/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* Level pack definitons */ entity nullentity; entity bulletholes; entity lastbullet; float numbulletholes; float IT_MJOLNIR = 128; float IT_LASER_CANNON = 8388608; float IT_PROXIMITY_GUN = 65536; float HIP_IT_WETSUIT = 2; float HIP_IT_EMPATHY_SHIELDS = 4; float HIP_IT_HORN_OF_CONJURING = 8; //added update stat message float SVC_UPDATESTAT = 3; float SVC_CUTSCENE = 34; //added total monster message float STAT_TOTALMONSTERS = 12; float STAT_TOTALSECRETS = 11; .void() th_turn; float AS_DODGING = 5; float CHARMED_RADIUS = 1500; float MAX_CHARMER_DISTANCE = 200; float MIN_CHARMER_DISTANCE = 150; float TOOCLOSE_CHARMER_DISTANCE = 120; float visible_distance; entity damage_inflictor; float footsteps; //MED 11/09/96 added new spawnflags float SPAWNFLAG_SUPERSPIKE = 1; float SPAWNFLAG_LASER = 2; float SPAWNFLAG_LAVABALL = 4; float SPAWNFLAG_ROCKET = 8; float SPAWNFLAG_SILENT = 16; // Hipnotic Constants float MIN_ANGLE_DELTA = 10; .float wetsuit_finished; .float wetsuit_time; .float empathy_finished; .float empathy_time; .float empathy_sound; .float color; // // Hipnotic entries // // have to use a new items flag because we ran out of bits in the original .float items2; // gremlin stuff .float gorging; .float stoleweapon; .entity lastvictim; // spawn variables .void() spawnfunction; .string spawnclassname; .float spawnsolidtype; .string spawnmodel; .void() spawnthink; .entity spawnmaster; .vector spawnmins; .vector spawnmaxs; .float spawnsilent; .float spawnmulti; // horn of conjuring .float charmed; .entity charmer; .float huntingcharmer; float horn_active; entity horn_charmer; // laser cannon .vector old_velocity; //misc .float duration; // used for linked list of entities .entity next_ent; // Mjolnir .float struck_by_mjolnir; // teleport invulnerability .float last_teleport_time; // Rotation .vector neworigin; .vector rotate; .float endtime; .float rotate_type; .string path; .string group; .string event; // Miscellaneous .float gravity; //MED 01/05/97 added discharge variable float discharged; //MED 01/05/97 added hipnotic decoy entity hipdecoy; // // Hipnotic's Prototypes // void() StopEarthQuake; void( float value ) EarthQuakeTime; void() earthquake_postthink; void() earthquake_prethink; float( entity counter ) counter_GetCount; vector ( vector ang ) SUB_NormalizeAngles; void (entity srcent, entity destent) SUB_CopyEntity; //multi explosion void( vector loc, float rad, float damage, float dur, float pause, float vol) multi_explosion; void(string targ, vector orig) become_decoy; //void(vector origin, vector dir, float color, float count, float lifespan) particlestream = #79; void() RotateTargets; void() RotateTargetsFinal; void() SetTargetOrigin; void() LinkRotateTargets;