mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-25 13:21:36 +00:00
c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
611 lines
13 KiB
C++
611 lines
13 KiB
C++
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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*/
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var void() info_null = SUB_Remove;
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for lightning.
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*/
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void() info_notnull =
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{
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};
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//============================================================================
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float START_OFF = 1;
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void() light_use =
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{
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if (self.spawnflags & START_OFF)
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{
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lightstyle(self.style, "m");
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self.spawnflags = self.spawnflags - START_OFF;
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}
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else
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{
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lightstyle(self.style, "a");
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self.spawnflags = self.spawnflags | START_OFF;
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}
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};
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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*/
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void() light =
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{
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if (!self.targetname)
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{ // inert light
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remove(self);
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return;
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}
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if (self.style >= 32)
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{
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self.use = light_use;
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if (self.spawnflags & START_OFF)
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lightstyle(self.style, "a");
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else
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lightstyle(self.style, "m");
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}
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};
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/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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Makes steady fluorescent humming sound
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*/
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void() light_fluoro =
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{
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if (self.style >= 32)
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{
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self.use = light_use;
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if (self.spawnflags & START_OFF)
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lightstyle(self.style, "a");
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else
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lightstyle(self.style, "m");
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}
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precache_sound ("ambience/fl_hum1.wav");
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ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
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Non-displayed light.
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Default light value is 300
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Default style is 10
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Makes sparking, broken fluorescent sound
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*/
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void() light_fluorospark =
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{
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if (!self.style)
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self.style = 10;
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precache_sound ("ambience/buzz1.wav");
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ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
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Sphere globe light.
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Default light value is 300
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Default style is 0
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*/
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void() light_globe =
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{
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precache_model ("progs/s_light.spr");
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setmodel (self, "progs/s_light.spr");
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self.alpha = 0.5;
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makestatic (self);
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};
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void() FireAmbient =
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{
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precache_sound ("ambience/fire1.wav");
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// attenuate fast
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ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
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Short wall torch
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Default light value is 200
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Default style is 0
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*/
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void() light_torch_small_walltorch =
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{
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precache_model ("progs/flame.mdl");
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setmodel (self, "progs/flame.mdl");
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
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Large yellow flame ball
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*/
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void() light_flame_large_yellow =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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self.frame = 1;
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self.alpha = 0.5;
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Small yellow flame ball
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*/
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void() light_flame_small_yellow =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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self.alpha = 0.5;
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
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Small white flame ball
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*/
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void() light_flame_small_white =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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self.alpha = 0.5;
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FireAmbient ();
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makestatic (self);
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};
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//============================================================================
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/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
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Lava Balls
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*/
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void() fire_fly =
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{
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local vector vel;
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vel_x = (random() * 100) - 50;
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vel_y = (random() * 100) - 50;
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vel_z = self.speed + (random() * 200);
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PRJ_FireProjectile (world, "progs/lavaball.mdl", self.origin, vel, PE_NONE, 20, MOD_FIREBALL, 5);
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newmis.movetype = MOVETYPE_BOUNCE;
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newmis.alpha = 0.9;
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self.nextthink = time + (random() * 5) + 3;
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self.think = fire_fly;
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};
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void() misc_fireball =
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{
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precache_model ("progs/lavaball.mdl");
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self.classname = "fireball";
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self.nextthink = time + 0.1 + (random() * 4.9);
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self.think = fire_fly;
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if (!self.speed)
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self.speed = 1000;
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};
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//============================================================================
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void() barrel_explode =
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{
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self.takedamage = DAMAGE_NO;
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self.classname = "explo_box";
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// did say self.owner, self.enemy should be set by Killed function
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T_RadiusDamage (self, self.enemy, 160, 200, self, MOD_EXPLOBOX);
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TE_explosion(self.origin + '0 0 32');
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remove (self);
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};
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/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
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TESTING THING
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*/
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void() misc_explobox =
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{
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local float oldz;
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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precache_model ("maps/b_explob.bsp");
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setmodel (self, "maps/b_explob.bsp");
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setsize (self, '0 0 0', '32 32 64');
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precache_sound ("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_explode;
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self.takedamage = DAMAGE_AIM;
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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if (oldz - self.origin_z > 250)
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{
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dprint ("item fell out of level at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove(self);
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}
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};
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/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
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Smaller exploding box, REGISTERED ONLY
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*/
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void() misc_explobox2 =
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{
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local float oldz;
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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precache_model2 ("maps/b_exbox2.bsp");
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setmodel (self, "maps/b_exbox2.bsp");
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setsize (self, '0 0 0', '32 32 32');
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precache_sound ("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_explode;
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self.takedamage = DAMAGE_AIM;
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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if (oldz - self.origin_z > 250)
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{
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dprint ("item fell out of level at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove(self);
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}
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};
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//============================================================================
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float SPAWNFLAG_SUPERSPIKE = 1;
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float SPAWNFLAG_LASER = 2;
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void() spikeshooter_use =
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{
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if (self.spawnflags & SPAWNFLAG_LASER)
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{
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sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
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PRJ_FireProjectile(self,
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"progs/laser.mdl",
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self.origin,
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self.movedir * 600,
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PE_LASER,
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15,
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MOD_LASER,
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5);
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newmis.effects |= EF_DIMLIGHT;
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newmis.alpha = 0.5;
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}
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else
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{
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sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
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if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
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{
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PRJ_FireProjectile(self,
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"progs/s_spike.mdl",
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self.origin,
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self.movedir * 500,
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PE_SUPERSPIKE,
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18,
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MOD_SUPERSPIKE,
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6);
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}
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else
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{
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PRJ_FireProjectile(self,
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"progs/spike.mdl",
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self.origin,
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self.movedir * 500,
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PE_SPIKE,
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9,
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MOD_SPIKE,
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6);
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}
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}
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};
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void() shooter_think =
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{
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spikeshooter_use ();
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self.nextthink = time + self.wait;
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newmis.velocity = self.movedir * 500;
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};
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/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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When triggered, fires a spike in the direction set in QuakeEd.
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Laser is only for REGISTERED.
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*/
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void() trap_spikeshooter =
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{
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SetMovedir ();
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self.use = spikeshooter_use;
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if (self.spawnflags & SPAWNFLAG_LASER)
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{
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precache_model2 ("progs/laser.mdl");
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precache_sound2 ("enforcer/enfire.wav");
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precache_sound2 ("enforcer/enfstop.wav");
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}
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else
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precache_sound ("weapons/spike2.wav");
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};
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/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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Continuously fires spikes.
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"wait" time between spike (1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can be stagered.
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*/
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void() trap_shooter =
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{
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trap_spikeshooter ();
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if (self.wait == 0)
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self.wait = 1;
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self.nextthink = time + self.wait;
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self.think = shooter_think;
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};
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/*
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===============================================================================
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===============================================================================
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*/
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void() make_bubbles;
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void() bubble_bob;
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/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
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testing air bubbles
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*/
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var void() air_bubbles = SUB_Remove;
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void() make_bubbles =
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{
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local entity bubble;
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bubble = spawn();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.bubble_state = 0;
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bubble.alpha = 0.4;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.nextthink = time + random() + 0.5;
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self.think = make_bubbles;
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};
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void() bubble_split =
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{
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local entity bubble;
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bubble = spawn();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = self.velocity;
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.classname = "bubble";
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bubble.frame = 1;
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bubble.bubble_state = 10;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.frame = 1;
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self.bubble_state = 10;
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if (self.waterlevel != 3)
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remove (self);
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};
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void() bubble_bob =
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{
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local float rnd1, rnd2, rnd3;
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self.bubble_state = self.bubble_state + 1;
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if (self.bubble_state == 4)
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bubble_split();
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if (self.bubble_state == 20)
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remove(self);
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rnd1 = self.velocity_x + (-10 + (random() * 20));
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rnd2 = self.velocity_y + (-10 + (random() * 20));
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rnd3 = self.velocity_z + 10 + random() * 10;
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if (rnd1 > 10)
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rnd1 = 5;
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if (rnd1 < -10)
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rnd1 = -5;
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if (rnd2 > 10)
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rnd2 = 5;
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if (rnd2 < -10)
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rnd2 = -5;
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if (rnd3 < 10)
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rnd3 = 15;
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if (rnd3 > 30)
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rnd3 = 25;
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self.velocity_x = rnd1;
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self.velocity_y = rnd2;
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self.velocity_z = rnd3;
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self.nextthink = time + 0.5;
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self.think = bubble_bob;
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};
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/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
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~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
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/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
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Just for the debugging level. Don't use
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*/
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var void() viewthing = SUB_Remove;
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/*
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==============================================================================
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SIMPLE BMODELS
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==============================================================================
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*/
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void() func_wall_use =
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{ // change to alternate textures
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self.frame = 1 - self.frame;
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};
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/*QUAKED func_wall (0 .5 .8) ?
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This is just a solid wall if not inhibitted
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*/
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void() func_wall =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_illusionary (0 .5 .8) ?
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A simple entity that looks solid but lets you walk through it.
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*/
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void() func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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makestatic (self);
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};
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
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This bmodel will appear if the episode has allready been completed, so players can't reenter it.
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*/
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void() func_episodegate =
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{
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if (!(serverflags & self.spawnflags))
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return; // can still enter episode
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_bossgate (0 .5 .8) ?
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This bmodel appears unless players have all of the episode sigils.
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*/
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void() func_bossgate =
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{
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if ( (serverflags & 15) == 15)
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{
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remove(self);
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return; // all episodes completed
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}
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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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);
|
|
};
|