2003-01-24 19:31:58 +00:00
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/*
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2003-03-03 19:17:04 +00:00
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world.qc
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2003-01-24 19:31:58 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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2003-03-03 19:17:04 +00:00
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void() InitBodyQueue;
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2003-01-24 19:31:58 +00:00
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entity lastspawn;
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/*QUAKED worldspawn (0 0 0) ?
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Only used for the world entity.
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Set message to the level name.
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Set sounds to the cd track to play.
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World Types:
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0: medieval
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1: metal
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2: base
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*/
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2003-03-03 19:17:04 +00:00
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void ()
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worldspawn =
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{
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lastspawn = world;
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runespawn = world;
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runespawned = 0;
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2003-03-03 19:17:04 +00:00
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InitBodyQueue ();
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2003-01-24 19:31:58 +00:00
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2003-03-03 19:17:04 +00:00
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// custom map attributes
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2003-01-24 19:31:58 +00:00
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2003-03-03 19:17:04 +00:00
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// can't change gravity in QuakeWorld
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2003-01-24 19:31:58 +00:00
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/*
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if (self.model == "maps/e1m8.bsp")
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cvar_set ("sv_gravity", "100");
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else
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cvar_set ("sv_gravity", "800");
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*/
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if (self.model == "maps/ctfstart.bsp" || self.model == "maps/start.bsp")
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gamestart = 1;
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else
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gamestart = 0;
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2003-03-03 19:17:04 +00:00
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// the area based ambient sounds MUST be the first precache_sounds
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2003-03-03 19:17:04 +00:00
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// player precaches
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W_Precache (); // get weapon precaches
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// sounds used from C physics code
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precache_sound ("demon/dland2.wav"); // landing thud
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precache_sound ("misc/h2ohit1.wav"); // landing splash
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// setup precaches allways needed
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precache_sound ("items/itembk2.wav"); // item respawn sound
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precache_sound ("player/plyrjmp8.wav"); // player jump
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precache_sound ("player/land.wav"); // player landing
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precache_sound ("player/land2.wav"); // player hurt landing
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precache_sound ("player/drown1.wav"); // drowning pain
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precache_sound ("player/drown2.wav"); // drowning pain
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precache_sound ("player/gasp1.wav"); // gasping for air
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precache_sound ("player/gasp2.wav"); // taking breath
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precache_sound ("player/h2odeath.wav"); // drowning death
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precache_sound ("misc/talk.wav"); // talk
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precache_sound ("player/teledth1.wav"); // telefrag
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precache_sound ("misc/r_tele1.wav"); // teleport sounds
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precache_sound ("misc/r_tele2.wav");
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precache_sound ("misc/r_tele3.wav");
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precache_sound ("misc/r_tele4.wav");
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precache_sound ("misc/r_tele5.wav");
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precache_sound ("weapons/lock4.wav"); // ammo pick up
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precache_sound ("weapons/pkup.wav"); // weapon up
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precache_sound ("items/armor1.wav"); // armor up
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precache_sound ("weapons/lhit.wav"); // lightning
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precache_sound ("weapons/lstart.wav"); // lightning start
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precache_sound ("items/damage3.wav");
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precache_sound ("misc/power.wav"); // lightning for boss
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// player gib sounds
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precache_sound ("player/gib.wav"); // player gib sound
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precache_sound ("player/udeath.wav"); // player gib sound
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precache_sound ("player/tornoff2.wav"); // gib sound
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// player pain sounds
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precache_sound ("player/pain1.wav");
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precache_sound ("player/pain2.wav");
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precache_sound ("player/pain3.wav");
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precache_sound ("player/pain4.wav");
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precache_sound ("player/pain5.wav");
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precache_sound ("player/pain6.wav");
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// player death sounds
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precache_sound ("player/death1.wav");
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precache_sound ("player/death2.wav");
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precache_sound ("player/death3.wav");
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precache_sound ("player/death4.wav");
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precache_sound ("player/death5.wav");
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2003-03-03 19:17:04 +00:00
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// ax sounds
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precache_sound ("weapons/ax1.wav"); // ax swoosh
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precache_sound ("player/axhit1.wav"); // ax hit meat
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precache_sound ("player/axhit2.wav"); // ax hit world
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precache_sound ("hknight/hit.wav"); // ZOID: hook launch
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precache_sound ("player/h2ojump.wav"); // player jumping into water
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precache_sound ("player/slimbrn2.wav"); // player enter slime
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precache_sound ("player/inh2o.wav"); // player enter water
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precache_sound ("player/inlava.wav"); // player enter lava
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precache_sound ("misc/outwater.wav"); // leaving water sound
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precache_sound ("player/lburn1.wav"); // lava burn
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precache_sound ("player/lburn2.wav"); // lava burn
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precache_sound ("misc/water1.wav"); // swimming
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precache_sound ("misc/water2.wav"); // swimming
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precache_model ("progs/player.mdl");
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precache_model ("progs/h_player.mdl");
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precache_model ("progs/eyes.mdl");
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precache_model ("progs/gib1.mdl");
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precache_model ("progs/gib2.mdl");
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precache_model ("progs/gib3.mdl");
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precache_model ("progs/s_bubble.spr"); // drowning bubbles
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precache_model ("progs/s_explod.spr"); // sprite explosion
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precache_model ("progs/v_axe.mdl");
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precache_model ("progs/v_shot.mdl");
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precache_model ("progs/v_nail.mdl");
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precache_model ("progs/v_rock.mdl");
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precache_model ("progs/v_shot2.mdl");
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precache_model ("progs/v_nail2.mdl");
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precache_model ("progs/v_rock2.mdl");
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precache_model ("progs/v_star.mdl"); // precache grapple (Wedge)
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precache_model ("progs/bit.mdl"); // precache grapple (Wedge)
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precache_model ("progs/star.mdl"); // precache grapple (Wedge)
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precache_model ("progs/bolt.mdl"); // for lightning gun
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precache_model ("progs/bolt2.mdl"); // for lightning gun
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precache_model ("progs/bolt3.mdl"); // for boss shock
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precache_model ("progs/lavaball.mdl"); // for testing
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precache_model ("progs/missile.mdl");
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precache_model ("progs/grenade.mdl");
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precache_model ("progs/spike.mdl");
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precache_model ("progs/s_spike.mdl");
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precache_model ("progs/backpack.mdl");
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precache_model ("progs/zom_gib.mdl");
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precache_model ("progs/v_light.mdl");
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// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
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// 0 normal
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lightstyle (0, "m");
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// 1 FLICKER (first variety)
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lightstyle (1, "mmnmmommommnonmmonqnmmo");
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// 2 SLOW STRONG PULSE
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lightstyle (2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
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// 3 CANDLE (first variety)
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lightstyle (3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
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// 4 FAST STROBE
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lightstyle (4, "mamamamamama");
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// 5 GENTLE PULSE 1
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lightstyle (5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
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// 6 FLICKER (second variety)
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lightstyle (6, "nmonqnmomnmomomno");
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// 7 CANDLE (second variety)
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lightstyle (7, "mmmaaaabcdefgmmmmaaaammmaamm");
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// 8 CANDLE (third variety)
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lightstyle (8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
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// 9 SLOW STROBE (fourth variety)
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lightstyle (9, "aaaaaaaazzzzzzzz");
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// 10 FLUORESCENT FLICKER
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lightstyle (10, "mmamammmmammamamaaamammma");
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// 11 SLOW PULSE NOT FADE TO BLACK
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lightstyle (11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
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// styles 32-62 are assigned by the light program for switchable lights
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// 63 testing
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lightstyle (63, "a");
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};
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2003-03-03 19:17:04 +00:00
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void ()
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StartFrame =
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{
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timelimit = cvar("timelimit") * 60;
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fraglimit = cvar("fraglimit");
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teamplay = cvar("teamplay");
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deathmatch = cvar("deathmatch");
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framecount = framecount + 1;
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};
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2003-03-03 19:17:04 +00:00
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// BODY QUEUE =================================================================
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entity bodyqueue_head;
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2003-03-03 19:17:04 +00:00
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void ()
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bodyqeuue =
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{
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// here so spawn functions don't complain after the world creates bodyqueues
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};
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2003-03-03 19:17:04 +00:00
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void ()
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InitBodyQueue =
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{
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bodyqueue_head = spawn ();
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bodyqueue_head.classname = "bodyqueue";
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bodyqueue_head.owner = spawn ();
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bodyqueue_head.owner.classname = "bodyqueue";
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bodyqueue_head.owner.owner = spawn ();
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bodyqueue_head.owner.owner.classname = "bodyqueue";
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bodyqueue_head.owner.owner.owner = spawn ();
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bodyqueue_head.owner.owner.owner.classname = "bodyqueue";
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bodyqueue_head.owner.owner.owner.owner = bodyqueue_head;
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};
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// make a body que entry for the given ent so the ent can be
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// respawned elsewhere
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void (entity ent)
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CopyToBodyQueue =
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{
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bodyqueue_head.skin = ent.skin;
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bodyqueue_head.angles = ent.angles;
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bodyqueue_head.model = ent.model;
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bodyqueue_head.modelindex = ent.modelindex;
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bodyqueue_head.frame = ent.frame;
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bodyqueue_head.colormap = ent.colormap;
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bodyqueue_head.movetype = ent.movetype;
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bodyqueue_head.velocity = ent.velocity;
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bodyqueue_head.flags = 0;
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setorigin (bodyqueue_head, ent.origin);
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setsize (bodyqueue_head, ent.mins, ent.maxs);
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bodyqueue_head = bodyqueue_head.owner;
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};
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