mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-24 21:02:06 +00:00
Update to use new QuakeForge features, massive whitespace, many optimizations.
Whee!
This commit is contained in:
parent
2dee2b38c9
commit
a5f350679e
18 changed files with 1894 additions and 3251 deletions
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@ -1,5 +1,5 @@
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all: qwprogs.dat
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qwprogs.dat: progs.src *.qc
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qfcc -Werror -g
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qfcc -Werror -Wall -g
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clean:
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rm -f core *.dat *.sym progdefs.h
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@ -9,7 +9,7 @@ void() button_wait =
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self.nextthink = self.ltime + self.wait;
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self.think = button_return;
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activator = self.enemy;
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SUB_UseTargets();
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SUB_UseTargets ();
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self.frame = 1; // use alternate textures
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};
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@ -27,12 +27,10 @@ void() button_return =
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self.takedamage = DAMAGE_YES; // can be shot again
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};
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void() button_blocked =
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{ // do nothing, just don't ome all the way back out
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{ // do nothing, just don't come all the way back out
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};
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void() button_fire =
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{
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if (self.state == STATE_UP || self.state == STATE_TOP)
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@ -44,7 +42,6 @@ void() button_fire =
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SUB_CalcMove (self.pos2, self.speed, button_wait);
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};
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void() button_use =
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{
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self.enemy = activator;
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@ -67,7 +64,6 @@ void() button_killed =
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button_fire ();
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};
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/*QUAKED func_button (0 .5 .8) ?
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When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
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@ -85,25 +81,24 @@ When a button is touched, it moves some distance in the direction of it's angle,
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*/
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void() func_button =
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{
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if (self.sounds == 0)
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{
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switch (self.sounds) {
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case 0:
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precache_sound ("buttons/airbut1.wav");
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self.noise = "buttons/airbut1.wav";
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}
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if (self.sounds == 1)
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{
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break;
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case 1:
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precache_sound ("buttons/switch21.wav");
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self.noise = "buttons/switch21.wav";
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}
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if (self.sounds == 2)
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{
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break;
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case 2:
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precache_sound ("buttons/switch02.wav");
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self.noise = "buttons/switch02.wav";
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}
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if (self.sounds == 3)
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{
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break;
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default:
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case 3:
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precache_sound ("buttons/switch04.wav");
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self.noise = "buttons/switch04.wav";
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break;
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}
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SetMovedir ();
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@ -115,13 +110,11 @@ void() func_button =
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self.blocked = button_blocked;
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self.use = button_use;
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if (self.health)
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{
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if (self.health) {
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self.max_health = self.health;
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self.th_die = button_killed;
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self.takedamage = DAMAGE_YES;
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}
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else
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} else
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self.touch = button_touch;
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if (!self.speed)
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@ -134,6 +127,6 @@ void() func_button =
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self.state = STATE_BOTTOM;
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self.pos1 = self.origin;
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self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
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self.pos2 = self.pos2 + self.movedir * (fabs (self.movedir * self.size)
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- self.lip);
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};
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File diff suppressed because it is too large
Load diff
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@ -1,10 +1,10 @@
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void() T_MissileTouch;
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void() info_player_start;
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void(entity targ, entity attacker) ClientObituary;
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void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage;
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void(entity inflictor, entity attacker, float damage, entity ignore,
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string dtype) T_RadiusDamage;
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/*SERVER
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/* SERVER
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void() monster_death_use;
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*/
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@ -20,10 +20,10 @@ explosions and melee attacks.
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*/
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float(entity targ, entity inflictor) CanDamage =
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{
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// bmodels need special checking because their origin is 0,0,0
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if (targ.movetype == MOVETYPE_PUSH)
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{
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traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
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// bmodels need special checking because their origin is 0,0,0
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if (targ.movetype == MOVETYPE_PUSH) {
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traceline (inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE,
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self);
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if (trace_fraction == 1)
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return TRUE;
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if (trace_ent == targ)
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return FALSE;
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}
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traceline(inflictor.origin, targ.origin, TRUE, self);
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traceline (inflictor.origin, targ.origin, TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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traceline (inflictor.origin, targ.origin + '15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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traceline (inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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traceline (inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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traceline (inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
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if (trace_fraction == 1)
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return TRUE;
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return FALSE;
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};
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/*
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============
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Killed
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============
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*/
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void(entity targ, entity attacker) Killed =
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{
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local entity oself;
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@ -66,8 +60,8 @@ void(entity targ, entity attacker) Killed =
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if (self.health < -99)
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self.health = -99; // don't let sbar look bad if a player
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
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{ // doors, triggers, etc
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if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE) {
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// doors, triggers, etc
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self.th_die ();
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self = oself;
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return;
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@ -75,28 +69,26 @@ void(entity targ, entity attacker) Killed =
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self.enemy = attacker;
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// bump the monster counter
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if (self.flags & FL_MONSTER)
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{
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// bump the monster counter
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if (self.flags & FL_MONSTER) {
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killed_monsters = killed_monsters + 1;
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WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
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}
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ClientObituary(self, attacker);
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ClientObituary (self, attacker);
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self.takedamage = DAMAGE_NO;
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self.touch = SUB_Null;
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self.effects = 0;
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/*SERVER
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monster_death_use();
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/* SERVER
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monster_death_use ();
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*/
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self.th_die ();
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self = oself;
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};
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/*
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============
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T_Damage
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@ -107,126 +99,114 @@ This should be the only function that ever reduces health.
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*/
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
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{
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local vector dir;
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local entity oldself;
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local float save;
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local float take;
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local string attackerteam, targteam;
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local entity oldself;
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local float save, take;
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local string attackerteam, targteam;
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local vector dir;
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if (!targ.takedamage)
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return;
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// used by buttons and triggers to set activator for target firing
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// used by buttons and triggers to set activator for target firing
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damage_attacker = attacker;
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// check for quad damage powerup on the attacker
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// check for quad damage powerup on the attacker
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if (attacker.super_damage_finished > time && inflictor.classname != "door")
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if (deathmatch == 4)
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damage = damage * 8;
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else
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damage = damage * 4;
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if (deathmatch == 4)
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damage *= 8;
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else
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damage *= 4;
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// save damage based on the target's armor level
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// save damage based on the target's armor level
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save = ceil(targ.armortype*damage);
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if (save >= targ.armorvalue)
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{
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save = ceil (targ.armortype * damage);
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if (save >= targ.armorvalue) {
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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targ.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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targ.armorvalue = targ.armorvalue - save;
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take = ceil(damage-save);
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take = ceil (damage - save);
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT)
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{
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targ.dmg_take = targ.dmg_take + take;
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targ.dmg_save = targ.dmg_save + save;
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// add to the damage total for clients, which will be sent as a single
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// message at the end of the frame
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// FIXME: remove after combining shotgun blasts?
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if (targ.flags & FL_CLIENT) {
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targ.dmg_take += take;
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targ.dmg_save += save;
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targ.dmg_inflictor = inflictor;
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}
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damage_inflictor = inflictor;
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// figure momentum add
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if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
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{
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// figure momentum add
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if ((inflictor != world) && (targ.movetype == MOVETYPE_WALK)) {
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dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
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dir = normalize(dir);
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dir = normalize (dir);
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// Set kickback for smaller weapons
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//Zoid -- use normal NQ kickback
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// // Read: only if it's not yourself doing the damage
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// if ( (damage < 60) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname != targ.netname))
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// targ.velocity = targ.velocity + dir * damage * 11;
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// else
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// Otherwise, these rules apply to rockets and grenades
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// else
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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targ.velocity = targ.velocity + dir * damage * 8;
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targ.velocity = targ.velocity + dir * damage * 8;
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// Rocket Jump modifiers
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if ( (rj > 1) & ((attacker.classname == "player") & (targ.classname == "player")) & ( attacker.netname == targ.netname))
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if ((rj > 1) & ((attacker.classname == "player")
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& (targ.classname == "player"))
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& (attacker.netname == targ.netname))
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targ.velocity = targ.velocity + dir * damage * rj;
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}
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// check for godmode or invincibility
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// check for godmode or invincibility
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if (targ.flags & FL_GODMODE)
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return;
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if (targ.invincible_finished >= time)
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{
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if (self.invincible_sound < time)
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{
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if (targ.invincible_finished >= time) {
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if (self.invincible_sound < time) {
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sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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self.invincible_sound = time + 2;
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}
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return;
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}
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
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targteam = infokey(targ, "team");
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// team play damage avoidance
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey (attacker, "team");
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targteam = infokey (targ, "team");
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if ((teamplay == 1) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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inflictor.classname !="door")
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inflictor.classname != "door")
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return;
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if ((teamplay == 3) && (targteam == attackerteam) &&
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(attacker.classname == "player") && (attackerteam != "") &&
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(targ != attacker)&& inflictor.classname !="door")
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(targ != attacker) && inflictor.classname != "door")
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return;
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// do the damage
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targ.health = targ.health - take;
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|
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if (targ.health <= 0)
|
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{
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// do the damage
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targ.health -= take;
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if (targ.health <= 0) {
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Killed (targ, attacker);
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return;
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}
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|
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// react to the damage
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// react to the damage
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oldself = self;
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self = targ;
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|
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/*SERVER
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if ( (self.flags & FL_MONSTER) && attacker != world)
|
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{
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/* SERVER
|
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if ( (self.flags & FL_MONSTER) && attacker != world) {
|
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// get mad unless of the same class (except for soldiers)
|
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if (self != attacker && attacker != self.enemy)
|
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{
|
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if ( (self.classname != attacker.classname)
|
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|| (self.classname == "monster_army" ) )
|
||||
{
|
||||
if (self != attacker && attacker != self.enemy) {
|
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if ((self.classname != attacker.classname)
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|| (self.classname == "monster_army")) {
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if (self.enemy.classname == "player")
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self.oldenemy = self.enemy;
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self.enemy = attacker;
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|
@ -236,49 +216,37 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
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}
|
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*/
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if (self.th_pain)
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{
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self.th_pain (attacker, take);
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}
|
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|
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self = oldself;
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
T_RadiusDamage
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============
|
||||
*/
|
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void(entity inflictor, entity attacker, float damage, entity ignore, string dtype) T_RadiusDamage =
|
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{
|
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local float points;
|
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local entity head;
|
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local vector org;
|
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local entity head;
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local float points;
|
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local vector org;
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head = findradius(inflictor.origin, damage+40);
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head = findradius (inflictor.origin, damage + 40);
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|
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while (head)
|
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{
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//bprint (PRINT_HIGH, head.classname);
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//bprint (PRINT_HIGH, " | ");
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//bprint (PRINT_HIGH, head.netname);
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//bprint (PRINT_HIGH, "\n");
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while (head) {
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// bprint (PRINT_HIGH, head.classname);
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// bprint (PRINT_HIGH, " | ");
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// bprint (PRINT_HIGH, head.netname);
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// bprint (PRINT_HIGH, "\n");
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|
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if (head != ignore)
|
||||
{
|
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if (head.takedamage)
|
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{
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org = head.origin + (head.mins + head.maxs)*0.5;
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points = 0.5*vlen (inflictor.origin - org);
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if (head != ignore) {
|
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if (head.takedamage) {
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org = head.origin + (head.mins + head.maxs) * 0.5;
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points = 0.5 * vlen (inflictor.origin - org);
|
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if (points < 0)
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points = 0;
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points = damage - points;
|
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|
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if (head == attacker)
|
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points = points * 0.5;
|
||||
if (points > 0)
|
||||
{
|
||||
if (CanDamage (head, inflictor))
|
||||
{
|
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points *= 0.5;
|
||||
if (points > 0) {
|
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if (CanDamage (head, inflictor)) {
|
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head.deathtype = dtype;
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T_Damage (head, inflictor, attacker, points);
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}
|
||||
|
@ -289,30 +257,22 @@ void(entity inflictor, entity attacker, float damage, entity ignore, string dtyp
|
|||
}
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
T_BeamDamage
|
||||
============
|
||||
*/
|
||||
void(entity attacker, float damage) T_BeamDamage =
|
||||
{
|
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local float points;
|
||||
local entity head;
|
||||
local entity head;
|
||||
local float points;
|
||||
|
||||
head = findradius(attacker.origin, damage+40);
|
||||
head = findradius (attacker.origin, damage + 40);
|
||||
|
||||
while (head)
|
||||
{
|
||||
if (head.takedamage)
|
||||
{
|
||||
points = 0.5*vlen (attacker.origin - head.origin);
|
||||
while (head) {
|
||||
if (head.takedamage) {
|
||||
points = 0.5 * vlen (attacker.origin - head.origin);
|
||||
if (points < 0)
|
||||
points = 0;
|
||||
points = damage - points;
|
||||
if (head == attacker)
|
||||
points = points * 0.5;
|
||||
if (points > 0)
|
||||
{
|
||||
points *= 0.5;
|
||||
if (points > 0) {
|
||||
if (CanDamage (head, attacker))
|
||||
T_Damage (head, attacker, attacker, points);
|
||||
}
|
||||
|
@ -320,4 +280,3 @@ void(entity attacker, float damage) T_BeamDamage =
|
|||
head = head.chain;
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -1,27 +1,17 @@
|
|||
// SOURCE FOR GLOBALVARS_T C STRUCTURE ========================================
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
SOURCE FOR GLOBALVARS_T C STRUCTURE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
//
|
||||
// system globals
|
||||
//
|
||||
entity self;
|
||||
entity other;
|
||||
entity world;
|
||||
float time;
|
||||
float frametime;
|
||||
|
||||
entity newmis; // if this is set, the entity that just
|
||||
entity newmis; // if this is set, the entity that just
|
||||
// run created a new missile that should
|
||||
// be simulated immediately
|
||||
|
||||
|
||||
float force_retouch; // force all entities to touch triggers
|
||||
float force_retouch; // force all entities to touch triggers
|
||||
// next frame. this is needed because
|
||||
// non-moving things don't normally scan
|
||||
// for triggers, and when a trigger is
|
||||
|
@ -31,7 +21,7 @@ float force_retouch; // force all entities to touch triggers
|
|||
// to guarantee everything is touched
|
||||
string mapname;
|
||||
|
||||
float serverflags; // propagated from level to level, used to
|
||||
float serverflags; // propagated from level to level, used to
|
||||
// keep track of completed episodes
|
||||
|
||||
float total_secrets;
|
||||
|
@ -41,15 +31,12 @@ float found_secrets; // number of secrets found
|
|||
float killed_monsters; // number of monsters killed
|
||||
|
||||
|
||||
// spawnparms are used to encode information about clients across server
|
||||
// level changes
|
||||
// spawnparms encode information about clients across server level changes
|
||||
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
|
||||
|
||||
//
|
||||
// global variables set by built in functions
|
||||
//
|
||||
vector v_forward, v_up, v_right; // set by makevectors()
|
||||
|
||||
|
||||
// set by traceline / tracebox
|
||||
float trace_allsolid;
|
||||
float trace_startsolid;
|
||||
|
@ -61,13 +48,9 @@ entity trace_ent;
|
|||
float trace_inopen;
|
||||
float trace_inwater;
|
||||
|
||||
entity msg_entity; // destination of single entity writes
|
||||
entity msg_entity; // destination of single entity writes
|
||||
|
||||
//
|
||||
// required prog functions
|
||||
//
|
||||
void() main; // only for testing
|
||||
|
||||
void() StartFrame;
|
||||
|
||||
void() PlayerPreThink;
|
||||
|
@ -90,17 +73,9 @@ void() SetChangeParms; // call to set parms for self so
|
|||
void end_sys_globals; // flag for structure dumping
|
||||
//================================================
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
// SOURCE FOR ENTVARS_T C STRUCTURE ===========================================
|
||||
|
||||
SOURCE FOR ENTVARS_T C STRUCTURE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
//
|
||||
// system fields (*** = do not set in prog code, maintained by C code)
|
||||
//
|
||||
.float modelindex; // *** model index in the precached list
|
||||
.vector absmin, absmax; // *** origin + mins / maxs
|
||||
|
||||
|
@ -212,18 +187,9 @@ void end_sys_globals; // flag for structure dumping
|
|||
void end_sys_fields; // flag for structure dumping
|
||||
//================================================
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
// VARS NOT REFERENCED BY C CODE ==============================================
|
||||
|
||||
VARS NOT REFERENCED BY C CODE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
||||
//
|
||||
// constants
|
||||
//
|
||||
|
||||
float FALSE = 0;
|
||||
float TRUE = 1;
|
||||
|
@ -270,14 +236,12 @@ float RANGE_MID = 2;
|
|||
float RANGE_FAR = 3;
|
||||
|
||||
// deadflag values
|
||||
|
||||
float DEAD_NO = 0;
|
||||
float DEAD_DYING = 1;
|
||||
float DEAD_DEAD = 2;
|
||||
float DEAD_RESPAWNABLE = 3;
|
||||
|
||||
// takedamage values
|
||||
|
||||
float DAMAGE_NO = 0;
|
||||
float DAMAGE_YES = 1;
|
||||
float DAMAGE_AIM = 2;
|
||||
|
@ -312,16 +276,15 @@ float IT_SUIT = 2097152;
|
|||
float IT_QUAD = 4194304;
|
||||
|
||||
// point content values
|
||||
|
||||
float CONTENT_EMPTY = -1;
|
||||
float CONTENT_SOLID = -2;
|
||||
float CONTENT_WATER = -3;
|
||||
float CONTENT_SLIME = -4;
|
||||
float CONTENT_LAVA = -5;
|
||||
float CONTENT_SKY = -6;
|
||||
float CONTENT_SKY = -6;
|
||||
|
||||
float STATE_TOP = 0;
|
||||
float STATE_BOTTOM = 1;
|
||||
float STATE_BOTTOM = 1;
|
||||
float STATE_UP = 2;
|
||||
float STATE_DOWN = 3;
|
||||
|
||||
|
@ -344,21 +307,20 @@ float SVC_SMALLKICK = 34;
|
|||
float SVC_BIGKICK = 35;
|
||||
float SVC_MUZZLEFLASH = 39;
|
||||
|
||||
|
||||
float TE_SPIKE = 0;
|
||||
float TE_SUPERSPIKE = 1;
|
||||
float TE_SPIKE = 0;
|
||||
float TE_SUPERSPIKE = 1;
|
||||
float TE_GUNSHOT = 2;
|
||||
float TE_EXPLOSION = 3;
|
||||
float TE_TAREXPLOSION = 4;
|
||||
float TE_LIGHTNING1 = 5;
|
||||
float TE_LIGHTNING2 = 6;
|
||||
float TE_WIZSPIKE = 7;
|
||||
float TE_KNIGHTSPIKE = 8;
|
||||
float TE_LIGHTNING3 = 9;
|
||||
float TE_LAVASPLASH = 10;
|
||||
float TE_TELEPORT = 11;
|
||||
float TE_BLOOD = 12;
|
||||
float TE_LIGHTNINGBLOOD = 13;
|
||||
float TE_EXPLOSION = 3;
|
||||
float TE_TAREXPLOSION = 4;
|
||||
float TE_LIGHTNING1 = 5;
|
||||
float TE_LIGHTNING2 = 6;
|
||||
float TE_WIZSPIKE = 7;
|
||||
float TE_KNIGHTSPIKE = 8;
|
||||
float TE_LIGHTNING3 = 9;
|
||||
float TE_LAVASPLASH = 10;
|
||||
float TE_TELEPORT = 11;
|
||||
float TE_BLOOD = 12;
|
||||
float TE_LIGHTNINGBLOOD = 13;
|
||||
|
||||
// sound channels
|
||||
// channel 0 never willingly overrides
|
||||
|
@ -376,23 +338,19 @@ float ATTN_IDLE = 2;
|
|||
float ATTN_STATIC = 3;
|
||||
|
||||
// update types
|
||||
|
||||
float UPDATE_GENERAL = 0;
|
||||
float UPDATE_STATIC = 1;
|
||||
float UPDATE_BINARY = 2;
|
||||
float UPDATE_TEMP = 3;
|
||||
|
||||
// entity effects
|
||||
|
||||
//float EF_BRIGHTFIELD = 1;
|
||||
//float EF_MUZZLEFLASH = 2;
|
||||
float EF_BRIGHTLIGHT = 4;
|
||||
float EF_DIMLIGHT = 8;
|
||||
float EF_FLAG1 = 16;
|
||||
float EF_FLAG2 = 32;
|
||||
// GLQuakeWorld Stuff
|
||||
float EF_BLUE = 64; // Blue Globe effect for Quad
|
||||
float EF_RED = 128; // Red Globe effect for Pentagram
|
||||
float EF_BLUE = 64; // Blue glow effect for Quad
|
||||
float EF_RED = 128; // Red glow effect for Pentagram
|
||||
// messages
|
||||
float MSG_BROADCAST = 0; // unreliable to all
|
||||
float MSG_ONE = 1; // reliable to one (msg_entity)
|
||||
|
@ -414,14 +372,8 @@ float MULTICAST_ALL_R = 3; // every client, reliable
|
|||
float MULTICAST_PHS_R = 4; // within hearing, reliable
|
||||
float MULTICAST_PVS_R = 5; // within sight, reliable
|
||||
|
||||
// globals ====================================================================
|
||||
|
||||
|
||||
|
||||
//================================================
|
||||
|
||||
//
|
||||
// globals
|
||||
//
|
||||
float movedist;
|
||||
|
||||
string string_null; // null string, nothing should be held here
|
||||
|
@ -433,9 +385,7 @@ entity damage_attacker; // set by T_Damage
|
|||
entity damage_inflictor;
|
||||
float framecount;
|
||||
|
||||
//
|
||||
// cvars checked each frame
|
||||
//
|
||||
float teamplay;
|
||||
float timelimit;
|
||||
float fraglimit;
|
||||
|
@ -444,9 +394,7 @@ float rj;
|
|||
|
||||
//================================================
|
||||
|
||||
//
|
||||
// world fields (FIXME: make globals)
|
||||
//
|
||||
.string wad;
|
||||
.string map;
|
||||
.float worldtype; // 0=medieval 1=metal 2=base
|
||||
|
@ -455,16 +403,11 @@ float rj;
|
|||
|
||||
.string killtarget;
|
||||
|
||||
//
|
||||
// quakeed fields
|
||||
//
|
||||
.float light_lev; // not used by game, but parsed by light util
|
||||
.float style;
|
||||
|
||||
|
||||
//
|
||||
// monster ai
|
||||
//
|
||||
.void() th_stand;
|
||||
.void() th_walk;
|
||||
.void() th_run;
|
||||
|
@ -487,9 +430,7 @@ float AS_SLIDING = 2;
|
|||
float AS_MELEE = 3;
|
||||
float AS_MISSILE = 4;
|
||||
|
||||
//
|
||||
// player only fields
|
||||
//
|
||||
.float voided;
|
||||
.float walkframe;
|
||||
|
||||
|
@ -498,7 +439,6 @@ float AS_MISSILE = 4;
|
|||
.float gravity; // Gravity Multiplier (0 to 1.0)
|
||||
|
||||
|
||||
|
||||
.float attack_finished;
|
||||
.float pain_finished;
|
||||
|
||||
|
@ -524,9 +464,7 @@ float AS_MISSILE = 4;
|
|||
.float bubble_count; // keeps track of the number of bubbles
|
||||
.string deathtype; // keeps track of how the player died
|
||||
|
||||
//
|
||||
// object stuff
|
||||
//
|
||||
.string mdl;
|
||||
.vector mangle; // angle at start
|
||||
|
||||
|
@ -534,76 +472,50 @@ float AS_MISSILE = 4;
|
|||
|
||||
.float t_length, t_width;
|
||||
|
||||
|
||||
//
|
||||
// doors, etc
|
||||
//
|
||||
.vector dest, dest1, dest2;
|
||||
.float wait; // time from firing to restarting
|
||||
.float delay; // time from activation to firing
|
||||
.entity trigger_field; // door's trigger entity
|
||||
.string noise4;
|
||||
|
||||
//
|
||||
// monsters
|
||||
//
|
||||
.float pausetime;
|
||||
.entity movetarget;
|
||||
|
||||
|
||||
//
|
||||
// doors
|
||||
//
|
||||
.float aflag;
|
||||
.float dmg; // damage done by door when hit
|
||||
|
||||
//
|
||||
// misc
|
||||
//
|
||||
.float cnt; // misc flag
|
||||
|
||||
//
|
||||
// subs
|
||||
//
|
||||
.void() think1;
|
||||
.vector finaldest, finalangle;
|
||||
|
||||
//
|
||||
// triggers
|
||||
//
|
||||
.float count; // for counting triggers
|
||||
|
||||
|
||||
//
|
||||
// plats / doors / buttons
|
||||
//
|
||||
.float lip;
|
||||
.float state;
|
||||
.vector pos1, pos2; // top and bottom positions
|
||||
.float height;
|
||||
|
||||
//
|
||||
// sounds
|
||||
//
|
||||
.float waitmin, waitmax;
|
||||
.float distance;
|
||||
.float volume;
|
||||
|
||||
|
||||
|
||||
|
||||
//===========================================================================
|
||||
|
||||
|
||||
//
|
||||
// builtin functions
|
||||
//
|
||||
|
||||
void(vector ang) makevectors = #1; // sets v_forward, etc globals
|
||||
void(entity e, vector o) setorigin = #2;
|
||||
void(entity e, string m) setmodel = #3; // set movetype and solid first
|
||||
void(entity e, vector min, vector max) setsize = #4;
|
||||
// #5 was removed
|
||||
//void() break = #6;
|
||||
float() random = #7; // returns 0 - 1
|
||||
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
|
||||
|
@ -621,7 +533,6 @@ void(entity e) remove = #15;
|
|||
// forent->owner == test, or test->owner == forent
|
||||
// a forent of world is ignored
|
||||
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
|
||||
|
||||
entity() checkclient = #17; // returns a client to look for
|
||||
entity(entity start, .string fld, string match) find = #18;
|
||||
string(string s) precache_sound = #19;
|
||||
|
@ -638,39 +549,32 @@ void() traceon = #29; // turns
|
|||
void() traceoff = #30;
|
||||
void(entity e) eprint = #31; // prints an entire edict
|
||||
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
|
||||
// #33 was removed
|
||||
float() droptofloor = #34; // TRUE if landed on floor
|
||||
void(float style, string value) lightstyle = #35;
|
||||
float(float v) rint = #36; // round to nearest int
|
||||
float(float v) floor = #37; // largest integer <= v
|
||||
float(float v) ceil = #38; // smallest integer >= v
|
||||
// #39 was removed
|
||||
float(entity e) checkbottom = #40; // true if self is on ground
|
||||
float(vector v) pointcontents = #41; // returns a CONTENT_*
|
||||
// #42 was removed
|
||||
float(float f) fabs = #43;
|
||||
vector(entity e, float speed) aim = #44; // returns the shooting vector
|
||||
float(string s) cvar = #45; // return cvar.value
|
||||
void(string s) localcmd = #46; // put string into local que
|
||||
entity(entity e) nextent = #47; // for looping through all ents
|
||||
// #48 was removed
|
||||
void() ChangeYaw = #49; // turn towards self.ideal_yaw
|
||||
// at self.yaw_speed
|
||||
// #50 was removed
|
||||
vector(vector v) vectoangles = #51;
|
||||
|
||||
//
|
||||
// direct client message generation
|
||||
//
|
||||
void(float to, float f) WriteByte = #52;
|
||||
void(float to, float f) WriteChar = #53;
|
||||
void(float to, float f) WriteShort = #54;
|
||||
void(float to, float f) WriteLong = #55;
|
||||
void(float to, float f) WriteCoord = #56;
|
||||
void(float to, float f) WriteAngle = #57;
|
||||
void(float to, string s) WriteString = #58;
|
||||
void(float to, entity s) WriteEntity = #59;
|
||||
|
||||
void(float to, string s) WriteString = #58;
|
||||
void(float to, entity s) WriteEntity = #59;
|
||||
void(float to, vector v) WriteCoordV = #0;
|
||||
void(float to, vector v) WriteAngleV = #0;
|
||||
void(float to, ...) WriteBytes = #0;
|
||||
// several removed
|
||||
|
||||
void(float step) movetogoal = #67;
|
||||
|
@ -679,8 +583,6 @@ string(string s) precache_file = #68; // no effect except for -copy
|
|||
void(entity e) makestatic = #69;
|
||||
void(string s) changelevel = #70;
|
||||
|
||||
//#71 was removed
|
||||
|
||||
void(string var, string val) cvar_set = #72; // sets cvar.value
|
||||
|
||||
void(entity client, string s) centerprint = #73; // sprint, but in middle
|
||||
|
@ -703,9 +605,7 @@ void(vector where, float set) multicast = #82; // sends the temp message to a s
|
|||
|
||||
//============================================================================
|
||||
|
||||
//
|
||||
// subs.qc
|
||||
//
|
||||
void(vector tdest, float tspeed, void() func) SUB_CalcMove;
|
||||
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
|
||||
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
|
||||
|
@ -715,14 +615,9 @@ void() SUB_Null;
|
|||
void() SUB_UseTargets;
|
||||
void() SUB_Remove;
|
||||
|
||||
//
|
||||
// combat.qc
|
||||
//
|
||||
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
|
||||
|
||||
|
||||
float (entity e, float healamount, float ignore) T_Heal; // health function
|
||||
|
||||
float(entity targ, entity inflictor) CanDamage;
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
float DOOR_START_OPEN = 1;
|
||||
float DOOR_DONT_LINK = 4;
|
||||
float DOOR_GOLD_KEY = 8;
|
||||
|
@ -6,7 +5,6 @@ float DOOR_SILVER_KEY = 16;
|
|||
float DOOR_TOGGLE = 32;
|
||||
|
||||
/*
|
||||
|
||||
Doors are similar to buttons, but can spawn a fat trigger field around them
|
||||
to open without a touch, and they link together to form simultanious
|
||||
double/quad doors.
|
||||
|
@ -15,16 +13,9 @@ Door.owner is the master door. If there is only one door, it points to itself.
|
|||
If multiple doors, all will point to a single one.
|
||||
|
||||
Door.enemy chains from the master door through all doors linked in the chain.
|
||||
|
||||
*/
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
THINK FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
// THINK FUNCTIONS ============================================================
|
||||
|
||||
void() door_go_down;
|
||||
void() door_go_up;
|
||||
|
@ -34,10 +25,9 @@ void() door_blocked =
|
|||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self.goalentity, self.dmg);
|
||||
|
||||
// if a door has a negative wait, it would never come back if blocked,
|
||||
// so let it just squash the object to death real fast
|
||||
if (self.wait >= 0)
|
||||
{
|
||||
// if a door has a negative wait, it would never come back if blocked,
|
||||
// so let it just squash the object to death real fast
|
||||
if (self.wait >= 0) {
|
||||
if (self.state == STATE_DOWN)
|
||||
door_go_up ();
|
||||
else
|
||||
|
@ -45,7 +35,6 @@ void() door_blocked =
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
void() door_hit_top =
|
||||
{
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
|
@ -65,8 +54,7 @@ void() door_hit_bottom =
|
|||
void() door_go_down =
|
||||
{
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
if (self.max_health)
|
||||
{
|
||||
if (self.max_health) {
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.health = self.max_health;
|
||||
}
|
||||
|
@ -78,10 +66,9 @@ void() door_go_down =
|
|||
void() door_go_up =
|
||||
{
|
||||
if (self.state == STATE_UP)
|
||||
return; // allready going up
|
||||
return; // allready going up
|
||||
|
||||
if (self.state == STATE_TOP)
|
||||
{ // reset top wait time
|
||||
if (self.state == STATE_TOP) { // reset top wait time
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
return;
|
||||
}
|
||||
|
@ -90,54 +77,41 @@ void() door_go_up =
|
|||
self.state = STATE_UP;
|
||||
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
|
||||
|
||||
SUB_UseTargets();
|
||||
SUB_UseTargets ();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
ACTIVATION FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
// ACTIVATION FUNCTIONS =======================================================
|
||||
|
||||
void() door_fire =
|
||||
{
|
||||
local entity oself;
|
||||
local entity starte;
|
||||
local entity oself, starte;
|
||||
|
||||
if (self.owner != self)
|
||||
objerror ("door_fire: self.owner != self");
|
||||
|
||||
// play use key sound
|
||||
|
||||
// play use key sound
|
||||
if (self.items)
|
||||
sound (self, CHAN_VOICE, self.noise4, 1, ATTN_NORM);
|
||||
|
||||
self.message = string_null; // no more message
|
||||
oself = self;
|
||||
|
||||
if (self.spawnflags & DOOR_TOGGLE)
|
||||
{
|
||||
if (self.state == STATE_UP || self.state == STATE_TOP)
|
||||
{
|
||||
if (self.spawnflags & DOOR_TOGGLE) {
|
||||
if (self.state == STATE_UP || self.state == STATE_TOP) {
|
||||
starte = self;
|
||||
do
|
||||
{
|
||||
do {
|
||||
door_go_down ();
|
||||
self = self.enemy;
|
||||
} while ( (self != starte) && (self != world) );
|
||||
} while ((self != starte) && (self != world));
|
||||
self = oself;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// trigger all paired doors
|
||||
|
||||
// trigger all paired doors
|
||||
starte = self;
|
||||
|
||||
do
|
||||
{
|
||||
do {
|
||||
self.goalentity = activator; // Who fired us
|
||||
door_go_up ();
|
||||
self = self.enemy;
|
||||
|
@ -145,10 +119,9 @@ void() door_fire =
|
|||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
void() door_use =
|
||||
{
|
||||
local entity oself;
|
||||
local entity oself;
|
||||
|
||||
self.message = ""; // door message are for touch only
|
||||
self.owner.message = "";
|
||||
|
@ -160,14 +133,13 @@ void() door_use =
|
|||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
void() door_trigger_touch =
|
||||
{
|
||||
if (other.health <= 0)
|
||||
return;
|
||||
|
||||
if (time < self.attack_finished)
|
||||
return;
|
||||
|
||||
self.attack_finished = time + 1;
|
||||
|
||||
activator = other;
|
||||
|
@ -176,10 +148,9 @@ void() door_trigger_touch =
|
|||
door_use ();
|
||||
};
|
||||
|
||||
|
||||
void() door_killed =
|
||||
{
|
||||
local entity oself;
|
||||
local entity oself;
|
||||
|
||||
oself = self;
|
||||
self = self.owner;
|
||||
|
@ -189,7 +160,6 @@ void() door_killed =
|
|||
self = oself;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
door_touch
|
||||
|
@ -206,53 +176,48 @@ void() door_touch =
|
|||
|
||||
self.owner.attack_finished = time + 2;
|
||||
|
||||
if (self.owner.message != "")
|
||||
{
|
||||
if (self.owner.message != "") {
|
||||
centerprint (other, self.owner.message);
|
||||
sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
// key door stuff
|
||||
|
||||
// key door stuff
|
||||
if (!self.items)
|
||||
return;
|
||||
|
||||
// FIXME: blink key on player's status bar
|
||||
if ( (self.items & other.items) != self.items )
|
||||
{
|
||||
if (self.owner.items == IT_KEY1)
|
||||
{
|
||||
if (world.worldtype == 2)
|
||||
{
|
||||
// FIXME: blink key on player's status bar
|
||||
if ((self.items & other.items) != self.items) {
|
||||
if (self.owner.items == IT_KEY1) {
|
||||
switch (world.worldtype) {
|
||||
case 2:
|
||||
centerprint (other, "You need the silver keycard");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 1)
|
||||
{
|
||||
break;
|
||||
case 1:
|
||||
centerprint (other, "You need the silver runekey");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 0)
|
||||
{
|
||||
break;
|
||||
case 0:
|
||||
centerprint (other, "You need the silver key");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (world.worldtype == 2)
|
||||
{
|
||||
} else {
|
||||
switch (world.worldtype) {
|
||||
case 2:
|
||||
centerprint (other, "You need the gold keycard");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 1)
|
||||
{
|
||||
break;
|
||||
case 1:
|
||||
centerprint (other, "You need the gold runekey");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
}
|
||||
else if (world.worldtype == 0)
|
||||
{
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
break;
|
||||
case 0:
|
||||
centerprint (other, "You need the gold key");
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
@ -265,21 +230,14 @@ void() door_touch =
|
|||
door_use ();
|
||||
};
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
SPAWNING FUNCTIONS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
|
||||
// SPAWNING FUNCTIONS =========================================================
|
||||
|
||||
entity(vector fmins, vector fmaxs) spawn_field =
|
||||
{
|
||||
local entity trigger;
|
||||
local vector t1, t2;
|
||||
local entity trigger;
|
||||
local vector t1, t2;
|
||||
|
||||
trigger = spawn();
|
||||
trigger = spawn ();
|
||||
trigger.movetype = MOVETYPE_NONE;
|
||||
trigger.solid = SOLID_TRIGGER;
|
||||
trigger.owner = self;
|
||||
|
@ -291,7 +249,6 @@ entity(vector fmins, vector fmaxs) spawn_field =
|
|||
return (trigger);
|
||||
};
|
||||
|
||||
|
||||
float (entity e1, entity e2) EntitiesTouching =
|
||||
{
|
||||
if (e1.mins_x > e2.maxs_x)
|
||||
|
@ -309,35 +266,25 @@ float (entity e1, entity e2) EntitiesTouching =
|
|||
return TRUE;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
LinkDoors
|
||||
|
||||
|
||||
=============
|
||||
*/
|
||||
void() LinkDoors =
|
||||
{
|
||||
local entity t, starte;
|
||||
local vector cmins, cmaxs;
|
||||
local entity t, starte;
|
||||
local vector cmins, cmaxs;
|
||||
|
||||
if (self.enemy)
|
||||
return; // already linked by another door
|
||||
if (self.spawnflags & 4)
|
||||
{
|
||||
if (self.spawnflags & 4) {
|
||||
self.owner = self.enemy = self;
|
||||
return; // don't want to link this door
|
||||
}
|
||||
|
||||
cmins = self.mins;
|
||||
cmaxs = self.maxs;
|
||||
|
||||
|
||||
starte = self;
|
||||
t = self;
|
||||
|
||||
do
|
||||
{
|
||||
|
||||
do {
|
||||
self.owner = starte; // master door
|
||||
|
||||
if (self.health)
|
||||
|
@ -348,12 +295,11 @@ void() LinkDoors =
|
|||
starte.message = self.message;
|
||||
|
||||
t = find (t, classname, self.classname);
|
||||
if (!t)
|
||||
{
|
||||
if (!t) {
|
||||
self.enemy = starte; // make the chain a loop
|
||||
|
||||
// shootable, fired, or key doors just needed the owner/enemy links,
|
||||
// they don't spawn a field
|
||||
// shootable, fired, or key doors just needed the owner/enemy
|
||||
// links, they don't spawn a field
|
||||
|
||||
self = self.owner;
|
||||
|
||||
|
@ -364,13 +310,12 @@ void() LinkDoors =
|
|||
if (self.items)
|
||||
return;
|
||||
|
||||
self.owner.trigger_field = spawn_field(cmins, cmaxs);
|
||||
self.owner.trigger_field = spawn_field (cmins, cmaxs);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (EntitiesTouching(self,t))
|
||||
{
|
||||
if (EntitiesTouching (self, t)) {
|
||||
if (t.enemy)
|
||||
objerror ("cross connected doors");
|
||||
|
||||
|
@ -390,11 +335,9 @@ void() LinkDoors =
|
|||
if (t.maxs_z > cmaxs_z)
|
||||
cmaxs_z = t.maxs_z;
|
||||
}
|
||||
} while (1 );
|
||||
|
||||
} while (1);
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
|
||||
if two doors touch, they are assumed to be connected and operate as a unit.
|
||||
|
||||
|
@ -419,73 +362,66 @@ Key doors are allways wait -1.
|
|||
3) stone chain
|
||||
4) screechy metal
|
||||
*/
|
||||
|
||||
void() func_door =
|
||||
|
||||
{
|
||||
|
||||
if (world.worldtype == 0)
|
||||
{
|
||||
switch (world.worldtype) {
|
||||
case 0:
|
||||
precache_sound ("doors/medtry.wav");
|
||||
precache_sound ("doors/meduse.wav");
|
||||
self.noise3 = "doors/medtry.wav";
|
||||
self.noise4 = "doors/meduse.wav";
|
||||
}
|
||||
else if (world.worldtype == 1)
|
||||
{
|
||||
break;
|
||||
case 1:
|
||||
precache_sound ("doors/runetry.wav");
|
||||
precache_sound ("doors/runeuse.wav");
|
||||
self.noise3 = "doors/runetry.wav";
|
||||
self.noise4 = "doors/runeuse.wav";
|
||||
}
|
||||
else if (world.worldtype == 2)
|
||||
{
|
||||
break;
|
||||
case 2:
|
||||
precache_sound ("doors/basetry.wav");
|
||||
precache_sound ("doors/baseuse.wav");
|
||||
self.noise3 = "doors/basetry.wav";
|
||||
self.noise4 = "doors/baseuse.wav";
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
default:
|
||||
dprint ("no worldtype set!\n");
|
||||
break;
|
||||
}
|
||||
if (self.sounds == 0)
|
||||
{
|
||||
|
||||
switch (self.sounds) {
|
||||
case 0:
|
||||
precache_sound ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
self.noise1 = "misc/null.wav";
|
||||
self.noise2 = "misc/null.wav";
|
||||
}
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
break;
|
||||
case 1:
|
||||
precache_sound ("doors/drclos4.wav");
|
||||
precache_sound ("doors/doormv1.wav");
|
||||
self.noise1 = "doors/drclos4.wav";
|
||||
self.noise2 = "doors/doormv1.wav";
|
||||
}
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
break;
|
||||
case 2:
|
||||
precache_sound ("doors/hydro1.wav");
|
||||
precache_sound ("doors/hydro2.wav");
|
||||
self.noise2 = "doors/hydro1.wav";
|
||||
self.noise1 = "doors/hydro2.wav";
|
||||
}
|
||||
if (self.sounds == 3)
|
||||
{
|
||||
break;
|
||||
case 3:
|
||||
precache_sound ("doors/stndr1.wav");
|
||||
precache_sound ("doors/stndr2.wav");
|
||||
self.noise2 = "doors/stndr1.wav";
|
||||
self.noise1 = "doors/stndr2.wav";
|
||||
}
|
||||
if (self.sounds == 4)
|
||||
{
|
||||
break;
|
||||
case 4:
|
||||
precache_sound ("doors/ddoor1.wav");
|
||||
precache_sound ("doors/ddoor2.wav");
|
||||
self.noise1 = "doors/ddoor2.wav";
|
||||
self.noise2 = "doors/ddoor1.wav";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
SetMovedir ();
|
||||
|
||||
self.max_health = self.health;
|
||||
|
@ -513,12 +449,12 @@ void() func_door =
|
|||
self.dmg = 2;
|
||||
|
||||
self.pos1 = self.origin;
|
||||
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
|
||||
self.pos2 = self.pos1 + self.movedir * (fabs (self.movedir * self.size)
|
||||
- self.lip);
|
||||
|
||||
// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
|
||||
// but spawn in the open position
|
||||
if (self.spawnflags & DOOR_START_OPEN)
|
||||
{
|
||||
// DOOR_START_OPEN is to allow an entity to be lighted in the closed
|
||||
// position but spawn in the open position
|
||||
if (self.spawnflags & DOOR_START_OPEN) {
|
||||
setorigin (self, self.pos2);
|
||||
self.pos2 = self.pos1;
|
||||
self.pos1 = self.origin;
|
||||
|
@ -526,8 +462,7 @@ void() func_door =
|
|||
|
||||
self.state = STATE_BOTTOM;
|
||||
|
||||
if (self.health)
|
||||
{
|
||||
if (self.health) {
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_die = door_killed;
|
||||
}
|
||||
|
@ -537,19 +472,13 @@ void() func_door =
|
|||
|
||||
self.touch = door_touch;
|
||||
|
||||
// LinkDoors can't be done until all of the doors have been spawned, so
|
||||
// the sizes can be detected properly.
|
||||
// LinkDoors can't be done until all of the doors have been spawned, so
|
||||
// the sizes can be detected properly.
|
||||
self.think = LinkDoors;
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
};
|
||||
|
||||
/*
|
||||
=============================================================================
|
||||
|
||||
SECRET DOORS
|
||||
|
||||
=============================================================================
|
||||
*/
|
||||
// SECRET DOORS ===============================================================
|
||||
|
||||
void() fd_secret_move1;
|
||||
void() fd_secret_move2;
|
||||
|
@ -565,10 +494,9 @@ float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
|
|||
float SECRET_NO_SHOOT = 8; // only opened by trigger
|
||||
float SECRET_YES_SHOOT = 16; // shootable even if targeted
|
||||
|
||||
|
||||
void () fd_secret_use =
|
||||
{
|
||||
local float temp;
|
||||
local float temp;
|
||||
|
||||
self.health = 10000;
|
||||
|
||||
|
@ -576,35 +504,33 @@ void () fd_secret_use =
|
|||
if (self.origin != self.oldorigin)
|
||||
return;
|
||||
|
||||
self.message = string_null; // no more message
|
||||
self.message = string_null; // no more message
|
||||
|
||||
SUB_UseTargets(); // fire all targets / killtargets
|
||||
SUB_UseTargets (); // fire all targets / killtargets
|
||||
|
||||
if (!(self.spawnflags & SECRET_NO_SHOOT))
|
||||
{
|
||||
if (!(self.spawnflags & SECRET_NO_SHOOT)) {
|
||||
//XXX needed? self.th_pain = SUB_Null;
|
||||
self.takedamage = DAMAGE_NO;
|
||||
}
|
||||
self.velocity = '0 0 0';
|
||||
|
||||
// Make a sound, wait a little...
|
||||
|
||||
|
||||
sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
|
||||
temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
|
||||
makevectors(self.mangle);
|
||||
makevectors (self.mangle);
|
||||
|
||||
if (!self.t_width)
|
||||
{
|
||||
if (!self.t_width) {
|
||||
if (self.spawnflags & SECRET_1ST_DOWN)
|
||||
self. t_width = fabs(v_up * self.size);
|
||||
self. t_width = fabs (v_up * self.size);
|
||||
else
|
||||
self. t_width = fabs(v_right * self.size);
|
||||
self. t_width = fabs (v_right * self.size);
|
||||
}
|
||||
|
||||
if (!self.t_length)
|
||||
self. t_length = fabs(v_forward * self.size);
|
||||
self. t_length = fabs (v_forward * self.size);
|
||||
|
||||
if (self.spawnflags & SECRET_1ST_DOWN)
|
||||
self.dest1 = self.origin - v_up * self.t_width;
|
||||
|
@ -612,8 +538,8 @@ void () fd_secret_use =
|
|||
self.dest1 = self.origin + v_right * (self.t_width * temp);
|
||||
|
||||
self.dest2 = self.dest1 + v_forward * self.t_length;
|
||||
SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove (self.dest1, self.speed, fd_secret_move1);
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void (entity attacker, float damage) fd_secret_pain =
|
||||
|
@ -626,22 +552,21 @@ void () fd_secret_move1 =
|
|||
{
|
||||
self.nextthink = self.ltime + 1.0;
|
||||
self.think = fd_secret_move2;
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
// Start moving sideways w/sound...
|
||||
void () fd_secret_move2 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove (self.dest2, self.speed, fd_secret_move3);
|
||||
};
|
||||
|
||||
// Wait here until time to go back...
|
||||
void () fd_secret_move3 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
if (!(self.spawnflags & SECRET_OPEN_ONCE))
|
||||
{
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
if (!(self.spawnflags & SECRET_OPEN_ONCE)) {
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
self.think = fd_secret_move4;
|
||||
}
|
||||
|
@ -650,8 +575,8 @@ void () fd_secret_move3 =
|
|||
// Move backward...
|
||||
void () fd_secret_move4 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove (self.dest1, self.speed, fd_secret_move5);
|
||||
};
|
||||
|
||||
// Wait 1 second...
|
||||
|
@ -659,31 +584,32 @@ void () fd_secret_move5 =
|
|||
{
|
||||
self.nextthink = self.ltime + 1.0;
|
||||
self.think = fd_secret_move6;
|
||||
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void () fd_secret_move6 =
|
||||
{
|
||||
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
|
||||
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
|
||||
SUB_CalcMove (self.oldorigin, self.speed, fd_secret_done);
|
||||
};
|
||||
|
||||
void () fd_secret_done =
|
||||
{
|
||||
if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
|
||||
{
|
||||
if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT) {
|
||||
self.health = 10000;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = fd_secret_pain;
|
||||
self.th_die = fd_secret_use;
|
||||
}
|
||||
sound(self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise3, 1, ATTN_NORM);
|
||||
};
|
||||
|
||||
void () secret_blocked =
|
||||
{
|
||||
if (time < self.attack_finished)
|
||||
return;
|
||||
|
||||
self.attack_finished = time + 0.5;
|
||||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self, self.dmg);
|
||||
|
@ -705,14 +631,12 @@ void() secret_touch =
|
|||
|
||||
self.attack_finished = time + 2;
|
||||
|
||||
if (self.message)
|
||||
{
|
||||
if (self.message) {
|
||||
centerprint (other, self.message);
|
||||
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
|
||||
Basic secret door. Slides back, then to the side. Angle determines direction.
|
||||
wait = # of seconds before coming back
|
||||
|
@ -729,35 +653,34 @@ If a secret door has a targetname, it will only be opened by it's botton or trig
|
|||
2) metal
|
||||
3) base
|
||||
*/
|
||||
|
||||
void () func_door_secret =
|
||||
{
|
||||
if (self.sounds == 0)
|
||||
self.sounds = 3;
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
switch (self.sounds) {
|
||||
case 1:
|
||||
precache_sound ("doors/latch2.wav");
|
||||
precache_sound ("doors/winch2.wav");
|
||||
precache_sound ("doors/drclos4.wav");
|
||||
self.noise1 = "doors/latch2.wav";
|
||||
self.noise2 = "doors/winch2.wav";
|
||||
self.noise3 = "doors/drclos4.wav";
|
||||
}
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
break;
|
||||
case 2:
|
||||
precache_sound ("doors/airdoor1.wav");
|
||||
precache_sound ("doors/airdoor2.wav");
|
||||
self.noise2 = "doors/airdoor1.wav";
|
||||
self.noise1 = "doors/airdoor2.wav";
|
||||
self.noise3 = "doors/airdoor2.wav";
|
||||
}
|
||||
if (self.sounds == 3)
|
||||
{
|
||||
break;
|
||||
case 0:
|
||||
self.sounds = 3;
|
||||
case 3:
|
||||
precache_sound ("doors/basesec1.wav");
|
||||
precache_sound ("doors/basesec2.wav");
|
||||
self.noise2 = "doors/basesec1.wav";
|
||||
self.noise1 = "doors/basesec2.wav";
|
||||
self.noise3 = "doors/basesec2.wav";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (!self.dmg)
|
||||
|
@ -776,8 +699,7 @@ void () func_door_secret =
|
|||
self.blocked = secret_blocked;
|
||||
self.speed = 50;
|
||||
self.use = fd_secret_use;
|
||||
if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
|
||||
{
|
||||
if (!self.targetname || self.spawnflags & SECRET_YES_SHOOT) {
|
||||
self.health = 10000;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.th_pain = fd_secret_pain;
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1,10 +1,9 @@
|
|||
|
||||
/*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);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
|
@ -20,14 +19,11 @@ float START_OFF = 1;
|
|||
|
||||
void() light_use =
|
||||
{
|
||||
if (self.spawnflags & START_OFF)
|
||||
{
|
||||
lightstyle(self.style, "m");
|
||||
if (self.spawnflags & START_OFF) {
|
||||
lightstyle (self.style, "m");
|
||||
self.spawnflags = self.spawnflags - START_OFF;
|
||||
}
|
||||
else
|
||||
{
|
||||
lightstyle(self.style, "a");
|
||||
} else {
|
||||
lightstyle (self.style, "a");
|
||||
self.spawnflags = self.spawnflags + START_OFF;
|
||||
}
|
||||
};
|
||||
|
@ -40,19 +36,17 @@ If targeted, it will toggle between on or off.
|
|||
*/
|
||||
void() light =
|
||||
{
|
||||
if (!self.targetname)
|
||||
{ // inert light
|
||||
remove(self);
|
||||
if (!self.targetname) { // inert light
|
||||
remove (self);
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.style >= 32)
|
||||
{
|
||||
if (self.style >= 32) {
|
||||
self.use = light_use;
|
||||
if (self.spawnflags & START_OFF)
|
||||
lightstyle(self.style, "a");
|
||||
lightstyle (self.style, "a");
|
||||
else
|
||||
lightstyle(self.style, "m");
|
||||
lightstyle (self.style, "m");
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -65,13 +59,12 @@ Makes steady fluorescent humming sound
|
|||
*/
|
||||
void() light_fluoro =
|
||||
{
|
||||
if (self.style >= 32)
|
||||
{
|
||||
if (self.style >= 32) {
|
||||
self.use = light_use;
|
||||
if (self.spawnflags & START_OFF)
|
||||
lightstyle(self.style, "a");
|
||||
lightstyle (self.style, "a");
|
||||
else
|
||||
lightstyle(self.style, "m");
|
||||
lightstyle (self.style, "m");
|
||||
}
|
||||
|
||||
precache_sound ("ambience/fl_hum1.wav");
|
||||
|
@ -108,7 +101,7 @@ void() light_globe =
|
|||
void() FireAmbient =
|
||||
{
|
||||
precache_sound ("ambience/fire1.wav");
|
||||
// attenuate fast
|
||||
// attenuate fast
|
||||
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
|
||||
};
|
||||
|
||||
|
@ -161,35 +154,23 @@ void() light_flame_small_white =
|
|||
|
||||
//============================================================================
|
||||
|
||||
|
||||
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||||
Lava Balls
|
||||
*/
|
||||
|
||||
void() fire_fly;
|
||||
void() fire_touch;
|
||||
void() misc_fireball =
|
||||
void() fire_touch =
|
||||
{
|
||||
|
||||
precache_model ("progs/lavaball.mdl");
|
||||
self.classname = "fireball";
|
||||
self.nextthink = time + (random() * 5);
|
||||
self.think = fire_fly;
|
||||
if (!self.speed)
|
||||
self.speed = 1000;
|
||||
T_Damage (other, self, self, 20);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void() fire_fly =
|
||||
{
|
||||
local entity fireball;
|
||||
local entity fireball;
|
||||
|
||||
fireball = spawn();
|
||||
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.velocity_x = (100 * random ()) - 50;
|
||||
fireball.velocity_y = (100 * random ()) - 50;
|
||||
fireball.velocity_z = self.speed + (200 * random ());
|
||||
fireball.classname = "fireball";
|
||||
setmodel (fireball, "progs/lavaball.mdl");
|
||||
setsize (fireball, '0 0 0', '0 0 0');
|
||||
|
@ -198,44 +179,44 @@ local entity fireball;
|
|||
fireball.think = SUB_Remove;
|
||||
fireball.touch = fire_touch;
|
||||
|
||||
self.nextthink = time + (random() * 5) + 3;
|
||||
self.nextthink = time + (5 * random ()) + 3;
|
||||
self.think = fire_fly;
|
||||
};
|
||||
|
||||
|
||||
void() fire_touch =
|
||||
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||||
Lava Balls
|
||||
*/
|
||||
void() misc_fireball =
|
||||
{
|
||||
T_Damage (other, self, self, 20);
|
||||
remove(self);
|
||||
precache_model ("progs/lavaball.mdl");
|
||||
self.classname = "fireball";
|
||||
self.nextthink = time + (5 * random ());
|
||||
self.think = fire_fly;
|
||||
if (!self.speed)
|
||||
self.speed = 1000;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
void() barrel_explode =
|
||||
{
|
||||
self.takedamage = DAMAGE_NO;
|
||||
self.classname = "explo_box";
|
||||
// did say self.owner
|
||||
T_RadiusDamage (self, self, 160, world, "");
|
||||
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);
|
||||
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_EXPLOSION);
|
||||
self.origin_z += 32;
|
||||
WriteCoordV (MSG_MULTICAST, self.origin);
|
||||
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;
|
||||
local float oldz;
|
||||
|
||||
self.solid = SOLID_BBOX;
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
|
@ -249,26 +230,21 @@ void() misc_explobox =
|
|||
|
||||
self.origin_z = self.origin_z + 2;
|
||||
oldz = self.origin_z;
|
||||
droptofloor();
|
||||
if (oldz - self.origin_z > 250)
|
||||
{
|
||||
droptofloor ();
|
||||
if (oldz - self.origin_z > 250) {
|
||||
dprint ("item fell out of level at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint (vtos (self.origin));
|
||||
dprint ("\n");
|
||||
remove(self);
|
||||
remove (self);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
|
||||
Smaller exploding box, REGISTERED ONLY
|
||||
*/
|
||||
|
||||
void() misc_explobox2 =
|
||||
{
|
||||
local float oldz;
|
||||
local float oldz;
|
||||
|
||||
self.solid = SOLID_BBOX;
|
||||
self.movetype = MOVETYPE_NONE;
|
||||
|
@ -282,13 +258,12 @@ void() misc_explobox2 =
|
|||
|
||||
self.origin_z = self.origin_z + 2;
|
||||
oldz = self.origin_z;
|
||||
droptofloor();
|
||||
if (oldz - self.origin_z > 250)
|
||||
{
|
||||
droptofloor ();
|
||||
if (oldz - self.origin_z > 250) {
|
||||
dprint ("item fell out of level at ");
|
||||
dprint (vtos(self.origin));
|
||||
dprint (vtos (self.origin));
|
||||
dprint ("\n");
|
||||
remove(self);
|
||||
remove (self);
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -299,38 +274,30 @@ float SPAWNFLAG_LASER = 2;
|
|||
|
||||
void() Laser_Touch =
|
||||
{
|
||||
local vector org;
|
||||
local vector org;
|
||||
|
||||
if (other == self.owner)
|
||||
return; // don't explode on owner
|
||||
|
||||
if (pointcontents(self.origin) == CONTENT_SKY)
|
||||
{
|
||||
remove(self);
|
||||
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);
|
||||
org = self.origin - 8 * normalize (self.velocity);
|
||||
|
||||
if (other.health)
|
||||
{
|
||||
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);
|
||||
} else {
|
||||
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_GUNSHOT, 5.0);
|
||||
WriteCoordV (MSG_MULTICAST, org);
|
||||
multicast (org, MULTICAST_PVS);
|
||||
}
|
||||
|
||||
remove(self);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void(vector org, vector vec) LaunchLaser =
|
||||
|
@ -338,9 +305,9 @@ 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();
|
||||
vec = normalize (vec);
|
||||
|
||||
newmis = spawn ();
|
||||
newmis.owner = self;
|
||||
newmis.movetype = MOVETYPE_FLY;
|
||||
newmis.solid = SOLID_BBOX;
|
||||
|
@ -352,7 +319,7 @@ void(vector org, vector vec) LaunchLaser =
|
|||
setorigin (newmis, org);
|
||||
|
||||
newmis.velocity = vec * 600;
|
||||
newmis.angles = vectoangles(newmis.velocity);
|
||||
newmis.angles = vectoangles (newmis.velocity);
|
||||
|
||||
newmis.nextthink = time + 5;
|
||||
newmis.think = SUB_Remove;
|
||||
|
@ -361,13 +328,10 @@ void(vector org, vector vec) LaunchLaser =
|
|||
|
||||
void() spikeshooter_use =
|
||||
{
|
||||
if (self.spawnflags & SPAWNFLAG_LASER)
|
||||
{
|
||||
if (self.spawnflags & SPAWNFLAG_LASER) {
|
||||
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||||
LaunchLaser (self.origin, self.movedir);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
|
||||
launch_spike (self.origin, self.movedir);
|
||||
newmis.velocity = self.movedir * 500;
|
||||
|
@ -383,28 +347,22 @@ void() shooter_think =
|
|||
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)
|
||||
{
|
||||
if (self.spawnflags & SPAWNFLAG_LASER) {
|
||||
precache_model2 ("progs/laser.mdl");
|
||||
|
||||
precache_sound2 ("enforcer/enfire.wav");
|
||||
precache_sound2 ("enforcer/enfstop.wav");
|
||||
}
|
||||
else
|
||||
} 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)
|
||||
|
@ -420,35 +378,23 @@ void() trap_shooter =
|
|||
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() bubble_remove;
|
||||
void() bubble_bob;
|
||||
void() make_bubbles =
|
||||
{
|
||||
local entity bubble;
|
||||
local entity bubble;
|
||||
|
||||
bubble = spawn();
|
||||
bubble = spawn ();
|
||||
setmodel (bubble, "progs/s_bubble.spr");
|
||||
setorigin (bubble, self.origin);
|
||||
bubble.movetype = MOVETYPE_NOCLIP;
|
||||
|
@ -461,14 +407,15 @@ local entity bubble;
|
|||
bubble.frame = 0;
|
||||
bubble.cnt = 0;
|
||||
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||||
self.nextthink = time + random() + 0.5;
|
||||
self.nextthink = time + random () + 0.5;
|
||||
self.think = make_bubbles;
|
||||
};
|
||||
|
||||
void() bubble_split =
|
||||
{
|
||||
local entity bubble;
|
||||
bubble = spawn();
|
||||
local entity bubble;
|
||||
|
||||
bubble = spawn ();
|
||||
setmodel (bubble, "progs/s_bubble.spr");
|
||||
setorigin (bubble, self.origin);
|
||||
bubble.movetype = MOVETYPE_NOCLIP;
|
||||
|
@ -489,27 +436,26 @@ local entity bubble;
|
|||
|
||||
void() bubble_remove =
|
||||
{
|
||||
if (other.classname == self.classname)
|
||||
{
|
||||
// dprint ("bump");
|
||||
if (other.classname == self.classname) {
|
||||
// dprint ("bump");
|
||||
return;
|
||||
}
|
||||
remove(self);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void() bubble_bob =
|
||||
{
|
||||
local float rnd1, rnd2, rnd3;
|
||||
local float rnd1, rnd2, rnd3;
|
||||
|
||||
self.cnt = self.cnt + 1;
|
||||
if (self.cnt == 4)
|
||||
bubble_split();
|
||||
bubble_split ();
|
||||
if (self.cnt == 20)
|
||||
remove(self);
|
||||
remove (self);
|
||||
|
||||
rnd1 = self.velocity_x + (-10 + (random() * 20));
|
||||
rnd2 = self.velocity_y + (-10 + (random() * 20));
|
||||
rnd3 = self.velocity_z + 10 + random() * 10;
|
||||
rnd1 = self.velocity_x - 10 + 20 * random ();
|
||||
rnd2 = self.velocity_y - 10 + 20 * random ();
|
||||
rnd3 = self.velocity_z + 10 + 10 * random ();
|
||||
|
||||
if (rnd1 > 10)
|
||||
rnd1 = 5;
|
||||
|
@ -538,12 +484,9 @@ local float rnd1, rnd2, rnd3;
|
|||
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
|
||||
|
||||
/*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;
|
||||
|
@ -551,14 +494,7 @@ void() viewthing =
|
|||
setmodel (self, "progs/player.mdl");
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
SIMPLE BMODELS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
// SIMPLE BMODELS =============================================================
|
||||
|
||||
void() func_wall_use =
|
||||
{ // change to alternate textures
|
||||
|
@ -577,12 +513,10 @@ void() func_wall =
|
|||
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;
|
||||
|
@ -595,7 +529,6 @@ void() func_illusionary =
|
|||
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
|
||||
|
@ -611,7 +544,6 @@ void() func_episodegate =
|
|||
This bmodel appears unless players have all of the episode sigils.
|
||||
*/
|
||||
void() func_bossgate =
|
||||
|
||||
{
|
||||
if ( (serverflags & 15) == 15)
|
||||
return; // all episodes completed
|
||||
|
@ -653,6 +585,7 @@ 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 =
|
||||
|
@ -660,6 +593,7 @@ 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 =
|
||||
|
@ -667,6 +601,7 @@ 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 =
|
||||
|
@ -674,6 +609,7 @@ 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 =
|
||||
|
@ -681,6 +617,7 @@ 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 =
|
||||
|
@ -707,9 +644,7 @@ void() noise_think =
|
|||
|
||||
For optimzation testing, starts a lot of sounds.
|
||||
*/
|
||||
|
||||
void() misc_noisemaker =
|
||||
|
||||
{
|
||||
precache_sound2 ("enforcer/enfire.wav");
|
||||
precache_sound2 ("enforcer/enfstop.wav");
|
||||
|
@ -722,6 +657,6 @@ void() misc_noisemaker =
|
|||
precache_sound2 ("enforcer/death1.wav");
|
||||
precache_sound2 ("enforcer/idle1.wav");
|
||||
|
||||
self.nextthink = time + 0.1 + random();
|
||||
self.nextthink = time + 0.1 + random ();
|
||||
self.think = noise_think;
|
||||
};
|
||||
|
|
|
@ -1,11 +1,4 @@
|
|||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
WORLD WEAPONS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
// WORLD WEAPONS ==============================================================
|
||||
|
||||
$modelname g_shot
|
||||
$cd /raid/quake/id1/models/g_shot
|
||||
|
@ -15,7 +8,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
|
||||
$modelname g_nail
|
||||
$cd /raid/quake/id1/models/g_nail
|
||||
$flags 8 // client side rotate
|
||||
|
@ -24,7 +16,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
|
||||
$modelname g_nail2
|
||||
$cd /raid/quake/id1/models/g_nail2
|
||||
$flags 8 // client side rotate
|
||||
|
@ -33,7 +24,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot2
|
||||
|
||||
|
||||
$modelname g_rock
|
||||
$cd /raid/quake/id1/models/g_rock
|
||||
$flags 8 // client side rotate
|
||||
|
@ -42,7 +32,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
|
||||
$modelname g_rock2
|
||||
$cd /raid/quake/id1/models/g_rock2
|
||||
$flags 8 // client side rotate
|
||||
|
@ -59,13 +48,7 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
VIEW WEAPONS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
// VIEW WEAPONS ===============================================================
|
||||
|
||||
$modelname v_axe
|
||||
$cd /raid/quake/id1/models/v_axe
|
||||
|
@ -74,7 +57,6 @@ $base base
|
|||
$skin skin
|
||||
$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
|
||||
|
||||
|
||||
$modelname v_shot
|
||||
$cd /raid/quake/id1/models/v_shot
|
||||
$origin 0 0 54
|
||||
|
@ -82,7 +64,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
|
||||
|
||||
|
||||
$modelname v_shot2
|
||||
$cd /raid/quake/id1/models/v_shot2
|
||||
$origin 0 0 56
|
||||
|
@ -90,7 +71,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
|
||||
|
||||
|
||||
$modelname v_rock2
|
||||
$cd /raid/quake/id1/models/v_rock2
|
||||
$origin 0 0 54
|
||||
|
@ -98,7 +78,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
|
||||
|
||||
|
||||
$modelname v_rock
|
||||
$cd /raid/quake/id1/models/v_rock
|
||||
$origin 0 0 54
|
||||
|
@ -106,7 +85,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
|
||||
|
||||
|
||||
$modelname v_nail2
|
||||
$cd /raid/quake/id1/models/v_nail2
|
||||
$origin 0 0 54
|
||||
|
@ -114,7 +92,6 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
|
||||
|
||||
|
||||
$modelname v_nail
|
||||
$cd /raid/quake/id1/models/v_nail
|
||||
$origin 0 0 54
|
||||
|
@ -129,14 +106,7 @@ $base base
|
|||
$skin skin
|
||||
$frame shot1 shot2 shot3 shot4 shot5
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
ITEMS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
// ITEMS ======================================================================
|
||||
|
||||
$modelname w_g_key
|
||||
$cd /raid/quake/id1/models/w_g_key
|
||||
|
@ -180,7 +150,6 @@ $base base
|
|||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
$modelname quaddama
|
||||
$cd /raid/quake/id1/models/quaddama
|
||||
$flags 8 // client side rotate
|
||||
|
@ -258,14 +227,7 @@ $base base
|
|||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
GIBS
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
// GIBS =======================================================================
|
||||
|
||||
$modelname gib1
|
||||
$cd /raid/quake/id1/models/gib1
|
||||
|
@ -275,8 +237,8 @@ $base base
|
|||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
// torso
|
||||
|
||||
$modelname gib2
|
||||
$cd /raid/quake/id1/models/gib2
|
||||
$flags 4 // EF_GIB
|
||||
|
@ -293,7 +255,6 @@ $base base
|
|||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
||||
// heads
|
||||
|
||||
$modelname h_player
|
||||
|
@ -392,13 +353,7 @@ $base base
|
|||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
MISC
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
// MISC =======================================================================
|
||||
|
||||
$modelname armor
|
||||
$cd /raid/quake/id1/models/armor
|
||||
|
@ -582,4 +537,3 @@ $origin 0 0 24
|
|||
$base base
|
||||
$skin skin
|
||||
$frame frame1
|
||||
|
||||
|
|
|
@ -1,5 +1,3 @@
|
|||
|
||||
|
||||
void() plat_center_touch;
|
||||
void() plat_outside_touch;
|
||||
void() plat_trigger_use;
|
||||
|
@ -13,10 +11,8 @@ void() plat_spawn_inside_trigger =
|
|||
local entity trigger;
|
||||
local vector tmin, tmax;
|
||||
|
||||
//
|
||||
// middle trigger
|
||||
//
|
||||
trigger = spawn();
|
||||
// middle trigger
|
||||
trigger = spawn ();
|
||||
trigger.touch = plat_center_touch;
|
||||
trigger.movetype = MOVETYPE_NONE;
|
||||
trigger.solid = SOLID_TRIGGER;
|
||||
|
@ -27,18 +23,16 @@ void() plat_spawn_inside_trigger =
|
|||
tmin_z = tmax_z - (self.pos1_z - self.pos2_z + 8);
|
||||
if (self.spawnflags & PLAT_LOW_TRIGGER)
|
||||
tmax_z = tmin_z + 8;
|
||||
|
||||
if (self.size_x <= 50)
|
||||
{
|
||||
|
||||
if (self.size_x <= 50) {
|
||||
tmin_x = (self.mins_x + self.maxs_x) / 2;
|
||||
tmax_x = tmin_x + 1;
|
||||
}
|
||||
if (self.size_y <= 50)
|
||||
{
|
||||
if (self.size_y <= 50) {
|
||||
tmin_y = (self.mins_y + self.maxs_y) / 2;
|
||||
tmax_y = tmin_y + 1;
|
||||
}
|
||||
|
||||
|
||||
setsize (trigger, tmin, tmax);
|
||||
};
|
||||
|
||||
|
@ -74,7 +68,6 @@ void() plat_center_touch =
|
|||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
if (other.health <= 0)
|
||||
return;
|
||||
|
||||
|
@ -89,11 +82,10 @@ void() plat_outside_touch =
|
|||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
if (other.health <= 0)
|
||||
return;
|
||||
|
||||
//dprint ("plat_outside_touch\n");
|
||||
|
||||
// dprint ("plat_outside_touch\n");
|
||||
self = self.enemy;
|
||||
if (self.state == STATE_TOP)
|
||||
plat_go_down ();
|
||||
|
@ -103,23 +95,27 @@ void() plat_trigger_use =
|
|||
{
|
||||
if (self.think)
|
||||
return; // allready activated
|
||||
plat_go_down();
|
||||
plat_go_down ();
|
||||
};
|
||||
|
||||
|
||||
void() plat_crush =
|
||||
{
|
||||
//dprint ("plat_crush\n");
|
||||
// dprint ("plat_crush\n");
|
||||
|
||||
other.deathtype = "squish";
|
||||
T_Damage (other, self, self, 1);
|
||||
|
||||
if (self.state == STATE_UP)
|
||||
|
||||
switch (self.state) {
|
||||
case STATE_UP:
|
||||
plat_go_down ();
|
||||
else if (self.state == STATE_DOWN)
|
||||
break;
|
||||
case STATE_DOWN:
|
||||
plat_go_up ();
|
||||
else
|
||||
break;
|
||||
default:
|
||||
objerror ("plat_crush: bad self.state\n");
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
void() plat_use =
|
||||
|
@ -127,10 +123,9 @@ void() plat_use =
|
|||
self.use = SUB_Null;
|
||||
if (self.state != STATE_UP)
|
||||
objerror ("plat_use: not in up state");
|
||||
plat_go_down();
|
||||
plat_go_down ();
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
|
||||
speed default 150
|
||||
|
||||
|
@ -143,37 +138,30 @@ Set "sounds" to one of the following:
|
|||
1) base fast
|
||||
2) chain slow
|
||||
*/
|
||||
|
||||
|
||||
void() func_plat =
|
||||
|
||||
{
|
||||
if (!self.t_length)
|
||||
self.t_length = 80;
|
||||
if (!self.t_width)
|
||||
self.t_width = 10;
|
||||
|
||||
if (self.sounds == 0)
|
||||
self.sounds = 2;
|
||||
// FIX THIS TO LOAD A GENERIC PLAT SOUND
|
||||
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
switch (self.sounds) {
|
||||
case 1:
|
||||
precache_sound ("plats/plat1.wav");
|
||||
precache_sound ("plats/plat2.wav");
|
||||
self.noise = "plats/plat1.wav";
|
||||
self.noise1 = "plats/plat2.wav";
|
||||
}
|
||||
|
||||
if (self.sounds == 2)
|
||||
{
|
||||
break;
|
||||
case 0: // FIX THIS TO LOAD A GENERIC PLAT SOUND
|
||||
case 2:
|
||||
precache_sound ("plats/medplat1.wav");
|
||||
precache_sound ("plats/medplat2.wav");
|
||||
self.noise = "plats/medplat1.wav";
|
||||
self.noise1 = "plats/medplat2.wav";
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
self.mangle = self.angles;
|
||||
self.angles = '0 0 0';
|
||||
|
||||
|
@ -188,7 +176,7 @@ void() func_plat =
|
|||
if (!self.speed)
|
||||
self.speed = 150;
|
||||
|
||||
// pos1 is the top position, pos2 is the bottom
|
||||
// pos1 is the top position, pos2 is the bottom
|
||||
self.pos1 = self.origin;
|
||||
self.pos2 = self.origin;
|
||||
if (self.height)
|
||||
|
@ -200,13 +188,10 @@ void() func_plat =
|
|||
|
||||
plat_spawn_inside_trigger (); // the "start moving" trigger
|
||||
|
||||
if (self.targetname)
|
||||
{
|
||||
if (self.targetname) {
|
||||
self.state = STATE_UP;
|
||||
self.use = plat_use;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
setorigin (self, self.pos2);
|
||||
self.state = STATE_BOTTOM;
|
||||
}
|
||||
|
@ -230,17 +215,15 @@ void() train_use =
|
|||
{
|
||||
if (self.think != func_train_find)
|
||||
return; // already activated
|
||||
train_next();
|
||||
train_next ();
|
||||
};
|
||||
|
||||
void() train_wait =
|
||||
{
|
||||
if (self.wait)
|
||||
{
|
||||
if (self.wait) {
|
||||
self.nextthink = self.ltime + self.wait;
|
||||
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
}
|
||||
else
|
||||
} else
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
|
||||
self.think = train_next;
|
||||
|
@ -263,7 +246,6 @@ void() train_next =
|
|||
};
|
||||
|
||||
void() func_train_find =
|
||||
|
||||
{
|
||||
local entity targ;
|
||||
|
||||
|
@ -286,7 +268,6 @@ speed default 100
|
|||
dmg default 2
|
||||
sounds
|
||||
1) ratchet metal
|
||||
|
||||
*/
|
||||
void() func_train =
|
||||
{
|
||||
|
@ -297,16 +278,12 @@ void() func_train =
|
|||
if (!self.dmg)
|
||||
self.dmg = 2;
|
||||
|
||||
if (self.sounds == 0)
|
||||
{
|
||||
if (self.sounds == 0) {
|
||||
self.noise = ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
self.noise1 = ("misc/null.wav");
|
||||
precache_sound ("misc/null.wav");
|
||||
}
|
||||
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
} else if (self.sounds == 1) {
|
||||
self.noise = ("plats/train2.wav");
|
||||
precache_sound ("plats/train2.wav");
|
||||
self.noise1 = ("plats/train1.wav");
|
||||
|
@ -324,8 +301,8 @@ void() func_train =
|
|||
setsize (self, self.mins , self.maxs);
|
||||
setorigin (self, self.origin);
|
||||
|
||||
// start trains on the second frame, to make sure their targets have had
|
||||
// a chance to spawn
|
||||
// start trains on the second frame, to make sure their targets have had
|
||||
// a chance to spawn
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
self.think = func_train_find;
|
||||
};
|
||||
|
@ -357,9 +334,8 @@ void() misc_teleporttrain =
|
|||
setsize (self, self.mins , self.maxs);
|
||||
setorigin (self, self.origin);
|
||||
|
||||
// start trains on the second frame, to make sure their targets have had
|
||||
// a chance to spawn
|
||||
// start trains on the second frame, to make sure their targets have had
|
||||
// a chance to spawn
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
self.think = func_train_find;
|
||||
};
|
||||
|
||||
|
|
|
@ -1,47 +1,30 @@
|
|||
|
||||
void() bubble_bob;
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
PLAYER
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
// PLAYER =====================================================================
|
||||
|
||||
$cd /raid/quake/id1/models/player_4
|
||||
$origin 0 -6 24
|
||||
$base base
|
||||
$skin skin
|
||||
|
||||
//
|
||||
// running
|
||||
//
|
||||
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
|
||||
|
||||
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
|
||||
|
||||
//
|
||||
// standing
|
||||
//
|
||||
$frame stand1 stand2 stand3 stand4 stand5
|
||||
|
||||
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
|
||||
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
|
||||
|
||||
|
||||
//
|
||||
// pain
|
||||
//
|
||||
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
|
||||
|
||||
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
||||
|
||||
|
||||
//
|
||||
// death
|
||||
//
|
||||
|
||||
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
|
||||
$frame axdeth7 axdeth8 axdeth9
|
||||
|
||||
|
@ -60,9 +43,7 @@ $frame deathd8 deathd9
|
|||
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
|
||||
$frame deathe8 deathe9
|
||||
|
||||
//
|
||||
// attacks
|
||||
//
|
||||
$frame nailatt1 nailatt2
|
||||
|
||||
$frame light1 light2
|
||||
|
@ -79,33 +60,24 @@ $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
|
|||
|
||||
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
PLAYER
|
||||
==============================================================================
|
||||
*/
|
||||
// PLAYER =====================================================================
|
||||
|
||||
void() player_run;
|
||||
|
||||
void() player_stand1 =[ $axstnd1, player_stand1 ]
|
||||
void() player_stand1 =[ $axstnd1, player_stand1 ]
|
||||
{
|
||||
self.weaponframe=0;
|
||||
if (self.velocity_x || self.velocity_y)
|
||||
{
|
||||
if (self.velocity_x || self.velocity_y) {
|
||||
self.walkframe=0;
|
||||
player_run();
|
||||
player_run ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
if (self.weapon == IT_AXE) {
|
||||
if (self.walkframe >= 12)
|
||||
self.walkframe = 0;
|
||||
self.frame = $axstnd1 + self.walkframe;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
if (self.walkframe >= 5)
|
||||
self.walkframe = 0;
|
||||
self.frame = $stand1 + self.walkframe;
|
||||
|
@ -113,24 +85,20 @@ void() player_stand1 =[ $axstnd1, player_stand1 ]
|
|||
self.walkframe = self.walkframe + 1;
|
||||
};
|
||||
|
||||
void() player_run =[ $rockrun1, player_run ]
|
||||
void() player_run =[ $rockrun1, player_run ]
|
||||
{
|
||||
self.weaponframe=0;
|
||||
if (!self.velocity_x && !self.velocity_y)
|
||||
{
|
||||
if (!self.velocity_x && !self.velocity_y) {
|
||||
self.walkframe=0;
|
||||
player_stand1();
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
if (self.weapon == IT_AXE) {
|
||||
if (self.walkframe == 6)
|
||||
self.walkframe = 0;
|
||||
self.frame = $axrun1 + self.walkframe;
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
if (self.walkframe == 6)
|
||||
self.walkframe = 0;
|
||||
self.frame = self.frame + self.walkframe;
|
||||
|
@ -138,15 +106,17 @@ void() player_run =[ $rockrun1, player_run ]
|
|||
self.walkframe = self.walkframe + 1;
|
||||
};
|
||||
|
||||
void()muzzleflash =
|
||||
void() muzzleflash =
|
||||
{
|
||||
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
|
||||
WriteEntity (MSG_MULTICAST, self);
|
||||
multicast (self.origin, MULTICAST_PVS);
|
||||
};
|
||||
|
||||
|
||||
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
|
||||
void() player_shot1 = [$shotatt1, player_shot2 ] {
|
||||
self.weaponframe = 1;
|
||||
muzzleflash ();
|
||||
};
|
||||
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
|
||||
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
|
||||
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
|
||||
|
@ -155,33 +125,47 @@ void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;};
|
|||
|
||||
void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
|
||||
void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
|
||||
void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
|
||||
void() player_axe3 = [$axatt3, player_axe4 ] {
|
||||
self.weaponframe = 3;
|
||||
W_FireAxe ();
|
||||
};
|
||||
void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
|
||||
|
||||
void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
|
||||
void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
|
||||
void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
|
||||
void() player_axeb3 = [$axattb3, player_axeb4 ] {
|
||||
self.weaponframe = 7;
|
||||
W_FireAxe ();
|
||||
};
|
||||
void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
|
||||
|
||||
void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
|
||||
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
|
||||
void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
|
||||
void() player_axec3 = [$axattc3, player_axec4 ] {
|
||||
self.weaponframe = 3;
|
||||
W_FireAxe ();
|
||||
};
|
||||
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
|
||||
|
||||
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
|
||||
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
|
||||
void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
|
||||
void() player_axed3 = [$axattd3, player_axed4 ] {
|
||||
self.weaponframe = 7;
|
||||
W_FireAxe ();
|
||||
};
|
||||
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
void() player_nail1 =[$nailatt1, player_nail2 ]
|
||||
{
|
||||
muzzleflash();
|
||||
muzzleflash ();
|
||||
|
||||
if (!self.button0 || intermission_running || self.impulse) {
|
||||
player_run ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!self.button0 || intermission_running || self.impulse)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 9)
|
||||
self.weaponframe = 1;
|
||||
|
@ -189,12 +173,16 @@ void() player_nail1 =[$nailatt1, player_nail2 ]
|
|||
W_FireSpikes (4);
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
|
||||
void() player_nail2 =[$nailatt2, player_nail1 ]
|
||||
{
|
||||
muzzleflash();
|
||||
muzzleflash ();
|
||||
|
||||
if (!self.button0 || intermission_running || self.impulse) {
|
||||
player_run ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!self.button0 || intermission_running || self.impulse)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 9)
|
||||
self.weaponframe = 1;
|
||||
|
@ -207,36 +195,44 @@ void() player_nail2 =[$nailatt2, player_nail1 ]
|
|||
|
||||
void() player_light1 =[$light1, player_light2 ]
|
||||
{
|
||||
muzzleflash();
|
||||
muzzleflash ();
|
||||
|
||||
if (!self.button0 || intermission_running) {
|
||||
player_run ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!self.button0 || intermission_running)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 5)
|
||||
self.weaponframe = 1;
|
||||
SuperDamageSound();
|
||||
W_FireLightning();
|
||||
SuperDamageSound ();
|
||||
W_FireLightning ();
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
|
||||
void() player_light2 =[$light2, player_light1 ]
|
||||
{
|
||||
muzzleflash();
|
||||
muzzleflash ();
|
||||
|
||||
if (!self.button0 || intermission_running) {
|
||||
player_run ();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!self.button0 || intermission_running)
|
||||
{player_run ();return;}
|
||||
self.weaponframe = self.weaponframe + 1;
|
||||
if (self.weaponframe == 5)
|
||||
self.weaponframe = 1;
|
||||
SuperDamageSound();
|
||||
W_FireLightning();
|
||||
SuperDamageSound ();
|
||||
W_FireLightning ();
|
||||
self.attack_finished = time + 0.2;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
|
||||
void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
|
||||
muzzleflash();};
|
||||
void() player_rocket1 =[$rockatt1, player_rocket2 ] {
|
||||
self.weaponframe = 1;
|
||||
muzzleflash ();
|
||||
};
|
||||
void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
|
||||
void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
|
||||
void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
|
||||
|
@ -246,94 +242,103 @@ void(float num_bubbles) DeathBubbles;
|
|||
|
||||
void() PainSound =
|
||||
{
|
||||
local float rs;
|
||||
local float rs;
|
||||
|
||||
if (self.health < 0)
|
||||
return;
|
||||
|
||||
if (damage_attacker.classname == "teledeath")
|
||||
{
|
||||
if (damage_attacker.classname == "teledeath") {
|
||||
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
// water pain sounds
|
||||
if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
|
||||
{
|
||||
DeathBubbles(1);
|
||||
if (random() > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
// slime pain sounds
|
||||
if (self.watertype == CONTENT_SLIME)
|
||||
{
|
||||
// FIX ME put in some steam here
|
||||
if (random() > 0.5)
|
||||
switch (self.watertype) {
|
||||
case CONTENT_WATER: // water pain sounds
|
||||
if (self.waterlevel == 3) {
|
||||
DeathBubbles (1);
|
||||
if (random () > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case CONTENT_SLIME: // slime pain sounds
|
||||
// FIXME put in some steam here
|
||||
if (random () > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.watertype == CONTENT_LAVA)
|
||||
{
|
||||
if (random() > 0.5)
|
||||
case CONTENT_LAVA:
|
||||
// FIXME put in some steam here
|
||||
if (random () > 0.5)
|
||||
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (self.pain_finished > time)
|
||||
{
|
||||
if (self.pain_finished > time) {
|
||||
self.axhitme = 0;
|
||||
return;
|
||||
}
|
||||
self.pain_finished = time + 0.5;
|
||||
|
||||
// don't make multiple pain sounds right after each other
|
||||
// don't make multiple pain sounds right after each other
|
||||
|
||||
// ax pain sound
|
||||
if (self.axhitme == 1)
|
||||
{
|
||||
// ax pain sound
|
||||
if (self.axhitme == 1) {
|
||||
self.axhitme = 0;
|
||||
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
rs = rint((random() * 5) + 1);
|
||||
rs = rint ((random () * 5) + 1);
|
||||
|
||||
self.noise = "";
|
||||
if (rs == 1)
|
||||
switch (rs) {
|
||||
case 1:
|
||||
self.noise = "player/pain1.wav";
|
||||
else if (rs == 2)
|
||||
break;
|
||||
case 2:
|
||||
self.noise = "player/pain2.wav";
|
||||
else if (rs == 3)
|
||||
break;
|
||||
case 3:
|
||||
self.noise = "player/pain3.wav";
|
||||
else if (rs == 4)
|
||||
break;
|
||||
case 4:
|
||||
self.noise = "player/pain4.wav";
|
||||
else if (rs == 5)
|
||||
break;
|
||||
case 5:
|
||||
self.noise = "player/pain5.wav";
|
||||
else
|
||||
break;
|
||||
default:
|
||||
self.noise = "player/pain6.wav";
|
||||
break;
|
||||
}
|
||||
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
return;
|
||||
};
|
||||
|
||||
void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;};
|
||||
void() player_pain1 = [ $pain1, player_pain2 ] {
|
||||
PainSound ();
|
||||
self.weaponframe = 0;
|
||||
};
|
||||
void() player_pain2 = [ $pain2, player_pain3 ] {};
|
||||
void() player_pain3 = [ $pain3, player_pain4 ] {};
|
||||
void() player_pain4 = [ $pain4, player_pain5 ] {};
|
||||
void() player_pain5 = [ $pain5, player_pain6 ] {};
|
||||
void() player_pain6 = [ $pain6, player_run ] {};
|
||||
|
||||
void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
|
||||
void() player_axpain1 = [ $axpain1, player_axpain2 ] {
|
||||
PainSound ();
|
||||
self.weaponframe = 0;
|
||||
};
|
||||
void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
|
||||
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
|
||||
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
|
||||
|
@ -344,7 +349,6 @@ void(entity attacker, float damage) player_pain =
|
|||
{
|
||||
if (self.weaponframe)
|
||||
return;
|
||||
|
||||
if (self.invisible_finished > time)
|
||||
return; // eyes don't have pain frames
|
||||
|
||||
|
@ -363,10 +367,12 @@ void() player_die_ax1;
|
|||
|
||||
void() DeathBubblesSpawn =
|
||||
{
|
||||
local entity bubble;
|
||||
local entity bubble;
|
||||
|
||||
if (self.owner.waterlevel != 3)
|
||||
return;
|
||||
bubble = spawn();
|
||||
|
||||
bubble = spawn ();
|
||||
setmodel (bubble, "progs/s_bubble.spr");
|
||||
setorigin (bubble, self.owner.origin + '0 0 24');
|
||||
bubble.movetype = MOVETYPE_NOCLIP;
|
||||
|
@ -382,14 +388,14 @@ local entity bubble;
|
|||
self.think = DeathBubblesSpawn;
|
||||
self.air_finished = self.air_finished + 1;
|
||||
if (self.air_finished >= self.bubble_count)
|
||||
remove(self);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
void(float num_bubbles) DeathBubbles =
|
||||
{
|
||||
local entity bubble_spawner;
|
||||
local entity bubble_spawner;
|
||||
|
||||
bubble_spawner = spawn();
|
||||
bubble_spawner = spawn ();
|
||||
setorigin (bubble_spawner, self.origin);
|
||||
bubble_spawner.movetype = MOVETYPE_NONE;
|
||||
bubble_spawner.solid = SOLID_NOT;
|
||||
|
@ -401,20 +407,18 @@ local entity bubble_spawner;
|
|||
return;
|
||||
};
|
||||
|
||||
|
||||
void() DeathSound =
|
||||
{
|
||||
local float rs;
|
||||
local float rs;
|
||||
|
||||
// water death sounds
|
||||
if (self.waterlevel == 3)
|
||||
{
|
||||
DeathBubbles(5);
|
||||
if (self.waterlevel == 3) {
|
||||
DeathBubbles (5);
|
||||
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
rs = rint ((random() * 4) + 1);
|
||||
rs = rint (4 * random () + 1);
|
||||
if (rs == 1)
|
||||
self.noise = "player/death1.wav";
|
||||
if (rs == 2)
|
||||
|
@ -430,49 +434,35 @@ local float rs;
|
|||
return;
|
||||
};
|
||||
|
||||
|
||||
void() PlayerDead =
|
||||
{
|
||||
self.nextthink = -1;
|
||||
// allow respawn after a certain time
|
||||
// allow respawn after a certain time
|
||||
self.deadflag = DEAD_DEAD;
|
||||
};
|
||||
|
||||
vector(float dm) VelocityForDamage =
|
||||
{
|
||||
local vector v;
|
||||
local vector v;
|
||||
|
||||
if (vlen(damage_inflictor.velocity)>0)
|
||||
{
|
||||
if (vlen (damage_inflictor.velocity) > 0) {
|
||||
// dprint ("Velocity gib\n");
|
||||
v = 0.5 * damage_inflictor.velocity;
|
||||
v = v + (25 * normalize(self.origin-damage_inflictor.origin));
|
||||
v_z = 100 + 240 * random();
|
||||
v_x = v_x + (200 * crandom());
|
||||
v_y = v_y + (200 * crandom());
|
||||
//dprint ("Velocity gib\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
v_x = 100 * crandom();
|
||||
v_y = 100 * crandom();
|
||||
v_z = 200 + 100 * random();
|
||||
v += 25 * normalize (self.origin - damage_inflictor.origin);
|
||||
v_x = v_x + (400 * (random () - 0.5));
|
||||
v_y = v_y + (400 * (random () - 0.5));
|
||||
v_z = 100 + 240 * random ();
|
||||
} else {
|
||||
v_x = 200 * (random () - 0.5);
|
||||
v_y = 200 * (random () - 0.5);
|
||||
v_z = 200 + 100 * random ();
|
||||
}
|
||||
|
||||
//v_x = 100 * crandom();
|
||||
//v_y = 100 * crandom();
|
||||
//v_z = 200 + 100 * random();
|
||||
|
||||
if (dm > -50)
|
||||
{
|
||||
// dprint ("level 1\n");
|
||||
if (dm > -50) {
|
||||
v = v * 0.7;
|
||||
}
|
||||
else if (dm > -200)
|
||||
{
|
||||
// dprint ("level 3\n");
|
||||
} else if (dm > -200) {
|
||||
v = v * 2;
|
||||
}
|
||||
else
|
||||
} else
|
||||
v = v * 10;
|
||||
|
||||
return v;
|
||||
|
@ -480,21 +470,21 @@ vector(float dm) VelocityForDamage =
|
|||
|
||||
void(string gibname, float dm) ThrowGib =
|
||||
{
|
||||
local entity new;
|
||||
local entity new;
|
||||
|
||||
new = spawn();
|
||||
new = spawn ();
|
||||
new.origin = self.origin;
|
||||
setmodel (new, gibname);
|
||||
setsize (new, '0 0 0', '0 0 0');
|
||||
new.velocity = VelocityForDamage (dm);
|
||||
new.movetype = MOVETYPE_BOUNCE;
|
||||
new.solid = SOLID_NOT;
|
||||
new.avelocity_x = random()*600;
|
||||
new.avelocity_y = random()*600;
|
||||
new.avelocity_z = random()*600;
|
||||
new.avelocity_x = 600 * random ();
|
||||
new.avelocity_y = 600 * random ();
|
||||
new.avelocity_z = 600 * random ();
|
||||
new.think = SUB_Remove;
|
||||
new.ltime = time;
|
||||
new.nextthink = time + 10 + random()*10;
|
||||
new.nextthink = time + 10 + 10 * random ();
|
||||
new.frame = 0;
|
||||
new.flags = 0;
|
||||
};
|
||||
|
@ -512,10 +502,9 @@ void(string gibname, float dm) ThrowHead =
|
|||
self.velocity = VelocityForDamage (dm);
|
||||
self.origin_z = self.origin_z - 24;
|
||||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
self.avelocity = crandom() * '0 600 0';
|
||||
self.avelocity = crandom () * '0 600 0';
|
||||
};
|
||||
|
||||
|
||||
void() GibPlayer =
|
||||
{
|
||||
ThrowHead ("progs/h_player.mdl", self.health);
|
||||
|
@ -525,19 +514,16 @@ void() GibPlayer =
|
|||
|
||||
self.deadflag = DEAD_DEAD;
|
||||
|
||||
if (damage_attacker.classname == "teledeath")
|
||||
{
|
||||
if (damage_attacker.classname == "teledeath") {
|
||||
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (damage_attacker.classname == "teledeath2")
|
||||
{
|
||||
if (damage_attacker.classname == "teledeath2") {
|
||||
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (random() < 0.5)
|
||||
if (random () < 0.5)
|
||||
sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
|
||||
else
|
||||
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
|
||||
|
@ -545,33 +531,30 @@ void() GibPlayer =
|
|||
|
||||
void() PlayerDie =
|
||||
{
|
||||
local float i;
|
||||
local string s;
|
||||
local float i;
|
||||
local string s;
|
||||
|
||||
self.items = self.items - (self.items & IT_INVISIBILITY);
|
||||
|
||||
if ((stof(infokey(world,"dq"))) != 0)
|
||||
{
|
||||
if (self.super_damage_finished > 0)
|
||||
{
|
||||
if ((stof (infokey (world, "dq"))) != 0) {
|
||||
if (self.super_damage_finished > 0) {
|
||||
DropQuad (self.super_damage_finished - time);
|
||||
bprint (PRINT_LOW, self.netname);
|
||||
if (deathmatch == 4)
|
||||
bprint (PRINT_LOW, " lost an OctaPower with ");
|
||||
else
|
||||
bprint (PRINT_LOW, " lost a quad with ");
|
||||
s = ftos(rint(self.super_damage_finished - time));
|
||||
s = ftos (rint (self.super_damage_finished - time));
|
||||
bprint (PRINT_LOW, s);
|
||||
bprint (PRINT_LOW, " seconds remaining\n");
|
||||
}
|
||||
}
|
||||
|
||||
if ((stof(infokey(world,"dr"))) != 0)
|
||||
{
|
||||
if (self.invisible_finished > 0)
|
||||
{
|
||||
if ((stof (infokey (world, "dr"))) != 0) {
|
||||
if (self.invisible_finished > 0) {
|
||||
bprint (PRINT_LOW, self.netname);
|
||||
bprint (PRINT_LOW, " lost a ring with ");
|
||||
s = ftos(rint(self.invisible_finished - time));
|
||||
s = ftos (rint (self.invisible_finished - time));
|
||||
bprint (PRINT_LOW, s);
|
||||
bprint (PRINT_LOW, " seconds remaining\n");
|
||||
DropRing (self.invisible_finished - time);
|
||||
|
@ -584,7 +567,7 @@ void() PlayerDie =
|
|||
self.radsuit_finished = 0;
|
||||
self.modelindex = modelindex_player; // don't use eyes
|
||||
|
||||
DropBackpack();
|
||||
DropBackpack ();
|
||||
|
||||
self.weaponmodel="";
|
||||
self.view_ofs = '0 0 -8';
|
||||
|
@ -593,46 +576,51 @@ void() PlayerDie =
|
|||
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
||||
self.movetype = MOVETYPE_TOSS;
|
||||
if (self.velocity_z < 10)
|
||||
self.velocity_z = self.velocity_z + random()*300;
|
||||
self.velocity_z = self.velocity_z + 300 * random ();
|
||||
|
||||
if (self.health < -40)
|
||||
{
|
||||
if (self.health < -40) {
|
||||
GibPlayer ();
|
||||
return;
|
||||
}
|
||||
|
||||
DeathSound();
|
||||
|
||||
|
||||
self.angles_x = 0;
|
||||
self.angles_z = 0;
|
||||
|
||||
if (self.weapon == IT_AXE)
|
||||
{
|
||||
|
||||
if (self.weapon == IT_AXE) {
|
||||
player_die_ax1 ();
|
||||
return;
|
||||
}
|
||||
|
||||
i = cvar("temp1");
|
||||
i = cvar ("temp1");
|
||||
if (!i)
|
||||
i = 1 + floor(random()*6);
|
||||
|
||||
if (i == 1)
|
||||
player_diea1();
|
||||
else if (i == 2)
|
||||
player_dieb1();
|
||||
else if (i == 3)
|
||||
player_diec1();
|
||||
else if (i == 4)
|
||||
player_died1();
|
||||
else
|
||||
player_diee1();
|
||||
i = 1 + floor (6 * random ());
|
||||
|
||||
switch (i) {
|
||||
case 1:
|
||||
player_diea1 ();
|
||||
break;
|
||||
case 2:
|
||||
player_dieb1 ();
|
||||
break;
|
||||
case 3:
|
||||
player_diec1 ();
|
||||
break;
|
||||
case 5:
|
||||
player_died1 ();
|
||||
break;
|
||||
default:
|
||||
player_diee1 ();
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
void() set_suicide_frame =
|
||||
{ // used by klill command and diconnect command
|
||||
{ // used by kill command and disconnect command
|
||||
if (self.model != "progs/player.mdl")
|
||||
return; // allready gibbed
|
||||
|
||||
self.frame = $deatha11;
|
||||
self.solid = SOLID_NOT;
|
||||
self.movetype = MOVETYPE_TOSS;
|
||||
|
@ -640,7 +628,6 @@ void() set_suicide_frame =
|
|||
self.nextthink = -1;
|
||||
};
|
||||
|
||||
|
||||
void() player_diea1 = [ $deatha1, player_diea2 ] {};
|
||||
void() player_diea2 = [ $deatha2, player_diea3 ] {};
|
||||
void() player_diea3 = [ $deatha3, player_diea4 ] {};
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
void() monster_ogre = {remove(self);};
|
||||
void() monster_demon1 = {remove(self);};
|
||||
void() monster_shambler = {remove(self);};
|
||||
|
@ -17,8 +16,7 @@ void() monster_oldone = {remove(self);};
|
|||
void() event_lightning = {remove(self);};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
=============================================================================
|
||||
MOVETARGET CODE
|
||||
|
||||
The angle of the movetarget effects standing and bowing direction, but has no effect on movement, which allways heads to the next target.
|
||||
|
@ -31,7 +29,6 @@ the next spot to move to. If not present, stop here for good.
|
|||
|
||||
pausetime
|
||||
The number of seconds to spend standing or bowing for path_stand or path_bow
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
@ -45,11 +42,10 @@ moving towards it, change the next destination and continue.
|
|||
*/
|
||||
void() t_movetarget =
|
||||
{
|
||||
local entity temp;
|
||||
local entity temp;
|
||||
|
||||
if (other.movetarget != self)
|
||||
return;
|
||||
|
||||
if (other.enemy)
|
||||
return; // fighting, not following a path
|
||||
|
||||
|
@ -58,21 +54,19 @@ local entity temp;
|
|||
other = temp;
|
||||
|
||||
if (self.classname == "monster_ogre")
|
||||
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
|
||||
// play chainsaw drag sound
|
||||
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);
|
||||
|
||||
//dprint ("t_movetarget\n");
|
||||
// dprint ("t_movetarget\n");
|
||||
self.goalentity = self.movetarget = find (world, targetname, other.target);
|
||||
self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin);
|
||||
if (!self.movetarget)
|
||||
{
|
||||
self.ideal_yaw = vectoyaw (self.goalentity.origin - self.origin);
|
||||
if (!self.movetarget) {
|
||||
self.pausetime = time + 999999;
|
||||
self.th_stand ();
|
||||
return;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
void() movetarget_f =
|
||||
{
|
||||
if (!self.targetname)
|
||||
|
@ -81,7 +75,6 @@ void() movetarget_f =
|
|||
self.solid = SOLID_TRIGGER;
|
||||
self.touch = t_movetarget;
|
||||
setsize (self, '-8 -8 -8', '8 8 8');
|
||||
|
||||
};
|
||||
|
||||
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
|
||||
|
@ -91,7 +84,3 @@ void() path_corner =
|
|||
{
|
||||
movetarget_f ();
|
||||
};
|
||||
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -50,13 +50,14 @@ void() SpectatorImpulseCommand =
|
|||
{
|
||||
if (self.impulse == 1) {
|
||||
// teleport the spectator to the next spawn point
|
||||
// note that if the spectator is tracking, this doesn't do
|
||||
// much
|
||||
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
|
||||
// note that if the spectator is tracking, this doesn't do much
|
||||
self.goalentity = find (self.goalentity, classname,
|
||||
"info_player_deathmatch");
|
||||
if (self.goalentity == world)
|
||||
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
|
||||
self.goalentity = find (self.goalentity, classname,
|
||||
"info_player_deathmatch");
|
||||
if (self.goalentity != world) {
|
||||
setorigin(self, self.goalentity.origin);
|
||||
setorigin (self, self.goalentity.origin);
|
||||
self.angles = self.goalentity.angles;
|
||||
self.fixangle = TRUE; // turn this way immediately
|
||||
}
|
||||
|
@ -76,9 +77,6 @@ void() SpectatorThink =
|
|||
{
|
||||
// self.origin, etc contains spectator position, so you could
|
||||
// do some neat stuff here
|
||||
|
||||
if (self.impulse)
|
||||
SpectatorImpulseCommand();
|
||||
SpectatorImpulseCommand ();
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,3 @@
|
|||
|
||||
// these are the only sprites still in the game...
|
||||
|
||||
$spritename s_explod
|
||||
|
@ -11,16 +10,13 @@ $frame 24 88 56 56
|
|||
$frame 120 88 56 56
|
||||
$frame 216 88 56 56
|
||||
|
||||
|
||||
$spritename s_bubble
|
||||
$type vp_parallel
|
||||
$load /raid/quake/id1/gfx/sprites/bubble.lbm
|
||||
$frame 16 16 16 16
|
||||
$frame 40 16 16 16
|
||||
|
||||
|
||||
$spritename s_light
|
||||
$type vp_parallel
|
||||
$load /raid/quake/id1/gfx/sprites/light.lbm
|
||||
$frame 104 32 32 32
|
||||
|
||||
|
|
|
@ -1,10 +1,7 @@
|
|||
|
||||
|
||||
void() SUB_Null = {};
|
||||
|
||||
void() SUB_Remove = {remove(self);};
|
||||
|
||||
|
||||
/*
|
||||
QuakeEd only writes a single float for angles (bad idea), so up and down are
|
||||
just constant angles.
|
||||
|
@ -15,8 +12,7 @@ vector() SetMovedir =
|
|||
self.movedir = '0 0 1';
|
||||
else if (self.angles == '0 -2 0')
|
||||
self.movedir = '0 0 -1';
|
||||
else
|
||||
{
|
||||
else {
|
||||
makevectors (self.angles);
|
||||
self.movedir = v_forward;
|
||||
}
|
||||
|
@ -24,15 +20,10 @@ vector() SetMovedir =
|
|||
self.angles = '0 0 0';
|
||||
};
|
||||
|
||||
/*
|
||||
================
|
||||
InitTrigger
|
||||
================
|
||||
*/
|
||||
void() InitTrigger =
|
||||
{
|
||||
// trigger angles are used for one-way touches. An angle of 0 is assumed
|
||||
// to mean no restrictions, so use a yaw of 360 instead.
|
||||
// trigger angles are used for one-way touches. An angle of 0 is assumed
|
||||
// to mean no restrictions, so use a yaw of 360 instead.
|
||||
if (self.angles != '0 0 0')
|
||||
SetMovedir ();
|
||||
self.solid = SOLID_TRIGGER;
|
||||
|
@ -52,7 +43,7 @@ self.origin traveling at speed
|
|||
*/
|
||||
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
|
||||
{
|
||||
local entity stemp;
|
||||
local entity stemp;
|
||||
stemp = self;
|
||||
self = ent;
|
||||
|
||||
|
@ -62,57 +53,51 @@ local entity stemp;
|
|||
|
||||
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
|
||||
{
|
||||
local vector vdestdelta;
|
||||
local float len, traveltime;
|
||||
local float len, traveltime;
|
||||
local vector vdestdelta;
|
||||
|
||||
if (!tspeed)
|
||||
objerror("No speed is defined!");
|
||||
objerror ("No speed is defined!");
|
||||
|
||||
self.think1 = func;
|
||||
self.finaldest = tdest;
|
||||
self.think = SUB_CalcMoveDone;
|
||||
|
||||
if (tdest == self.origin)
|
||||
{
|
||||
if (tdest == self.origin) {
|
||||
self.velocity = '0 0 0';
|
||||
self.nextthink = self.ltime + 0.1;
|
||||
return;
|
||||
}
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
vdestdelta = tdest - self.origin;
|
||||
|
||||
// calculate length of vector
|
||||
|
||||
// calculate length of vector
|
||||
len = vlen (vdestdelta);
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
traveltime = len / tspeed;
|
||||
|
||||
if (traveltime < 0.03)
|
||||
traveltime = 0.03;
|
||||
|
||||
// set nextthink to trigger a think when dest is reached
|
||||
|
||||
// set nextthink to trigger a think when dest is reached
|
||||
self.nextthink = self.ltime + traveltime;
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
self.velocity = vdestdelta * (1/traveltime); // qcc won't take vec/float
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
self.velocity = vdestdelta * (1 / traveltime); // qcc won't take vec/float
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
After moving, set origin to exact final destination
|
||||
============
|
||||
*/
|
||||
// After moving, set origin to exact final destination
|
||||
void() SUB_CalcMoveDone =
|
||||
{
|
||||
setorigin(self, self.finaldest);
|
||||
setorigin (self, self.finaldest);
|
||||
self.velocity = '0 0 0';
|
||||
self.nextthink = -1;
|
||||
if (self.think1)
|
||||
self.think1();
|
||||
self.think1 ();
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
SUB_CalcAngleMove
|
||||
|
@ -125,7 +110,7 @@ The calling function should make sure self.think is valid
|
|||
*/
|
||||
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
|
||||
{
|
||||
local entity stemp;
|
||||
local entity stemp;
|
||||
stemp = self;
|
||||
self = ent;
|
||||
SUB_CalcAngleMove (destangle, tspeed, func);
|
||||
|
@ -134,47 +119,42 @@ local entity stemp;
|
|||
|
||||
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
|
||||
{
|
||||
local vector destdelta;
|
||||
local float len, traveltime;
|
||||
local vector destdelta;
|
||||
local float len, traveltime;
|
||||
|
||||
if (!tspeed)
|
||||
objerror("No speed is defined!");
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
objerror ("No speed is defined!");
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
destdelta = destangle - self.angles;
|
||||
|
||||
// calculate length of vector
|
||||
|
||||
// calculate length of vector
|
||||
len = vlen (destdelta);
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
traveltime = len / tspeed;
|
||||
|
||||
// set nextthink to trigger a think when dest is reached
|
||||
// set nextthink to trigger a think when dest is reached
|
||||
self.nextthink = self.ltime + traveltime;
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
self.avelocity = destdelta * (1 / traveltime);
|
||||
|
||||
|
||||
self.think1 = func;
|
||||
self.finalangle = destangle;
|
||||
self.think = SUB_CalcAngleMoveDone;
|
||||
};
|
||||
|
||||
/*
|
||||
============
|
||||
After rotating, set angle to exact final angle
|
||||
============
|
||||
*/
|
||||
// After rotating, set angle to exact final angle
|
||||
void() SUB_CalcAngleMoveDone =
|
||||
{
|
||||
self.angles = self.finalangle;
|
||||
self.avelocity = '0 0 0';
|
||||
self.nextthink = -1;
|
||||
if (self.think1)
|
||||
self.think1();
|
||||
self.think1 ();
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
void() DelayThink =
|
||||
|
@ -183,7 +163,7 @@ void() DelayThink =
|
|||
activator = self.enemy;
|
||||
SUB_UseTargets ();
|
||||
if (rem)
|
||||
remove(self);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -207,15 +187,12 @@ match (string)self.target and call their .use function
|
|||
*/
|
||||
void() SUB_UseTargets =
|
||||
{
|
||||
local entity t, stemp, otemp, act;
|
||||
local entity act, otemp, stemp, t;
|
||||
|
||||
//
|
||||
// check for a delay
|
||||
//
|
||||
if (self.delay)
|
||||
{
|
||||
// create a temp object to fire at a later time
|
||||
t = spawn();
|
||||
// check for a delay
|
||||
if (self.delay) {
|
||||
// create a temp object to fire at a later time
|
||||
t = spawn ();
|
||||
t.classname = "DelayedUse";
|
||||
t.nextthink = time + self.delay;
|
||||
t.think = DelayThink;
|
||||
|
@ -225,63 +202,46 @@ void() SUB_UseTargets =
|
|||
t.target = self.target;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// print the message
|
||||
//
|
||||
if (activator.classname == "player" && self.message != "")
|
||||
{
|
||||
|
||||
// print the message
|
||||
if (activator.classname == "player" && self.message != "") {
|
||||
centerprint (activator, self.message);
|
||||
if (!self.noise)
|
||||
sound (activator, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
||||
//
|
||||
// kill the killtagets
|
||||
//
|
||||
if (self.killtarget)
|
||||
{
|
||||
// kill the killtagets
|
||||
if (self.killtarget) {
|
||||
local string kt = self.killtarget;
|
||||
t = world;
|
||||
do
|
||||
{
|
||||
do {
|
||||
t = find (t, targetname, kt);
|
||||
if (!t)
|
||||
return;
|
||||
remove (t);
|
||||
} while ( 1 );
|
||||
} while (1);
|
||||
}
|
||||
|
||||
//
|
||||
// fire targets
|
||||
//
|
||||
if (self.target)
|
||||
{
|
||||
|
||||
// fire targets
|
||||
if (self.target) {
|
||||
act = activator;
|
||||
t = world;
|
||||
do
|
||||
{
|
||||
do {
|
||||
t = find (t, targetname, self.target);
|
||||
if (!t)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
stemp = self;
|
||||
otemp = other;
|
||||
self = t;
|
||||
other = stemp;
|
||||
if (self.use != SUB_Null)
|
||||
{
|
||||
if (self.use != SUB_Null) {
|
||||
if (self.use)
|
||||
self.use ();
|
||||
}
|
||||
self = stemp;
|
||||
other = otemp;
|
||||
activator = act;
|
||||
} while ( 1 );
|
||||
} while (1);
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
|
|
@ -1,7 +1,5 @@
|
|||
|
||||
entity stemp, otemp, s, old;
|
||||
|
||||
|
||||
void() trigger_reactivate =
|
||||
{
|
||||
self.solid = SOLID_TRIGGER;
|
||||
|
@ -15,27 +13,22 @@ float SPAWNFLAG_NOTOUCH = 1;
|
|||
// the wait time has passed, so set back up for another activation
|
||||
void() multi_wait =
|
||||
{
|
||||
if (self.max_health)
|
||||
{
|
||||
if (self.max_health) {
|
||||
self.health = self.max_health;
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.solid = SOLID_BBOX;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// the trigger was just touched/killed/used
|
||||
// self.enemy should be set to the activator so it can be held through a delay
|
||||
// so wait for the delay time before firing
|
||||
void() multi_trigger =
|
||||
{
|
||||
if (self.nextthink > time)
|
||||
{
|
||||
return; // allready been triggered
|
||||
}
|
||||
|
||||
if (self.classname == "trigger_secret")
|
||||
{
|
||||
if (self.classname == "trigger_secret") {
|
||||
if (self.enemy.classname != "player")
|
||||
return;
|
||||
found_secrets = found_secrets + 1;
|
||||
|
@ -45,21 +38,18 @@ void() multi_trigger =
|
|||
if (self.noise)
|
||||
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
||||
|
||||
// don't trigger again until reset
|
||||
// don't trigger again until reset
|
||||
self.takedamage = DAMAGE_NO;
|
||||
|
||||
activator = self.enemy;
|
||||
|
||||
SUB_UseTargets();
|
||||
|
||||
if (self.wait > 0)
|
||||
{
|
||||
SUB_UseTargets ();
|
||||
|
||||
if (self.wait > 0) {
|
||||
self.think = multi_wait;
|
||||
self.nextthink = time + self.wait;
|
||||
}
|
||||
else
|
||||
{ // we can't just remove (self) here, because this is a touch function
|
||||
// called wheil C code is looping through area links...
|
||||
} else { // we can't just remove (self) here, because this is a touch
|
||||
// function called wheil C code is looping through area links..
|
||||
self.touch = SUB_Null;
|
||||
self.nextthink = time + 0.1;
|
||||
self.think = SUB_Remove;
|
||||
|
@ -69,28 +59,27 @@ void() multi_trigger =
|
|||
void() multi_killed =
|
||||
{
|
||||
self.enemy = damage_attacker;
|
||||
multi_trigger();
|
||||
multi_trigger ();
|
||||
};
|
||||
|
||||
void() multi_use =
|
||||
{
|
||||
self.enemy = activator;
|
||||
multi_trigger();
|
||||
multi_trigger ();
|
||||
};
|
||||
|
||||
void() multi_touch =
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
|
||||
// if the trigger has an angles field, check player's facing direction
|
||||
if (self.movedir != '0 0 0')
|
||||
{
|
||||
|
||||
// if the trigger has an angles field, check player's facing direction
|
||||
if (self.movedir != '0 0 0') {
|
||||
makevectors (other.angles);
|
||||
if (v_forward * self.movedir < 0)
|
||||
return; // not facing the right way
|
||||
}
|
||||
|
||||
|
||||
self.enemy = other;
|
||||
multi_trigger ();
|
||||
};
|
||||
|
@ -110,20 +99,20 @@ set "message" to text string
|
|||
*/
|
||||
void() trigger_multiple =
|
||||
{
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
switch (self.sounds) {
|
||||
case 1:
|
||||
precache_sound ("misc/secret.wav");
|
||||
self.noise = "misc/secret.wav";
|
||||
}
|
||||
else if (self.sounds == 2)
|
||||
{
|
||||
break;
|
||||
case 2:
|
||||
precache_sound ("misc/talk.wav");
|
||||
self.noise = "misc/talk.wav";
|
||||
}
|
||||
else if (self.sounds == 3)
|
||||
{
|
||||
case 3:
|
||||
precache_sound ("misc/trigger1.wav");
|
||||
self.noise = "misc/trigger1.wav";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (!self.wait)
|
||||
|
@ -132,8 +121,7 @@ void() trigger_multiple =
|
|||
|
||||
InitTrigger ();
|
||||
|
||||
if (self.health)
|
||||
{
|
||||
if (self.health) {
|
||||
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
|
||||
objerror ("health and notouch don't make sense\n");
|
||||
self.max_health = self.health;
|
||||
|
@ -141,17 +129,12 @@ void() trigger_multiple =
|
|||
self.takedamage = DAMAGE_YES;
|
||||
self.solid = SOLID_BBOX;
|
||||
setorigin (self, self.origin); // make sure it links into the world
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( !(self.spawnflags & SPAWNFLAG_NOTOUCH) )
|
||||
{
|
||||
} else {
|
||||
if (!(self.spawnflags & SPAWNFLAG_NOTOUCH))
|
||||
self.touch = multi_touch;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trigger_once (.5 .5 .5) ? notouch
|
||||
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
|
||||
"targetname". If "health" is set, the trigger must be killed to activate.
|
||||
|
@ -168,7 +151,7 @@ set "message" to text string
|
|||
void() trigger_once =
|
||||
{
|
||||
self.wait = -1;
|
||||
trigger_multiple();
|
||||
trigger_multiple ();
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
|
@ -181,7 +164,6 @@ void() trigger_relay =
|
|||
self.use = SUB_UseTargets;
|
||||
};
|
||||
|
||||
|
||||
//=============================================================================
|
||||
|
||||
/*QUAKED trigger_secret (.5 .5 .5) ?
|
||||
|
@ -201,16 +183,17 @@ void() trigger_secret =
|
|||
self.message = "You found a secret area!";
|
||||
if (!self.sounds)
|
||||
self.sounds = 1;
|
||||
|
||||
if (self.sounds == 1)
|
||||
{
|
||||
precache_sound ("misc/secret.wav");
|
||||
self.noise = "misc/secret.wav";
|
||||
}
|
||||
else if (self.sounds == 2)
|
||||
{
|
||||
|
||||
switch (self.sounds) {
|
||||
case 2:
|
||||
precache_sound ("misc/talk.wav");
|
||||
self.noise = "misc/talk.wav";
|
||||
break;
|
||||
default:
|
||||
case 1:
|
||||
precache_sound ("misc/secret.wav");
|
||||
self.noise = "misc/secret.wav";
|
||||
break;
|
||||
}
|
||||
|
||||
trigger_multiple ();
|
||||
|
@ -218,33 +201,36 @@ void() trigger_secret =
|
|||
|
||||
//=============================================================================
|
||||
|
||||
|
||||
void() counter_use =
|
||||
{
|
||||
self.count = self.count - 1;
|
||||
if (self.count < 0)
|
||||
return;
|
||||
|
||||
if (self.count != 0)
|
||||
{
|
||||
if (self.count != 0) {
|
||||
if (activator.classname == "player"
|
||||
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
|
||||
{
|
||||
if (self.count >= 4)
|
||||
centerprint (activator, "There are more to go...");
|
||||
else if (self.count == 3)
|
||||
centerprint (activator, "Only 3 more to go...");
|
||||
else if (self.count == 2)
|
||||
centerprint (activator, "Only 2 more to go...");
|
||||
else
|
||||
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0) {
|
||||
switch (self.count) {
|
||||
case 1:
|
||||
centerprint (activator, "Only 1 more to go...");
|
||||
break;
|
||||
case 2:
|
||||
centerprint (activator, "Only 2 more to go...");
|
||||
break;
|
||||
case 3:
|
||||
centerprint (activator, "Only 3 more to go...");
|
||||
break;
|
||||
default:
|
||||
centerprint (activator, "There are more to go...");
|
||||
break;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (activator.classname == "player"
|
||||
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
|
||||
centerprint(activator, "Sequence completed!");
|
||||
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
|
||||
centerprint (activator, "Sequence completed!");
|
||||
self.enemy = activator;
|
||||
multi_trigger ();
|
||||
};
|
||||
|
@ -265,24 +251,17 @@ void() trigger_counter =
|
|||
self.use = counter_use;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
TELEPORT TRIGGERS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
// TELEPORT TRIGGERS ==========================================================
|
||||
|
||||
float PLAYER_ONLY = 1;
|
||||
float SILENT = 2;
|
||||
|
||||
void() play_teleport =
|
||||
{
|
||||
local float v;
|
||||
local string tmpstr;
|
||||
local float v;
|
||||
local string tmpstr;
|
||||
|
||||
v = random() * 5;
|
||||
v = 5 * random ();
|
||||
if (v < 1)
|
||||
tmpstr = "misc/r_tele1.wav";
|
||||
else if (v < 2)
|
||||
|
@ -305,25 +284,20 @@ void(vector org) spawn_tfog =
|
|||
s.nextthink = time + 0.2;
|
||||
s.think = play_teleport;
|
||||
|
||||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||||
WriteByte (MSG_MULTICAST, TE_TELEPORT);
|
||||
WriteCoord (MSG_MULTICAST, org_x);
|
||||
WriteCoord (MSG_MULTICAST, org_y);
|
||||
WriteCoord (MSG_MULTICAST, org_z);
|
||||
WriteBytes (MSG_MULTICAST, SVC_TEMPENTITY, TE_TELEPORT);
|
||||
WriteCoordV (MSG_MULTICAST, org);
|
||||
multicast (org, MULTICAST_PHS);
|
||||
};
|
||||
|
||||
|
||||
void() tdeath_touch =
|
||||
{
|
||||
local entity other2;
|
||||
local entity other2;
|
||||
|
||||
if (other == self.owner)
|
||||
return;
|
||||
|
||||
// frag anyone who teleports in on top of an invincible player
|
||||
if (other.classname == "player")
|
||||
{
|
||||
// frag anyone who teleports in on top of an invincible player
|
||||
if (other.classname == "player") {
|
||||
if (other.invincible_finished > time &&
|
||||
self.owner.invincible_finished > time) {
|
||||
self.classname = "teledeath3";
|
||||
|
@ -334,28 +308,24 @@ void() tdeath_touch =
|
|||
self.owner = other;
|
||||
T_Damage (other2, self, self, 50000);
|
||||
}
|
||||
|
||||
if (other.invincible_finished > time)
|
||||
{
|
||||
|
||||
if (other.invincible_finished > time) {
|
||||
self.classname = "teledeath2";
|
||||
T_Damage (self.owner, self, self, 50000);
|
||||
return;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (other.health)
|
||||
{
|
||||
T_Damage (other, self, self, 50000);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
void(vector org, entity death_owner) spawn_tdeath =
|
||||
{
|
||||
local entity death;
|
||||
local entity death;
|
||||
|
||||
death = spawn();
|
||||
death = spawn ();
|
||||
death.classname = "teledeath";
|
||||
death.movetype = MOVETYPE_NONE;
|
||||
death.solid = SOLID_TRIGGER;
|
||||
|
@ -372,62 +342,54 @@ local entity death;
|
|||
|
||||
void() teleport_touch =
|
||||
{
|
||||
local entity t;
|
||||
local vector org;
|
||||
local entity t;
|
||||
local vector org;
|
||||
|
||||
if (self.targetname)
|
||||
{
|
||||
if (self.nextthink < time)
|
||||
{
|
||||
return; // not fired yet
|
||||
}
|
||||
}
|
||||
|
||||
if (self.spawnflags & PLAYER_ONLY)
|
||||
{
|
||||
if (other.classname != "player")
|
||||
return;
|
||||
}
|
||||
|
||||
// only teleport living creatures
|
||||
// only teleport living creatures
|
||||
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
|
||||
return;
|
||||
|
||||
SUB_UseTargets ();
|
||||
|
||||
// put a tfog where the player was
|
||||
// put a tfog where the player was
|
||||
spawn_tfog (other.origin);
|
||||
|
||||
t = find (world, targetname, self.target);
|
||||
if (!t)
|
||||
objerror ("couldn't find target");
|
||||
|
||||
// spawn a tfog flash in front of the destination
|
||||
|
||||
// spawn a tfog flash in front of the destination
|
||||
makevectors (t.mangle);
|
||||
org = t.origin + 32 * v_forward;
|
||||
|
||||
spawn_tfog (org);
|
||||
spawn_tdeath(t.origin, other);
|
||||
spawn_tdeath (t.origin, other);
|
||||
|
||||
// move the player and lock him down for a little while
|
||||
if (!other.health)
|
||||
{
|
||||
// move the player and lock him down for a little while
|
||||
if (!other.health) {
|
||||
other.origin = t.origin;
|
||||
other.velocity = (v_forward * other.velocity_x) + (v_forward * other.velocity_y);
|
||||
other.velocity = v_forward * (other.velocity_x + other.velocity_y);
|
||||
return;
|
||||
}
|
||||
|
||||
setorigin (other, t.origin);
|
||||
other.angles = t.mangle;
|
||||
if (other.classname == "player")
|
||||
{
|
||||
if (other.classname == "player") {
|
||||
other.fixangle = 1; // turn this way immediately
|
||||
other.teleport_time = time + 0.7;
|
||||
if (other.flags & FL_ONGROUND)
|
||||
other.flags = other.flags - FL_ONGROUND;
|
||||
other.flags &= ~FL_ONGROUND;
|
||||
other.velocity = v_forward * 300;
|
||||
}
|
||||
other.flags = other.flags - other.flags & FL_ONGROUND;
|
||||
other.flags &= ~FL_ONGROUND;
|
||||
};
|
||||
|
||||
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
|
||||
|
@ -435,7 +397,7 @@ This is the destination marker for a teleporter. It should have a "targetname"
|
|||
*/
|
||||
void() info_teleport_destination =
|
||||
{
|
||||
// this does nothing, just serves as a target spot
|
||||
// this does nothing, just serves as a target spot
|
||||
self.mangle = self.angles;
|
||||
self.angles = '0 0 0';
|
||||
self.model = "";
|
||||
|
@ -458,7 +420,7 @@ If the trigger_teleport has a targetname, it will only teleport entities when it
|
|||
*/
|
||||
void() trigger_teleport =
|
||||
{
|
||||
local vector o;
|
||||
local vector o;
|
||||
|
||||
InitTrigger ();
|
||||
self.touch = teleport_touch;
|
||||
|
@ -467,21 +429,14 @@ void() trigger_teleport =
|
|||
objerror ("no target");
|
||||
self.use = teleport_use;
|
||||
|
||||
if (!(self.spawnflags & SILENT))
|
||||
{
|
||||
if (!(self.spawnflags & SILENT)) {
|
||||
precache_sound ("ambience/hum1.wav");
|
||||
o = (self.mins + self.maxs)*0.5;
|
||||
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
|
||||
o = (self.mins + self.maxs) * 0.5;
|
||||
ambientsound (o, "ambience/hum1.wav", 0.5 , ATTN_STATIC);
|
||||
}
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
trigger_setskill
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
// trigger_setskill ===========================================================
|
||||
|
||||
/*QUAKED trigger_setskill (.5 .5 .5) ?
|
||||
sets skill level to the value of "message".
|
||||
|
@ -492,14 +447,7 @@ void() trigger_setskill =
|
|||
remove (self);
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
ONLY REGISTERED TRIGGERS
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
// ONLY REGISTERED TRIGGERS ===================================================
|
||||
|
||||
void() trigger_onlyregistered_touch =
|
||||
{
|
||||
|
@ -509,18 +457,14 @@ void() trigger_onlyregistered_touch =
|
|||
return;
|
||||
|
||||
self.attack_finished = time + 2;
|
||||
if (cvar("registered"))
|
||||
{
|
||||
if (cvar ("registered")) {
|
||||
local integer rem = self.targetname != self.killtarget;
|
||||
self.message = "";
|
||||
SUB_UseTargets ();
|
||||
if (rem)
|
||||
remove (self);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (self.message != "")
|
||||
{
|
||||
} else {
|
||||
if (self.message != "") {
|
||||
centerprint (other, self.message);
|
||||
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
|
||||
}
|
||||
|
@ -547,8 +491,7 @@ void() hurt_on =
|
|||
|
||||
void() hurt_touch =
|
||||
{
|
||||
if (other.takedamage)
|
||||
{
|
||||
if (other.takedamage) {
|
||||
self.solid = SOLID_NOT;
|
||||
T_Damage (other, self, self, self.dmg);
|
||||
self.think = hurt_on;
|
||||
|
@ -579,23 +522,19 @@ void() trigger_push_touch =
|
|||
{
|
||||
if (other.classname == "grenade")
|
||||
other.velocity = self.speed * self.movedir * 10;
|
||||
else if (other.health > 0)
|
||||
{
|
||||
else if (other.health > 0) {
|
||||
other.velocity = self.speed * self.movedir * 10;
|
||||
if (other.classname == "player")
|
||||
{
|
||||
if (other.fly_sound < time)
|
||||
{
|
||||
if (other.classname == "player") {
|
||||
if (other.fly_sound < time) {
|
||||
other.fly_sound = time + 1.5;
|
||||
sound (other, CHAN_AUTO, "ambience/windfly.wav", 1, ATTN_NORM);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (self.spawnflags & PUSH_ONCE)
|
||||
remove(self);
|
||||
remove (self);
|
||||
};
|
||||
|
||||
|
||||
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
|
||||
Pushes the player
|
||||
*/
|
||||
|
@ -612,16 +551,16 @@ void() trigger_push =
|
|||
|
||||
void() trigger_monsterjump_touch =
|
||||
{
|
||||
if ( other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER )
|
||||
if (other.flags & (FL_MONSTER | FL_FLY | FL_SWIM) != FL_MONSTER)
|
||||
return;
|
||||
|
||||
// set XY even if not on ground, so the jump will clear lips
|
||||
// set XY even if not on ground, so the jump will clear lips
|
||||
other.velocity_x = self.movedir_x * self.speed;
|
||||
other.velocity_y = self.movedir_y * self.speed;
|
||||
|
||||
if ( !(other.flags & FL_ONGROUND) )
|
||||
|
||||
if (!(other.flags & FL_ONGROUND))
|
||||
return;
|
||||
|
||||
|
||||
other.flags = other.flags - FL_ONGROUND;
|
||||
|
||||
other.velocity_z = self.height;
|
||||
|
@ -643,4 +582,3 @@ void() trigger_monsterjump =
|
|||
InitTrigger ();
|
||||
self.touch = trigger_monsterjump_touch;
|
||||
};
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1,159 +1,4 @@
|
|||
|
||||
void() InitBodyQue;
|
||||
|
||||
|
||||
void() main =
|
||||
{
|
||||
dprint ("main function\n");
|
||||
|
||||
// these are just commands the the prog compiler to copy these files
|
||||
|
||||
precache_file ("progs.dat");
|
||||
precache_file ("gfx.wad");
|
||||
precache_file ("quake.rc");
|
||||
precache_file ("default.cfg");
|
||||
|
||||
precache_file ("end1.bin");
|
||||
precache_file2 ("end2.bin");
|
||||
|
||||
precache_file ("demo1.dem");
|
||||
precache_file ("demo2.dem");
|
||||
precache_file ("demo3.dem");
|
||||
|
||||
//
|
||||
// these are all of the lumps from the cached.ls files
|
||||
//
|
||||
precache_file ("gfx/palette.lmp");
|
||||
precache_file ("gfx/colormap.lmp");
|
||||
|
||||
precache_file2 ("gfx/pop.lmp");
|
||||
|
||||
precache_file ("gfx/complete.lmp");
|
||||
precache_file ("gfx/inter.lmp");
|
||||
|
||||
precache_file ("gfx/ranking.lmp");
|
||||
precache_file ("gfx/vidmodes.lmp");
|
||||
precache_file ("gfx/finale.lmp");
|
||||
precache_file ("gfx/conback.lmp");
|
||||
precache_file ("gfx/qplaque.lmp");
|
||||
|
||||
precache_file ("gfx/menudot1.lmp");
|
||||
precache_file ("gfx/menudot2.lmp");
|
||||
precache_file ("gfx/menudot3.lmp");
|
||||
precache_file ("gfx/menudot4.lmp");
|
||||
precache_file ("gfx/menudot5.lmp");
|
||||
precache_file ("gfx/menudot6.lmp");
|
||||
|
||||
precache_file ("gfx/menuplyr.lmp");
|
||||
precache_file ("gfx/bigbox.lmp");
|
||||
precache_file ("gfx/dim_modm.lmp");
|
||||
precache_file ("gfx/dim_drct.lmp");
|
||||
precache_file ("gfx/dim_ipx.lmp");
|
||||
precache_file ("gfx/dim_tcp.lmp");
|
||||
precache_file ("gfx/dim_mult.lmp");
|
||||
precache_file ("gfx/mainmenu.lmp");
|
||||
|
||||
precache_file ("gfx/box_tl.lmp");
|
||||
precache_file ("gfx/box_tm.lmp");
|
||||
precache_file ("gfx/box_tr.lmp");
|
||||
|
||||
precache_file ("gfx/box_ml.lmp");
|
||||
precache_file ("gfx/box_mm.lmp");
|
||||
precache_file ("gfx/box_mm2.lmp");
|
||||
precache_file ("gfx/box_mr.lmp");
|
||||
|
||||
precache_file ("gfx/box_bl.lmp");
|
||||
precache_file ("gfx/box_bm.lmp");
|
||||
precache_file ("gfx/box_br.lmp");
|
||||
|
||||
precache_file ("gfx/sp_menu.lmp");
|
||||
precache_file ("gfx/ttl_sgl.lmp");
|
||||
precache_file ("gfx/ttl_main.lmp");
|
||||
precache_file ("gfx/ttl_cstm.lmp");
|
||||
|
||||
precache_file ("gfx/mp_menu.lmp");
|
||||
|
||||
precache_file ("gfx/netmen1.lmp");
|
||||
precache_file ("gfx/netmen2.lmp");
|
||||
precache_file ("gfx/netmen3.lmp");
|
||||
precache_file ("gfx/netmen4.lmp");
|
||||
precache_file ("gfx/netmen5.lmp");
|
||||
|
||||
precache_file ("gfx/sell.lmp");
|
||||
|
||||
precache_file ("gfx/help0.lmp");
|
||||
precache_file ("gfx/help1.lmp");
|
||||
precache_file ("gfx/help2.lmp");
|
||||
precache_file ("gfx/help3.lmp");
|
||||
precache_file ("gfx/help4.lmp");
|
||||
precache_file ("gfx/help5.lmp");
|
||||
|
||||
precache_file ("gfx/pause.lmp");
|
||||
precache_file ("gfx/loading.lmp");
|
||||
|
||||
precache_file ("gfx/p_option.lmp");
|
||||
precache_file ("gfx/p_load.lmp");
|
||||
precache_file ("gfx/p_save.lmp");
|
||||
precache_file ("gfx/p_multi.lmp");
|
||||
|
||||
// sounds loaded by C code
|
||||
precache_sound ("misc/menu1.wav");
|
||||
precache_sound ("misc/menu2.wav");
|
||||
precache_sound ("misc/menu3.wav");
|
||||
|
||||
precache_sound ("ambience/water1.wav");
|
||||
precache_sound ("ambience/wind2.wav");
|
||||
|
||||
// shareware
|
||||
precache_file ("maps/start.bsp");
|
||||
|
||||
precache_file ("maps/e1m1.bsp");
|
||||
precache_file ("maps/e1m2.bsp");
|
||||
precache_file ("maps/e1m3.bsp");
|
||||
precache_file ("maps/e1m4.bsp");
|
||||
precache_file ("maps/e1m5.bsp");
|
||||
precache_file ("maps/e1m6.bsp");
|
||||
precache_file ("maps/e1m7.bsp");
|
||||
precache_file ("maps/e1m8.bsp");
|
||||
|
||||
// registered
|
||||
precache_file2 ("gfx/pop.lmp");
|
||||
|
||||
precache_file2 ("maps/e2m1.bsp");
|
||||
precache_file2 ("maps/e2m2.bsp");
|
||||
precache_file2 ("maps/e2m3.bsp");
|
||||
precache_file2 ("maps/e2m4.bsp");
|
||||
precache_file2 ("maps/e2m5.bsp");
|
||||
precache_file2 ("maps/e2m6.bsp");
|
||||
precache_file2 ("maps/e2m7.bsp");
|
||||
|
||||
precache_file2 ("maps/e3m1.bsp");
|
||||
precache_file2 ("maps/e3m2.bsp");
|
||||
precache_file2 ("maps/e3m3.bsp");
|
||||
precache_file2 ("maps/e3m4.bsp");
|
||||
precache_file2 ("maps/e3m5.bsp");
|
||||
precache_file2 ("maps/e3m6.bsp");
|
||||
precache_file2 ("maps/e3m7.bsp");
|
||||
|
||||
precache_file2 ("maps/e4m1.bsp");
|
||||
precache_file2 ("maps/e4m2.bsp");
|
||||
precache_file2 ("maps/e4m3.bsp");
|
||||
precache_file2 ("maps/e4m4.bsp");
|
||||
precache_file2 ("maps/e4m5.bsp");
|
||||
precache_file2 ("maps/e4m6.bsp");
|
||||
precache_file2 ("maps/e4m7.bsp");
|
||||
precache_file2 ("maps/e4m8.bsp");
|
||||
|
||||
precache_file2 ("maps/end.bsp");
|
||||
|
||||
precache_file2 ("maps/dm1.bsp");
|
||||
precache_file2 ("maps/dm2.bsp");
|
||||
precache_file2 ("maps/dm3.bsp");
|
||||
precache_file2 ("maps/dm4.bsp");
|
||||
precache_file2 ("maps/dm5.bsp");
|
||||
precache_file2 ("maps/dm6.bsp");
|
||||
};
|
||||
|
||||
void() InitBodyQueue;
|
||||
|
||||
entity lastspawn;
|
||||
|
||||
|
@ -172,61 +17,58 @@ World Types:
|
|||
void() worldspawn =
|
||||
{
|
||||
lastspawn = world;
|
||||
InitBodyQue ();
|
||||
InitBodyQueue ();
|
||||
|
||||
rj = 1;
|
||||
|
||||
// custom map attributes
|
||||
|
||||
// custom map attributes
|
||||
if (self.model == "maps/e1m8.bsp")
|
||||
cvar_set ("sv_gravity", "100");
|
||||
else
|
||||
cvar_set ("sv_gravity", "800");
|
||||
|
||||
// the area based ambient sounds MUST be the first precache_sounds
|
||||
|
||||
// the area based ambient sounds MUST be the first precache_sounds
|
||||
// player precaches
|
||||
W_Precache (); // get weapon precaches
|
||||
|
||||
// player precaches
|
||||
W_Precache (); // get weapon precaches
|
||||
// sounds used from C physics code
|
||||
precache_sound ("demon/dland2.wav"); // landing thud
|
||||
precache_sound ("misc/h2ohit1.wav"); // landing splash
|
||||
|
||||
// sounds used from C physics code
|
||||
precache_sound ("demon/dland2.wav"); // landing thud
|
||||
precache_sound ("misc/h2ohit1.wav"); // landing splash
|
||||
// setup precaches allways needed
|
||||
precache_sound ("items/itembk2.wav"); // item respawn sound
|
||||
precache_sound ("player/plyrjmp8.wav"); // player jump
|
||||
precache_sound ("player/land.wav"); // player landing
|
||||
precache_sound ("player/land2.wav"); // player hurt landing
|
||||
precache_sound ("player/drown1.wav"); // drowning pain
|
||||
precache_sound ("player/drown2.wav"); // drowning pain
|
||||
precache_sound ("player/gasp1.wav"); // gasping for air
|
||||
precache_sound ("player/gasp2.wav"); // taking breath
|
||||
precache_sound ("player/h2odeath.wav"); // drowning death
|
||||
|
||||
// setup precaches allways needed
|
||||
precache_sound ("items/itembk2.wav"); // item respawn sound
|
||||
precache_sound ("player/plyrjmp8.wav"); // player jump
|
||||
precache_sound ("player/land.wav"); // player landing
|
||||
precache_sound ("player/land2.wav"); // player hurt landing
|
||||
precache_sound ("player/drown1.wav"); // drowning pain
|
||||
precache_sound ("player/drown2.wav"); // drowning pain
|
||||
precache_sound ("player/gasp1.wav"); // gasping for air
|
||||
precache_sound ("player/gasp2.wav"); // taking breath
|
||||
precache_sound ("player/h2odeath.wav"); // drowning death
|
||||
|
||||
precache_sound ("misc/talk.wav"); // talk
|
||||
precache_sound ("player/teledth1.wav"); // telefrag
|
||||
precache_sound ("misc/r_tele1.wav"); // teleport sounds
|
||||
precache_sound ("misc/talk.wav"); // talk
|
||||
precache_sound ("player/teledth1.wav"); // telefrag
|
||||
precache_sound ("misc/r_tele1.wav"); // teleport sounds
|
||||
precache_sound ("misc/r_tele2.wav");
|
||||
precache_sound ("misc/r_tele3.wav");
|
||||
precache_sound ("misc/r_tele4.wav");
|
||||
precache_sound ("misc/r_tele5.wav");
|
||||
precache_sound ("weapons/lock4.wav"); // ammo pick up
|
||||
precache_sound ("weapons/pkup.wav"); // weapon up
|
||||
precache_sound ("items/armor1.wav"); // armor up
|
||||
precache_sound ("weapons/lhit.wav"); //lightning
|
||||
precache_sound ("weapons/lstart.wav"); //lightning start
|
||||
precache_sound ("weapons/lock4.wav"); // ammo pick up
|
||||
precache_sound ("weapons/pkup.wav"); // weapon up
|
||||
precache_sound ("items/armor1.wav"); // armor up
|
||||
precache_sound ("weapons/lhit.wav"); // lightning
|
||||
precache_sound ("weapons/lstart.wav"); // lightning start
|
||||
precache_sound ("items/damage3.wav");
|
||||
|
||||
precache_sound ("misc/power.wav"); //lightning for boss
|
||||
precache_sound ("misc/power.wav"); // lightning for boss
|
||||
|
||||
// player gib sounds
|
||||
precache_sound ("player/gib.wav"); // player gib sound
|
||||
precache_sound ("player/udeath.wav"); // player gib sound
|
||||
precache_sound ("player/tornoff2.wav"); // gib sound
|
||||
|
||||
// player pain sounds
|
||||
// player gib sounds
|
||||
precache_sound ("player/gib.wav"); // player gib sound
|
||||
precache_sound ("player/udeath.wav"); // player gib sound
|
||||
precache_sound ("player/tornoff2.wav"); // gib sound
|
||||
|
||||
// player pain sounds
|
||||
precache_sound ("player/pain1.wav");
|
||||
precache_sound ("player/pain2.wav");
|
||||
precache_sound ("player/pain3.wav");
|
||||
|
@ -234,7 +76,7 @@ void() worldspawn =
|
|||
precache_sound ("player/pain5.wav");
|
||||
precache_sound ("player/pain6.wav");
|
||||
|
||||
// player death sounds
|
||||
// player death sounds
|
||||
precache_sound ("player/death1.wav");
|
||||
precache_sound ("player/death2.wav");
|
||||
precache_sound ("player/death3.wav");
|
||||
|
@ -243,29 +85,28 @@ void() worldspawn =
|
|||
|
||||
precache_sound ("boss1/sight1.wav");
|
||||
|
||||
// ax sounds
|
||||
precache_sound ("weapons/ax1.wav"); // ax swoosh
|
||||
precache_sound ("player/axhit1.wav"); // ax hit meat
|
||||
precache_sound ("player/axhit2.wav"); // ax hit world
|
||||
// ax sounds
|
||||
precache_sound ("weapons/ax1.wav"); // ax swoosh
|
||||
precache_sound ("player/axhit1.wav"); // ax hit meat
|
||||
precache_sound ("player/axhit2.wav"); // ax hit world
|
||||
|
||||
precache_sound ("player/h2ojump.wav"); // player jumping into water
|
||||
precache_sound ("player/slimbrn2.wav"); // player enter slime
|
||||
precache_sound ("player/inh2o.wav"); // player enter water
|
||||
precache_sound ("player/inlava.wav"); // player enter lava
|
||||
precache_sound ("misc/outwater.wav"); // leaving water sound
|
||||
precache_sound ("player/h2ojump.wav"); // player jump into water
|
||||
precache_sound ("player/slimbrn2.wav"); // player enter slime
|
||||
precache_sound ("player/inh2o.wav"); // player enter water
|
||||
precache_sound ("player/inlava.wav"); // player enter lava
|
||||
precache_sound ("misc/outwater.wav"); // leaving water sound
|
||||
|
||||
precache_sound ("player/lburn1.wav"); // lava burn
|
||||
precache_sound ("player/lburn2.wav"); // lava burn
|
||||
precache_sound ("player/lburn1.wav"); // lava burn
|
||||
precache_sound ("player/lburn2.wav"); // lava burn
|
||||
|
||||
precache_sound ("misc/water1.wav"); // swimming
|
||||
precache_sound ("misc/water2.wav"); // swimming
|
||||
precache_sound ("misc/water1.wav"); // swimming
|
||||
precache_sound ("misc/water2.wav"); // swimming
|
||||
|
||||
// Invulnerability sounds
|
||||
// Invulnerability sounds
|
||||
precache_sound ("items/protect.wav");
|
||||
precache_sound ("items/protect2.wav");
|
||||
precache_sound ("items/protect3.wav");
|
||||
|
||||
|
||||
precache_model ("progs/player.mdl");
|
||||
precache_model ("progs/eyes.mdl");
|
||||
precache_model ("progs/h_player.mdl");
|
||||
|
@ -273,8 +114,8 @@ void() worldspawn =
|
|||
precache_model ("progs/gib2.mdl");
|
||||
precache_model ("progs/gib3.mdl");
|
||||
|
||||
precache_model ("progs/s_bubble.spr"); // drowning bubbles
|
||||
precache_model ("progs/s_explod.spr"); // sprite explosion
|
||||
precache_model ("progs/s_bubble.spr"); // drowning bubbles
|
||||
precache_model ("progs/s_explod.spr"); // sprite explosion
|
||||
|
||||
precache_model ("progs/v_axe.mdl");
|
||||
precache_model ("progs/v_shot.mdl");
|
||||
|
@ -284,10 +125,10 @@ void() worldspawn =
|
|||
precache_model ("progs/v_nail2.mdl");
|
||||
precache_model ("progs/v_rock2.mdl");
|
||||
|
||||
precache_model ("progs/bolt.mdl"); // for lightning gun
|
||||
precache_model ("progs/bolt2.mdl"); // for lightning gun
|
||||
precache_model ("progs/bolt3.mdl"); // for boss shock
|
||||
precache_model ("progs/lavaball.mdl"); // for testing
|
||||
precache_model ("progs/bolt.mdl"); // for lightning gun
|
||||
precache_model ("progs/bolt2.mdl"); // for lightning gun
|
||||
precache_model ("progs/bolt3.mdl"); // for boss shock
|
||||
precache_model ("progs/lavaball.mdl"); // for testing
|
||||
|
||||
precache_model ("progs/missile.mdl");
|
||||
precache_model ("progs/grenade.mdl");
|
||||
|
@ -299,108 +140,95 @@ void() worldspawn =
|
|||
precache_model ("progs/zom_gib.mdl");
|
||||
|
||||
precache_model ("progs/v_light.mdl");
|
||||
|
||||
|
||||
//
|
||||
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
||||
//
|
||||
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
||||
|
||||
// 0 normal
|
||||
lightstyle(0, "m");
|
||||
|
||||
lightstyle (0, "m");
|
||||
|
||||
// 1 FLICKER (first variety)
|
||||
lightstyle(1, "mmnmmommommnonmmonqnmmo");
|
||||
|
||||
lightstyle (1, "mmnmmommommnonmmonqnmmo");
|
||||
|
||||
// 2 SLOW STRONG PULSE
|
||||
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
||||
|
||||
lightstyle (2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
||||
|
||||
// 3 CANDLE (first variety)
|
||||
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
||||
|
||||
lightstyle (3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
||||
|
||||
// 4 FAST STROBE
|
||||
lightstyle(4, "mamamamamama");
|
||||
|
||||
lightstyle (4, "mamamamamama");
|
||||
|
||||
// 5 GENTLE PULSE 1
|
||||
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
||||
|
||||
lightstyle (5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
||||
|
||||
// 6 FLICKER (second variety)
|
||||
lightstyle(6, "nmonqnmomnmomomno");
|
||||
|
||||
lightstyle (6, "nmonqnmomnmomomno");
|
||||
|
||||
// 7 CANDLE (second variety)
|
||||
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
||||
|
||||
lightstyle (7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
||||
|
||||
// 8 CANDLE (third variety)
|
||||
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
||||
|
||||
lightstyle (8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
||||
|
||||
// 9 SLOW STROBE (fourth variety)
|
||||
lightstyle(9, "aaaaaaaazzzzzzzz");
|
||||
|
||||
lightstyle (9, "aaaaaaaazzzzzzzz");
|
||||
|
||||
// 10 FLUORESCENT FLICKER
|
||||
lightstyle(10, "mmamammmmammamamaaamammma");
|
||||
lightstyle (10, "mmamammmmammamamaaamammma");
|
||||
|
||||
// 11 SLOW PULSE NOT FADE TO BLACK
|
||||
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
||||
|
||||
lightstyle (11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
||||
|
||||
// styles 32-62 are assigned by the light program for switchable lights
|
||||
|
||||
// 63 testing
|
||||
lightstyle(63, "a");
|
||||
lightstyle (63, "a");
|
||||
};
|
||||
|
||||
void() StartFrame =
|
||||
{
|
||||
timelimit = cvar("timelimit") * 60;
|
||||
fraglimit = cvar("fraglimit");
|
||||
teamplay = cvar("teamplay");
|
||||
deathmatch = cvar("deathmatch");
|
||||
|
||||
timelimit = cvar ("timelimit") * 60;
|
||||
fraglimit = cvar ("fraglimit");
|
||||
teamplay = cvar ("teamplay");
|
||||
deathmatch = cvar ("deathmatch");
|
||||
|
||||
framecount = framecount + 1;
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
// BODY QUE ===================================================================
|
||||
|
||||
BODY QUE
|
||||
entity bodyqueue_head;
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
entity bodyque_head;
|
||||
|
||||
void() bodyque =
|
||||
{ // just here so spawn functions don't complain after the world
|
||||
// creates bodyques
|
||||
void() bodyqueue =
|
||||
{
|
||||
// just here so spawn functions don't complain after world creates bodyqueues
|
||||
};
|
||||
|
||||
void() InitBodyQue =
|
||||
void() InitBodyQueue =
|
||||
{
|
||||
bodyque_head = spawn();
|
||||
bodyque_head.classname = "bodyque";
|
||||
bodyque_head.owner = spawn();
|
||||
bodyque_head.owner.classname = "bodyque";
|
||||
bodyque_head.owner.owner = spawn();
|
||||
bodyque_head.owner.owner.classname = "bodyque";
|
||||
bodyque_head.owner.owner.owner = spawn();
|
||||
bodyque_head.owner.owner.owner.classname = "bodyque";
|
||||
bodyque_head.owner.owner.owner.owner = bodyque_head;
|
||||
bodyqueue_head = spawn ();
|
||||
bodyqueue_head.classname = "bodyqueue";
|
||||
bodyqueue_head.owner = spawn ();
|
||||
bodyqueue_head.owner.classname = "bodyqueue";
|
||||
bodyqueue_head.owner.owner = spawn ();
|
||||
bodyqueue_head.owner.owner.classname = "bodyqueue";
|
||||
bodyqueue_head.owner.owner.owner = spawn ();
|
||||
bodyqueue_head.owner.owner.owner.classname = "bodyqueue";
|
||||
bodyqueue_head.owner.owner.owner.owner = bodyqueue_head;
|
||||
};
|
||||
|
||||
|
||||
// make a body que entry for the given ent so the ent can be
|
||||
// respawned elsewhere
|
||||
void(entity ent) CopyToBodyQue =
|
||||
// make body queue entry for the given ent so it can be respawned elsewhere
|
||||
void(entity ent) CopyToBodyQueue =
|
||||
{
|
||||
bodyque_head.angles = ent.angles;
|
||||
bodyque_head.model = ent.model;
|
||||
bodyque_head.modelindex = ent.modelindex;
|
||||
bodyque_head.frame = ent.frame;
|
||||
bodyque_head.colormap = ent.colormap;
|
||||
bodyque_head.movetype = ent.movetype;
|
||||
bodyque_head.velocity = ent.velocity;
|
||||
bodyque_head.flags = 0;
|
||||
setorigin (bodyque_head, ent.origin);
|
||||
setsize (bodyque_head, ent.mins, ent.maxs);
|
||||
bodyque_head = bodyque_head.owner;
|
||||
bodyqueue_head.angles = ent.angles;
|
||||
bodyqueue_head.model = ent.model;
|
||||
bodyqueue_head.modelindex = ent.modelindex;
|
||||
bodyqueue_head.frame = ent.frame;
|
||||
bodyqueue_head.colormap = ent.colormap;
|
||||
bodyqueue_head.movetype = ent.movetype;
|
||||
bodyqueue_head.velocity = ent.velocity;
|
||||
bodyqueue_head.flags = 0;
|
||||
setorigin (bodyqueue_head, ent.origin);
|
||||
setsize (bodyqueue_head, ent.mins, ent.maxs);
|
||||
bodyqueue_head = bodyqueue_head.owner;
|
||||
};
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue