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fteqw/quakec/fallout2/world.qc

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C++

void () monster_dog;
void () monster_zombie;
void () monster_tarbaby;
void () monster_army;
void () monster_ogre;
void () monster_wizard;
void () monster_knight;
void () monster_demon1;
void () monster_enforcer;
void () monster_shalrath;
void () monster_shambler;
void () monster_fish;
void (vector jojo) spawn_ghoul;
float (float int) getperk =
{
if (self.perk1 == int)
return TRUE;
else if (self.perk2 == int)
return TRUE;
else
return FALSE;
};
void(float stnum, float sttype, .float fieldname) clientstat = #232;
void() SetupStats =
{
//2 is ev_float
//32 is the first stat we are allowed to use
clientstat(32, 2, islot1);
clientstat(33, 2, islot2);
clientstat(34, 2, islot3);
clientstat(35, 2, islot4);
clientstat(36, 2, islot5);
clientstat(37, 2, islot6);
clientstat(38, 2, islot7);
clientstat(39, 2, islot8);
clientstat(40, 2, islot9);
clientstat(41, 2, islot10);
clientstat(42, 2, islot11);
clientstat(43, 2, islot12);
clientstat(44, 2, islot13);
clientstat(45, 2, islot14);
clientstat(46, 2, islot15);
clientstat(47, 2, islot16);
clientstat(48, 2, health);
clientstat(49, 2, max_health);
clientstat(50, 2, ammo_shells);
clientstat(51, 2, ammo_cells);
clientstat(52, 2, weight);
clientstat(53, 2, max_weight);
clientstat(54, 2, position);
clientstat(55, 2, rage);
clientstat(56, 2, regen);
clientstat(57, 2, missionbrief);
clientstat(58, 2, sneak);
clientstat(59, 2, perk2);
clientstat(60, 2, perk1);
clientstat(61, 2, current_slot);
clientstat(62, 2, team);
clientstat(63, 2, shadowtime);
clientstat(64, 2, start_time);
clientstat(65, 2, location);
clientstat(66, 2, map_obj);
clientstat(67, 2, map_ent1);
clientstat(68, 2, map_ent2);
clientstat(69, 2, map_ent3);
clientstat(71, 2, xslot1);
clientstat(72, 2, xslot2);
clientstat(73, 2, xslot3);
clientstat(74, 2, xslot4);
clientstat(75, 2, xslot5);
clientstat(76, 2, xslot6);
clientstat(77, 2, xslot7);
clientstat(78, 2, xslot8);
clientstat(79, 2, xslot9);
clientstat(80, 2, xslot10);
clientstat(81, 2, xslot11);
clientstat(82, 2, xslot12);
clientstat(83, 2, xslot13);
clientstat(84, 2, xslot14);
clientstat(85, 2, xslot15);
clientstat(86, 2, xslot16);
clientstat(87, 2, xslot17);
clientstat(88, 2, xslot18);
clientstat(89, 2, xslot19);
clientstat(90, 2, xslot20);
clientstat(91, 2, islot17);
clientstat(92, 2, islot18);
clientstat(93, 2, islot19);
clientstat(94, 2, islot20);
clientstat(95, 2, islot21);
clientstat(96, 2, islot22);
clientstat(97, 2, islot23);
clientstat(98, 2, islot24);
clientstat(99, 2, recoil);
clientstat(100, 2, skill_combat);
clientstat(101, 2, skill_doctor);
clientstat(102, 2, skill_sneak);
clientstat(103, 2, skill_science);
clientstat(104, 2, skill_speech);
clientstat(105, 2, announcercache);
clientstat(106, 2, radiation);
clientstat(108, 2, safezone);
clientstat(109, 2, connected);
clientstat(110, 2, steadyaim);
clientstat(111, 2, perk1timer);
clientstat(112, 2, perk2timer);
clientstat(113, 2, endinfo1);
clientstat(114, 2, endinfo2);
clientstat(115, 2, endinfo3);
clientstat(116, 2, tnl);
clientstat(125, 2, timer);
clientstat(126, 2, popup);
clientstat(127, 2, score);
};
//assesses all current players
void() get_difficulty =
{
local entity te;
local float cr;
local string rating;
//challenge rating system
//
//0-24 level of difficulty
//0 = barely equipped players
//6 = 1 player using best arms and armor
challenge_rating = 0;
te = find (world, classname, "player");
while (te)
{
challenge_rating += GetItemThreatLevel(ToIID(te.islot1));
challenge_rating += GetItemThreatLevel(ToIID(te.islot1));
challenge_rating += GetItemThreatLevel(ToIID(te.islot3));
te = te.chain;
}
};
void() load_monster =
{
local float x, y, z;
/*
if (infokey(world, "total") == "one")
bprint(2, "test - one player\n");
if (infokey(world, "total") == "two")
bprint(2, "test - two players\n");
if (infokey(world, "total") == "three")
bprint(2, "test - three players\n");
if (infokey(world, "total") == "four")
bprint(2, "test - four players\n");*/
/*
if (infokey(world, "total") == "one" && random()<0.40)
return;
if (infokey(world, "total") == "two" && random()<0.30)
return;
if (infokey(world, "total") == "three" && random()<0.20)
return;
if (infokey(world, "total") == "four" && random()<0.10)
return;*/
if (self.waterlevel >= 2)
return;
x = random()*100;
y = random()*100;
if (world.map_obj == OBJ_DEADTOWN)
{
self.zone = 1;
monster_zombie();
}
else if (x <= world.map_ent1_percent)
{
self.zone = 1;
monster_army();
}
else if (y <= world.map_ent2_percent)
{
self.zone = 1;
if (world.map_ent2 == 1 || world.map_ent2 == 2)
monster_dog();
if (world.map_ent2 == 3 || world.map_ent2 == 4)
monster_army();
if (world.map_ent2 == 5)
monster_army();
if (world.map_ent2 == 6)
monster_ogre();
if (world.map_ent2 == 7)
monster_enforcer();
if (world.map_ent2 == 8)
monster_enforcer();
if (world.map_ent2 == 9)
monster_demon1();
if (world.map_ent2 == 10)
monster_demon1();
if (world.map_ent2 == 12)
monster_shambler();
}
else
{
self.zone = 1;
if (random()<0.10)
monster_dog();
else if (random()<0.10)
monster_zombie();
else if (random()<0.10)
monster_army();
else if (random()<0.10)
monster_army();
else if (random()<0.10)
monster_army();
}
};
//the big one
//randomly generates map information
//objective, monsters, etc
//1=dog, 2=ghoul, 3=soldier, 4=mutant, 5=scrag, 6=knight, 7=deathclaw,8=shalrath
void() map_startup =
{
local float r, x, t, e1, e2, e3, d;
local string savemap;
if (s_map_obj != 0)
return;
r = random();
get_difficulty();
d = challenge_rating;
localcmd("serverinfo total zero\n");
localcmd("serverinfo worldtime 3\n");
if (infokey(world, "objective") == "return")
world.map_obj = 0;
if (infokey(world, "objective") == "hostage")
world.map_obj = 1;
if (infokey(world, "objective") == "supplies")
world.map_obj = 2;
if (infokey(world, "objective") == "shadow")
world.map_obj = 3;
if (infokey(world, "objective") == "deadtown")
world.map_obj = 4;
if (infokey(world, "objective") == "destroy")
world.map_obj = 5;
if (infokey(world, "objective") == "defuse")
world.map_obj = 6;
if (infokey(world, "objective") == "hostage")
time_left = 600;
if (infokey(world, "objective") == "supplies")
time_left = 600;
if (infokey(world, "objective") == "shadow")
time_left = 600;
if (infokey(world, "objective") == "deadtown")
time_left = 600;
if (infokey(world, "objective") == "destroy")
time_left = 600;
if (infokey(world, "objective") == "defuse")
time_left = 600;
/*
if (world.map_obj == 0)
savemap = "return";
if (world.map_obj == 1)
savemap = "hostage";
if (world.map_obj == 2)
savemap = "supplies";
if (world.map_obj == 3)
savemap = "shadow";
if (world.map_obj == 4)
savemap = "deadtown";
if (world.map_obj == 5)
savemap = "destroy";
if (world.map_obj == 6)
savemap = "defuse";
localcmd("serverinfo objective ");
localcmd(savemap);
localcmd("\n");*/
x = 100;
t = floor(30+random()*30);
x -= t;
world.map_ent1_percent = t;
t = floor(15+random()*15);
x -= t;
world.map_ent2_percent = t;
world.map_ent3_percent = x;
if (challenge_rating < 4)
{
world.map_ent1 = ceil(random()*6);
world.map_ent2 = ceil(random()*6);
world.map_ent3 = ceil(random()*6);
}
else if (challenge_rating < 8)
{
world.map_ent1 = 2 + ceil(random()*6);
world.map_ent2 = 2 + ceil(random()*6);
world.map_ent3 = 2 + ceil(random()*6);
}
else
{
world.map_ent1 = 4 + ceil(random()*6);
world.map_ent2 = 4 + ceil(random()*6);
world.map_ent3 = 4 + ceil(random()*6);
}
if (world.map_obj == OBJ_HOSTAGE)
world.map_ent2 = 5;
if (world.map_obj == OBJ_SUPPLY)
world.map_ent2 = 5;
if (world.map_obj == OBJ_SHADOW)
world.map_ent1 = 5;
if (world.map_obj == OBJ_DEADTOWN)
{
world.map_ent1 = 3;
world.map_ent2 = 3;
world.map_ent3 = 8;
}
if (world.map_obj == OBJ_DESTROY)
world.map_ent2 = 5;
if (world.map_obj == OBJ_DEFUSE)
{
world.map_ent1 = 7;
world.map_ent2 = 16;
world.map_ent3 = 7;
}
s_map_obj = world.map_obj;
s_ent1 = world.map_ent1;
s_ent2 = world.map_ent2;
s_ent3 = world.map_ent3;
s_p1 = world.map_ent1_percent;
s_p2 = world.map_ent2_percent;
s_p3 = world.map_ent3_percent;
};
void() InitBodyQue;
void() sci_think;
void() hostage_pain;
void() hostage_think;
void() hostage_die;
void(entity stuff) spawn_zombie;
void() GameControl;
void() RespawnPlayer;
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";
};
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");
};
entity() SelectSpawnPoint;
void () RespawnPlayer =
{
local entity spot;
bprint(2, "test\n");
spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.deadflag = DEAD_NO;
self.takedamage = DAMAGE_AIM;
self.movetype = MOVETYPE_WALK;
self.solid = SOLID_NOT;
self.materialize = 200;
self.ghost = 0;
self.air_finished = time + 10;
self.view_ofs = '0 0 22';
self.health = self.max_health;
player_run();
};
void () ResetMap =
{
local entity te;
te = find(world, classname, "player");
while (te)
{
te.nextthink = time + 1;
te.think = RespawnPlayer;
te = find(te, classname, "player");
}
};
void () GameControl =
{
local float pcount, pdead, hcount, hdead, bcount;
local entity te, ze;
if (world.model == "maps/r_bunker.bsp")
return;
if (world.model == "maps/r_wastes1.bsp")
return;
if (random()<0.05)
sound (self, CHAN_AUTO, "ambience/gunfire1.wav", 0.75, ATTN_NONE);
else if (random()<0.05)
sound (self, CHAN_AUTO, "ambience/gunfire5.wav", 0.75, ATTN_NONE);
if (coop == 1) // Players vs Monsters
{
local float combat;
combat = 0;
if (random()*100<25);
get_difficulty();
te = find(world, classname, "monster");
while (te)
{
if (te.enemy != world && te.enemy.classname == "player" && te.health > 0)
combat = 1;
te = find(te, classname, "monster");
}
/*
if (musicplay == 0)
{
musicplay = 1;
musictrack = 1;
if (world.map_obj == OBJ_DEADTOWN)
musictrack = 2;
ze = find (world, classname, "player");
while (ze != world)
{
if (musictrack == 1)
stuffcmd(ze, "play music/battle_a\n");
if (musictrack == 2)
stuffcmd(ze, "play music/zombies\n");
ze = find (ze, classname, "player");
}
}
else if (musicplay < 120)
musicplay = musicplay + 1;
else if (musicplay >= 120)
musicplay = 0;*/
te = find(world, classname, "player");
while (te)
{
if (te.health > 0 && te.team > 0)
pcount = pcount + 1;
if (te.health <= 0)
pdead = pdead + 1;
te = find(te, classname, "player");
}
if (pcount == 0 && self.timer > 5)
localcmd("restart\n");
if (endgame_timer > 0)
{
ze = find (world, classname, "monster");
while (ze != world)
{
remove(ze);
ze = find (ze, classname, "monster");
}
}
if (world.map_obj == OBJ_HOSTAGE || world.map_obj == OBJ_DEADTOWN)
{
time_left = time_left - 1;
te = find(world, classname, "rhostage");
while (te)
{
if (te.health > 0 && te.rescued == 0)
hcount = hcount + 1;
if (te.health <= 0)
hdead = hdead + 1;
te = find(te, classname, "rhostage");
}
hostages = hcount;
dead_hostage = hdead;
if (pcount == 0 && pdead > 0) //everyone died
{
announcer = "all players were slain";
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 1;
ze = find (ze, classname, "player");
}
if (endgame_timer == 5)
localcmd("restart\n");
sound (world, CHAN_BODY, "misc/menu3.wav", 1, ATTN_NONE);
}
else if (hdead > rescue + hcount) //hostages killed
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 2;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 5)
localcmd("restart\n");
endgame_timer = endgame_timer + 1;
}
else if (hcount == 0 && hdead <= rescue) //hostages rescued
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 3;
ze.ammo_shells = ze.ammo_shells + (5*rescue);
ze.endinfo1 = rescue;
ze.endinfo2 = hostages;
ze.endinfo3 = dead_hostage;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
}
else if (time_left <= 0 && rescue > 0) //time ran out and at least one was rescued
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 4;
ze.ammo_shells = ze.ammo_shells + (5*rescue);
ze.endinfo1 = rescue;
ze.endinfo2 = hostages;
ze.endinfo3 = dead_hostage;
ze = find (ze, classname, "player");
}
}
if (endgame_timer >= 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
}
else if (time_left <= 0 && rescue == 0) //time ran out and no rescues were made
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 5;
ze = find (ze, classname, "player");
}
}
if (endgame_timer >= 10)
localcmd("restart\n");
}
if (pcount == 0 && pdead > 0)
endgame_timer = endgame_timer + 1;
else if (hcount == 0 && hdead <= rescue)
endgame_timer = endgame_timer + 1;
else if (time_left <= 0)
endgame_timer = endgame_timer + 1;
}
else if (world.map_obj == OBJ_DEFUSE)
{
time_left = time_left - 1;
bcount = 0;
te = find(world, classname, "bomb");
while (te)
{
if (self.owner.picking != 2)
bcount = bcount + 1;
te = find(te, classname, "bomb");
}
if (pcount == 0 && pdead > 0) //everyone died
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 1;
ze = find (ze, classname, "player");
}
if (endgame_timer == 10)
localcmd("restart\n");
}
else if (bcount == 0) //bombs defused
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 6;
ze.ammo_shells = ze.ammo_shells + 30;
stuffcmd(ze, "play music/victory\n");
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
}
else if (time_left <= 0) //time ran out
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 7;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 5)
localcmd("restart\n");
}
if (pcount == 0 && pdead > 0)
endgame_timer = endgame_timer + 1;
else if (bcount == 0)
endgame_timer = endgame_timer + 1;
else if (self.timer >= 300)
endgame_timer = endgame_timer + 1;
else if (time_left <= 0)
endgame_timer = endgame_timer + 1;
}
else if (world.map_obj == OBJ_SUPPLY)
{
time_left = time_left - 1;
if (pcount == 0 && pdead > 0) //everyone died
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 1;
ze = find (ze, classname, "player");
}
if (endgame_timer == 10)
localcmd("restart\n");
}
else if (time_left <= 0) //time ran out
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 8;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
localcmd("restart\n");
}
else if (supplies == 0) //supplies secured
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 9;
ze.ammo_shells = ze.ammo_shells + 30;
ze = find (ze, classname, "player");
}
}
if (endgame_timer >= 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
endgame_timer = endgame_timer + 1;
}
if (pcount == 0 && pdead > 0)
endgame_timer = endgame_timer + 1;
else if (supplies == 0)
endgame_timer = endgame_timer + 1;
else if (time_left <= 0)
endgame_timer = endgame_timer + 1;
}
else if (world.map_obj == OBJ_SHADOW)
{
time_left = time_left - 1;
if (pcount == 0 && pdead > 0) //everyone died
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 1;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
localcmd("restart\n");
}
else if (commanders == 0) //commanders assassinated
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 10;
ze.ammo_shells = ze.ammo_shells + 40;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
}
else if (time_left <= 0) //time ran out
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 11;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
localcmd("restart\n");
}
else if (called_in >= 5) //soldier radioed in
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 12;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
localcmd("restart\n");
}
if (pcount == 0 && pdead > 0)
endgame_timer = endgame_timer + 1;
else if (called_in >= 5)
endgame_timer = endgame_timer + 1;
else if (time_left <= 0)
endgame_timer = endgame_timer + 1;
}
else if (world.map_obj == OBJ_DESTROY)
{
time_left = time_left - 1;
if (pcount == 0 && pdead > 0 && called_in == 0) //everyone died
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 1;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
localcmd("restart\n");
}
else if (supplies == 0) //fuel tanks destroyed
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 13;
ze.ammo_shells = ze.ammo_shells + 30;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
}
else if (time_left <= 0) //time ran out
{
if (endgame_timer == 0)
{
ze = find (world, classname, "player");
while (ze != world)
{
ze.missionbrief = 3;
ze.announcercache = 14;
ze = find (ze, classname, "player");
}
}
if (endgame_timer == 10)
{
localcmd("serverinfo objective return\n");
changelevel ("r_bunker");
}
}
if (pcount == 0 && pdead > 0)
endgame_timer = endgame_timer + 1;
else if (supplies == 0)
endgame_timer = endgame_timer + 1;
else if (time_left <= 0)
endgame_timer = endgame_timer + 1;
}
self.think = GameControl;
self.nextthink = time + 1;
return;
}
else if (coop == 0) // Players vs Players
{
t1alive = 0;
t1dead = 0;
t2alive = 0;
t2dead = 0;
pcount = 0;
pdead = 0;
bprint(2, "gc test\n");
te = find(world, classname, "player");
while (te)
{
if (te.health > 0)
pcount = pcount + 1;
if (te.health <= 0)
pdead = pdead + 1;
te = find(te, classname, "player");
}
if (pcount == 0 || (pcount == 1 && pdead == 0))
{
bprint(2, "^4** ^bTHE ROUND WILL NOT BEGIN UNTIL^b **\n");
bprint(2, "^4** ^bBOTH TEAMS HAVE ENOUGH PLAYERS^b **\n");
self.think = GameControl;
self.nextthink = time + 10;
return;
}
te = find(world, classname, "player");
while (te)
{
if (te.team == 1)
{
if (te.health > 0)
t1alive = t1alive + 1;
if (te.health <= 0)
t1dead = t1dead + 1;
}
if (te.team == 2)
{
if (te.health > 0)
t2alive = t2alive + 1;
if (te.health <= 0)
t2dead = t2dead + 1;
}
te = find(te, classname, "player");
}
if (t1alive > 0 && t2alive == 0) //team 1 has won
{
self.think = GameControl;
self.nextthink = time + 1;
if (endgame_timer == 0)
bprint(2, "^4** ^bTHE RANGERS HAVE WON!^b **\n");
if (endgame_timer == 1)
bprint(2, "^4** ^bTHIS MAP WILL RESTART^b **\n");
if (endgame_timer == 5)
ResetMap();
winningteam = 1;
sound (world, CHAN_BODY, "misc/yourturn.wav", 1, ATTN_NONE);
endgame_timer = endgame_timer + 1;
}
if (t2alive > 0 && t1alive == 0) //team 2 has won
{
self.think = GameControl;
self.nextthink = time + 1;
if (endgame_timer == 0)
bprint(2, "^4** ^bTHE RAIDERS HAVE WON!^b **\n");
if (endgame_timer == 1)
bprint(2, "^4** ^bTHIS MAP WILL RESTART^b **\n");
if (endgame_timer == 5)
ResetMap();
winningteam = 2;
sound (world, CHAN_BODY, "misc/yourturn.wav", 1, ATTN_NONE);
endgame_timer = endgame_timer + 1;
}
if (t2alive == 0 && t1alive == 0) //team 2 has won
{
self.think = GameControl;
self.nextthink = time + 1;
if (endgame_timer == 0)
bprint(2, "^4** ^bBOTH SIDES ARE DEFEATED!^b **\n");
if (endgame_timer == 1)
bprint(2, "^4** ^bTHIS MAP WILL RESTART^b **\n");
if (endgame_timer == 5)
ResetMap();
winningteam = 0;
sound (world, CHAN_BODY, "misc/yourturn.wav", 1, ATTN_NONE);
endgame_timer = endgame_timer + 1;
}
self.think = GameControl;
self.nextthink = time + 1;
return;
}
};
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";
};
void () RecoilControl =
{
local entity te, ze;
local float switched;
local float c, z;
self.think = RecoilControl;
self.nextthink = time + 0.01;
te = find (world, classname, "player");
while (te)
{
//superstims: heal at an incredible rate!
if ((te.xregen > 0 && te.health < te.max_health) && random()<0.5)
{
te.health = te.health + 1;
te.xregen = te.xregen - 1;
if (te.health > te.max_health)
te.health = te.max_health;
}
//superstims: decay if not healing
if ((te.xregen > 0 && te.health >= te.max_health) && random()<0.05)
{
te.xregen = te.xregen - 1;
if (te.health > te.max_health)
te.health = te.max_health;
}
//steady aim: for living anatomy, and aimed shots by standing still
if (te.recoil != 0)
te.steadyaim = 6;
else if (te.recoil == 0 && te.steadyaim > 0)
te.steadyaim = te.steadyaim - 0.05;
if (te.steadyaim <= 0)
te.steadyaim = 0;
if (te.pain_finished < time && te.missionbrief == 6) // remove pain
te.missionbrief = 0;
else if (te.flash < time && te.missionbrief == 5) // remove flash
te.missionbrief = 0;
else if (te.currentmenu == "menu_none" && te.missionbrief == 4) // remove shop
te.missionbrief = 0;
if (te.velocity == '0 0 0')
{
if (te.attack == 0)
{
if (te.driftx >= 1)
te.driftx = te.driftx - 1;
if (te.driftx <= -1)
te.driftx = te.driftx + 1;
if (te.drifty >= 1)
te.drifty = te.drifty - 1;
if (te.drifty <= -1)
te.drifty = te.drifty + 1;
}
te.recoil = te.recoil - (0.15+(te.skill_combat*0.01));
}
else
{
if (te.attack == 0)
{
if (te.driftx >= 0.5)
te.driftx = te.driftx - 0.5;
if (te.driftx <= -0.5)
te.driftx = te.driftx + 0.5;
if (te.drifty >= 0.5)
te.drifty = te.drifty - 0.5;
if (te.drifty <= -0.5)
te.drifty = te.drifty + 0.5;
}
}
if (te.driftx > 250)
te.driftx = 250;
if (te.drifty > 250)
te.drifty = 250;
//support fire: going prone gives a -10 recoil bonus with this perk
if (getperk(1) && self.position == 2 && te.recoil > 3)
{
te.recoil = te.recoil - (0.15 +(self.skill_speech*0.01));
te.driftx = te.driftx * 0.5;
te.drifty = te.drifty * 0.5;
}
//prone: going prone gives a -5 recoil bonus
if (self.position == 2)
te.recoil = te.recoil - 0.05;
if (te.recoil <= 0)
{
te.recoil = 0;
te.driftx = 0;
te.drifty = 0;
}
te = find (te, classname, "player");
}
};
void () recoil_control =
{
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 = RecoilControl;
newmis.classname = "recoil";
};
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 =
{
local entity te;
local string x;
lastspawn = world;
InitBodyQue ();
coop = !cvar("deathmatch");
recoil_control();
create_referees();
SetupStats();
// custom map attributes
cvar_set ("skill", "3");
world.location = ceil(random()*5);
total_players = 0;
te = find (world, classname, "player");
while (te)
{
if (te.classname == "player")
total_players = total_players + 1;
te = find(te, classname, "player");
}
map_startup();
// 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 ("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 ("radio/9_secure.wav"); // drowning death
precache_sound ("misc/talk.wav"); // talk
precache_sound ("player/teledth1.wav"); // telefrag
precache_sound ("items/inv1.wav");
precache_sound ("weapons/lock4.wav"); // ammo pick up
precache_sound ("weapons/pkup.wav"); // weapon up
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");
precache_sound ("boss1/sight1.wav");
// ax sounds
precache_sound ("weapons/knifehit.wav"); // ax swoosh
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 ("weapons/brawl-1.wav"); // ax hit world
precache_sound ("weapons/brawl-2.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/melee.mdl");
precache_model ("progs/guy.mdl");
precache_model ("progs/lay.mdl");
precache_model ("progs/prone.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/ammobox.mdl");
precache_model ("progs/ammobox2.mdl");
precache_model ("progs/stop.spr");
precache_model ("progs/healing.spr");
precache_model ("progs/heart.spr");
precache_model ("progs/v_disruptor.mdl");
precache_model ("progs/v_span.mdl");
precache_model ("progs/v_nail.mdl");
precache_model ("progs/v_rock.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_spear.mdl");
precache_model ("progs/v_usp.mdl");
precache_model ("progs/v_needler.mdl");
precache_model ("progs/v_10mmpistol.mdl");
precache_model ("progs/v_fnfal.mdl");
precache_model ("progs/v_smg.mdl");
precache_model ("progs/v_rangem.mdl");
precache_model ("progs/v_pipe.mdl");
precache_model ("progs/v_bozar.mdl");
precache_model ("progs/v_lsw.mdl");
precache_model ("progs/v_double.mdl");
precache_model ("progs/v_combat.mdl");
precache_model ("progs/v_mp9.mdl");
precache_model ("progs/v_g11.mdl");
precache_model ("progs/v_ak47.mdl");
precache_model ("progs/v_acr.mdl");
precache_model ("progs/v_deagle.mdl");
precache_model ("progs/v_blaster.mdl");
precache_model ("progs/v_srifle.mdl");
precache_model ("progs/v_night.mdl");
precache_model ("progs/v_handgren.mdl");
precache_model ("progs/v_jackhammer.mdl");
precache_model ("progs/v_rocket.mdl");
precache_model ("progs/v_pipe.mdl");
precache_model ("progs/v_gauss.mdl");
precache_model ("progs/v_carbine.mdl");
precache_model ("progs/v_plasma.mdl");
precache_model ("progs/v_scope1.mdl");
precache_model ("progs/v_scope2.mdl");
precache_model ("progs/v_chain.mdl");
precache_model ("progs/g_spear.mdl");
precache_model ("progs/g_knife.mdl");
precache_model ("progs/g_axe.mdl");
precache_model ("progs/g_wrench.mdl");
precache_model ("progs/junk1.mdl");
precache_model ("progs/junk2.mdl");
precache_model ("progs/hosfem.mdl");
precache_model ("progs/hosguy.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/ray.mdl");
precache_model ("progs/radio.spr");
precache_model ("progs/w_spear.mdl");
precache_model ("progs/w_span.mdl");
precache_model ("progs/w_knife.mdl");
precache_model ("progs/w_pipe.mdl");
precache_model ("progs/w_double.mdl");
precache_model ("progs/w_combat.mdl");
precache_model ("progs/w_axe.mdl");
precache_model ("progs/w_10mmpistol.mdl");
precache_model ("progs/w_usp.mdl");
precache_model ("progs/w_deagle.mdl");
precache_model ("progs/w_alien.mdl");
precache_model ("progs/w_mp9.mdl");
precache_model ("progs/w_jackhammer.mdl");
precache_model ("progs/w_rangem.mdl");
precache_model ("progs/w_g11.mdl");
precache_model ("progs/w_acr.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/w_rocket.mdl");
precache_model ("progs/w_plasma.mdl");
precache_model ("progs/w_chain.mdl");
precache_model ("progs/w_bozar.mdl");
precache_model ("progs/money.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/basekey.wav");
precache_sound ("misc/thud.wav");
precache_sound ("misc/exp1.wav");
precache_sound ("misc/exp2.wav");
precache_sound ("misc/exp3.wav");
precache_sound ("effects/openlock.wav");
precache_sound ("effects/miss.wav");
precache_sound ("effects/radio1.wav");
precache_sound ("effects/radio2.wav");
precache_sound ("effects/radio3.wav");
precache_sound ("effects/radio4.wav");
precache_sound ("effects/blip1.wav");
precache_sound ("effects/blip2.wav");
precache_sound ("effects/axe_hit1.wav");
precache_sound ("effects/axe_hit2.wav");
precache_sound ("effects/axe_swing.wav");
precache_sound ("effects/metal-1.wav");
precache_sound ("effects/metal-2.wav");
precache_sound ("effects/spear_hit1.wav");
precache_sound ("effects/spear_hit2.wav");
precache_sound ("misc/item1.wav");
precache_sound ("misc/item2.wav");
precache_sound ("items/r_item1.wav");
precache_sound ("items/r_item2.wav");
precache_sound ("items/locked.wav");
precache_sound ("items/lockpick1.wav");
precache_sound ("items/lockpick2.wav");
precache_sound ("radio/medic.wav");
precache_sound ("radio/grenade.wav");
precache_sound ("ambience/gunfire1.wav");
precache_sound ("ambience/gunfire5.wav");
precache_sound ("misc/hosdie1.wav");
precache_sound ("misc/hosdie2.wav");
precache_sound ("misc/rescued.wav");
precache_sound ("misc/beep1.wav");
precache_sound ("misc/beep2.wav");
precache_sound ("misc/r_tele4.wav");
precache_sound ("buttons/switch02.wav");
precache_sound ("buttons/switch04.wav");
precache_sound ("misc/secret.wav");
precache_sound ("player/levelup.wav");
precache_sound ("items/damage.wav");
precache_sound ("items/damage2.wav");
precache_sound ("player/prone1.wav");
precache_sound ("player/prone2.wav");
precache_sound ("player/prone3.wav");
precache_sound ("player/prone4.wav");
precache_sound ("player/gib1.wav");
precache_sound ("player/step1.wav");
precache_sound ("player/step2.wav");
precache_sound ("player/step3.wav");
precache_sound ("player/step4.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 ("ogre/ak47.wav");
precache_sound ("weapons/10mmpistol.wav");
precache_sound ("weapons/ak112.wav");
precache_sound ("weapons/amr.wav");
precache_sound ("misc/bounce_1.wav");
precache_sound ("misc/bounce_2.wav");
precache_sound ("misc/bounce_3.wav");
precache_sound ("weapons/click.wav");
precache_sound ("weapons/deagle.wav");
precache_sound ("weapons/dks-1.wav");
precache_sound ("weapons/g11.wav");
precache_sound ("weapons/gauss.wav");
precache_sound ("weapons/gpull.wav");
precache_sound ("weapons/shotgun1.wav");
precache_sound ("weapons/laser.wav");
precache_sound ("weapons/blaster.wav");
precache_sound ("weapons/moonlight-1.wav");
precache_sound ("weapons/moonlight-2.wav");
precache_sound ("weapons/needler.wav");
precache_sound ("weapons/bozar.wav");
precache_sound ("weapons/lsw.wav");
precache_sound ("weapons/amr.wav");
precache_sound ("weapons/greasegun.wav");
precache_sound ("weapons/mp9.wav");
precache_sound ("weapons/rangem.wav");
precache_sound ("weapons/tink1.wav");
precache_sound ("weapons/reload.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/headshot.wav");
precache_sound ("player/hit1.wav");
precache_sound ("contact/armor1.wav");
precache_sound ("contact/armor2.wav");
precache_sound ("contact/armor3.wav");
precache_sound ("player/paina.wav");
precache_sound ("player/painb.wav");
precache_sound ("player/yourturn.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/bomb.mdl");
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");
precache_model ("progs/armor.mdl");
precache_model ("maps/crate.bsp");
//
// 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");
if (infokey(world, "coop") == "0")
coop = 0;
if (infokey(world, "coop") == "1")
coop = 1;
};
void() StartFrame =
{
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
teamplay = cvar("teamplay");
deathmatch = !coop;
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;
};