void() InitBodyQue; 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 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 (); // 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/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_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/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 = { local entity e; 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; };