/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for spotlights, etc. */ void() info_null = { remove(self); }; /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for lightning. */ void() info_notnull = { }; //============================================================================ float START_OFF = 1; void() light_use = { if (self.spawnflags & START_OFF) { lightstyle(self.style, "m"); self.spawnflags = self.spawnflags - START_OFF; } else { lightstyle(self.style, "a"); self.spawnflags = self.spawnflags + START_OFF; } }; /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off. */ void() light = { if (!self.targetname) { // inert light remove(self); return; } if (self.style >= 32) { self.use = light_use; if (self.spawnflags & START_OFF) lightstyle(self.style, "a"); else lightstyle(self.style, "m"); } }; /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off. Makes steady fluorescent humming sound */ void() light_fluoro = { if (self.style >= 32) { self.use = light_use; if (self.spawnflags & START_OFF) lightstyle(self.style, "a"); else lightstyle(self.style, "m"); } precache_sound ("ambience/fl_hum1.wav"); ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); }; /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) Non-displayed light. Default light value is 300 Default style is 10 Makes sparking, broken fluorescent sound */ void() light_fluorospark = { if (!self.style) self.style = 10; precache_sound ("ambience/buzz1.wav"); ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC); }; /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) Sphere globe light. Default light value is 300 Default style is 0 */ void() light_globe = { precache_model ("progs/s_light.spr"); setmodel (self, "progs/s_light.spr"); makestatic (self); }; void() FireAmbient = { precache_sound ("ambience/fire1.wav"); // attenuate fast ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC); }; /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) Short wall torch Default light value is 200 Default style is 0 */ void() light_torch_small_walltorch = { precache_model ("progs/flame.mdl"); setmodel (self, "progs/flame.mdl"); FireAmbient (); makestatic (self); }; /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18) Large yellow flame ball */ void() light_flame_large_yellow = { precache_model ("progs/flame2.mdl"); setmodel (self, "progs/flame2.mdl"); self.frame = 1; FireAmbient (); makestatic (self); }; /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Small yellow flame ball */ void() light_flame_small_yellow = { precache_model ("progs/flame2.mdl"); setmodel (self, "progs/flame2.mdl"); FireAmbient (); makestatic (self); }; /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF Small white flame ball */ void() light_flame_small_white = { precache_model ("progs/flame2.mdl"); setmodel (self, "progs/flame2.mdl"); FireAmbient (); makestatic (self); }; //============================================================================ /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) Lava Balls */ void() fire_fly; void() fire_touch; void() misc_fireball = { precache_model ("progs/lavaball.mdl"); self.classname = "fireball"; self.nextthink = time + (random() * 5); self.think = fire_fly; if (!self.speed) self.speed = 1000; }; void() fire_fly = { local entity fireball; fireball = spawn(); fireball.solid = SOLID_TRIGGER; fireball.movetype = MOVETYPE_TOSS; fireball.velocity = '0 0 1000'; fireball.velocity_x = (random() * 100) - 50; fireball.velocity_y = (random() * 100) - 50; fireball.velocity_z = self.speed + (random() * 200); fireball.classname = "fireball"; setmodel (fireball, "progs/lavaball.mdl"); setsize (fireball, '0 0 0', '0 0 0'); setorigin (fireball, self.origin); fireball.nextthink = time + 5; fireball.think = SUB_Remove; fireball.touch = fire_touch; self.nextthink = time + (random() * 5) + 3; self.think = fire_fly; }; void() fire_touch = { T_Damage (other, self, self, 20); remove(self); }; //============================================================================ void() barrel_explode = { self.takedamage = DAMAGE_NO; self.classname = "explo_box"; T_RadiusDamage2 (self, self.owner, 65+random()*65, other, 800); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_EXPLOSION); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z+32); multicast (self.origin, MULTICAST_PHS); remove (self); }; /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64) TESTING THING */ void() misc_explobox = { local float oldz; self.solid = SOLID_BBOX; self.movetype = MOVETYPE_NONE; precache_model ("maps/b_explob.bsp"); setmodel (self, "maps/b_explob.bsp"); setsize (self, '0 0 0', '32 32 64'); precache_sound ("weapons/r_exp3.wav"); self.health = 20; self.th_die = barrel_explode; self.takedamage = DAMAGE_AIM; self.origin_z = self.origin_z + 2; oldz = self.origin_z; droptofloor(); if (oldz - self.origin_z > 250) { dprint ("item fell out of level at "); dprint (vtos(self.origin)); dprint ("\n"); remove(self); } }; void () hostage_die = { local entity ze; self.frame = START_OFF; if (self.model == "progs/hosfem.mdl") sound (self, CHAN_VOICE, "misc/hosdie2.wav", 1, ATTN_NONE); else sound (self, CHAN_VOICE, "misc/hosdie1.wav", 1, ATTN_NONE); ze = find (world, classname, "player"); while (ze) { if (ze.classname == "player") ze.score = ze.score - 100; ze = find(ze, classname, "player"); } hos_deatha1 (); self.solid = SOLID_NOT; setsize (self, VEC_ORIGIN, VEC_ORIGIN); }; void () hostage_pain = { if (((random () * SECRET_NO_SHOOT) < SECRET_1ST_DOWN)) { sound (self, CHAN_VOICE, "player/paina.wav", START_OFF, ATTN_NORM); } else { sound (self, CHAN_VOICE, "player/painb.wav", START_OFF, ATTN_NORM); } if (((random () * SECRET_NO_SHOOT) < SECRET_1ST_DOWN)) { sound (self, CHAN_BODY, "player/hit1.wav", START_OFF, ATTN_NORM); } hos_run1 (); }; void () hostage_think = { self.nextthink = (time + MULTICAST_PVS_R); self.think = hostage_think; if ((self.health <= MULTICAST_ALL)) { return; } if ((self.cnt == MULTICAST_ALL)) { hos_stand1 (); } if ((self.cnt == START_OFF)) { hos_run1 (); } }; void () sci_think = { self.think = sci_think; self.nextthink = (time + 15); if (self.health <= 0) return; }; void (vector place) hostage_new = { local entity te; local float qq; precache_model ("progs/hosfem.mdl"); precache_model ("progs/hosguy.mdl"); precache_sound ("misc/hosdie1.wav"); precache_sound ("misc/hosdie2.wav"); precache_sound ("misc/hosdown.wav"); precache_sound ("misc/rescued.wav"); hostages = hostages + 1; setorigin(self, place + '0 0 24'); hos_stand1 (); self.movetype = MOVETYPE_STEP; self.velocity = VEC_ORIGIN; self.touch = SUB_Null; self.classname = "rhostage"; self.takedamage = DAMAGE_AIM; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.home = self.origin; setmodel (self, "progs/hosfem.mdl"); self.health = 70; self.think = hostage_think; self.nextthink = (time + START_OFF); self.solid = SOLID_BBOX; self.th_die = hostage_die; self.th_pain = hostage_pain; self.rescued = MULTICAST_ALL; self.angles_y = floor ((random () * 360)); self.netname = "citizen"; }; void () hostage_spawn = { local entity te; local float qq; precache_model ("progs/hosfem.mdl"); precache_model ("progs/hosguy.mdl"); precache_sound ("misc/hosdie1.wav"); precache_sound ("misc/hosdie2.wav"); precache_sound ("misc/hosdown.wav"); precache_sound ("misc/rescued.wav"); if (((random () * SECRET_NO_SHOOT) <= SILENT)) { return; } if (((random () * SECRET_NO_SHOOT) <= SECRET_NO_SHOOT)) { te = find (world, classname, "hostage"); while (te) { qq = (qq + START_OFF); te = find (te, classname, "hostage"); } if ((qq >= MULTICAST_PVS_R)) { remove (self); return; } } hos_stand1 (); self.movetype = MOVETYPE_STEP; self.velocity = VEC_ORIGIN; self.touch = SUB_Null; self.classname = "hostage"; self.takedamage = DAMAGE_AIM; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.home = self.origin; if (((random () * SECRET_NO_SHOOT) <= SECRET_1ST_DOWN)) { setmodel (self, "progs/hosfem.mdl"); } else { setmodel (self, "progs/hosguy.mdl"); } self.health = 70; self.think = hostage_think; self.nextthink = (time + START_OFF); self.solid = SOLID_BBOX; self.th_die = hostage_die; self.th_pain = hostage_pain; self.rescued = MULTICAST_ALL; self.angles_y = floor ((random () * 360)); self.netname = "citizen"; }; void () scientist = { precache_model ("progs/hosguy.mdl"); precache_sound ("misc/hosdie1.wav"); precache_sound ("misc/hosdie2.wav"); hos_stand1 (); self.movetype = MOVETYPE_STEP; self.velocity = VEC_ORIGIN; self.touch = SUB_Null; self.classname = "scientist"; self.takedamage = DAMAGE_AIM; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); setmodel (self, "progs/hosguy.mdl"); self.health = 70; self.think = hostage_think; self.nextthink = (time + START_OFF); self.team = START_OFF; self.solid = SOLID_BBOX; self.th_die = hostage_die; self.th_pain = hostage_pain; self.rescued = MULTICAST_ALL; self.netname = "scientist"; }; /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64) Smaller exploding box, REGISTERED ONLY */ void() misc_explobox2 = { local float oldz; self.solid = SOLID_BBOX; self.movetype = MOVETYPE_NONE; precache_model2 ("maps/b_exbox2.bsp"); setmodel (self, "maps/b_exbox2.bsp"); setsize (self, '0 0 0', '32 32 32'); precache_sound ("weapons/r_exp3.wav"); self.health = 20; self.th_die = barrel_explode; self.takedamage = DAMAGE_AIM; self.origin_z = self.origin_z + 2; oldz = self.origin_z; droptofloor(); if (oldz - self.origin_z > 250) { dprint ("item fell out of level at "); dprint (vtos(self.origin)); dprint ("\n"); remove(self); } }; //============================================================================ float SPAWNFLAG_SUPERSPIKE = 1; float SPAWNFLAG_LASER = 2; void() Laser_Touch = { local vector org; if (other == self.owner) return; // don't explode on owner if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC); org = self.origin - 8*normalize(self.velocity); if (other.health) { SpawnBlood (org, 15); other.deathtype = "laser"; T_Damage (other, self, self.owner, 15); } else { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_GUNSHOT); WriteByte (MSG_MULTICAST, 5); WriteCoord (MSG_MULTICAST, org_x); WriteCoord (MSG_MULTICAST, org_y); WriteCoord (MSG_MULTICAST, org_z); multicast (org, MULTICAST_PVS); } remove(self); }; void(vector org, vector vec) LaunchLaser = { if (self.classname == "monster_enforcer") sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM); vec = normalize(vec); newmis = spawn(); newmis.owner = self; newmis.movetype = MOVETYPE_FLY; newmis.solid = SOLID_BBOX; newmis.effects = EF_DIMLIGHT; setmodel (newmis, "progs/laser.mdl"); setsize (newmis, '0 0 0', '0 0 0'); setorigin (newmis, org); newmis.velocity = vec * 600; newmis.angles = vectoangles(newmis.velocity); newmis.nextthink = time + 5; newmis.think = SUB_Remove; newmis.touch = Laser_Touch; }; void() spikeshooter_use = { if (self.spawnflags & SPAWNFLAG_LASER) { sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM); LaunchLaser (self.origin, self.movedir); } else { sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM); launch_spike (self.origin, self.movedir); newmis.velocity = self.movedir * 500; if (self.spawnflags & SPAWNFLAG_SUPERSPIKE) newmis.touch = superspike_touch; } }; void() shooter_think = { spikeshooter_use (); self.nextthink = time + self.wait; newmis.velocity = self.movedir * 500; }; /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser When triggered, fires a spike in the direction set in QuakeEd. Laser is only for REGISTERED. */ void() trap_spikeshooter = { SetMovedir (); self.use = spikeshooter_use; if (self.spawnflags & SPAWNFLAG_LASER) { precache_model2 ("progs/laser.mdl"); precache_sound2 ("enforcer/enfire.wav"); precache_sound2 ("enforcer/enfstop.wav"); } else precache_sound ("weapons/spike2.wav"); }; /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser Continuously fires spikes. "wait" time between spike (1.0 default) "nextthink" delay before firing first spike, so multiple shooters can be stagered. */ void() trap_shooter = { trap_spikeshooter (); if (self.wait == 0) self.wait = 1; self.nextthink = self.nextthink + self.wait + self.ltime; self.think = shooter_think; }; /* =============================================================================== =============================================================================== */ void() make_bubbles; void() bubble_remove; void() bubble_bob; /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) testing air bubbles */ void() air_bubbles = { remove (self); }; void() make_bubbles = { local entity bubble; bubble = spawn(); setmodel (bubble, "progs/s_bubble.spr"); setorigin (bubble, self.origin); bubble.movetype = MOVETYPE_NOCLIP; bubble.solid = SOLID_NOT; bubble.velocity = '0 0 15'; bubble.nextthink = time + 0.5; bubble.think = bubble_bob; bubble.touch = bubble_remove; bubble.classname = "bubble"; bubble.frame = 0; bubble.cnt = 0; setsize (bubble, '-8 -8 -8', '8 8 8'); self.nextthink = time + random() + 0.5; self.think = make_bubbles; }; void() bubble_split = { local entity bubble; bubble = spawn(); setmodel (bubble, "progs/s_bubble.spr"); setorigin (bubble, self.origin); bubble.movetype = MOVETYPE_NOCLIP; bubble.solid = SOLID_NOT; bubble.velocity = self.velocity; bubble.nextthink = time + 0.5; bubble.think = bubble_bob; bubble.touch = bubble_remove; bubble.classname = "bubble"; bubble.frame = 1; bubble.cnt = 10; setsize (bubble, '-8 -8 -8', '8 8 8'); self.frame = 1; self.cnt = 10; if (self.waterlevel != 3) remove (self); }; void() bubble_remove = { if (other.classname == self.classname) { // dprint ("bump"); return; } remove(self); }; void() bubble_bob = { local float rnd1, rnd2, rnd3; self.cnt = self.cnt + 1; if (self.cnt == 4) bubble_split(); if (self.cnt == 20) remove(self); rnd1 = self.velocity_x + (-10 + (random() * 20)); rnd2 = self.velocity_y + (-10 + (random() * 20)); rnd3 = self.velocity_z + 10 + random() * 10; if (rnd1 > 10) rnd1 = 5; if (rnd1 < -10) rnd1 = -5; if (rnd2 > 10) rnd2 = 5; if (rnd2 < -10) rnd2 = -5; if (rnd3 < 10) rnd3 = 15; if (rnd3 > 30) rnd3 = 25; self.velocity_x = rnd1; self.velocity_y = rnd2; self.velocity_z = rnd3; self.nextthink = time + 0.5; self.think = bubble_bob; }; /*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> ~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) Just for the debugging level. Don't use */ void() viewthing = { self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; precache_model ("progs/player.mdl"); setmodel (self, "progs/player.mdl"); }; /* ============================================================================== SIMPLE BMODELS ============================================================================== */ void() func_wall_use = { // change to alternate textures self.frame = 1 - self.frame; }; /*QUAKED func_wall (0 .5 .8) ? This is just a solid wall if not inhibitted */ void() func_wall = { self.angles = '0 0 0'; self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything self.solid = SOLID_BSP; self.use = func_wall_use; setmodel (self, self.model); }; /*QUAKED func_illusionary (0 .5 .8) ? A simple entity that looks solid but lets you walk through it. */ void() func_illusionary = { self.angles = '0 0 0'; self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; setmodel (self, self.model); makestatic (self); }; /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 This bmodel will appear if the episode has allready been completed, so players can't reenter it. */ void() func_episodegate = { if (!(serverflags & self.spawnflags)) return; // can still enter episode self.angles = '0 0 0'; self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything self.solid = SOLID_BSP; self.use = func_wall_use; setmodel (self, self.model); }; /*QUAKED func_bossgate (0 .5 .8) ? This bmodel appears unless players have all of the episode sigils. */ void() func_bossgate = { if ( (serverflags & 15) == 15) return; // all episodes completed self.angles = '0 0 0'; self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything self.solid = SOLID_BSP; self.use = func_wall_use; setmodel (self, self.model); }; //============================================================================ /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_suck_wind = { precache_sound ("ambience/suck1.wav"); ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC); }; /*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_drone = { precache_sound ("ambience/drone6.wav"); ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC); }; /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_flouro_buzz = { precache_sound ("ambience/buzz1.wav"); ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC); }; /*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_drip = { precache_sound ("ambience/drip1.wav"); ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC); }; /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_comp_hum = { precache_sound ("ambience/comp1.wav"); ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC); }; /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_thunder = { precache_sound ("ambience/thunder1.wav"); ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC); }; /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_light_buzz = { precache_sound ("ambience/fl_hum1.wav"); ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); }; /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_swamp1 = { precache_sound ("ambience/swamp1.wav"); ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC); }; /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_swamp2 = { precache_sound ("ambience/swamp2.wav"); ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC); }; //============================================================================ void() noise_think = { self.nextthink = time + 0.5; sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM); sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM); sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM); sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM); sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM); sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM); sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM); }; /*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) For optimzation testing, starts a lot of sounds. */ void() misc_noisemaker = { precache_sound2 ("enforcer/enfire.wav"); precache_sound2 ("enforcer/enfstop.wav"); precache_sound2 ("enforcer/sight1.wav"); precache_sound2 ("enforcer/sight2.wav"); precache_sound2 ("enforcer/sight3.wav"); precache_sound2 ("enforcer/sight4.wav"); precache_sound2 ("enforcer/pain1.wav"); precache_sound2 ("enforcer/pain2.wav"); precache_sound2 ("enforcer/death1.wav"); precache_sound2 ("enforcer/idle1.wav"); self.nextthink = time + 0.1 + random(); self.think = noise_think; }; void() brotherhood_merchant = { local entity sign; /* sign = spawn(); sign.origin = self.origin + '0 0 32'; setmodel(sign, "progs/trader.spr"); sign.solid = SOLID_NOT;*/ setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_z = -200; setmodel (self, "progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -24', '16 16 32'); self.takedamage = DAMAGE_NO; self.classname = "merchant"; self.think = shop_face; self.nextthink = time + 0.5; self.xslot1 = SlotVal(IID_WP_USP, 1); self.xslot6 = SlotVal(IID_AM_45ACP, 100); self.xslot2 = SlotVal(IID_WP_PIPERIFLE, 1); self.xslot7 = SlotVal(IID_AM_44MAGNUM, 100); self.xslot3 = SlotVal(IID_WP_WINCHESTER, 1); self.xslot8 = SlotVal(IID_AM_12GAUGESHELLS, 100); self.xslot4 = SlotVal(IID_WP_RANGEMASTER, 1); self.xslot9 = SlotVal(IID_AM_556MM, 100); self.xslot5 = SlotVal(IID_WP_MP9, 1); self.xslot10 = SlotVal(IID_AM_10MM, 100); self.xslot11 = SlotVal(IID_ARM_VANDAL, 1); self.xslot12 = SlotVal(IID_ARM_METAL, 1); self.xslot13 = SlotVal(IID_ARM_TESLA, 1); self.xslot14 = SlotVal(IID_CHEM_STIMPACK, 1); self.xslot15 = SlotVal(IID_CHEM_MEDICALBAG, 25); self.xslot16 = SlotVal(IID_WP_DKS1, 1); self.xslot17 = SlotVal(IID_AM_762MM, 100); self.xslot18 = SlotVal(IID_WP_ALIENBLASTER, 1); self.xslot19 = SlotVal(IID_AM_ENERGYCELL, 100); if (random()*100 < 20) self.xslot20 = SlotVal(IID_AM_ENERGYCELL, 100); else if (random()*100 < 20) self.xslot20 = SlotVal(IID_EQUIP_BELTPOUCH, 1); else if (random()*100 < 20) self.xslot20 = SlotVal(IID_EQUIP_STEALTHBOY, 1); else if (random()*100 < 20) self.xslot20 = SlotVal(IID_EQUIP_CLIMBINGGEAR, 1); else self.xslot20 = SlotVal(IID_EQUIP_TOOLKIT, 1); }; void() brotherhood_sergeant = { setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_z = -200; setmodel (self, "progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -24', '16 16 32'); self.takedamage = DAMAGE_NO; }; void() brotherhood_soldier = { setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_z = -200; setmodel (self, "progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -24', '16 16 32'); self.takedamage = DAMAGE_NO; self.xslot1 = SlotVal(IID_AM_45ACP, 100); self.xslot2 = SlotVal(IID_AM_10MM, 100); self.xslot3 = SlotVal(IID_AM_12GAUGESHELLS, 100); self.xslot4 = SlotVal(IID_AM_5MMHIGHVEL, 100); self.xslot5 = SlotVal(IID_AM_762MM, 100); self.xslot6 = SlotVal(IID_AM_556MM, 100); self.xslot7 = SlotVal(IID_AM_ENERGYCELL, 100); self.xslot8 = SlotVal(IID_AM_CASELESS, 100); self.xslot9 = SlotVal(IID_AM_NEEDLER, 100); self.xslot12 = SlotVal(IID_EQUIP_STEALTHBOY, 1); self.xslot13 = SlotVal(IID_EQUIP_BACKPACK, 1); self.xslot14 = SlotVal(IID_WP_AK112, 1); self.xslot15 = SlotVal(IID_WP_ACR, 1); self.xslot16 = SlotVal(IID_WP_AK112_M, 1); self.xslot17 = SlotVal(IID_WP_G11, 1); self.xslot18 = SlotVal(IID_WP_JACKHAMMER, 1); self.xslot19 = SlotVal(IID_WP_MOONLIGHT, 1); self.xslot20 = SlotVal(IID_WP_MOSSBERG, 1); self.think = shop_face; self.nextthink = time + 0.5; }; void() brotherhood_guard = { precache_model ("progs/enforcer.mdl"); precache_sound ("enforcer/sight1.wav"); precache_sound ("enforcer/sight2.wav"); precache_sound ("enforcer/sight3.wav"); precache_sound ("enforcer/sight4.wav"); setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_z = -200; setmodel (self, "progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -24', '16 16 32'); self.takedamage = DAMAGE_NO; }; void() brotherhood_doctor = { setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_z = -200; setmodel (self, "progs/enforcer.mdl"); self.touch = SUB_Null; self.solid = SOLID_SLIDEBOX; setsize (self, '-16 -16 -24', '16 16 32'); self.takedamage = DAMAGE_NO; self.classname = "merchant"; self.think = shop_face; self.nextthink = time + 0.5; self.xslot1 = SlotVal(IID_WP_KNIFE, 1); self.xslot2 = SlotVal(IID_WP_NEEDLER, 1); self.xslot3 = SlotVal(IID_ARM_LEATHER, 1); self.xslot16 = SlotVal(IID_CHEM_STIMPACK, 1); self.xslot17 = SlotVal(IID_CHEM_MEDICALBAG, 25); self.xslot18 = SlotVal(IID_CHEM_SUPERSTIM, 1); self.xslot19 = SlotVal(IID_CHEM_ADRENALINE, 1); self.xslot20 = SlotVal(IID_CHEM_PSYCHO, 1); }; void() computer_noise = { if (random()<0.10) sound (self, CHAN_WEAPON, "effects/beep1.wav", 1, ATTN_IDLE); else if (random()<0.10) sound (self, CHAN_WEAPON, "effects/beep2.wav", 1, ATTN_IDLE); else if (random()<0.10) sound (self, CHAN_WEAPON, "effects/beep3.wav", 1, ATTN_IDLE); else if (random()<0.10) sound (self, CHAN_WEAPON, "effects/beep4.wav", 1, ATTN_IDLE); self.nextthink = time + 5; }; void() misc_computer = { precache_sound ("effects/beep1.wav"); precache_sound ("effects/beep2.wav"); precache_sound ("effects/beep3.wav"); precache_sound ("effects/beep4.wav"); self.nextthink = time + 5; self.think = computer_noise; }; void() medical_noise = { sound (self, CHAN_WEAPON, "effects/beep5.wav", 1, ATTN_IDLE); self.nextthink = time + 2.50; }; void() misc_medical = { precache_sound ("effects/beep5.wav"); self.nextthink = time + 2.50; self.think = medical_noise; }; void() radio_noise = { if (random()<0.10) sound (self, CHAN_WEAPON, "effects/radio1.wav", 1, ATTN_NORM); else if (random()<0.10) sound (self, CHAN_WEAPON, "effects/radio2.wav", 1, ATTN_NORM); else if (random()<0.10) sound (self, CHAN_WEAPON, "effects/radio3.wav", 1, ATTN_NORM); else if (random()<0.10) sound (self, CHAN_WEAPON, "effects/radio4.wav", 1, ATTN_NORM); self.nextthink = time + 4; }; void() misc_radio = { self.nextthink = time + 5; self.think = radio_noise; }; void() brotherhood_wounded = { remove(self); }; void() func_tank = { precache_model ("progs/x_tank.mdl"); setmodel (self, "progs/x_tank.mdl"); setorigin(self, self.origin + '0 0 64'); self.movetype = MOVETYPE_BOUNCE; self.velocity_z = -200; self.touch = SUB_Null; self.solid = SOLID_SLIDEBOX; setsize (self, '-64 -64 -32', '64 64 32'); self.takedamage = DAMAGE_NO; };