bsp"); precache_file2 ("maps/dm1.bsp"); precache_file2 ("maps/dm2.bsp"); precache_file2 ("maps/dm3.bsp"); precache_file2 ("maps/dm4.bsp"); precache_file2 ("maps/dm5.bsp"); precache_file2 ("maps/dm6.bsp"); }; void () ResetHostages = { local entity te; te = find (world, classname, "hostage"); while (te) { te.cnt = MULTICAST_ALL; te.rescued = MULTICAST_ALL; te.deathtype = ""; setorigin (te, te.home); traceline (te.origin, (te.origin - (v_up * IT_NAILS)), FALSE, te); setorigin (te, (trace_endpos + '0 0 24')); te.movetype = MOVETYPE_STEP; te.velocity = VEC_ORIGIN; te.touch = SUB_Null; te.classname = "hostage"; te.takedamage = DAMAGE_AIM; setsize (te, VEC_HULL_MIN, VEC_HULL_MAX); te.health = 70; te.think = hostage_think; te.nextthink = (time + WEAPON_SHOTGUN); te.solid = SOLID_BBOX; te.th_die = hostage_die; te.th_pain = hostage_pain; te.angles_y = floor ((random () * 360)); te.netname = "citizen"; te.angles_z = MULTICAST_ALL; te.angles_x = MULTICAST_ALL; te = find (te, classname, "hostage"); } te = find (world, classname, "scientist"); while (te) { te.frame = 1; te.movetype = MOVETYPE_STEP; te.velocity = VEC_ORIGIN; te.touch = SUB_Null; te.classname = "scientist"; te.takedamage = DAMAGE_AIM; setsize (te, VEC_HULL_MIN, VEC_HULL_MAX); setmodel (te, "progs/hosguy.mdl"); te.health = 70; te.think = hostage_think; te.nextthink = (time + 3); te.team = 3; te.solid = SOLID_BBOX; te.th_die = hostage_die; te.th_pain = hostage_pain; te.rescued = MULTICAST_ALL; te.think = sci_think; te.nextthink = (time + 1); te = find (te, classname, "scientist"); } }; void () ResetGhouls = { local entity ze; ze = find (world, classname, "ighoul"); while (ze) { remove (ze); ze = find (ze, classname, "ighoul"); } ze = find (world, classname, "ghoul"); while (ze) { spawn_zombie (self); ze = find (ze, classname, "ghoul"); } }; void (float won) ReplacePlayers = { local entity te; local float qq; round_end = 1.9; te = find (world, classname, "camera"); while (te) { setmodel (te, "progs/camera.mdl"); te = find (te, classname, "camera"); } te = find (world, classname, "player"); while (te) { if ((te.team == WEAPON_SHOTGUN)) { qq = team1win; } if ((te.team == WEAPON_ROCKET)) { qq = team2win; } if ((te.team == won)) { te.ammo_shells = ((te.ammo_shells + TE_LIGHTNING3) + (qq / 1.25)); } else { te.ammo_shells = ((te.ammo_shells + TE_LIGHTNING2) + (qq / WEAPON_ROCKET)); } te.nextthink = time; te.think = PutClientInServer; te.maxspeed = 0; te = find (te, classname, "player"); } gtimer = 180; }; void () ObjectSweep = { local entity te; te = find (world, classname, "doggy"); while (te) { remove (te); te = find (te, classname, "doggy"); } te = find (world, classname, "bot"); while (te) { remove (te); te = find (te, classname, "bot"); } te = find (world, classname, "dropped_weapon"); while (te) { remove (te); te = find (te, classname, "dropped_weapon"); } te = find (world, classname, "c4"); while (te) { remove (te); te = find (te, classname, "c4"); } te = find (world, classname, "active_c4"); while (te) { remove (te); te = find (te, classname, "active_c4"); } }; void () ResetTriggers = { local entity te; te = find (world, classname, "trigger_once"); while (te) { te.wait = 0.5; te = find (te, classname, "trigger_once"); } te = find (world, classname, "func_button"); while (te) { te.wait = 0.5; te = find (te, classname, "func_button"); } }; void () RoundReset = { round_end = WEAPON_ROCKET; red_kill = MULTICAST_ALL; blue_kill = MULTICAST_ALL; teamthatwon = 0; team_blue = MULTICAST_ALL; team_red = MULTICAST_ALL; bombed = MULTICAST_ALL; ResetTriggers (); ResetGhouls (); ResetHostages (); ObjectSweep (); ReplacePlayers (0); }; void () CountGhouls = { local entity te; zombies = 0; te = find (world, classname, "ighoul"); while (te) { if ((te.health > 0)) { zombies = (zombies + 1); } te = find (te, classname, "ighoul"); } }; void () CountScientists = { local entity te; hostages = MULTICAST_ALL; te = find (world, classname, "scientist"); while (te) { if ((te.health > MULTICAST_ALL)) { hostages = (hostages + WEAPON_SHOTGUN); } te = find (te, classname, "scientist"); } }; void () RemoveDeadGhouls = { local entity te; te = find (world, classname, "ighoul"); while (te) { if ((te.health < MULTICAST_ALL)) { te.nextthink = (time + WEAPON_SHOTGUN); te.think = SUB_Remove; } te = find (te, classname, "ighoul"); } }; void () SpawnRandomGhouls = { local entity te; local float playercount; local float zomcount; te = find (world, classname, "info"); CountGhouls (); if (te.attack == 1) { te = find (world, classname, "player"); while (te) { if (((te.ghost == 0) && (te.health > 0))) { playercount = (playercount + 1); } te = find (te, classname, "player"); } zomcount = (15 * playercount); if ((zomcount > 55)) { zomcount = 55; } } if (te.attack == 2) { te = find (world, classname, "player"); while (te) { if (((te.ghost == 0) && (te.health > 0))) { playercount = (playercount + 1); } te = find (te, classname, "player"); } zomcount = (30 * playercount); if ((zomcount > 200)) { zomcount = 200; } } te = find (world, classname, "ghoul"); while (te) { if ((zombies < zomcount)) { spawn_zombie (te); zombies = (zombies + 1); } te = find (te, classname, "ghoul"); } }; void () DisplayGhoulsLeft = { local string ghoulsleft; bprint (WEAPON_ROCKET, "rangers: "); ghoulsleft = ftos (blue_kill); bprint (WEAPON_ROCKET, ghoulsleft); bprint (WEAPON_ROCKET, " raiders: "); ghoulsleft = ftos (red_kill); bprint (WEAPON_ROCKET, ghoulsleft); bprint (WEAPON_ROCKET, " "); bprint (WEAPON_ROCKET, "left: "); ghoulsleft = ftos (zombies); bprint (WEAPON_ROCKET, ghoulsleft); bprint (WEAPON_ROCKET, "\n"); }; void () CountHostages = { local entity te; hostages = MULTICAST_ALL; dead_hostage = MULTICAST_ALL; te = find (world, classname, "hostage"); while (te) { if (((te.health > MULTICAST_ALL) && (te.rescued == MULTICAST_ALL))) { hostages = (hostages + WEAPON_SHOTGUN); } if ((te.health < MULTICAST_ALL)) { dead_hostage = (dead_hostage + WEAPON_SHOTGUN); } te = find (te, classname, "hostage"); } }; void () CheckZombie1 = { CountGhouls (); if ((msgcount == MULTICAST_ALL)) { DisplayGhoulsLeft (); RemoveDeadGhouls (); SpawnRandomGhouls (); msgcount = TE_LAVASPLASH; } CountHostages (); msgcount = (msgcount - WEAPON_SHOTGUN); if ((dead_hostage >= WEAPON_ROCKET)) { max_zombies = 400; sound (self, CHAN_BODY, "misc/zombies.wav", WEAPON_SHOTGUN, ATTN_NONE); bprint (PRINT_MEDIUM, "*** THE ZOMBIES WIN! ***\n"); bprint (PRINT_MEDIUM, "*** HOSTAGES HAVE BEEN KILLED ***\n"); RoundReset (); return; } if ((hostages == MULTICAST_ALL)) { max_zombies = 400; sound (self, CHAN_BODY, "misc/zombies.wav", WEAPON_SHOTGUN, ATTN_NONE); bprint (PRINT_MEDIUM, "*** THE PLAYERS WIN! ***\n"); bprint (PRINT_MEDIUM, "*** HOSTAGES HAVE BEEN SAVED! ***\n"); team1win = (team1win + WEAPON_SHOTGUN); RoundReset (); return; } if ((gtimer <= WEAPON_SHOTGUN)) { max_zombies = 400; sound (self, CHAN_BODY, "misc/zombies.wav", WEAPON_SHOTGUN, ATTN_NONE); bprint (PRINT_MEDIUM, "*** THE ZOMBIES WIN! ***\n"); bprint (PRINT_MEDIUM, "*** HOSTAGES HAVE NOT BEEN SAVED! ***\n"); RoundReset (); return; } }; void () CheckZombie2 = { local entity te; local float team1; CountGhouls (); if ((msgcount == 0)) { DisplayGhoulsLeft (); RemoveDeadGhouls (); SpawnRandomGhouls (); msgcount = TE_LAVASPLASH; } msgcount = (msgcount - WEAPON_SHOTGUN); CountScientists (); if ((hostages <= 2)) { max_zombies = 400; bprint (PRINT_MEDIUM, ">>> THE ZOMBIES WIN! <<<\n"); bprint (PRINT_MEDIUM, ">>> A SCIENTIST HAS BEEN KILLED <<<\n"); RoundReset (); return; } if ((zombies <= 0)) { max_zombies = 400; bprint (PRINT_MEDIUM, ">>> THE PLAYERS WIN! <<<\n"); bprint (PRINT_MEDIUM, ">>> ZOMBIES HAVE BEEN SLAUGHTERED <<<\n"); team1win = (team1win + 1); RoundReset (); return; } if ((gtimer <= 1)) { max_zombies = 400; bprint (PRINT_MEDIUM, "*** THE PLAYERS WIN! ***\n"); bprint (PRINT_MEDIUM, "*** SCIENTISTS WERE PROTECTED!! ***\n"); team1win = (team1win + 1); RoundReset (); return; } te = find (world, classname, "player"); while (te) { if (te.classname == "player" && te.team == 1 && te.ghost == 0) team1 = team1 + 1; te = find (te, classname, "player"); } if (team1 == 0 && team_blue != 0) { max_zombies = 400; bprint (PRINT_MEDIUM, "*** THE PLAYERS WIN! ***\n"); bprint (PRINT_MEDIUM, "*** YOUR TEAM WAS SLAUGHTERED!! ***\n"); RoundReset (); return; } }; void () CheckHostage = { local entity te; hostages = 0; dead_hostage = 0; te = find (world, classname, "hostage"); while (te) { if (((te.health > 0) && (te.rescued == 0))) { hostages = (hostages + WEAPON_SHOTGUN); } if ((te.health < 0)) { dead_hostage = (dead_hostage + 1); } te = find (te, classname, "hostage"); } if (((dead_hostage >= 2) && (blue_kill >= 2))) { bprint (PRINT_MEDIUM, ">>> RANGERS KILLED HOSTAGES <<<\n"); bprint (PRINT_MEDIUM, ">>> RANGERS LOSE!! <<<\n"); team2win = (team2win + WEAPON_SHOTGUN); RoundReset (); return; } if (((dead_hostage >= 2) && (red_kill >= 2))) { bprint (PRINT_MEDIUM, ">>> RAIDERS KILLED HOSTAGES <<<\n"); bprint (PRINT_MEDIUM, ">>> RAIDERS LOSE!! <<<\n"); team1win = (team1win + WEAPON_SHOTGUN); RoundReset (); return; } if ((hostages == 0)) { bprint (PRINT_MEDIUM, ">>> THE HOSTAGES WERE SAVED <<<\n"); bprint (PRINT_MEDIUM, ">>> RANGERS WIN THE ROUND!! <<<\n"); team1win = (team1win + WEAPON_SHOTGUN); RoundReset (); return; } }; void () CheckDefuse = { if ((bombed == 1)) { bprint (PRINT_MEDIUM, ">>> RAIDERS WIN THE ROUND! <<<\n"); team2win = (team2win + WEAPON_SHOTGUN); RoundReset (); return; } if ((bombed == 2)) { bprint (PRINT_MEDIUM, ">>> RANGERS WIN THE ROUND! <<<\n"); team1win = (team1win + WEAPON_SHOTGUN); RoundReset (); return; } }; void () GameControl = { local entity te; local float team1; local float team2; local float red; local float blue; local float x, y; local float randy; local float end; if (world.model == "maps/sv_town.bsp") respawnvar = 1; gtimer = (gtimer - WEAPON_SHOTGUN); self.nextthink = (time + WEAPON_SHOTGUN); self.think = GameControl; red = MULTICAST_ALL; blue = MULTICAST_ALL; team1 = MULTICAST_ALL; team2 = MULTICAST_ALL; if (((random () * IDLE8A) < WEAPON_SHOTGUN)) { randy = (random () * TE_WIZSPIKE); if ((randy < WEAPON_SHOTGUN)) { sound (self, CHAN_AUTO, "ambience/gunfire1.wav", 0.75, ATTN_NONE); } else { if ((randy < WEAPON_ROCKET)) { sound (self, CHAN_AUTO, "ambience/gunfire2.wav", 0.75, ATTN_NONE); } else { if ((randy < AS_MELEE)) { sound (self, CHAN_AUTO, "ambience/gunfire3.wav", 0.75, ATTN_NONE); } else { if ((randy < WEAPON_SPIKES)) { sound (self, CHAN_AUTO, "ambience/gunfire4.wav", 0.75, ATTN_NONE); } else { if ((randy < MULTICAST_PVS_R)) { sound (self, CHAN_AUTO, "ambience/gunfire5.wav", 0.75, ATTN_NONE); } else { if ((randy < TE_LIGHTNING2)) { sound (self, CHAN_AUTO, "ambience/gunfire6.wav", 0.75, ATTN_NONE); } else { sound (self, CHAN_AUTO, "ambience/gunfire7.wav", 0.75, ATTN_NONE); } } } } } } } if (coop == 1) { x = 0; y = 0; te = find (world, classname, "player"); while (te) { if (te.health > 0 && te.ghost == 0) x = x + 1; if (te.health < 0) y = y + 1; te = find (te, classname, "player"); } if (x == 0 && y > 0) { bprint (PRINT_MEDIUM, "*** PLAYERS SLAIN ***\n*** ROUND RESET ***"); localcmd("restart\n"); return; } return; } te = find (world, classname, "ighoul"); /* while (te) { if (te.enemy) te.enemy = world; te = find (te, classname, "ighoul"); }*/ te = find (world, classname, "info"); if ((te.attack == 1)) { CheckZombie1 (); } else { if ((te.attack == 2)) { CheckZombie2 (); } else { if ((te.hostage == 1)) { CheckHostage (); } else { if ((bombed >= 1)) { CheckDefuse (); } } } } if (round_end == 2) { ReplacePlayers (0); round_end = 1.9; teamthatwon = MULTICAST_ALL; team_blue = MULTICAST_ALL; team_red = MULTICAST_ALL; return; } if (((round_end <= 1.9) && (round_end >= 1.1))) { round_end = (round_end - 0.15); te = find (world, classname, "player"); while (te) { if ((te.currentmenu == "none")) { centerprint (te, "** press your b key to buy items **\n"); } te = find (te, classname, "player"); } if ((round_end < 1.1)) { round_end = WEAPON_SHOTGUN; } return; } if ((round_end == 1)) { te = find (world, classname, "player"); bprint (PRINT_MEDIUM, "** The next round has now started **\n"); sound (self, CHAN_BODY, "radio/3_letsgo.wav", 0.6, ATTN_NONE); gtimer = 180; round_end = MULTICAST_ALL; teamthatwon = MULTICAST_ALL; team_blue = MULTICAST_ALL; team_red = MULTICAST_ALL; return; } if ((respawnvar == WEAPON_SHOTGUN)) { round_end = MULTICAST_ALL; teamthatwon = MULTICAST_ALL; team_blue = MULTICAST_ALL; team_red = MULTICAST_ALL; return; } team1 = 0; te = find (world, classname, "player"); while (te) { if (te.classname == "player" && te.team == 1 && te.ghost == 0) team1 = (team1 + 1); if (te.classname == "player" && te.team == 2 && te.ghost == 0) team2 = (team2 + 1); te = find (te, classname, "player"); } if (((((team1 == 0) && (team2 == 0)) && (team_red == 0)) && (team_blue == 0))) { gtimer = 180; self.nextthink = (time + WEAPON_SPIKES); self.think = GameControl; round_end = 0; teamthatwon = 0; team_blue = 0; team_red = 0; return; } te = find (world, classname, "info"); if ((((team1 >= 1) && (team2 == 0)) && (team_red == 0)))//Only Rangers { gtimer = 180; self.nextthink = (time + WEAPON_BIG); self.think = GameControl; round_end = MULTICAST_ALL; teamthatwon = MULTICAST_ALL; team_blue = MULTICAST_ALL; team_red = MULTICAST_ALL; return; } if ((((team1 == 0) && (team2 >= 1)) && (team_blue == 0)))//Only Raiders { gtimer = 180; self.nextthink = (time + WEAPON_BIG); self.think = GameControl; round_end = MULTICAST_ALL; teamthatwon = MULTICAST_ALL; team_blue = MULTICAST_ALL; team_red = MULTICAST_ALL; return; } if (((team1 >= 1) && (team2 >= 1))) { return; } if (((((team2 == 0) && (team1 >= 1)) && (team_red > 0)) && (bombed != 3))) { bprint (PRINT_MEDIUM, ">>> RANGERS WIN THE ROUND! <<<\n"); team1win = (team1win + WEAPON_SHOTGUN); RoundReset (); return; } if (team1 == 0 && team2 >= 1) { bprint (PRINT_MEDIUM, ">>> RAIDERS WIN THE ROUND! <<<\n"); team2win = (team2win + 1); RoundReset (); return; } end = 0; if (((team_red == 0) && (team1 != 0))) { te = find (world, classname, "bot"); while (te) { if (((te.team == WEAPON_ROCKET) && (te.health > 0))) { end = WEAPON_SHOTGUN; } te = find (te, classname, "bot"); } if (((end == 0) && (world.model != "maps/ag_wastes.bsp"))) { bprint (PRINT_MEDIUM, ">>> RANGERS WIN THE ROUND! <<<\n"); team2win = (team2win + WEAPON_SHOTGUN); RoundReset (); return; } round_end = 0; teamthatwon = 0; return; } if (((team_blue == 0) && (team2 != 0))) { te = find (world, classname, "bot"); while (te) { if (((te.team == WEAPON_SHOTGUN) && (te.health > 0))) { end = WEAPON_SHOTGUN; } te = find (te, classname, "bot"); } if (((end == 0) && (world.model != "maps/ag_wastes.bsp"))) { if (coop == 1) { bprint (PRINT_MEDIUM, ">>> RAIDERS WIN THE ROUND! <<<\n"); team2win = (team2win + 1); RoundReset (); return; } if (coop == 1) { bprint (PRINT_MEDIUM, "*** PLAYERS SLAIN ***\n*** ROUND RESET ***"); localcmd("restart\n"); return; } } round_end = 0; teamthatwon = 0; return; } if (((team1 == 0) && (team2 == 0))) { bprint (PRINT_MEDIUM, ">>> TEAM DRAW <<<\n"); RoundReset (); return; } }; void () VoteBoy = { local entity te; self.nextthink = (time + DRAW2); self.think = VoteBoy; if ((mode == 0)) { mode = AS_MELEE; } if ((ff == 0)) { ff = 0; } if ((self.vote_time > time)) { return; } if ((self.vote_on == 0)) { return; } if ((self.vote_on == WEAPON_ROCKET)) { self.vote_on = 0; return; } te = find (world, classname, "player"); self.vote_num = 0; while (te) { if (((te.classname == "player") && (te.ghost == 0))) { self.vote_num = (self.vote_num + WEAPON_SHOTGUN); } te = find (te, classname, "player"); } bprint (PRINT_MEDIUM, "** VOTE COMPLETED **\n"); if ((self.vote_type == WEAPON_ROCKET)) { if ((self.vote1 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** HEADSHOTS ARE IN! **\n"); headshot = 0; } else { if ((self.vote2 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** HEADSHOTS ARE OUT! **\n"); headshot = WEAPON_SHOTGUN; } else { bprint (PRINT_MEDIUM, "** Not enough votes to switch **\n"); } } } if ((self.vote_type == WEAPON_SPIKES)) { if ((self.vote1 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** QUAKE MODE **\n"); ReplacePlayers (0); respawnvar = 1; } else { if ((self.vote2 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** CS MODE **\n"); ReplacePlayers (0); respawnvar = 0; } else { bprint (PRINT_MEDIUM, "** Not enough votes to switch **\n"); } } } if ((self.vote_type == WEAPON_SHOTGUN)) { if ((self.vote1 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** FF IS NOW OFF **\n"); ff = 0; } else { if ((self.vote2 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** FF IS NOW ON **\n"); ff = WEAPON_SHOTGUN; } else { bprint (PRINT_MEDIUM, "** Not enough votes to switch **\n"); } } } if ((self.vote_type == AS_MELEE)) { if ((self.vote6 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** CURRENT MAP WILL STAY **\n"); } else { if ((self.vote1 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("speedrun"); } else { if ((self.vote2 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("ag_town"); } else { if ((self.vote3 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("ag_kahn"); } else { if ((self.vote4 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("tanker"); } else { if ((self.vote5 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("ag_wastes"); } else { if ((self.vote6 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("ag_vault"); } else { if ((self.vote7 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** MAP WILL NOW SWITCH **\n"); changelevel ("de_dust2"); } else { bprint (PRINT_MEDIUM, "** Not enough votes to switch **\n"); } } } } } } } } } if ((self.vote_type == MULTICAST_PVS_R)) { if ((self.vote1 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** WIMPY MODE **\n"); z_skill = 0; } else { if ((self.vote2 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** AVERAGE MODE **\n"); z_skill = WEAPON_SHOTGUN; } else { if ((self.vote3 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** SUPER ZOMBIE MODE **\n"); z_skill = WEAPON_ROCKET; } else { if ((self.vote4 >= (self.vote_num * 0.5))) { bprint (PRINT_MEDIUM, "** NIGHT OF TEH FRIGG'N LIVING DEAD, RUN FER UR LIVES U FOOLS **\n"); z_skill = AS_MELEE; } else { bprint (PRINT_MEDIUM, "** Not enough votes to switch **\n"); } } } } } self.vote_on = WEAPON_ROCKET; self.vote_num = 0; self.vote1 = 0; self.vote2 = 0; self.vote3 = 0; self.vote4 = 0; self.vote5 = 0; self.vote6 = 0; self.vote7 = 0; self.vote8 = 0; }; void () GameTimer = { local entity te, ze; local float switched; local float c, z; switched = 0; te = findradius(self.origin, 25000); while (c < 300 && switched == 0) { if (te.classname == "raider" && te.enemy != world && te.processed == 0 && te.active == 0 && switched == 0) { te.active = 1; te.processed = 1; bprint(2, "it is now "); bprint(2, te.netname); bprint(2, "'s turn.\n"); te.maxspeed = 300; switched = 1; ze = findradius(self.origin, 25000); z = 0; while (z < 300) { if ((ze.classname == "player" || ze.classname == "raider") && ze != te) { ze.active = 0; ze.maxspeed = 0; } z = z + 1; ze = ze.chain; } } if (te.classname == "player" && te.processed == 0 && te.active == 0 && switched == 0) { te.active = 1; te.processed = 1; bprint(2, "it is now "); bprint(2, te.netname); bprint(2, "'s turn.\n"); te.maxspeed = 300; switched = 1; ze = findradius(self.origin, 25000); z = 0; while (z < 300) { if ((ze.classname == "player" || ze.classname == "raider") && ze != te) { ze.active = 0; ze.maxspeed = 0; } z = z + 1; ze = ze.chain; } } c = c + 1; te = te.chain; } c = 0; if (switched == 0) // no entities left, turn is over { bprint(2, "round is now over.\n"); te = findradius(self.origin, 25000); while (c < 300) { if (te.classname == "player" || te.classname == "raider") { te.active = 0; te.processed = 0; te.maxspeed = 0; } c = c + 1; te = te.chain; } } self.think = GameTimer; self.nextthink = time + 1; }; void () create_timer = { newmis = spawn (); newmis.owner = self; newmis.movetype = MOVETYPE_NONE; setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); newmis.solid = SOLID_BBOX; newmis.velocity = VEC_ORIGIN; newmis.touch = SUB_Null; setorigin (newmis, '0 0 -300'); newmis.nextthink = (time + 1); newmis.think = GameTimer; newmis.classname = "referee"; }; entity lastspawn; //======================= /*QUAKED worldspawn (0 0 0) ? Only used for the world entity. Set message to the level name. Set sounds to the cd track to play. World Types: 0: medieval 1: metal 2: base */ //======================= void() worldspawn = { lastspawn = world; InitBodyQue (); coop = 1; create_referees(); SetupStats(); // custom map attributes if (self.model == "maps/e1m8.bsp") cvar_set ("sv_gravity", "100"); else cvar_set ("sv_gravity", "800"); // the area based ambient sounds MUST be the first precache_sounds // player precaches W_Precache (); // get weapon precaches // sounds used from C physics code precache_sound ("demon/dland2.wav"); // landing thud precache_sound ("misc/h2ohit1.wav"); // landing splash // setup precaches allways needed precache_sound ("items/itembk2.wav"); // item respawn sound precache_sound ("player/plyrjmp8.wav"); // player jump precache_sound ("player/land.wav"); // player landing precache_sound ("player/land2.wav"); // player hurt landing precache_sound ("player/drown1.wav"); // drowning pain precache_sound ("player/drown2.wav"); // drowning pain precache_sound ("player/gasp1.wav"); // gasping for air precache_sound ("player/gasp2.wav"); // taking breath precache_sound ("player/h2odeath.wav"); // drowning death precache_sound ("misc/talk.wav"); // talk precache_sound ("player/teledth1.wav"); // telefrag precache_sound ("misc/r_tele1.wav"); // teleport sounds precache_sound ("misc/r_tele2.wav"); precache_sound ("misc/r_tele3.wav"); precache_sound ("misc/r_tele4.wav"); precache_sound ("misc/r_tele5.wav"); precache_sound ("weapons/lock4.wav"); // ammo pick up precache_sound ("weapons/pkup.wav"); // weapon up precache_sound ("items/armor1.wav"); // armor up precache_sound ("weapons/lhit.wav"); //lightning precache_sound ("weapons/lstart.wav"); //lightning start precache_sound ("items/damage3.wav"); precache_sound ("misc/power.wav"); //lightning for boss // player gib sounds precache_sound ("player/gib.wav"); // player gib sound precache_sound ("player/udeath.wav"); // player gib sound precache_sound ("player/tornoff2.wav"); // gib sound // player pain sounds precache_sound ("player/pain1.wav"); precache_sound ("player/pain2.wav"); precache_sound ("player/pain3.wav"); precache_sound ("player/pain4.wav"); precache_sound ("player/pain5.wav"); precache_sound ("player/pain6.wav"); // player death sounds precache_sound ("player/death1.wav"); precache_sound ("player/death2.wav"); precache_sound ("player/death3.wav"); precache_sound ("player/death4.wav"); precache_sound ("player/death5.wav"); precache_sound ("boss1/sight1.wav"); // ax sounds precache_sound ("weapons/ax1.wav"); // ax swoosh precache_sound ("player/axhit1.wav"); // ax hit meat precache_sound ("player/axhit2.wav"); // ax hit world precache_sound ("player/h2ojump.wav"); // player jumping into water precache_sound ("player/slimbrn2.wav"); // player enter slime precache_sound ("player/inh2o.wav"); // player enter water precache_sound ("player/inlava.wav"); // player enter lava precache_sound ("misc/outwater.wav"); // leaving water sound precache_sound ("player/lburn1.wav"); // lava burn precache_sound ("player/lburn2.wav"); // lava burn precache_sound ("misc/water1.wav"); // swimming precache_sound ("misc/water2.wav"); // swimming // Invulnerability sounds precache_sound ("items/protect.wav"); precache_sound ("items/protect2.wav"); precache_sound ("items/protect3.wav"); precache_model ("progs/player.mdl"); precache_model ("progs/guy.mdl"); precache_model ("progs/lay.mdl"); precache_model ("progs/eyes.mdl"); precache_model ("progs/h_player.mdl"); precache_model ("progs/gib1.mdl"); precache_model ("progs/gib2.mdl"); precache_model ("progs/gib3.mdl"); precache_model ("progs/s_bubble.spr"); // drowning bubbles precache_model ("progs/s_explod.spr"); // sprite explosion precache_model ("progs/v_axe.mdl"); precache_model ("progs/v_shot.mdl"); precache_model ("progs/v_span.mdl"); precache_model ("progs/v_nail.mdl"); precache_model ("progs/v_rock.mdl"); precache_model ("progs/v_shot2.mdl"); precache_model ("progs/v_nail2.mdl"); precache_model ("progs/v_rock2.mdl"); precache_model ("progs/v_fist.mdl"); precache_model ("progs/v_knife.mdl"); precache_model ("progs/v_1911.mdl"); precache_model ("progs/v_ak47.mdl"); precache_model ("progs/v_smg.mdl"); precache_model ("progs/v_rangem.mdl"); precache_model ("progs/v_pipe.mdl"); precache_model ("progs/v_shotgun.mdl"); precache_model ("progs/v_double.mdl"); precache_model ("progs/v_mp9.mdl"); precache_model ("progs/v_sa80.mdl"); precache_model ("progs/v_deagle.mdl"); precache_model ("progs/v_alien.mdl"); precache_model ("progs/v_srifle.mdl"); precache_model ("progs/v_night.mdl"); precache_model ("progs/v_nailer.mdl"); precache_model ("progs/v_piperifle.mdl"); precache_model ("progs/v_handgren.mdl"); precache_model ("progs/handgren.mdl"); precache_model ("progs/plasma.mdl"); precache_model ("progs/ray.mdl"); precache_model ("progs/sneak.mdl"); precache_model ("progs/dead.mdl"); precache_model ("progs/hbar.spr"); precache_model ("progs/blast.mdl"); precache_model ("progs/station.mdl"); precache_model ("progs/camera.mdl"); precache_model ("progs/tehghoul.mdl"); precache_model ("progs/ray.mdl"); precache_model ("progs/w_knife.mdl"); precache_model ("progs/w_pipe.mdl"); precache_model ("progs/w_shotgun.mdl"); precache_model ("progs/w_axe.mdl"); precache_model ("progs/w_1911.mdl"); precache_model ("progs/w_deagle.mdl"); precache_model ("progs/w_alien.mdl"); precache_model ("progs/w_mp7.mdl"); precache_model ("progs/w_mp9.mdl"); precache_model ("progs/w_jackhammer.mdl"); precache_model ("progs/w_rangem.mdl"); precache_model ("progs/w_sa80.mdl"); precache_model ("progs/w_ak47.mdl"); precache_model ("progs/w_night.mdl"); precache_model ("progs/w_srifle.mdl"); precache_model ("progs/w_gauss.mdl"); precache_model ("progs/w_carbine.mdl"); precache_model ("progs/w_laser.mdl"); precache_model ("progs/grenade2.mdl"); precache_model ("maps/b_bh10.bsp"); precache_model ("maps/b_bh25.bsp"); precache_model ("maps/b_bh100.bsp"); precache_model ("progs/s_light.spr"); precache_sound ("misc/thud.wav"); precache_sound ("player/step1.wav"); precache_sound ("player/step2.wav"); precache_sound ("player/step3.wav"); precache_sound ("player/step4.wav"); precache_sound ("player/step1a.wav"); precache_sound ("player/step2a.wav"); precache_sound ("player/step3a.wav"); precache_sound ("player/step4a.wav"); precache_sound ("dog/dattack1.wav"); precache_sound ("dog/ddeath.wav"); precache_sound ("dog/dpain1.wav"); precache_sound ("dog/dsight.wav"); precache_sound ("dog/idle.wav"); precache_sound ("weapons/1911.wav"); precache_sound ("weapons/auto.wav"); precache_sound ("weapons/auto2.wav"); precache_sound ("weapons/ak112.wav"); precache_sound ("weapons/ak47.wav"); precache_sound ("weapons/amr.wav"); precache_sound ("weapons/blaster.wav"); precache_sound ("weapons/blaster2.wav"); precache_sound ("weapons/blowoff.wav"); precache_sound ("weapons/bounce.wav"); precache_sound ("weapons/burst.wav"); precache_sound ("weapons/caws.wav"); precache_sound ("weapons/click.wav"); precache_sound ("weapons/deagle.wav"); precache_sound ("weapons/dks-1.wav"); precache_sound ("weapons/energy1.wav"); precache_sound ("weapons/energy2.wav"); precache_sound ("weapons/energy3.wav"); precache_sound ("weapons/energy4.wav"); precache_sound ("weapons/flamer.wav"); precache_sound ("weapons/fnfal.wav"); precache_sound ("weapons/g11.wav"); precache_sound ("weapons/gauss.wav"); precache_sound ("weapons/gl-1.wav"); precache_sound ("weapons/gpull.wav"); precache_sound ("weapons/helmet.wav"); precache_sound ("weapons/jackhammer.wav"); precache_sound ("weapons/laser.wav"); precache_sound ("weapons/m249.wav"); precache_sound ("weapons/m4-nw.wav"); precache_sound ("weapons/needler.wav"); precache_sound ("weapons/shotgun1.wav"); precache_sound ("weapons/shotgun2.wav"); precache_sound ("weapons/mp5.wav"); precache_sound ("weapons/mp7.wav"); precache_sound ("weapons/rangem.wav"); precache_sound ("weapons/ric1.wav"); precache_sound ("weapons/ric2.wav"); precache_sound ("weapons/ric3.wav"); precache_sound ("weapons/ric4.wav"); precache_sound ("weapons/ric5.wav"); precache_sound ("weapons/tink1.wav"); precache_sound ("weapons/sa80-1.wav"); precache_sound ("weapons/shell.wav"); precache_sound ("misc/build1.wav"); precache_sound ("misc/build2.wav"); precache_sound ("misc/build3.wav"); precache_sound ("player/agdie1.wav"); precache_sound ("player/agdie2.wav"); precache_sound ("player/agdie3.wav"); precache_sound ("player/agdie4.wav"); precache_sound ("player/agdie5.wav"); precache_sound ("player/berserk.wav"); precache_sound ("player/breathe.wav"); precache_sound ("player/headshot.wav"); precache_sound ("player/hit1.wav"); precache_sound ("player/paina.wav"); precache_sound ("player/painb.wav"); precache_model ("progs/bolt.mdl"); // for lightning gun precache_model ("progs/bolt2.mdl"); // for lightning gun precache_model ("progs/bolt3.mdl"); // for boss shock precache_model ("progs/lavaball.mdl"); // for testing precache_model ("progs/missile.mdl"); precache_model ("progs/grenade.mdl"); precache_model ("progs/spike.mdl"); precache_model ("progs/s_spike.mdl"); precache_model ("progs/backpack.mdl"); precache_model ("progs/zom_gib.mdl"); precache_model ("progs/v_light.mdl"); // // Setup light animation tables. 'a' is total darkness, 'z' is maxbright. // // 0 normal lightstyle(0, "m"); // 1 FLICKER (first variety) lightstyle(1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE lightstyle(4, "mamamamamama"); // 5 GENTLE PULSE 1 lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) lightstyle(6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) lightstyle(9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER lightstyle(10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing lightstyle(63, "a"); }; void() StartFrame = { timelimit = cvar("timelimit") * 60; fraglimit = cvar("fraglimit"); teamplay = cvar("teamplay"); deathmatch = cvar("deathmatch"); framecount = framecount + 1; }; /* ============================================================================== BODY QUE ============================================================================== */ entity bodyque_head; void() bodyque = { // just here so spawn functions don't complain after the world // creates bodyques }; void() InitBodyQue = { bodyque_head = spawn(); bodyque_head.classname = "bodyque"; bodyque_head.owner = spawn(); bodyque_head.owner.classname = "bodyque"; bodyque_head.owner.owner = spawn(); bodyque_head.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner = spawn(); bodyque_head.owner.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner.owner = bodyque_head; }; // make a body que entry for the given ent so the ent can be // respawned elsewhere void(entity ent) CopyToBodyQue = { bodyque_head.angles = ent.angles; bodyque_head.model = ent.model; bodyque_head.modelindex = ent.modelindex; bodyque_head.frame = ent.frame; bodyque_head.colormap = ent.colormap; bodyque_head.movetype = ent.movetype; bodyque_head.velocity = ent.velocity; bodyque_head.flags = 0; setorigin (bodyque_head, ent.origin); setsize (bodyque_head, ent.mins, ent.maxs); bodyque_head = bodyque_head.owner; };