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https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 06:31:52 +00:00
yay, finally links
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parent
60082be06f
commit
4f8c883bbd
21 changed files with 89 additions and 15 deletions
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@ -13,8 +13,8 @@ QFCCFLAGS=-q --warn all --code v6only $(CPPFLAGS)
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###############################################
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QW_SOURCES= $(prefix qw/, \
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system.qc builtins.qc sz_watch.qc effect.qc \
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QW_SOURCES= $(addprefix qw/, \
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sys_defs.qc builtins.qc sz_watch.qc effect.qc \
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)
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WEAPONS_SOURCES=weapon.qc weapon_g.qc \
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@ -33,6 +33,7 @@ MAPENTS_SOURCES=mapents_util.qc \
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COMMON_SOURCES=system.qc \
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\
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equip.qc \
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equipid.qc \
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server.qc worldspawn.qc \
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client.qc spectate.qc \
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@ -6,6 +6,10 @@
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#include "mdl.qh"
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#include "weapon.qh"
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.void() prethink;
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.void() actthink;
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.void() postthink;
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void() PlayerPreThink = {
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if (is_cl(self))
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PlayerStartFrame();
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@ -5,6 +5,30 @@
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#include "server.qh"
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.entity dmg_attacker;
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.void() deathmsg;
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.string deathmsg1, deathmsg2, deathmsg3, deathmsg4, deathmsg5, deathmsg6;
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// You _MUST_ have th_takedamage if you .takedamage!
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// Return TRUE if you were damaged, FALSE otherwise.
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.float(float dmg) th_takedamage;
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/* Allows you to globally override damage you deal */
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/* self = you, other = target */
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/* returns new amount of damage, or < 0 for don't */
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.float(float dmg) th_dealdamage;
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.void(entity missile) th_attack;
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/* Update frags in these. */
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.void() th_die;
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.void() th_kill;
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.float(entity missile) th_projectile;
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entity ghost_inflictor;
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void() damage_init = {
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ghost_inflictor = spawn("GHOST_INFLICTOR");
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};
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@ -2,6 +2,14 @@
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#include "equip.qh"
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#include "math.qh"
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.float equip_state;
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..float itemfield;
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.float itemfield_1;
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.float itemfield_2;
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.float itemfield_3;
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.float itemfield_4;
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float(entity e, float eid) equip_flag = {
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if (eid < 24) {
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e.itemfield = itemfield_1;
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@ -5,6 +5,8 @@
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#include "items.qh"
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.float() th_takeitem;
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void() _item_regen_think = {
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self.solid = SOLID_TRIGGER;
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setmodel(self, self.model);
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@ -15,7 +15,8 @@ megahealth will add 100 health, then
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rot you down to your maximum health limit,
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one point per second.
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*/
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void() item_megahealth;
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@extern void() item_megahealth;
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void() item_health = {
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if (self.spawnflags & SPAWNFLAGS_HEALTH_ROTTEN) {
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self.model = "maps/b_bh10.bsp";
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@ -1,7 +1,7 @@
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#ifndef MAPENTS_ITEMS_qh
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#define MAPENTS_ITEMS_qh 1
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void() item_armor;
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void() item_ammo;
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@extern void() item_armor;
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@extern void() item_ammo;
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#endif
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@ -1,6 +1,6 @@
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#ifndef MAPENTS_MOVEWALL_qh
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#define MAPENTS_MOVEWALL_qh 1
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void() func_train;
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@extern void() func_train;
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#endif
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@ -2,6 +2,6 @@
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#define MAPENTS_TRIGGERS_qh 1
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#define SPAWNFLAGS_TRIGGER_NOTOUCH 2
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void() trigger_generic;
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@extern void() trigger_generic;
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#endif
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@ -4,6 +4,8 @@
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#include "mapents_util.qh"
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.void() th_activate;
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void() util_map_entity_init = {
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self.deadflag = DEAD_NONLIVING;
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@ -3,6 +3,13 @@
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#include "bodyque.qh"
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#include "mdl.qh"
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.void(float func, float extra) mdl_func;
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.float mdl_mod;
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.void() mdl_think;
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.float mdl_thought;
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.float mdl_var;
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void() _mdl_bodyque_think = {
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if (!self.mdl_thought) self.mdl_think();
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self.mdl_thought = FALSE;
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@ -1,7 +1,7 @@
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#ifndef MDL_EYES_qh
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#define MDL_EYES_qh 1
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void() mdl_eyes_init;
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void() mdl_setup_eyes;
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@extern void() mdl_eyes_init;
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@extern void() mdl_setup_eyes;
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#endif
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@ -1,6 +1,6 @@
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#ifndef MDL_VOID_qh
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#define MDL_VOID_qh 1
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void() mdl_setup_void;
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@extern void() mdl_setup_void;
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#endif
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@ -1,6 +1,10 @@
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#include "common.qh"
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#include "menu.qh"
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.float menu_state;
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.float menu_time;
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.void() menu_think;
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void(void() menu_func) menu_set = {
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self.menu_state = 0;
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self.menu_time = 0;
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@ -5,6 +5,8 @@
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#include "teleport.qh"
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#include "weapon.qh"
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.float tl_notsolid;
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// ===================================================================== //
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entity(string clname) spawn = {
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@ -4,6 +4,8 @@
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#include "protocol.qh"
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#include "misc.qh"
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float sv_spawning;
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/*
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All this crap is to make sure we don't overflow the signon
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buffer or message buffer, since Quake doesn't bother to
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@ -17,6 +17,20 @@
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#include "mapents.qh"
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float max_clients;
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// Various cvars [possibly] referenced by QC
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float rocket_jump;
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float sv_mintic, sv_maxtic;
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float sv_gravity;
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float sv_stopspeed, sv_maxspeed, sv_spectatormaxspeed;
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float sv_accelerate, sv_airaccelerate, sv_wateraccelerate;
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float sv_friction, sv_waterfriction;
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float cl_rollangle, cl_rollspeed;
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#define SV_FRAMES_BEFORE_SPAWN 3
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void() main = {
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@ -1,7 +1,3 @@
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#ifndef SYSTEM_qh
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#include "sys_defs.qc"
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#endif
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void() NOTHING_function = {};
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// ========================================================================== //
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#include "misc.qh"
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#include "teleport.qh"
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.float(vector org) th_teleport;
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void() _deathmsg_teleport = {
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local string att_nname, def_nname;
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@ -4,6 +4,11 @@
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#include "weapon.qh"
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.void() w_think;
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.float(float action) w_func;
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.float attack_finished;
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.float w_thought;
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.float weapon_imp;
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.float weapons; /* Alas, a bitfield. */
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@ -35,7 +35,7 @@ for i in "$@"; do
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WEAPONS[$IMPULSE]="${WEAPONS[$IMPULSE]} $NAME"
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cat << EOF
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float(float action) w_${NAME};
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@extern float(float action) w_${NAME};
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EOF
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done
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done
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