mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-11 07:01:43 +00:00
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3471 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
596a0d6404
commit
b1a0130a3d
5 changed files with 166 additions and 116 deletions
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@ -12,7 +12,7 @@ void(entity to, float iid, float amount) AddStackable;
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void(entity to, float iid, float amount) AddNonStackable;
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void() shop_face;
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float modelindex_dead, modelindex_sneak, modelindex_prone, modelindex_eyes, modelindex_player, modelindex_gone, modelindex_melee;
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float modelindex_dead, modelindex_sneak, modelindex_prone, modelindex_eyes, modelindex_player, modelindex_gone, modelindex_melee, modelindex_crawl;
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/*
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=============================================================================
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@ -676,6 +676,9 @@ void() PutClientInServer =
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setmodel (self, "progs/eyes.mdl");
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modelindex_eyes = self.modelindex;
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setmodel (self, "progs/prone.mdl");
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modelindex_crawl = self.modelindex;
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setmodel (self, "progs/lay.mdl");
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modelindex_prone = self.modelindex;
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@ -1933,8 +1936,10 @@ void() CheckPowerups =
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if (self.position <= 1)
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self.modelindex = modelindex_player;
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if (self.position == 2)
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if (self.position == 2 && self.velocity == '0 0 0')
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self.modelindex = modelindex_prone;
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if (self.position == 2 && self.velocity != '0 0 0')
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self.modelindex = modelindex_crawl;
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if (self.sneak > 0 && coop == 0)
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self.modelindex = modelindex_gone;
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if (self.sneak > 0 && coop == 1)
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@ -2567,7 +2567,7 @@ string (float slot, float int) PerkName =
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if (int == 1)
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return "Support Fire";
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if (int == 2)
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return "Duck And Cover";
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return "I Disappear";
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if (int == 3)
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return "Puppet Master";
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if (int == 4)
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@ -2579,9 +2579,9 @@ string (float slot, float int) PerkName =
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if (int == 7)
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return "Narrow Escape";
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if (int == 8)
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return "Schizophrenia";
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return "Schizophrenia!";
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if (int == 9)
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return "Place Effect";
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return "Placebo Effect";
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if (int == 10)
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return "Economic Moves";
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if (int == 11)
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@ -2591,27 +2591,27 @@ string (float slot, float int) PerkName =
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string (float slot, float int) PerkNameCentered =
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{
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if (int == 1)
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return " Support Fire";
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return " Support Fire ";
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if (int == 2)
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return " Duck And Cover";
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return " I Disappear ";
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if (int == 3)
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return " Puppet Master ";
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return " Puppet Master ";
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if (int == 4)
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return " Stay Low";
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return " Stay Low ";
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if (int == 5)
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return "Surgical Precision";
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if (int == 6)
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return " Mutation";
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return " Mutation ";
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if (int == 7)
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return " Narrow Escape";
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return " Narrow Escape ";
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if (int == 8)
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return " Schizophrenia";
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return " Schizophrenia! ";
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if (int == 9)
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return " Place Effect";
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return " Placebo Effect ";
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if (int == 10)
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return " Economic Moves";
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return " Economic Moves ";
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if (int == 11)
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return " Nuclear Man";
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return " Nuclear Man ";
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};
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@ -2620,7 +2620,7 @@ string(float int) GetPerkImage =
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if (int == 1)
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return "gui/perks/Support Fire.jpg";
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else if (int == 2)
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return "gui/perks/Duck And Cover.jpg";
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return "gui/perks/I Disappear.jpg";
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else if (int == 3)
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return "gui/perks/Puppet Master.jpg";
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else if (int == 4)
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@ -2639,6 +2639,8 @@ string(float int) GetPerkImage =
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return "gui/perks/Economic Moves.jpg";
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else if (int == 11)
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return "gui/perks/Nuclear Man.jpg";
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else if (int == 12)
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return "gui/perks/Commander.jpg";
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else
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return "gui/perks/none.jpg";
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@ -2652,13 +2654,13 @@ string(float int) GetPerkDesc =
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else if (int == 2)
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return "Being a hero is overrated! You try your best to not look";
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else if (int == 3)
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return "Your black heart has a weird effect over the denizens of";
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return "Your black heart has a strange effect on the denizens of";
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else if (int == 4)
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return "You know how to take cover! While prone, any attack that";
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else if (int == 5)
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return "You have gained in-depth knowledge of vital organs. Your";
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else if (int == 6)
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return "The radiation has mutated your body slightly. A critical";
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return "Exposure to the wasteland has caused your body to mutate";
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else if (int == 7)
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return "For when your friend really, really needs that stimpack!";
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else if (int == 8)
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@ -2669,6 +2671,8 @@ string(float int) GetPerkDesc =
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return "You can move more effectively than most people. Movement";
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else if (int == 11)
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return "Your body has adapted to radiation to the point that you";
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else if (int == 12)
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return "Your supreme leadership affects all of those around you,";
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else
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return "";
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@ -2679,129 +2683,163 @@ string(float int) GetPerkDesc2 =
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if (int == 1)
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return "will drastically reduce recoil while lying down.";
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else if (int == 2)
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return "dangerous - making monsters attack your friends!";
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return "dangerous - making monsters forget about you!";
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else if (int == 3)
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return "the wasteland - you can turn a few to your side!";
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else if (int == 4)
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return "is non-aimed deals much less damage to you.";
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else if (int == 5)
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return "aimed attacks get a damage bonus equal to Doctor skill.";
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return "aimed attacks are boosted by your Doctor skill.";
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else if (int == 6)
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return "hit no longer has quite the same sting it once had.";
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return "and change, granting mysterious effects.";
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else if (int == 7)
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return "Provides you a few free seconds to escape danger.";
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else if (int == 8)
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return "sometimes takes over your body, boosting all skills.";
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else if (int == 9)
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return "to believe your stimpak is much better than it is.";
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return "to believe you are giving them a super stimpack.";
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else if (int == 10)
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return "actions suffer much less time-related penalties.";
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else if (int == 11)
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return "can absorb small amounts, healing you as well!";
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else if (int == 12)
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return " inspiring allies and causing foes to tremble.";
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else
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return "";
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};
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string(float int) GetPerkRequirements =
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{
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if (int == 1)
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return "Combat 5";
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else if (int == 2)
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return "Sneak 5, Speech 5";
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else if (int == 3)
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return "Speech 7, Science 5";
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else if (int == 4)
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return "Combat 3";
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else if (int == 5)
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return "Doctor 5, Sneak 3";
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else if (int == 6)
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return "None";
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else if (int == 7)
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return "Sneak: 7";
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else if (int == 8)
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return "None";
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else if (int == 9)
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return "Speech 5, Doctor 5";
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else if (int == 10)
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return "Combat 5, Sneak 5";
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else if (int == 11)
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return "None";
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else if (int == 12)
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return "Combat 7, Speech 5";
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else if (int == 13)
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return "Sneak 5, Science 5";
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else
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return "";
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};
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float(float iid) GetItemThreatLevel =
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{
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if (iid == IID_NONE)
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return 0;
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if (iid == IID_WP_KNIFE)
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return 1;
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return 0;
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if (iid == IID_WP_SLEDGE)
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return 1;
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return 0;
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if (iid == IID_WP_SPEAR)
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return 1;
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return 0;
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if (iid == IID_WP_POWERAXE)
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return 1;
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return 0;
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if (iid == IID_WP_USP)
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return 1;
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return 0;
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if (iid == IID_WP_USP_S)
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return 1;
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return 0;
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if (iid == IID_WP_GLOCK)
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return 1;
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return 0;
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if (iid == IID_WP_GLOCK_S)
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return 1;
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return 0;
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if (iid == IID_WP_DEAGLE)
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return 1;
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return 0;
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if (iid == IID_WP_DEAGLE_M)
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return 1;
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return 0;
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if (iid == IID_WP_NEEDLER)
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return 3;
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return 2;
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if (iid == IID_WP_ALIENBLASTER)
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return 3;
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return 2;
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if (iid == IID_WP_PIPERIFLE)
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return 1;
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return 0;
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if (iid == IID_WP_WINCHESTER)
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return 1;
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return 0;
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if (iid == IID_WP_MOSSBERG)
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return 3;
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return 1;
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if (iid == IID_WP_JACKHAMMER)
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return 5;
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return 2;
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if (iid == IID_WP_GREASEGUN)
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return 1;
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return 0;
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if (iid == IID_WP_GREASEGUN_S)
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return 1;
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return 0;
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if (iid == IID_WP_MP9)
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return 1;
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return 0;
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if (iid == IID_WP_MP9_S)
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return 1;
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return 0;
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if (iid == IID_WP_RANGEMASTER)
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return 1;
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return 0;
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if (iid == IID_WP_RANGEMASTER_SCOPE)
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return 1;
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return 0;
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if (iid == IID_WP_AK112)
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return 3;
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return 1;
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if (iid == IID_WP_AK47)
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return 3;
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return 1;
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if (iid == IID_WP_AK112_M)
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return 3;
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return 1;
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if (iid == IID_WP_AK74)
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return 5;
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return 1;
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if (iid == IID_WP_ACR)
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return 5;
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return 2;
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if (iid == IID_WP_DKS1)
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return 3;
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return 1;
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if (iid == IID_WP_DKS1_S)
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return 3;
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return 1;
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if (iid == IID_WP_MOONLIGHT)
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return 5;
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return 2;
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if (iid == IID_WP_G11)
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return 5;
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return 2;
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if (iid == IID_WP_GAUSERIFLE)
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return 7;
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return 2;
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if (iid == IID_WP_PULSERIFLE)
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return 7;
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return 2;
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if (iid == IID_WP_TURBOPLASMA)
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return 7;
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return 2;
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if (iid == IID_WP_PLASMACARBINE)
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return 7;
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return 2;
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if (iid == IID_WP_FNFAL)
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return 5;
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return 2;
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if (iid == IID_WP_ROCKETLAUNCHER)
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return 7;
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return 2;
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if (iid == IID_WP_LASERGATLING)
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return 7;
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return 2;
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if (iid == IID_ARM_LEATHER)
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return 1;
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return 0;
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if (iid == IID_ARM_VANDAL)
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return 1;
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return 0;
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if (iid == IID_ARM_METAL)
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return 1;
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return 0;
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if (iid == IID_ARM_TESLA)
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return 1;
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if (iid == IID_ARM_COMBAT)
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return 3;
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return 1;
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if (iid == IID_ARM_SEVA)
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return 3;
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return 1;
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if (iid == IID_ARM_FORCE)
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return 5;
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return 2;
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if (iid == IID_ARM_LPOWER)
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return 7;
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return 2;
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@ -98,8 +98,7 @@ void () CrawlSound =
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rand = random ();
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if (self.sneak != 0)
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return;
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if (self.velocity == '0 0 0')
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{
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self.crawltime = 0;
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@ -128,6 +127,14 @@ void () CrawlSound =
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void () player_lay = [ 45, player_run ]
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{
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if (self.velocity != '0 0 0')
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self.frame = 8 - self.crawltime;
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else if (self.velocity == '0 0 0')
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{
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self.frame = 0;
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return;
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}
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self.crawltime = self.crawltime - 1;
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if (self.crawltime <= 0)
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@ -135,6 +142,8 @@ void () player_lay = [ 45, player_run ]
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CrawlSound();
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self.crawltime = 8;
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}
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};
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void () player_single_shot = [ 89, player_single_shot2 ]{};
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@ -488,8 +488,8 @@ void(float slotno) UsePerk =
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{
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if (te.classname == "monster")
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{
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te.hold = 180;
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spawn_stop(te, 10);
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te.hold = 120;
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spawn_stop(te, 8);
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mcount = mcount + 1;
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}
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te = te.chain;
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@ -504,7 +504,7 @@ void(float slotno) UsePerk =
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sound (self, CHAN_BODY, "items/damage.wav", 1, ATTN_NORM);
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sprint(self, 2, "it is time...\n");
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self.supertime = 20;
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self.supertime = 15;
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self.skill_combat = self.skill_combat + 20;
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self.skill_doctor = self.skill_doctor + 20;
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self.skill_sneak = self.skill_sneak + 20;
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@ -777,6 +777,24 @@ void () player_single2_s = [ 183, player_run ]
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self.weaponframe = 2;
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};
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void () player_fire_prone =
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{
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if (self.weaponframe == 0)
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{
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self.weaponframe = 1;
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self.frame = 1;
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}
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else
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{
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self.weaponframe = 1;
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self.frame = 1;
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}
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};
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//============================================================================
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vector() wall_velocity =
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@ -3231,7 +3249,7 @@ void (float dam, float ap, string snd, float rng, float rate) FirePistol =
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if (self.position == 1)
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player_single1_s();
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if (self.position == 2)
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player_single1_s();
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player_fire_prone();
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if (self.position == 0)
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@ -3715,7 +3733,7 @@ void (float dam, float accuracy, string snd, float rng, float rate) FireAssaultR
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if (self.position == 1)
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player_single1_s ();
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if (self.position == 2)
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player_single1 ();
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player_fire_prone ();
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}
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if (self.attack >= 1)
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{
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@ -3724,7 +3742,7 @@ void (float dam, float accuracy, string snd, float rng, float rate) FireAssaultR
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if (self.position == 1)
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autofire_s ();
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if (self.position == 2)
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player_single1 ();
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player_fire_prone ();
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}
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tmp = accuracy * 10;
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@ -6147,8 +6165,10 @@ void (float rec, float number, float dam, float spread, float ran, float auto, s
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if (self.position == 0)
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player_single1 ();
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else
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else if (self.position == 1)
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player_single1_s ();
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else if (self.position == 2)
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player_fire_prone();
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if (self.steadyaim == 0)
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{
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@ -6510,7 +6530,11 @@ void () HostageReport =
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void () clone_think =
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{
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self.model = self.owner.model;
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if (self.owner.velocity == '0 0 0')
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setmodel(self, "progs/lay.mdl");
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else
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setmodel(self, "progs/prone.mdl");
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self.frame = self.owner.frame;
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self.nextthink = time + 0.01;
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};
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@ -6520,7 +6544,11 @@ void () AddClone =
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local entity clone;
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clone = spawn ();
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setmodel(clone, "progs/guy.mdl");
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||||
|
||||
setmodel(clone, "progs/prone.mdl");
|
||||
|
||||
|
||||
clone.owner = self;
|
||||
clone.movetype = MOVETYPE_BOUNCE;
|
||||
clone.solid = SOLID_NOT;
|
||||
|
|
|
@ -129,8 +129,8 @@ void() get_difficulty =
|
|||
//challenge rating system
|
||||
//
|
||||
//0-24 level of difficulty
|
||||
//0 = barely equipped players
|
||||
//24 = using the best arms and equipment
|
||||
//0 = barely equipped players
|
||||
//6 = 1 player using best arms and armor
|
||||
|
||||
challenge_rating = 0;
|
||||
|
||||
|
@ -326,13 +326,13 @@ void() map_startup =
|
|||
world.map_ent2_percent = t;
|
||||
world.map_ent3_percent = x;
|
||||
|
||||
if (challenge_rating < 4)
|
||||
if (challenge_rating < 2)
|
||||
{
|
||||
world.map_ent1 = 2 + ceil(random()*6);
|
||||
world.map_ent2 = ceil(random()*8);
|
||||
world.map_ent3 = ceil(random()*8);
|
||||
}
|
||||
else if (challenge_rating < 8)
|
||||
else if (challenge_rating < 4)
|
||||
{
|
||||
world.map_ent1 = 2 + ceil(random()*8);
|
||||
world.map_ent2 = 4 + ceil(random()*6);
|
||||
|
@ -1591,6 +1591,7 @@ void() worldspawn =
|
|||
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");
|
||||
|
@ -1786,11 +1787,8 @@ void() worldspawn =
|
|||
precache_sound ("ogre/ak47.wav");
|
||||
precache_sound ("weapons/usp.wav");
|
||||
precache_sound ("weapons/10mmpistol.wav");
|
||||
precache_sound ("weapons/auto2.wav");
|
||||
precache_sound ("weapons/ak112.wav");
|
||||
precache_sound ("weapons/amr.wav");
|
||||
precache_sound ("weapons/blowoff-1.wav");
|
||||
precache_sound ("weapons/blowoff-2.wav");
|
||||
precache_sound ("misc/bounce_1.wav");
|
||||
precache_sound ("misc/bounce_2.wav");
|
||||
precache_sound ("misc/bounce_3.wav");
|
||||
|
@ -1798,13 +1796,11 @@ void() worldspawn =
|
|||
precache_sound ("weapons/click.wav");
|
||||
precache_sound ("weapons/deagle.wav");
|
||||
precache_sound ("weapons/dks-1.wav");
|
||||
precache_sound ("weapons/fnfal.wav");
|
||||
precache_sound ("weapons/g11.wav");
|
||||
precache_sound ("weapons/gauss.wav");
|
||||
precache_sound ("weapons/gpull.wav");
|
||||
precache_sound ("weapons/citykiller.wav");
|
||||
precache_sound ("weapons/laser.wav");
|
||||
precache_sound ("weapons/laserburst1.wav");
|
||||
precache_sound ("weapons/blaster.wav");
|
||||
precache_sound ("weapons/moonlight-1.wav");
|
||||
precache_sound ("weapons/moonlight-2.wav");
|
||||
|
@ -1812,20 +1808,13 @@ void() worldspawn =
|
|||
precache_sound ("weapons/bozar.wav");
|
||||
precache_sound ("weapons/lsw.wav");
|
||||
precache_sound ("weapons/amr.wav");
|
||||
precache_sound ("weapons/smg_s.wav");
|
||||
precache_sound ("weapons/shotgun1.wav");
|
||||
precache_sound ("weapons/mp5.wav");
|
||||
precache_sound ("weapons/mp7.wav");
|
||||
precache_sound ("weapons/greasegun.wav");
|
||||
precache_sound ("weapons/mp9.wav");
|
||||
precache_sound ("weapons/rangem.wav");
|
||||
|
||||
precache_sound ("weapons/tink1.wav");
|
||||
precache_sound ("weapons/shell.wav");
|
||||
precache_sound ("weapons/reload.wav");
|
||||
precache_sound ("weapons/silenced.wav");
|
||||
precache_sound ("misc/greload.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");
|
||||
|
@ -1840,19 +1829,6 @@ void() worldspawn =
|
|||
precache_sound ("contact/armor2.wav");
|
||||
precache_sound ("contact/armor3.wav");
|
||||
|
||||
precache_sound ("contact/rico1.wav");
|
||||
precache_sound ("contact/rico2.wav");
|
||||
precache_sound ("contact/rico3.wav");
|
||||
precache_sound ("contact/rico4.wav");
|
||||
precache_sound ("contact/rico5.wav");
|
||||
precache_sound ("contact/rico6.wav");
|
||||
precache_sound ("contact/rico7.wav");
|
||||
precache_sound ("contact/rico8.wav");
|
||||
precache_sound ("contact/rico9.wav");
|
||||
precache_sound ("contact/rico10.wav");
|
||||
precache_sound ("contact/rico11.wav");
|
||||
precache_sound ("contact/rico12.wav");
|
||||
|
||||
precache_sound ("player/paina.wav");
|
||||
precache_sound ("player/painb.wav");
|
||||
precache_sound ("player/yourturn.wav");
|
||||
|
@ -1860,20 +1836,14 @@ void() worldspawn =
|
|||
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 ("maps/crate.bsp");
|
||||
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue