whee, CTF will continue to live :) (see permission.txt). I haven't even

/tried/ to pass the code through qfcc yet.
This commit is contained in:
Bill Currie 2003-01-24 19:31:58 +00:00
parent 4a5732aac0
commit f994c0c98a
54 changed files with 28556 additions and 0 deletions

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GNU GENERAL PUBLIC LICENSE
Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users. This
General Public License applies to most of the Free Software
Foundation's software and to any other program whose authors commit to
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the GNU Library General Public License instead.) You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
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To protect your rights, we need to make restrictions that forbid
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We protect your rights with two steps: (1) copyright the software, and
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GNU GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains
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This section is intended to make thoroughly clear what is believed to
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may add an explicit geographical distribution limitation excluding
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NO WARRANTY
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
`Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989
Ty Coon, President of Vice
This General Public License does not permit incorporating your program into
proprietary programs. If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library. If this is what you want to do, use the GNU Library General
Public License instead of this License.

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Date: Fri, 24 Jan 2003 12:31:28 -0600
From: "Zoid Kirsch" <zoid@threewave.com>
Subject: RE: [bill: CTF (quakeworld) licensing]
To: "'Bill Currie'" <bill@taniwha.org>
X-Mailer: Microsoft Outlook, Build 10.0.2627
You're actually the first guy who used the password. I installed it
earlier today. :)
Feel free to take the Threewave source, GPL it and include it with your
source tree. You have my explicit permission to do so.
Hard to believe that I build CTF over six years ago now. :)
/// Zoid.

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// button and multiple button
void() button_wait;
void() button_return;
void() button_wait =
{
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done =
{
self.state = STATE_BOTTOM;
};
void() button_return =
{
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if (self.health)
self.takedamage = DAMAGE_YES; // can be shot again
};
void() button_blocked =
{ // do nothing, just don't ome all the way back out
};
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
self.enemy = other;
button_fire ();
};
void() button_killed =
{
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
/*QUAKED func_button (0 .5 .8) ?
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.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button =
{
local float gtemp, ftemp;
if (self.sounds == 0)
{
precache_sound ("buttons/airbut1.wav");
self.noise = "buttons/airbut1.wav";
}
if (self.sounds == 1)
{
precache_sound ("buttons/switch21.wav");
self.noise = "buttons/switch21.wav";
}
if (self.sounds == 2)
{
precache_sound ("buttons/switch02.wav");
self.noise = "buttons/switch02.wav";
}
if (self.sounds == 3)
{
precache_sound ("buttons/switch04.wav");
self.noise = "buttons/switch04.wav";
}
SetMovedir ();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health)
{
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
}
else
self.touch = button_touch;
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
};

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/*
Earth Magic = Åáòôè Íáçéã
Resistance = Òåóéóôáîãå
Black Magic = Âìãáë Íáçéã
Strength = Óôòåîçôè
Hell Magic = Èåìì Íáçéã
Haste = Èáóôå
Elder Magic = Åìäåò Íáçéã
Regeneration = Òåçåîåòáôéïî
BLUE = ÂÌÕÅ
RED = ÒÅÄ
FLAG = ÆÌÁÇ
YOU GOT THE ENEMY FLAG = ÙÏÕ ÇÏÔ ÔÈÅ ÅÎÅÍÙ ÆÌÁÇ
RETURN TO BASE = ÒÅÔÕÒÎ ÔÏ ÂÁÓÅ
CAPTURE THE FLAG = ÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ
captured = ãáðôõòåä
got = çïô
lost = ìïóô
returned = òåôõòîåä
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚ
abcdefghijklmnopqrstuvwxyz
áâãäåæçèéêëìíîïðñòóôõö÷øùû
*/

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void(entity who) ResistanceSound;
/*SERVER
void() monster_death_use;
*/
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
self.effects = 0;
/*SERVER
monster_death_use();
*/
self.th_die ();
self = oself;
};
// *TEAMPLAY*
// Prototypes
float(entity targ, entity inflictor, entity attacker, float damage) TeamArmorDam;
float(entity targ, entity inflictor, entity attacker, float damage) TeamHealthDam;
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
if (!targ.takedamage)
return;
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time)
damage = damage * 4;
// RUNE: check for double damage for rune of Black Magic powerup
if (attacker.player_flag & ITEM_RUNE2_FLAG)
damage = damage * 2;
// RUNE
//RUNE check if target has rune of Earth Magic (half damage)
if (targ.player_flag & ITEM_RUNE1_FLAG) {
damage = damage / 2;
ResistanceSound(targ);
}
//RUNE
// *XXX* EXPERT CTF mark players who hurt the flag carrier, so they
// are worth more points for a while.
if ( (attacker.classname == "player") && // attacker must be a player
(targ.player_flag & ITEM_ENEMY_FLAG) && // target is a flag carrier
(attacker.steam != targ.steam)) // target and attacker on diff teams
attacker.last_hurt_carrier = time;
// save damage based on the target's armor level
// *TEAMPLAY*
// TeamArmorDam returns true iff the attacker can damage the target's armor
if (TeamArmorDam(targ, inflictor, attacker, damage))
save = ceil(targ.armortype*damage);
else
save = 0;
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
targ.velocity = targ.velocity + dir*damage*8;
}
// check for godmode or invincibility
if (self.killed != 99) { // god or 666 doesn't save your from team change
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
}
// team play damage avoidance
if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) )
return;
// *TEAMPLAY*
// TeamHealthDam will return true if the attacker can damage the target's
// health
if (!TeamHealthDam(targ, inflictor, attacker, damage))
return;
// do the damage
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
/*SERVER
if ( (self.flags & FL_MONSTER) && attacker != world)
{
// get mad unless of the same class (except for soldiers)
if (self != attacker && attacker != self.enemy)
{
if ( (self.classname != attacker.classname)
|| (self.classname == "monster_army" ) )
{
if (self.enemy.classname == "player")
self.oldenemy = self.enemy;
self.enemy = attacker;
FoundTarget ();
}
}
}
*/
if (self.th_pain)
{
self.th_pain (attacker, take);
}
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{ // shambler takes half damage from all explosions
if (head.classname == "monster_shambler")
T_Damage (head, inflictor, attacker, points*0.5);
else
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
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)
{
if (CanDamage (head, attacker))
{
if (head.classname == "monster_shambler")
T_Damage (head, attacker, attacker, points*0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
float VOTEEXIT_TIME_LIMIT = 60; // 60 seconds after first vote
float voteexit_time;
entity vote_leader; // current leader
entity lastvotespawn;
void(vector org) spawn_tfog;
void(vector org, entity death_owner) spawn_tdeath;
void() InitTrigger;
/*QUAKED info_vote_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
This is the destination marker for a voteexit. It should have a "targetname"
field with the same value as a voteexit's "target" field.
*/
void() info_vote_destination =
{
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if (!self.targetname)
objerror ("no targetname");
};
void() voteexit_teleport =
{
local entity t;
local vector org;
// put a tfog where the player was
spawn_tfog (other.origin);
// if we aren't in custom mode, just find a deathmatch target
// find the destination
if (!self.target) {
lastvotespawn = find(lastvotespawn, classname, "info_player_deathmatch");
if (lastvotespawn == world)
lastvotespawn = find (lastvotespawn, classname, "info_player_deathmatch");
t = lastvotespawn;
} else
t = find (world, targetname, self.target);
if (!t)
objerror ("couldn't find target");
// 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);
// 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);
return;
}
setorigin (other, t.origin);
other.angles = t.mangle;
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.velocity = v_forward * 300;
};
void() voteexit_touch =
{
local entity t;
if (other.classname != "player")
return;
// only teleport living creatures
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
return;
if (other.voted) {
if (other.voted < time)
TeamPlayerUpdate(other, "You have already voted.");
other.voted = time + 1;
voteexit_teleport();
return;
}
// non-zero for vote, time is when to display a 'you voted' msg
other.voted = time + 1;
SUB_UseTargets ();
bprint(PRINT_HIGH, other.netname);
bprint(PRINT_HIGH, " has voted for ");
bprint(PRINT_HIGH, self.message);
bprint(PRINT_HIGH, "\n");
// ok, the player has voted for this exit
self.cnt = self.cnt + 1;
// find new leader
// we're on the start map, something special is happening
vote_leader = world;
t = find(world, classname, "trigger_voteexit");
while (t != world) {
if ((t.cnt > vote_leader.cnt) && (t != self))
vote_leader = t;
t = find(t, classname, "trigger_voteexit");
}
// if we are higher than the current leader, then we are the new
// leader, if we are same, half chance
if (self.cnt > vote_leader.cnt)
vote_leader = self;
else if ((self.cnt == vote_leader.cnt) && (random() > 0.5))
vote_leader = self;
// we check here about exit time
if (vote_leader != world && voteexit_time == 0)
voteexit_time = time + VOTEEXIT_TIME_LIMIT;
// notify everyone about the change
TeamCaptureResetUpdate();
voteexit_teleport();
};
/*QUAKED trigger_voteexit (.5 .5 .5) ?
A merge of trigger_changelevel and trigger_teleport. A player touching
this this teleported just like a trigger_teleport, except this triggers
.cnt field gets incremented. This allows players to vote for their exit.
See status.qc for the display and total of the voting.
Any object touching this will be transported to the corresponding
info_vote_destination entity. You must set the "target" field, and
create an object with a "targetname" field that matches.
*/
void() trigger_voteexit =
{
local vector o;
InitTrigger ();
self.touch = voteexit_touch;
self.cnt = 0;
};

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ctf/qwsrc/defs.qc Normal file
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
==============================================================================
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
// run created a new missile that should
// be simulated immediately
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
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
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
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;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
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
.float ltime; // local time for entity
.float lastruntime; // *** to allow entities to run out of sequence
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags;
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
//
// constants
//
float FALSE = 0;
float TRUE = 1;
// edict.flags
float FL_FLY = 1;
float FL_SWIM = 2;
float FL_CLIENT = 8; // set for all client edicts
float FL_INWATER = 16; // for enter / leave water splash
float FL_MONSTER = 32;
float FL_GODMODE = 64; // player cheat
float FL_NOTARGET = 128; // player cheat
float FL_ITEM = 256; // extra wide size for bonus items
float FL_ONGROUND = 512; // standing on something
float FL_PARTIALGROUND = 1024; // not all corners are valid
float FL_WATERJUMP = 2048; // player jumping out of water
float FL_JUMPRELEASED = 4096; // for jump debouncing
// edict.movetype values
float MOVETYPE_NONE = 0; // never moves
//float MOVETYPE_ANGLENOCLIP = 1;
//float MOVETYPE_ANGLECLIP = 2;
float MOVETYPE_WALK = 3; // players only
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
float MOVETYPE_FLY = 5;
float MOVETYPE_TOSS = 6; // gravity
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
float MOVETYPE_NOCLIP = 8;
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
// edict.solid values
float SOLID_NOT = 0; // no interaction with other objects
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
float SOLID_BBOX = 2; // touch on edge, block
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
float SOLID_BSP = 4; // bsp clip, touch on edge, block
// range values
float RANGE_MELEE = 0;
float RANGE_NEAR = 1;
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;
// items
float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
float IT_GRAPPLE = 128;
float IT_SHELLS = 256;
float IT_NAILS = 512;
float IT_ROCKETS = 1024;
float IT_CELLS = 2048;
float IT_ARMOR1 = 8192;
float IT_ARMOR2 = 16384;
float IT_ARMOR3 = 32768;
float IT_SUPERHEALTH = 65536;
float IT_KEY1 = 131072;
float IT_KEY2 = 262144;
float IT_INVISIBILITY = 524288;
float IT_INVULNERABILITY = 1048576;
float IT_SUIT = 2097152;
float IT_QUAD = 4194304;
float IT_SIGIL1 = 268435456;
float IT_SIGIL2 = 536870912;
float IT_SIGIL3 = 1073741824;
float IT_SIGIL4 = 2147483648;
// 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 STATE_TOP = 0;
float STATE_BOTTOM = 1;
float STATE_UP = 2;
float STATE_DOWN = 3;
vector VEC_ORIGIN = '0 0 0';
vector VEC_HULL_MIN = '-16 -16 -24';
vector VEC_HULL_MAX = '16 16 32';
vector VEC_HULL2_MIN = '-32 -32 -24';
vector VEC_HULL2_MAX = '32 32 64';
// protocol bytes
float SVC_TEMPENTITY = 23;
float SVC_KILLEDMONSTER = 27;
float SVC_FOUNDSECRET = 28;
float SVC_INTERMISSION = 30;
float SVC_FINALE = 31;
float SVC_CDTRACK = 32;
float SVC_SELLSCREEN = 33;
float SVC_SMALLKICK = 34;
float SVC_BIGKICK = 35;
float SVC_MUZZLEFLASH = 39;
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;
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
float CHAN_AUTO = 0;
float CHAN_WEAPON = 1;
float CHAN_VOICE = 2;
float CHAN_ITEM = 3;
float CHAN_BODY = 4;
float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD
float ATTN_NONE = 0;
float ATTN_NORM = 1;
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;
// messages
float MSG_BROADCAST = 0; // unreliable to all
float MSG_ONE = 1; // reliable to one (msg_entity)
float MSG_ALL = 2; // reliable to all
float MSG_INIT = 3; // write to the init string
float MSG_MULTICAST = 4; // for multicast() call
// message levels
float PRINT_LOW = 0; // pickup messages
float PRINT_MEDIUM = 1; // death messages
float PRINT_HIGH = 2; // critical messages
float PRINT_CHAT = 3; // also goes to chat console
// multicast sets
float MULTICAST_ALL = 0; // every client
float MULTICAST_PHS = 1; // within hearing
float MULTICAST_PVS = 2; // within sight
float MULTICAST_ALL_R = 3; // every client, reliable
float MULTICAST_PHS_R = 4; // within hearing, reliable
float MULTICAST_PVS_R = 5; // within sight, reliable
entity runespawn;
float runespawned;
float gamestart; // at start
//================================================
//
// globals
//
float movedist;
float gameover; // set when a rule exits
string string_null; // null string, nothing should be held here
float empty_float;
entity activator; // the entity that activated a trigger or brush
entity damage_attacker; // set by T_Damage
float framecount;
//
// cvars checked each frame
//
float teamplay;
float timelimit;
float fraglimit;
float deathmatch;
//================================================
//
// world fields (FIXME: make globals)
//
.string wad;
.string map;
.float worldtype; // 0=medieval 1=metal 2=base
//================================================
.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;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;// Monsters use this. I use it to flag the player's CHAN_WEAP
// to be cleared (see client.qc) -Wedge
.float search_time;
.float attack_state;
float AS_STRAIGHT = 1;
float AS_SLIDING = 2;
float AS_MELEE = 3;
float AS_MISSILE = 4;
//
// player only fields
//
// *TEAMPLAY*
.float steam; // Current team player is on
.float lastteamset; // time of last team set
.string ctfskin; // selected ctf skin
.float ctfskinno; // selected ctf skin
// *XXX* EXPERT CTF ALTERNATE SCORING
// time values
.float flag_since; // how long a player has had the flag
.float last_returned_flag; // last time player returned his own flag
.float last_fragged_carrier; // last time player fragged a flag carrier
.float last_hurt_carrier; // last time player hurt the flag carrier
// *XXX* end
.float walkframe;
// Zoid Additions
.float maxspeed; // Used to set Maxspeed on a player
.float gravity; // Gravity Multiplier (0 to 1.0)
.float attack_finished;
.float pain_finished;
.float invincible_finished;
.float invisible_finished;
.float super_damage_finished;
.float radsuit_finished;
.float invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float regeneration_sound;//RUNE: Elder Magic
.float haste_sound;//RUNE: Hell Magic
.float rad_time;
.float fly_sound;
.float axhitme;
.float show_hostile; // set to time+0.2 whenever a client fires a
// weapon or takes damage. Used to alert
// monsters that otherwise would let the player go
.float jump_flag; // player jump flag
.float swim_flag; // player swimming sound flag
.float air_finished; // when time > air_finished, start drowning
.float bubble_count; // keeps track of the number of bubbles
.string deathtype; // keeps track of how the player died
.float player_flag; // misc flags (skins, etc.)
.float staydeadtime; // how long we should stay dead
.float regen_time; // time to next regen
.float rune_notice_time; // last time we notified about multi-runes
.float voted; // non-zero if voted
// ZOID: Runes
float ITEM_RUNE1_FLAG = 1;
float ITEM_RUNE2_FLAG = 2;
float ITEM_RUNE3_FLAG = 4;
float ITEM_RUNE4_FLAG = 8;
float ITEM_RUNE_MASK = 15;
// ZOID: Capture the flag
float ITEM_ENEMY_FLAG = 16;
// TEAMPLAY
float TEAM_STUFF_COLOR = 32;
// Connection tracking
float PF_GHOST = 64;
.float motd_count;
.float suicide_count;
.float killed; // have we been killed yet
//McBain: PreviousWeaponCommand
.float previous_weapon; // one of the IT_SHOTGUN, etc flags
//
// object stuff
//
.string mdl;
.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
.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;
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
// sets trace_* globals
// nomonsters can be:
// An entity will also be ignored for testing if forent == test,
// 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;
string(string s) precache_model = #20;
void(entity client, string s)stuffcmd = #21;
entity(vector org, float rad) findradius = #22;
void(float level, string s) bprint = #23;
void(entity client, float level, string s) sprint = #24;
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on
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(float yaw, float dist) 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;
// several removed
void(float step) movetogoal = #67;
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
void(entity client, string s, string s1) centerprint2 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2) centerprint3 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3) centerprint4 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3, string s4) centerprint5 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3, string s4, string s5) centerprint6 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3, string s4, string s5, string s6) centerprint7 = #73; // sprint, but in middle
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // registered version only
string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // registered version only
void(entity e) setspawnparms = #78; // set parm1... to the
// values at level start
// for coop respawn
void(entity killer, entity killee) logfrag = #79; // add to stats
string(entity e, string key) infokey = #80; // get a key value (world = serverinfo)
float(string s) stof = #81; // convert string to float
void(vector where, float set) multicast = #82; // sends the temp message to a set
// of clients, possibly in PVS or PHS
//============================================================================
//
// 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;
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
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;
//
// Grapple.qc - Wedge
//
.float on_hook;// TRUE if hook is anchored and client is being pulled
.float hook_out;// TRUE if hook is in use
.entity hook;// pointer to client's hook

807
ctf/qwsrc/doors.qc Normal file
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@ -0,0 +1,807 @@
/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
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.
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
=============================================================================
*/
void() door_go_down;
void() door_go_up;
void() door_blocked =
{
T_Damage (other, self, self, 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 (self.state == STATE_DOWN)
door_go_up ();
else
door_go_down ();
}
};
void() door_hit_top =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
self.think = door_go_down;
self.nextthink = self.ltime + self.wait;
};
void() door_hit_bottom =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() door_go_down =
{
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
self.health = self.max_health;
}
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
};
void() door_go_up =
{
if (self.state == STATE_UP)
return; // allready going up
if (self.state == STATE_TOP)
{ // reset top wait time
self.nextthink = self.ltime + self.wait;
return;
}
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
SUB_UseTargets();
};
/*
=============================================================================
ACTIVATION FUNCTIONS
=============================================================================
*/
void() door_fire =
{
local entity oself;
local entity starte;
if (self.owner != self)
objerror ("door_fire: self.owner != self");
// 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)
{
starte = self;
do
{
door_go_down ();
self = self.enemy;
} while ( (self != starte) && (self != world) );
self = oself;
return;
}
}
// trigger all paired doors
starte = self;
do
{
door_go_up ();
self = self.enemy;
} while ( (self != starte) && (self != world) );
self = oself;
};
void() door_use =
{
local entity oself;
self.message = ""; // door message are for touch only
self.owner.message = "";
self.enemy.message = "";
oself = self;
self = self.owner;
door_fire ();
self = oself;
};
void() door_trigger_touch =
{
if (other.health <= 0)
return;
if (time < self.attack_finished)
return;
self.attack_finished = time + 1;
activator = other;
self = self.owner;
door_use ();
};
void() door_killed =
{
local entity oself;
oself = self;
self = self.owner;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
door_use ();
self = oself;
};
/*
================
door_touch
Prints messages and opens key doors
================
*/
void() door_touch =
{
if (other.classname != "player")
return;
if (self.owner.attack_finished > time)
return;
self.owner.attack_finished = time + 2;
if (self.owner.message != "")
{
centerprint (other, self.owner.message);
sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// 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)
{
centerprint (other, "You need the silver keycard");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 1)
{
centerprint (other, "You need the silver runekey");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 0)
{
centerprint (other, "You need the silver key");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
}
else
{
if (world.worldtype == 2)
{
centerprint (other, "You need the gold keycard");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 1)
{
centerprint (other, "You need the gold runekey");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 0)
{
centerprint (other, "You need the gold key");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
}
return;
}
other.items = other.items - self.items;
self.touch = SUB_Null;
if (self.enemy)
self.enemy.touch = SUB_Null; // get paired door
door_use ();
};
/*
=============================================================================
SPAWNING FUNCTIONS
=============================================================================
*/
entity(vector fmins, vector fmaxs) spawn_field =
{
local entity trigger;
local vector t1, t2;
trigger = spawn();
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
t1 = fmins;
t2 = fmaxs;
setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
return (trigger);
};
float (entity e1, entity e2) EntitiesTouching =
{
if (e1.mins_x > e2.maxs_x)
return FALSE;
if (e1.mins_y > e2.maxs_y)
return FALSE;
if (e1.mins_z > e2.maxs_z)
return FALSE;
if (e1.maxs_x < e2.mins_x)
return FALSE;
if (e1.maxs_y < e2.mins_y)
return FALSE;
if (e1.maxs_z < e2.mins_z)
return FALSE;
return TRUE;
};
/*
=============
LinkDoors
=============
*/
void() LinkDoors =
{
local entity t, starte;
local vector cmins, cmaxs;
if (self.enemy)
return; // already linked by another door
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
{
self.owner = starte; // master door
if (self.health)
starte.health = self.health;
if (self.targetname)
starte.targetname = self.targetname;
if (self.message != "")
starte.message = self.message;
t = find (t, classname, self.classname);
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
self = self.owner;
if (self.health)
return;
if (self.targetname)
return;
if (self.items)
return;
self.owner.trigger_field = spawn_field(cmins, cmaxs);
return;
}
if (EntitiesTouching(self,t))
{
if (t.enemy)
objerror ("cross connected doors");
self.enemy = t;
self = t;
if (t.mins_x < cmins_x)
cmins_x = t.mins_x;
if (t.mins_y < cmins_y)
cmins_y = t.mins_y;
if (t.mins_z < cmins_z)
cmins_z = t.mins_z;
if (t.maxs_x > cmaxs_x)
cmaxs_x = t.maxs_x;
if (t.maxs_y > cmaxs_y)
cmaxs_y = t.maxs_y;
if (t.maxs_z > cmaxs_z)
cmaxs_z = t.maxs_z;
}
} 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.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
void() func_door =
{
if (world.worldtype == 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)
{
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)
{
precache_sound ("doors/basetry.wav");
precache_sound ("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
}
else
{
dprint ("no worldtype set!\n");
}
if (self.sounds == 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)
{
precache_sound ("doors/drclos4.wav");
precache_sound ("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
}
if (self.sounds == 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)
{
precache_sound ("doors/stndr1.wav");
precache_sound ("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
}
if (self.sounds == 4)
{
precache_sound ("doors/ddoor1.wav");
precache_sound ("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
}
SetMovedir ();
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
self.classname = "door";
self.blocked = door_blocked;
self.use = door_use;
if (self.spawnflags & DOOR_SILVER_KEY)
self.items = IT_KEY1;
if (self.spawnflags & DOOR_GOLD_KEY)
self.items = IT_KEY2;
if (!self.speed)
self.speed = 100;
if (!self.wait)
self.wait = 3;
if (!self.lip)
self.lip = 8;
if (!self.dmg)
self.dmg = 2;
self.pos1 = self.origin;
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)
{
setorigin (self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
self.state = STATE_BOTTOM;
if (self.health)
{
self.takedamage = DAMAGE_YES;
self.th_die = door_killed;
}
if (self.items)
self.wait = -1;
self.touch = door_touch;
// 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
=============================================================================
*/
void() fd_secret_move1;
void() fd_secret_move2;
void() fd_secret_move3;
void() fd_secret_move4;
void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;
float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
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
float SECRET_NEVER = 32; // lock it shut
void () fd_secret_use =
{
local float temp;
self.health = 10000;
// exit if still moving around...
if (self.origin != self.oldorigin)
return;
self.message = string_null; // no more message
SUB_UseTargets(); // fire all targets / killtargets
if (self.spawnflags & SECRET_NEVER)
return; // it never opens
if (!(self.spawnflags & SECRET_NO_SHOOT))
{
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);
if (!self.t_width)
{
if (self.spawnflags & SECRET_1ST_DOWN)
self. t_width = fabs(v_up * self.size);
else
self. t_width = fabs(v_right * self.size);
}
if (!self.t_length)
self. t_length = fabs(v_forward * self.size);
if (self.spawnflags & SECRET_1ST_DOWN)
self.dest1 = self.origin - v_up * self.t_width;
else
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);
};
// Wait after first movement...
void () fd_secret_move1 =
{
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move2;
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);
};
// 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))
{
self.nextthink = self.ltime + self.wait;
self.think = fd_secret_move4;
}
};
// Move backward...
void () fd_secret_move4 =
{
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
};
// Wait 1 second...
void () fd_secret_move5 =
{
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move6;
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);
};
void () fd_secret_done =
{
if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_die = fd_secret_use;
}
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;
T_Damage (other, self, self, self.dmg);
};
/*
================
secret_touch
Prints messages
================
*/
void() secret_touch =
{
if (other.classname != "player")
return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
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
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back (or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked (2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/
void () func_door_secret =
{
if (self.sounds == 0)
self.sounds = 3;
if (self.sounds == 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)
{
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)
{
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";
}
if (!self.dmg)
self.dmg = 2;
// Magic formula...
self.mangle = self.angles;
self.angles = '0 0 0';
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.classname = "door";
setmodel (self, self.model);
setorigin (self, self.origin);
self.touch = secret_touch;
self.blocked = secret_blocked;
self.speed = 50;
self.use = fd_secret_use;
if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_die = fd_secret_use;
}
self.oldorigin = self.origin;
if (!self.wait)
self.wait = 5; // 5 seconds before closing
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
===========================================================================
grapple.qc 12/29/96
Quakeworld-friendly grapple hook code by Wedge (Steve Bond)
visit Quake Command http://www.nuc.net/quake
Original 'Morning Star' (Grapple Hook) by "Mike" <amichael@asu.alasu.edu>
I took care to preserve the speed and damage values of the original
Morning Star. Depending on latency, performance should be near exact.
===========================================================================
*/
// prototypes for WEAPONS.QC functions
float() crandom;
void(vector org, float damage) SpawnBlood;
//
// Reset_Grapple - Removes the hook and resets its owner's state.
// expects a pointer to the hook
//
void (entity rhook) Reset_Grapple =
{
if (rhook.owner == world)
return;
sound (rhook.owner, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
rhook.owner.on_hook = FALSE;
rhook.owner.hook_out = FALSE;
rhook.owner.weaponframe = 0;
rhook.owner.attack_finished = time + 0.25;
rhook.think = SUB_Remove;
rhook.nextthink = time;
};
//
// Grapple_Track - Constantly updates the hook's position relative to
// what it's hooked to. Inflicts damage if attached to
// a player that is not on the same team as the hook's
// owner.
//
void () Grapple_Track =
{
// Release dead targets
if (self.enemy.classname == "player" && self.enemy.health <= 0)
{
self.owner.on_hook = FALSE;
self.owner.attack_finished = time +0.75;
}
// drop the hook if owner is dead or has released the button
if (!self.owner.on_hook || self.owner.health <= 0)
{
Reset_Grapple (self);
return;
}
// bring the pAiN!
if (self.enemy.classname == "player")
{
// 4.1, if we can't see our enemy, unlock
if (!CanDamage(self.enemy, self.owner)) {
Reset_Grapple(self);
return;
}
// move the hook along with the player. It's invisible, but
// we need this to make the sound come from the right spot
setorigin(self, self.enemy.origin);
sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
T_Damage (self.enemy, self, self.owner, 1);
makevectors (self.v_angle);
SpawnBlood(self.enemy.origin, 1);
}
// If the hook is not attached to the player, constantly copy
// copy the target's velocity. Velocity copying DOES NOT work properly
// for a hooked client.
if (self.enemy.classname != "player")
self.velocity = self.enemy.velocity;
self.nextthink = time + 0.1;
};
//
// MakeLink - spawns the chain link entities
//
entity (float head) MakeLink =
{
newmis = spawn ();
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_NOT;
newmis.owner = self;// SELF is the hook!
newmis.avelocity = '200 200 200';
setmodel (newmis, "progs/bit.mdl");
setorigin (newmis, self.origin);
setsize (newmis, '0 0 0' , '0 0 0');
return newmis;
};
//
// Remove_Chain - Removes all chain link entities; this is a separate
// function because CLIENT also needs to be able
// to remove the chain. Only one function required to
// remove all links.
//
void () Remove_Chain =
{
self.think = SUB_Remove;
self.nextthink = time;
if (self.goalentity)
{
self.goalentity.think = SUB_Remove;
self.goalentity.nextthink = time;
if (self.goalentity.goalentity)
{
self.goalentity.goalentity.think = SUB_Remove;
self.goalentity.goalentity.nextthink = time;
}
}
};
//
// Update_Chain - Repositions the chain links each frame. This single function
// maintains the positions of all of the links. Only one link
// is thinking every frame.
//
void () Update_Chain =
{
local vector temp;
if (!self.owner.hook_out)
{
self.think = Remove_Chain;
self.nextthink = time;
return;
}
temp = (self.owner.hook.origin - self.owner.origin);
// These numbers are correct assuming 3 links.
// 4 links would be *20 *40 *60 and *80
setorigin (self, self.owner.origin + temp * 0.25);
setorigin (self.goalentity, self.owner.origin + temp * 0.5);
setorigin (self.goalentity.goalentity, self.owner.origin + temp * 0.75);
self.nextthink = time + 0.1;
};
//
// Build_Chain - Builds the chain (linked list)
//
void () Build_Chain =
{
self.goalentity = MakeLink();
self.goalentity.think = Update_Chain;
self.goalentity.nextthink = time + 0.1;
self.goalentity.owner = self.owner;
self.goalentity.goalentity = MakeLink();
self.goalentity.goalentity.goalentity = MakeLink();
};
//
// Check_Overhead - Makes sure there is sufficient headroom above the player
// so that setorigin doesn't stick them into a wall. I tried
// to compare pointcontents, but that was too flaky.
//
float () Check_Overhead =
{
local vector src;
local vector end;
makevectors (self.owner.angles);
// The following comparisons could be optimized by doing away with
// SRC and END, and plugging the values directly into the traceline
// function calls. Using SRC and END made debugging easier. You
// decide if it's worth it.
// quick check right above head
src = self.owner.origin - '0 0 24';
end = self.owner.origin - '0 0 24';
traceline (src, end, FALSE, self.owner);
if (trace_fraction != 1.0)
return FALSE;
src = self.owner.origin - '0 0 24' - v_forward * 16;
end = self.owner.origin - '0 0 24' - v_forward * 16 + '0 0 58';
traceline (src, end, FALSE, self.owner);
if (trace_fraction != 1.0)
return FALSE;
src = self.owner.origin - '0 0 24' + v_forward * 16;
end = self.owner.origin - '0 0 24' + v_forward * 16 + '0 0 58';
traceline (src, end, FALSE, self.owner);
if (trace_fraction != 1.0)
return FALSE;
src = self.owner.origin - '0 0 24' - v_right * 16;
end = self.owner.origin - '0 0 24' - v_right * 16 + '0 0 58';
traceline (src, end, FALSE, self.owner);
if (trace_fraction != 1.0)
return FALSE;
src = self.owner.origin - '0 0 24' + v_right * 16;
end = self.owner.origin - '0 0 24' + v_right * 16 + '0 0 58';
traceline (src, end, FALSE, self.owner);
if (trace_fraction != 1.0)
return FALSE;
return TRUE;
};
//
// Anchor_Grapple - Tries to anchor the grapple to whatever it touches
//
void () Anchor_Grapple =
{
local float test;
if (other == self.owner)
return;
// DO NOT allow the grapple to hook to any projectiles, no matter WHAT!
// if you create new types of projectiles, make sure you use one of the
// classnames below or write code to exclude your new classname so
// grapples will not stick to them.
if (other.classname == "missile" || other.classname == "grenade" ||
other.classname == "spike" || other.classname == "hook")
return;
// Don't stick the the sky.
if (pointcontents(self.origin) == CONTENT_SKY)
{
Reset_Grapple (self);
return;
}
if (other.classname == "player")
{
// glance off of teammates
if (other.steam == self.owner.steam)
return;
sound (self, CHAN_WEAPON, "player/axhit1.wav", 1, ATTN_NORM);
T_Damage (other, self, self.owner, 10);
// make hook invisible since we will be pulling directly
// towards the player the hook hit. Quakeworld makes it
// too quirky to try to match hook's velocity with that of
// the client that it hit.
setmodel (self, "");
}
else if (other.classname != "player")
{
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
// One point of damage inflicted upon impact. Subsequent
// damage will only be done to PLAYERS... this way secret
// doors and triggers will only be damaged once.
if (other.takedamage)
T_Damage (other, self, self.owner, 1);
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
}
// conveniently clears the sound channel of the CHAIN1 sound,
// which is a looping sample and would continue to play. Tink1 is
// the least offensive choice, ass NULL.WAV loops and clogs the
// channel with silence
sound (self.owner, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/tink1.wav", 1, ATTN_NORM);
if (!self.owner.button0)
{
Reset_Grapple (self);
return;
}
/*
// our last chance to avoid being picked up off of the ground.
// check over the client's head to make sure there is one unit
// clearance so we can lift him off of the ground.
test = Check_Overhead ();
if (!test)
{
Reset_Grapple (self);
return;
}
*/
if (self.owner.flags & FL_ONGROUND)
{
self.owner.flags = self.owner.flags - FL_ONGROUND;
// setorigin(self.owner,self.owner.origin + '0 0 1');
}
self.owner.on_hook = TRUE;
sound (self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM);
// CHAIN2 is a looping sample. Use LEFTY as a flag so that client.qc
// will know to only play the tink sound ONCE to clear the weapons
// sound channel. (Lefty is a leftover from AI.QC, so I reused it to
// avoid adding a field)
self.owner.lefty = TRUE;
self.enemy = other;// remember this guy!
self.think = Grapple_Track;
self.nextthink = time;
self.solid = SOLID_NOT;
self.touch = SUB_Null;
};
//
// Throw_Grapple - called from WEAPONS.QC, 'fires' the grapple
//
void () Throw_Grapple =
{
if (self.hook_out)// reject subsequent calls from player.qc
return;
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
// chain out sound (loops)
sound (self, CHAN_WEAPON, "weapons/chain1.wav", 1, ATTN_NORM);
newmis = spawn();
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.owner = self;// newmis belongs to me
self.hook = newmis;// This is my newmis
newmis.classname = "hook";
makevectors (self.v_angle);
newmis.velocity = v_forward * 800;
newmis.avelocity = '0 0 -500';
newmis.touch = Anchor_Grapple;
newmis.think = Build_Chain;
newmis.nextthink = time + 0.1;// don't jam newmis and links into same packet
setmodel (newmis,"progs/star.mdl");
setorigin (newmis, self.origin + v_forward * 16 + '0 0 16');
setsize(newmis, '0 0 0' , '0 0 0 ');
self.hook_out = TRUE;
};
//
// Service_Grapple - called each frame by CLIENT.QC if client is ON_HOOK
//
void () Service_Grapple =
{
local vector hook_dir;
// drop the hook if player lets go of button
if (!self.button0)
{
if (self.weapon == IT_GRAPPLE) {
Reset_Grapple (self.hook);
return;
}
}
// If hooked to a player, track them directly!
if (self.hook.enemy.classname == "player")
hook_dir = (self.hook.enemy.origin - self.origin);
// else, track to hook
else if (self.hook.enemy.classname != "player")
hook_dir = (self.hook.origin - self.origin);
self.velocity = normalize(hook_dir) * 750;
if ( vlen(hook_dir) <= 100 && self.lefty)// cancel chain sound
{
// If there is a chain, ditch it now. We're
// close enough. Having extra entities lying around
// is never a good idea.
if (self.hook.goalentity)
{
self.hook.goalentity.think = Remove_Chain;
self.hook.goalentity.nextthink = time;
}
sound(self, CHAN_NO_PHS_ADD+CHAN_WEAPON, "weapons/chain3.wav", 1, ATTN_NORM);
self.lefty = FALSE;// we've reset the sound channel.
}
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// Identify the player you are pointed towards
// By Suck (Nat Friedman)
// This code falls under the GNU public license, and cannot be
// redistributed without my name attached.
// hacked by Zoid for CTF4
// This is called with the player who wants to know whose in front
// of him as "self." I call it with an impulse in weapons.qc
entity(float disp) identify_player =
{
// e is a temp entity; guy is our current best guess
// as to at whom the player is pointing
local entity e, guy;
// The best "closeness" heuristic so far.
local float closeness = -1;
// Temp vars.
local vector diff, point;
local float currclose;
local string s1, s2, s3;
// Walk the list of players...
e=find(world, classname, "player");
while (e!=world)
{
// Get a vector pointing from the viewer to the current
// player under consideration
diff=e.origin - self.origin;
// Normalize it since we only care where he's pointing,
// not how far away the guy is.
diff=normalize(diff);
// Normalize self.angles so we can do a length-independent
// consideration
point=normalize(self.angles);
// Find the different between the current player's angle
// and the viewer's vision angle
diff=diff - point;
// The length is going to be our definition of closeness
currclose=vlen(diff);
traceline(self.origin, e.origin, FALSE, self);
if (trace_ent == e) {
if (closeness == -1) {
closeness = currclose;
guy = e;
} else if (currclose < closeness) {
closeness = currclose;
guy = e;
}
}
e=find(e, classname, "player");
}
// Now we display.
if (disp==0)
return guy;
if (guy == world)
{
TeamPlayerUpdate(self, "You're not looking at anyone!");
return world;
}
TeamPlayerUpdate2(self, "You are looking at ", guy.netname);
return guy;
};

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ctf/qwsrc/items.qc Normal file

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
void() info_null =
{
remove(self);
};
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
void() info_notnull =
{
};
//============================================================================
float START_OFF = 1;
void() light_use =
{
if (self.spawnflags & START_OFF)
{
lightstyle(self.style, "m");
self.spawnflags = self.spawnflags - START_OFF;
}
else
{
lightstyle(self.style, "a");
self.spawnflags = self.spawnflags + START_OFF;
}
};
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void() light =
{
if (!self.targetname)
{ // inert light
remove(self);
return;
}
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
};
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
Makes steady fluorescent humming sound
*/
void() light_fluoro =
{
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
void() light_fluorospark =
{
if (!self.style)
self.style = 10;
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
Sphere globe light.
Default light value is 300
Default style is 0
*/
void() light_globe =
{
precache_model ("progs/s_light.spr");
setmodel (self, "progs/s_light.spr");
makestatic (self);
};
void() FireAmbient =
{
precache_sound ("ambience/fire1.wav");
// attenuate fast
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 0
*/
void() light_torch_small_walltorch =
{
precache_model ("progs/flame.mdl");
setmodel (self, "progs/flame.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
Large yellow flame ball
*/
void() light_flame_large_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
self.frame = 1;
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Small yellow flame ball
*/
void() light_flame_small_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
Small white flame ball
*/
void() light_flame_small_white =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
//============================================================================
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
void() fire_fly;
void() fire_touch;
void() misc_fireball =
{
precache_model ("progs/lavaball.mdl");
self.classname = "fireball";
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed == 1000;
};
void() fire_fly =
{
local entity fireball;
fireball = spawn();
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.velocity = '0 0 1000';
fireball.velocity_x = (random() * 100) - 50;
fireball.velocity_y = (random() * 100) - 50;
fireball.velocity_z = self.speed + (random() * 200);
fireball.classname = "fireball";
setmodel (fireball, "progs/lavaball.mdl");
setsize (fireball, '0 0 0', '0 0 0');
setorigin (fireball, self.origin);
fireball.nextthink = time + 5;
fireball.think = SUB_Remove;
fireball.touch = fire_touch;
self.nextthink = time + (random() * 5) + 3;
self.think = fire_fly;
};
void() fire_touch =
{
T_Damage (other, self, self, 20);
remove(self);
};
//============================================================================
void() barrel_explode =
{
self.takedamage = DAMAGE_NO;
self.classname = "explo_box";
// did say self.owner
T_RadiusDamage (self, self, 160, world);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z+32);
remove (self);
};
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
TESTING THING
*/
void() misc_explobox =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model ("maps/b_explob.bsp");
setmodel (self, "maps/b_explob.bsp");
setsize (self, '0 0 0', '32 32 64');
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
void() misc_explobox2 =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model2 ("maps/b_exbox2.bsp");
setmodel (self, "maps/b_exbox2.bsp");
setsize (self, '0 0 0', '32 32 32');
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
//============================================================================
float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2;
void() Laser_Touch =
{
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
org = self.origin - 8*normalize(self.velocity);
if (other.health)
{
SpawnBlood (org, 15);
T_Damage (other, self, self.owner, 15);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
remove(self);
};
void(vector org, vector vec) LaunchLaser =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
newmis.classname = "missile";
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = Laser_Touch;
};
void() spikeshooter_use =
{
if (self.spawnflags & SPAWNFLAG_LASER)
{
return;
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
LaunchLaser (self.origin, self.movedir);
}
else
{
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
launch_spike (self.origin, self.movedir);
newmis.velocity = self.movedir * 500;
if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
newmis.touch = superspike_touch;
}
};
void() shooter_think =
{
spikeshooter_use ();
self.nextthink = time + self.wait;
newmis.velocity = self.movedir * 500;
};
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
void() trap_spikeshooter =
{
SetMovedir ();
self.use = spikeshooter_use;
if (self.spawnflags & SPAWNFLAG_LASER)
{
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
}
else
precache_sound ("weapons/spike2.wav");
};
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
void() trap_shooter =
{
trap_spikeshooter ();
if (self.wait == 0)
self.wait = 1;
self.nextthink = self.nextthink + self.wait + self.ltime;
self.think = shooter_think;
};
/*
===============================================================================
===============================================================================
*/
void() make_bubbles;
void() bubble_remove;
void() bubble_bob;
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
testing air bubbles
*/
void() air_bubbles =
{
remove (self);
};
void() make_bubbles =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + random() + 0.5;
self.think = make_bubbles;
};
void() bubble_split =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = self.velocity;
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 1;
bubble.cnt = 10;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.frame = 1;
self.cnt = 10;
if (self.waterlevel != 3)
remove (self);
};
void() bubble_remove =
{
if (other.classname == self.classname)
{
// dprint ("bump");
return;
}
remove(self);
};
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
bubble_split();
if (self.cnt == 20)
remove(self);
rnd1 = self.velocity_x + (-10 + (random() * 20));
rnd2 = self.velocity_y + (-10 + (random() * 20));
rnd3 = self.velocity_z + 10 + random() * 10;
if (rnd1 > 10)
rnd1 = 5;
if (rnd1 < -10)
rnd1 = -5;
if (rnd2 > 10)
rnd2 = 5;
if (rnd2 < -10)
rnd2 = -5;
if (rnd3 < 10)
rnd3 = 15;
if (rnd3 > 30)
rnd3 = 25;
self.velocity_x = rnd1;
self.velocity_y = rnd2;
self.velocity_z = rnd3;
self.nextthink = time + 0.5;
self.think = bubble_bob;
};
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/
void() viewthing =
{
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
precache_model ("progs/player.mdl");
setmodel (self, "progs/player.mdl");
};
/*
==============================================================================
SIMPLE BMODELS
==============================================================================
*/
void() func_wall_use =
{ // change to alternate textures
self.frame = 1 - self.frame;
};
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
void() func_wall =
{
if (gamestart && self.model == "*47")
return; // remove deathmatch only wall on start map
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic ();
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/
void() func_episodegate =
{
if (!(serverflags & self.spawnflags))
return; // can still enter episode
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players have all of the episode sigils.
*/
void() func_bossgate =
{
if ( (serverflags & 15) == 15 || gamestart)
return; // all episodes completed
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
//============================================================================
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_suck_wind =
{
precache_sound ("ambience/suck1.wav");
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drone =
{
precache_sound ("ambience/drone6.wav");
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_flouro_buzz =
{
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drip =
{
precache_sound ("ambience/drip1.wav");
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_comp_hum =
{
precache_sound ("ambience/comp1.wav");
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_thunder =
{
precache_sound ("ambience/thunder1.wav");
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_light_buzz =
{
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp1 =
{
precache_sound ("ambience/swamp1.wav");
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp2 =
{
precache_sound ("ambience/swamp2.wav");
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
};
//============================================================================
void() noise_think =
{
self.nextthink = time + 0.5;
sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
};
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
void() misc_noisemaker =
{
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/idle1.wav");
self.nextthink = time + 0.1 + random();
self.think = noise_think;
};

609
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@ -0,0 +1,609 @@
/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
===============================================================================
WORLD WEAPONS
===============================================================================
*/
$modelname g_shot
$cd id1/models/g_shot
$origin 0 0 -24
$flags 8 // client side rotate
$base base
$skin skin
$frame shot1
$modelname g_nail
$cd id1/models/g_nail
$flags 8 // client side rotate
$origin 0 0 -24
$base base
$skin skin
$frame shot1
$modelname g_nail2
$cd id1/models/g_nail2
$flags 8 // client side rotate
$origin 0 0 -24
$base base
$skin skin
$frame shot2
$modelname g_rock
$cd id1/models/g_rock
$flags 8 // client side rotate
$origin 0 0 -24
$base base
$skin skin
$frame shot1
$modelname g_rock2
$cd id1/models/g_rock2
$flags 8 // client side rotate
$origin 0 0 -24
$base base
$skin skin
$frame shot1
$modelname g_light
$cd id1/models/g_light
$flags 8 // client side rotate
$origin 0 0 -24
$base base
$skin skin
$frame shot1
/*
===============================================================================
VIEW WEAPONS
===============================================================================
*/
$modelname v_axe
$cd id1/models/v_axe
$origin 0 5 54
$base base
$skin skin
$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
$modelname v_shot
$cd id1/models/v_shot
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
$modelname v_shot2
$cd id1/models/v_shot2
$origin 0 0 56
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
$modelname v_rock2
$cd id1/models/v_rock2
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
$modelname v_rock
$cd id1/models/v_rock
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
$modelname v_nail2
$cd id1/models/v_nail2
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
$modelname v_nail
$cd id1/models/v_nail
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
$modelname v_light
$cd id1/models/v_light
$origin 0 0 54
$base base
$skin skin
$frame shot1 shot2 shot3 shot4 shot5
/*
===============================================================================
ITEMS
===============================================================================
*/
$modelname w_g_key
$cd id1/models/w_g_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname w_s_key
$cd id1/models/w_s_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname m_g_key
$cd id1/models/m_g_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname m_s_key
$cd id1/models/m_s_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname b_g_key
$cd id1/models/b_g_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname b_s_key
$cd id1/models/b_s_key
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname quaddama
$cd id1/models/quaddama
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname invisibl
$cd id1/models/invisibl
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname invulner
$flags 8 // client side rotate
$cd id1/models/invulner
$base base
$skin skin
$frame frame1
//modelname jetpack
//cd id1/models/jetpack
//flags 8 // client side rotate
//base base
//skin skin
//frame frame1
$modelname cube
$cd id1/models/cube
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname suit
$cd id1/models/suit
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname boots
$cd id1/models/boots
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end1
$cd id1/models/end1
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end2
$cd id1/models/end2
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end3
$cd id1/models/end3
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
$modelname end4
$cd id1/models/end4
$flags 8 // client side rotate
$base base
$skin skin
$frame frame1
/*
===============================================================================
GIBS
===============================================================================
*/
$modelname gib1
$cd id1/models/gib1
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
// torso
$modelname gib2
$cd id1/models/gib2
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname gib3
$cd id1/models/gib3
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
// heads
$modelname h_player
$cd id1/models/h_player
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_dog
$cd id1/models/h_dog
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_mega
$cd id1/models/h_mega
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_guard
$cd id1/models/h_guard
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_wizard
$cd id1/models/h_wizard
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_knight
$cd id1/models/h_knight
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_hellkn
$cd id1/models/h_hellkn
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_zombie
$cd id1/models/h_zombie
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_shams
$cd id1/models/h_shams
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_shal
$cd id1/models/h_shal
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_ogre
$cd id1/models/h_ogre
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname h_demon
$cd id1/models/h_demon
$flags 4 // EF_GIB
$origin 0 0 0
$base base
$skin skin
$frame frame1
/*
===============================================================================
MISC
===============================================================================
*/
$modelname armor
$cd id1/models/armor
$flags 8 // client side rotate
$origin 0 0 -8
$base base
$skin skin
$skin skin2
$skin skin3
$frame armor
$modelname s_light // shambler lightning ready
$cd id1/models/s_light
$origin 0 0 24
$base base
$skin skin
$frame frame1 frame2 frame3
$modelname bolt3 // lightning towar bolts
$cd id1/models/bolt2
$origin 0 0 0
$base base
$scale 4
$skin skin
$frame light
$modelname bolt2
$cd id1/models/bolt2
$origin 0 0 0
$base base
$skin skin
$frame light
$modelname bolt
$cd id1/models/bolt
$origin 0 0 0
$base light
$skin light
$frame light
$modelname laser
$cd id1/models/laser
$base base
$skin skin
$scale 2
$frame frame1
$modelname flame // with torch
$cd id1/models/flame
$origin 0 0 12
$base base
$skin skin
$framegroupstart
$frame flame1 0.1
$frame flame2 0.1
$frame flame3 0.1
$frame flame4 0.1
$frame flame5 0.1
$frame flame6 0.1
$framegroupend
$modelname flame2 // standing flame, no torch
$cd id1/models/flame2
$origin 0 0 12
$base base
$skin skin
$framegroupstart
$frame flame1 0.1
$frame flame2 0.1
$frame flame3 0.1
$frame flame4 0.1
$frame flame5 0.1
$frame flame6 0.1
$framegroupend
$framegroupstart
$frame flameb1
$frame flameb2
$frame flameb3
$frame flameb4
$frame flameb5
$frame flameb6
$frame flameb7
$frame flameb8
$frame flameb9
$frame flameb10
$frame flameb11
$framegroupend
$modelname zom_gib
$cd id1/models/zom_gib
$flags 32 // EF_ZOMGIB
$base base
$skin skin
$frame frame1
$modelname eyes
$cd id1/models/eyes
$origin 0 0 -24
$base base
$skin skin
$frame frame1
$modelname spike
$cd id1/models/spike
$origin 0 0 0
$base spike
$skin skin
$frame spike
$modelname s_spike
$cd id1/models/s_spike
$origin 0 0 0
$base spike
$skin skin
$frame spike
$modelname v_spike
$cd id1/models/v_spike
$flags 128 // EF_TRACER3
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname w_spike
$cd id1/models/w_spike
$flags 16 // EF_TRACER
$origin 0 0 0
$base base
$skin skin
$framegroupstart
$frame frame1 0.1
$frame frame2 0.1
$frame frame3 0.1
$frame frame4 0.1
$framegroupend
$modelname k_spike
$cd id1/models/k_spike
$flags 64 // EF_TRACER2
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname backpack
$cd id1/models/backpack
$flags 8 // EF_ROTATE
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname grenade
$cd id1/models/grenade2
$flags 2 // EF_GRENADE
$origin 0 0 0
$base base
$skin skin
$frame grenade
$modelname missile
$cd id1/models/missile
$flags 1 // EF_ROCKET
$origin 0 0 0
$base base
$skin skin
$frame missile
$modelname lavaball
$cd id1/models/lavaball
$flags 1 // EF_ROCKET
$origin 0 0 0
$base base
$skin skin
$frame frame1
$modelname teleport
$cd id1/models/teleport
$origin 0 0 24
$base base
$skin skin
$frame frame1

391
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() plat_center_touch;
void() plat_outside_touch;
void() plat_trigger_use;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
float PLAT_LOW_TRIGGER = 1;
void() plat_spawn_inside_trigger =
{
local entity trigger;
local vector tmin, tmax;
//
// middle trigger
//
trigger = spawn();
trigger.touch = plat_center_touch;
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.enemy = self;
tmin = self.mins + '25 25 0';
tmax = self.maxs - '25 25 -8';
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)
{
tmin_x = (self.mins_x + self.maxs_x) / 2;
tmax_x = tmin_x + 1;
}
if (self.size_y <= 50)
{
tmin_y = (self.mins_y + self.maxs_y) / 2;
tmax_y = tmin_y + 1;
}
setsize (trigger, tmin, tmax);
};
void() plat_hit_top =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
self.think = plat_go_down;
self.nextthink = self.ltime + 3;
};
void() plat_hit_bottom =
{
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() plat_go_down =
{
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_DOWN;
SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
};
void() plat_go_up =
{
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
};
void() plat_center_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
self = self.enemy;
if (self.state == STATE_BOTTOM) {
if (self.cnt > time)
return; // delay until going up again
plat_go_up ();
}
// else if (self.state == STATE_TOP)
// self.nextthink = self.ltime + 1; // delay going down
self.cnt = time + 2;
};
void() plat_outside_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
//dprint ("plat_outside_touch\n");
self = self.enemy;
if (self.state == STATE_TOP)
plat_go_down ();
};
void() plat_trigger_use =
{
if (self.think)
return; // allready activated
plat_go_down();
};
void() plat_crush =
{
//dprint ("plat_crush\n");
T_Damage (other, self, self, 1);
if (self.state == STATE_UP)
plat_go_down ();
else if (self.state == STATE_DOWN)
plat_go_up ();
// objerror ("plat_crush: bad self.state\n");
};
void() plat_use =
{
self.use = SUB_Null;
if (self.state != STATE_UP)
objerror ("plat_use: not in up state");
plat_go_down();
};
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
void() func_plat =
{
local entity t;
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)
{
precache_sound ("plats/plat1.wav");
precache_sound ("plats/plat2.wav");
self.noise = "plats/plat1.wav";
self.noise1 = "plats/plat2.wav";
}
if (self.sounds == 2)
{
precache_sound ("plats/medplat1.wav");
precache_sound ("plats/medplat2.wav");
self.noise = "plats/medplat1.wav";
self.noise1 = "plats/medplat2.wav";
}
self.mangle = self.angles;
self.angles = '0 0 0';
self.classname = "plat";
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
self.blocked = plat_crush;
if (!self.speed)
self.speed = 150;
// pos1 is the top position, pos2 is the bottom
self.pos1 = self.origin;
self.pos2 = self.origin;
if (self.height)
self.pos2_z = self.origin_z - self.height;
else
self.pos2_z = self.origin_z - self.size_z + 8;
self.use = plat_trigger_use;
plat_spawn_inside_trigger (); // the "start moving" trigger
if (self.targetname)
{
self.state = STATE_UP;
self.use = plat_use;
}
else
{
setorigin (self, self.pos2);
self.state = STATE_BOTTOM;
}
};
//============================================================================
void() train_next;
void() func_train_find;
void() train_blocked =
{
if (time < self.attack_finished)
return;
self.attack_finished = time + 0.5;
T_Damage (other, self, self, self.dmg);
};
void() train_use =
{
if (self.think != func_train_find)
return; // already activated
train_next();
};
void() train_wait =
{
if (self.wait)
{
self.nextthink = self.ltime + self.wait;
sound (self, CHAN_NO_PHS_ADD+CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
else
self.nextthink = self.ltime + 0.1;
self.think = train_next;
};
void() train_next =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
if (!self.target)
objerror ("train_next: no next target");
if (targ.wait)
self.wait = targ.wait;
else
self.wait = 0;
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
};
void() func_train_find =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
setorigin (self, targ.origin - self.mins);
if (!self.targetname)
{ // not triggered, so start immediately
self.nextthink = self.ltime + 0.1;
self.think = train_next;
}
};
/*QUAKED func_train (0 .5 .8) ?
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
sounds
1) ratchet metal
*/
void() func_train =
{
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("func_train without a target");
if (!self.dmg)
self.dmg = 2;
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)
{
self.noise = ("plats/train2.wav");
precache_sound ("plats/train2.wav");
self.noise1 = ("plats/train1.wav");
precache_sound ("plats/train1.wav");
}
self.cnt = 1;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.classname = "train";
setmodel (self, self.model);
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
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
This is used for the final bos
*/
void() misc_teleporttrain =
{
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("func_train without a target");
self.cnt = 1;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.avelocity = '100 200 300';
self.noise = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound ("misc/null.wav");
precache_model2 ("progs/teleport.mdl");
setmodel (self, "progs/teleport.mdl");
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
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};

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ctf/qwsrc/player.qc Normal file
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@ -0,0 +1,747 @@
/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() bubble_bob;
void() player_chain5;
void() player_chain4;
/*
==============================================================================
PLAYER
==============================================================================
*/
$cd 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
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
//
// attacks
//
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
/*
==============================================================================
PLAYER
==============================================================================
*/
void() player_run;
void() player_stand1 =[ $axstnd1, player_stand1 ]
{
self.weaponframe=0;
if (self.velocity_x || self.velocity_y)
{
self.walkframe=0;
player_run();
return;
}
if (self.weapon == IT_AXE || self.weapon == IT_GRAPPLE)
{
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + self.walkframe;
}
else
{
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_run =[ $rockrun1, player_run ]
{
self.weaponframe=0;
if (!self.velocity_x && !self.velocity_y)
{
self.walkframe=0;
player_stand1();
return;
}
if (self.weapon == IT_AXE || self.weapon == IT_GRAPPLE)
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $axrun1 + self.walkframe;
}
else
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = self.frame + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void()muzzleflash =
{
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
};
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();};
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
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_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_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_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_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
//============================================================================
void() player_chain1= [$axattd1, player_chain2 ] {self.weaponframe=2;Throw_Grapple();};
void() player_chain2= [$axattd2, player_chain3 ] {self.weaponframe=3;};
void() player_chain3= [$axattd3, player_chain3 ]
{
self.weaponframe=3;
if (!self.hook_out)
{
player_chain5();
return;
}
if (vlen(self.velocity) >= 750)
{
player_chain4();
return;
}
};
void() player_chain4= [$deathc4, player_chain4 ]
{
self.weaponframe=4;
if (!self.hook_out)
{
player_chain5();
return;
}
if (vlen(self.velocity) < 750)
{
player_chain3();
return;
}
};
void() player_chain5= [$axattd4, player_run ] {self.weaponframe=5;};
//============================================================================
//============================================================================
void() player_nail1 =[$nailatt1, player_nail2 ]
{
muzzleflash();
if (!self.button0 || intermission_running)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireSpikes (4);
self.attack_finished = time + 0.2;
};
void() player_nail2 =[$nailatt2, player_nail1 ]
{
muzzleflash();
if (!self.button0 || intermission_running)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireSpikes (-4);
self.attack_finished = time + 0.2;
};
//============================================================================
void() player_light1 =[$light1, player_light2 ]
{
muzzleflash();
if (!self.button0 || intermission_running)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
void() player_light2 =[$light2, player_light1 ]
{
muzzleflash();
if (!self.button0 || intermission_running)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
//============================================================================
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;};
void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
void(float num_bubbles) DeathBubbles;
void() PainSound =
{
local float rs;
if (self.health < 0)
return;
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)
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)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
}
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
// 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);
self.noise = "";
if (rs == 1)
self.noise = "player/pain1.wav";
else if (rs == 2)
self.noise = "player/pain2.wav";
else if (rs == 3)
self.noise = "player/pain3.wav";
else if (rs == 4)
self.noise = "player/pain4.wav";
else if (rs == 5)
self.noise = "player/pain5.wav";
else
self.noise = "player/pain6.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
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_axpain2 = [ $axpain2, player_axpain3 ] {};
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void() player_pain =
{
if (self.weaponframe)
return;
if (self.invisible_finished > time)
return; // eyes don't have pain frames
if (self.weapon == IT_AXE)
player_axpain1 ();
else
player_pain1 ();
};
void() player_diea1;
void() player_dieb1;
void() player_diec1;
void() player_died1;
void() player_diee1;
void() player_die_ax1;
void() DeathBubblesSpawn =
{
local entity bubble;
if (self.owner.waterlevel != 3)
return;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.owner.origin + '0 0 24');
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
remove(self);
};
void(float num_bubbles) DeathBubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn();
setorigin (bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
return;
};
void() DeathSound =
{
local float rs;
// water death sounds
if (self.waterlevel == 3)
{
DeathBubbles(20);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
rs = rint ((random() * 4) + 1);
if (rs == 1)
self.noise = "player/death1.wav";
if (rs == 2)
self.noise = "player/death2.wav";
if (rs == 3)
self.noise = "player/death3.wav";
if (rs == 4)
self.noise = "player/death4.wav";
if (rs == 5)
self.noise = "player/death5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
void() PlayerDead =
{
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
vector(float dm) VelocityForDamage =
{
local vector v;
v_x = 100 * crandom();
v_y = 100 * crandom();
v_z = 200 + 100 * random();
if (dm > -50)
{
// dprint ("level 1\n");
v = v * 0.7;
}
else if (dm > -200)
{
// dprint ("level 3\n");
v = v * 2;
}
else
v = v * 10;
return v;
};
void(string gibname, float dm) ThrowGib =
{
local entity new;
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.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + random()*10;
new.frame = 0;
new.flags = 0;
};
void(string gibname, float dm) ThrowHead =
{
setmodel (self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
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';
};
void() GibPlayer =
{
ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if (damage_attacker.classname == "teledeath")
{
self.staydeadtime = time + 2 + (random() * 3);
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if (damage_attacker.classname == "teledeath2")
{
self.staydeadtime = time + 3 + (random() * 6);
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
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);
};
void() PlayerDie =
{
local float i;
// make dead guy release hook (wedge)
if (self.hook_out)
{
Reset_Grapple (self.hook);
self.attack_finished = time + 0.75;
self.hook_out = TRUE;// PutClientInServer will reset this
}
self.items = self.items - (self.items & IT_INVISIBILITY);
self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.modelindex = modelindex_player; // don't use eyes
DropBackpack();
DropRune();
TeamCaptureDropFlagOfPlayer(self);
if (self.killed == 2)
self.killed = 0;
else
self.killed = 1;
self.weaponmodel="";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
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;
if (self.health < -40)
{
GibPlayer ();
return;
}
DeathSound();
self.angles_x = 0;
self.angles_z = 0;
if (self.weapon == IT_AXE)
{
player_die_ax1 ();
return;
}
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();
};
void() set_suicide_frame =
{ // used by klill command and diconnect command
/*
if (self.model != "progs/player.mdl")
return; // allready gibbed
*/
if (self.health <= 0)
return;
self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
};
void() player_diea1 = [ $deatha1, player_diea2 ] {};
void() player_diea2 = [ $deatha2, player_diea3 ] {};
void() player_diea3 = [ $deatha3, player_diea4 ] {};
void() player_diea4 = [ $deatha4, player_diea5 ] {};
void() player_diea5 = [ $deatha5, player_diea6 ] {};
void() player_diea6 = [ $deatha6, player_diea7 ] {};
void() player_diea7 = [ $deatha7, player_diea8 ] {};
void() player_diea8 = [ $deatha8, player_diea9 ] {};
void() player_diea9 = [ $deatha9, player_diea10 ] {};
void() player_diea10 = [ $deatha10, player_diea11 ] {};
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
void() player_diec1 = [ $deathc1, player_diec2 ] {};
void() player_diec2 = [ $deathc2, player_diec3 ] {};
void() player_diec3 = [ $deathc3, player_diec4 ] {};
void() player_diec4 = [ $deathc4, player_diec5 ] {};
void() player_diec5 = [ $deathc5, player_diec6 ] {};
void() player_diec6 = [ $deathc6, player_diec7 ] {};
void() player_diec7 = [ $deathc7, player_diec8 ] {};
void() player_diec8 = [ $deathc8, player_diec9 ] {};
void() player_diec9 = [ $deathc9, player_diec10 ] {};
void() player_diec10 = [ $deathc10, player_diec11 ] {};
void() player_diec11 = [ $deathc11, player_diec12 ] {};
void() player_diec12 = [ $deathc12, player_diec13 ] {};
void() player_diec13 = [ $deathc13, player_diec14 ] {};
void() player_diec14 = [ $deathc14, player_diec15 ] {};
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
void() player_died1 = [ $deathd1, player_died2 ] {};
void() player_died2 = [ $deathd2, player_died3 ] {};
void() player_died3 = [ $deathd3, player_died4 ] {};
void() player_died4 = [ $deathd4, player_died5 ] {};
void() player_died5 = [ $deathd5, player_died6 ] {};
void() player_died6 = [ $deathd6, player_died7 ] {};
void() player_died7 = [ $deathd7, player_died8 ] {};
void() player_died8 = [ $deathd8, player_died9 ] {};
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
void() player_diee1 = [ $deathe1, player_diee2 ] {};
void() player_diee2 = [ $deathe2, player_diee3 ] {};
void() player_diee3 = [ $deathe3, player_diee4 ] {};
void() player_diee4 = [ $deathe4, player_diee5 ] {};
void() player_diee5 = [ $deathe5, player_diee6 ] {};
void() player_diee6 = [ $deathe6, player_diee7 ] {};
void() player_diee7 = [ $deathe7, player_diee8 ] {};
void() player_diee8 = [ $deathe8, player_diee9 ] {};
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};

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../qwprogs.dat
defs.qc
teamplay.qc
ctfgame.qc
status.qc
ident.qc
subs.qc
combat.qc
items.qc
grapple.qc //Wedge
weapons.qc
telefrag.qc
world.qc
client.qc
spectate.qc
player.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
server.qc

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() monster_ogre = {remove(self);};
void() monster_demon1 = {remove(self);};
void() monster_shambler = {remove(self);};
void() monster_knight = {remove(self);};
void() monster_army = {remove(self);};
void() monster_wizard = {remove(self);};
void() monster_dog = {remove(self);};
void() monster_zombie = {remove(self);};
void() monster_boss = {remove(self);};
void() monster_tarbaby = {remove(self);};
void() monster_hell_knight = {remove(self);};
void() monster_fish = {remove(self);};
void() monster_shalrath = {remove(self);};
void() monster_enforcer = {remove(self);};
void() monster_oldone = {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.
targetname
must be present. The name of this movetarget.
target
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
==============================================================================
*/
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget =
{
local entity temp;
if (other.movetarget != self)
return;
if (other.enemy)
return; // fighting, not following a path
temp = self;
self = other;
other = temp;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
//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.pausetime = time + 999999;
self.th_stand ();
return;
}
};
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
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)
Monsters will continue walking towards the next target corner.
*/
void() path_corner =
{
movetarget_f ();
};
//============================================================================

131
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// Spectator functions
// Added Aug11'97 by Zoid <zoid@idsoftware.com>
//
// These functions are called from the server if they exist.
// Note that Spectators only have one think since they movement code doesn't
// track them much. Impulse commands work as usual, but don't call
// the regular ImpulseCommand handler in weapons.qc since Spectators don't
// have any weapons and things can explode.
//
// --- Zoid.
/*
===========
SpectatorConnect
called when a spectator connects to a server
============
*/
void() SpectatorConnect =
{
bprint (PRINT_MEDIUM, "Spectator ");
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " entered the game\n");
self.goalentity = world; // used for impulse 1 below
self.motd_count = 1;
self.classname = "spectator";
};
/*
===========
SpectatorDisconnect
called when a spectator disconnects from a server
============
*/
void() SpectatorDisconnect =
{
bprint (PRINT_MEDIUM, "Spectator ");
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " left the game\n");
self.statstate = 0;
};
/*
================
SpectatorImpulseCommand
Called by SpectatorThink if the spectator entered an impulse
================
*/
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");
if (self.goalentity == world)
self.goalentity = find(self.goalentity, classname, "info_player_deathmatch");
if (self.goalentity != world) {
setorigin(self, self.goalentity.origin);
self.angles = self.goalentity.angles;
self.fixangle = TRUE; // turn this way immediately
}
} else if (self.impulse == 23)
TeamFlagStatusReport();
else if (self.impulse == 25)
TeamPrintSettings ();
else if (self.impulse == 70) {
if (self.statstate < 0) {
self.statstate = 0;
sprint(self, PRINT_HIGH, "Status bar on (impulse 71 to 81 to set size)\n");
} else {
self.statstate = -1;
sprint(self, PRINT_HIGH, "Status bar off.\n");
}
} else if (self.impulse >= 71 && self.impulse <= 81) {
self.statstate = self.impulse - 71;
sprint(self, PRINT_HIGH, "Status bar set\n");
}
self.impulse = 0;
};
/*
================
SpectatorThink
Called every frame after physics are run
================
*/
void() SpectatorThink =
{
// self.origin, etc contains spectator position, so you could
// do some neat stuff here
TeamCapturePlayerUpdate();
if (self.impulse)
SpectatorImpulseCommand();
};

50
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// these are the only sprites still in the game...
$spritename s_explod
$type vp_parallel
$load id1/gfx/sprites/explod03.lbm
$frame 24 24 56 56
$frame 120 24 56 56
$frame 216 24 56 56
$frame 24 88 56 56
$frame 120 88 56 56
$frame 216 88 56 56
$spritename s_bubble
$type vp_parallel
$load id1/gfx/sprites/bubble.lbm
$frame 16 16 16 16
$frame 40 16 16 16
$spritename s_light
$type vp_parallel
$load id1/gfx/sprites/light.lbm
$frame 104 32 32 32

345
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
.float laststattime; // time of last status update
.float motd_count;
.float statstate; // is the status bar on?
float PLAYERSTATTIME = 1.75;
void() MOTD =
{
if (self.motd_count < 4) {
self.motd_count = self.motd_count + 1;
if (self.classname == "spectator") {
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n");
return;
}
if (gamestart) {
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nChoose an exit...\n"); //red
return;
}
if (self.steam == TEAM_COLOR1)
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nYou are ÒÅÄ team\n"); //red
else
centerprint(self, "Welcome!\nRunning Threewave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nYou are ÂÌÕÅ team"); //blue
return;
}
sprint(self, PRINT_HIGH, "Impulse 70 to turn off status bar\n");
sprint(self, PRINT_HIGH, "Impulse 71 through 81 to set status bar resolution\n");
sprint(self, PRINT_HIGH, "71:200 72:240 73:300 74:350 75:384 76:400 77:480 78:600 79:768 81:1024\n");
self.motd_count = 0;
};
void() MOTD_ChooseTeam =
{
if (self.motd_count < 6) {
self.motd_count = self.motd_count + 1;
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.2\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nPress 1 for ÒÅÄ team\nPress 2 for ÂÌÕÅ team\nOr Press Jump for automatic team\n");
return;
}
self.motd_count = 0;
};
void() TeamCaptureCheckUpdate =
{
local entity p;
if (gamestart)
return; // handled by vote exit
if (lastteamscrtime > time)
return;
lastteamscrtime = time + TEAMSCRTIME;
// count up teamscr
teamscr1 = teamscr2 = 0;
p = find(world, classname, "player");
while (p != world) {
if (p.steam == TEAM_COLOR1)
teamscr1 = teamscr1 + p.frags;
else if (p.steam == TEAM_COLOR2)
teamscr2 = teamscr2 + p.frags;
p = find(p, classname, "player");
}
};
void() TeamCaptureResetUpdate =
{
lastteamscrtime = 0;
TeamCaptureCheckUpdate();
};
void() TeamEndScore =
{
local string s;
if (gamestart)
return;
lastteamscrtime = 0;
TeamCaptureCheckUpdate();
if (teamscr1 > teamscr2) {
bprint(PRINT_HIGH, "ÒÅÄ team won the level with ");
s = ftos(teamscr1);
bprint(PRINT_HIGH, s);
bprint(PRINT_HIGH, " points!\n");
bprint(PRINT_HIGH, "ÂÌÕÅ team lost with ");
s = ftos(teamscr2);
bprint(PRINT_HIGH, s);
bprint(PRINT_HIGH, " points.\n");
} else if (teamscr1 < teamscr2) {
bprint(PRINT_HIGH, "ÂÌÕÅ team won the level with ");
s = ftos(teamscr2);
bprint(PRINT_HIGH, s);
bprint(PRINT_HIGH, " points!\n");
bprint(PRINT_HIGH, "ÒÅÄ team lost with ");
s = ftos(teamscr1);
bprint(PRINT_HIGH, s);
bprint(PRINT_HIGH, " points.\n");
} else {
bprint(PRINT_HIGH, "ÂÌÕÅ and ÒÅÄ team tied level with ");
s = ftos(teamscr1);
bprint(PRINT_HIGH, s);
bprint(PRINT_HIGH, " points!\n");
}
};
string(entity who) TeamSetStatRes =
{
if (who.statstate > 7) // 768
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 7) // 600
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 6) // 480
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 5) // 400
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 4) // 384
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 3) // 350
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 2) // 300
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 1) // 240
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
// 200
return "\n\n\n\n\n\n\n\n\n\n\n\n";
};
string(entity who) TeamSetStatRes2 =
{
if (who.statstate > 7) // 768
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 7) // 600
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 6) // 480
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 5) // 400
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 4) // 384
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 3) // 350
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 2) // 300
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 1) // 240
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
// 200
return "\n\n\n\n\n\n\n\n\n\n\n";
};
void() TeamCapturePlayerUpdate =
{
local entity e;
local string n, t, s1, s2, s3, res;
if (self.laststattime > time)
return;
TeamCaptureCheckUpdate();
self.laststattime = time + PLAYERSTATTIME;
if (self.motd_count) {
MOTD();
return;
}
if (self.statstate < 0)
return;
res = TeamSetStatRes(self);
if (gamestart) {
if (vote_leader == world)
centerprint2(self, res, " Choose an exit...");
else {
res = TeamSetStatRes2();
n = ftos(voteexit_time - time);
centerprint5(self, res, vote_leader.message,
" leads\n", n, " seconds until exit");
}
return;
}
//.1234567890123456789012345678901234567
// Res.R.B. Capture The Flag
// Res.R.B. BLUE 999
if (self.player_flag & ITEM_RUNE1_FLAG)
s1 = "Resist …";
else if (self.player_flag & ITEM_RUNE2_FLAG)
s1 = "Strength…";
else if (self.player_flag & ITEM_RUNE3_FLAG)
s1 = "Haste …";
else if (self.player_flag & ITEM_RUNE4_FLAG)
s1 = "Regen …";
else
s1 = "";
e = find(world, classname, "item_flag_team1");
if (e.cnt == FLAG_AT_BASE)
s2 = "";
else if (e.cnt == FLAG_CARRIED)
s2 = "R…";
else
s2 = "Ò…";
e = find(world, classname, "item_flag_team2");
if (e.cnt == FLAG_AT_BASE)
s3 = "";
else if (e.cnt == FLAG_CARRIED)
s3 = "B…";
else
s3 = "Â…";
if (teamscr1 == 0 && teamscr2 == 0) {
centerprint5(self, res, s1, s2, s3, " Capture The Flag"); // CTFBOT
return;
}
if (time < (last_flag_capture + 6))
{
if (last_capture_team == TEAM_COLOR1)
{
if (teamscr1 > teamscr2) {
t = "Red Capture! RED ";
n = ftos(teamscr1 - teamscr2);
} else if (teamscr1 < teamscr2) {
t = "Red Capture! BLUE ";
n = ftos(teamscr2 - teamscr1);
} else {
t = "Red Capture! TIED ";
n = "";
}
}
else
{
if (teamscr1 > teamscr2) {
t = "Blue Capture! RED ";
n = ftos(teamscr1 - teamscr2);
} else if (teamscr1 < teamscr2) {
t = "Blue Capture! BLUE ";
n = ftos(teamscr2 - teamscr1);
} else {
t = "Blue Capture! TIED ";
n = "";
}
}
}
else
{
if (teamscr1 > teamscr2) {
t = " RED ";
n = ftos(teamscr1 - teamscr2);
} else if (teamscr1 < teamscr2) {
t = " BLUE ";
n = ftos(teamscr2 - teamscr1);
} else {
t = " TIED ";
n = "";
}
}
centerprint7(self, res, s1, s2, s3, " ", t, n); //
};
void(entity who, string s) TeamPlayerUpdate =
{
local string n, res;
TeamCaptureCheckUpdate();
who.laststattime = time + PLAYERSTATTIME;
if (who.statstate < 0) {
centerprint(who, s);
return;
}
res = TeamSetStatRes2(who);
if (teamscr1 == 0 && teamscr2 == 0) {
centerprint3(who, res, s, "\n Capture The Flag");
} else if (teamscr1 > teamscr2) {
n = ftos(teamscr1 - teamscr2);
centerprint4(who, res, s, "\n RED ", n);
} else if (teamscr1 < teamscr2) {
n = ftos(teamscr2 - teamscr1);
centerprint4(who, res, s, "\n BLUE ", n);
} else
centerprint3(who, res, s, "\n TIED");
};
void(entity who, string s1, string s2) TeamPlayerUpdate2 =
{
local string n, res;
TeamCaptureCheckUpdate();
who.laststattime = time + PLAYERSTATTIME;
if (who.statstate < 0) {
centerprint2(who, s1, s2);
return;
}
res = TeamSetStatRes2(who);
if (teamscr1 == 0 && teamscr2 == 0) {
centerprint4(who, res, s1, s2, "\n Capture The Flag");
return;
} else if (teamscr1 > teamscr2) {
n = ftos(teamscr1 - teamscr2);
centerprint5(who, res, s1, s2, "\n RED ", n);
} else if (teamscr1 < teamscr2) {
n = ftos(teamscr2 - teamscr1);
centerprint5(who, res, s1, s2, "\n BLUE ", n);
} else {
centerprint4(who, res, s1, s2, "\n TIED");
return;
}
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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.
*/
vector() SetMovedir =
{
if (self.angles == '0 -1 0')
self.movedir = '0 0 1';
else if (self.angles == '0 -2 0')
self.movedir = '0 0 -1';
else
{
makevectors (self.angles);
self.movedir = v_forward;
}
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.
if (self.angles != '0 0 0')
SetMovedir ();
self.solid = SOLID_TRIGGER;
setmodel (self, self.model); // set size and link into world
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
};
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcMove (tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
{
local vector vdestdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
if (tdest == self.origin)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen (vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if (traveltime < 0.1)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// 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
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone =
{
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcAngleMove (destangle, tspeed, func);
self = stemp;
};
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
{
local vector destdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
// set destdelta to the vector needed to move
destdelta = destangle - self.angles;
// calculate length of vector
len = vlen (destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// 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.avelocity = destdelta * (1 / traveltime);
self.think1 = func;
self.finalangle = destangle;
self.think = SUB_CalcAngleMoveDone;
};
/*
============
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();
};
//=============================================================================
void() DelayThink =
{
activator = self.enemy;
SUB_UseTargets ();
remove(self);
};
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for (string)targetname in all entities that
match (string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets =
{
local entity t, stemp, otemp, act;
//
// 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;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
return;
}
//
// 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)
{
t = world;
do
{
t = find (t, targetname, self.killtarget);
if (!t)
return;
remove (t);
} while ( 1 );
}
//
// fire targets
//
if (self.target)
{
act = activator;
t = world;
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)
self.use ();
}
self = stemp;
other = otemp;
activator = act;
} while ( 1 );
}
};

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ctf/qwsrc/teamplay.qc Normal file

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ctf/qwsrc/telefrag.qc Normal file
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
**
** _telefrg.qc (Telefrag Code, 1.1)
**
** Copyright (C) 1996 Johannes Plass
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
**
** Author: Johannes Plass (plass@dipmza.physik.uni-mainz.de)
**
** --
** Sniped by Zoid for ThreeWave Mods, GPL respected
**
*/
entity() SelectSpawnPoint;
entity(entity spot) TelefragSelectSpawnPoint =
{
local entity e, firstspot;
local float search_spot;
search_spot = 25;
firstspot = spot;
while (search_spot) {
e = findradius(spot.origin, 50);
if (!e)
search_spot = 0;
else {
local float occupied;
occupied = 0;
while (!occupied && !(!e)) {
if (e.classname == "player" && e.deadflag == DEAD_NO)
occupied = 1;
else
e = e.chain;
}
if (occupied) {
spot = SelectSpawnPoint();
search_spot = search_spot - 1;
if (spot == firstspot)
search_spot = 0;
} else
search_spot = 0;
}
}
return (spot);
};

668
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
entity stemp, otemp, s, old;
void() trigger_reactivate =
{
self.solid = SOLID_TRIGGER;
};
//=============================================================================
float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation
void() multi_wait =
{
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.enemy.classname != "player")
return;
found_secrets = found_secrets + 1;
WriteByte (MSG_ALL, SVC_FOUNDSECRET);
}
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
activator = self.enemy;
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...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
};
void() multi_killed =
{
self.enemy = damage_attacker;
multi_trigger();
};
void() multi_use =
{
self.enemy = activator;
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')
{
makevectors (other.angles);
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
self.enemy = other;
multi_trigger ();
};
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_multiple =
{
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
else if (self.sounds == 3)
{
precache_sound ("misc/trigger1.wav");
self.noise = "misc/trigger1.wav";
}
if (!self.wait)
self.wait = 0.2;
self.use = multi_use;
InitTrigger ();
if (self.health)
{
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
objerror ("health and notouch don't make sense\n");
self.max_health = self.health;
self.th_die = multi_killed;
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) )
{
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.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_once =
{
self.wait = -1;
trigger_multiple();
};
//=============================================================================
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
*/
void() trigger_relay =
{
self.use = SUB_UseTargets;
};
//=============================================================================
/*QUAKED trigger_secret (.5 .5 .5) ?
secret counter trigger
sounds
1) secret
2) beep beep
3)
4)
set "message" to text string
*/
void() trigger_secret =
{
total_secrets = total_secrets + 1;
self.wait = -1;
if (!self.message)
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)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
trigger_multiple ();
};
//=============================================================================
void() counter_use =
{
local string junk;
self.count = self.count - 1;
if (self.count < 0)
return;
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
centerprint (activator, "Only 1 more to go...");
}
return;
}
if (activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
centerprint(activator, "Sequence completed!");
self.enemy = activator;
multi_trigger ();
};
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
void() trigger_counter =
{
self.wait = -1;
if (!self.count)
self.count = 2;
self.use = counter_use;
};
/*
==============================================================================
TELEPORT TRIGGERS
==============================================================================
*/
float PLAYER_ONLY = 1;
float SILENT = 2;
void() play_teleport =
{
local float v;
local string tmpstr;
v = random() * 5;
if (v < 1)
tmpstr = "misc/r_tele1.wav";
else if (v < 2)
tmpstr = "misc/r_tele2.wav";
else if (v < 3)
tmpstr = "misc/r_tele3.wav";
else if (v < 4)
tmpstr = "misc/r_tele4.wav";
else
tmpstr = "misc/r_tele5.wav";
sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
remove (self);
};
void(vector org) spawn_tfog =
{
s = spawn ();
s.origin = org;
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);
multicast (org, MULTICAST_PHS);
};
void() tdeath_touch =
{
if (other == self.owner)
return;
// frag anyone who teleports in on top of an invincible player
if (other.classname == "player")
{
if (other.invincible_finished > time)
self.classname = "teledeath2";
if (self.owner.classname != "player")
{ // other monsters explode themselves
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;
death = spawn();
death.classname = "teledeath";
death.movetype = MOVETYPE_NONE;
death.solid = SOLID_TRIGGER;
death.angles = '0 0 0';
setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
setorigin (death, org);
death.touch = tdeath_touch;
death.nextthink = time + 0.1;
death.think = SUB_Remove;
death.owner = death_owner;
force_retouch = 2; // make sure even still objects get hit
};
void() teleport_touch =
{
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
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
return;
SUB_UseTargets ();
// 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
makevectors (t.mangle);
org = t.origin + 32 * v_forward;
spawn_tfog (org);
spawn_tdeath(t.origin, other);
// 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);
return;
}
setorigin (other, t.origin);
other.angles = t.mangle;
if (other.classname == "player")
{
// Teleporting - detach hook (wedge)
if (other.weapon == IT_GRAPPLE && other.hook_out)
{
sound (other, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
other.on_hook = FALSE;
other.hook_out = FALSE;
other.weaponframe = 0;
other.attack_finished = time + 0.75;// avoid instant rehook
}
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.velocity = v_forward * 300;
}
other.flags = other.flags - other.flags & FL_ONGROUND;
};
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
*/
void() info_teleport_destination =
{
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if (!self.targetname)
objerror ("no targetname");
};
void() teleport_use =
{
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
};
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
*/
void() trigger_teleport =
{
local vector o;
InitTrigger ();
self.touch = teleport_touch;
// find the destination
if (!self.target)
objerror ("no target");
self.use = teleport_use;
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);
}
};
/*
==============================================================================
trigger_setskill
==============================================================================
*/
/*QUAKED trigger_setskill (.5 .5 .5) ?
sets skill level to the value of "message".
Only used on start map.
*/
void() trigger_setskill =
{
remove (self);
};
/*
==============================================================================
ONLY REGISTERED TRIGGERS
==============================================================================
*/
void() trigger_onlyregistered_touch =
{
if (other.classname != "player")
return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
if (cvar("registered"))
{
self.message = "";
SUB_UseTargets ();
remove (self);
}
else
{
if (self.message != "")
{
centerprint (other, self.message);
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
}
};
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
Only fires if playing the registered version, otherwise prints the message
*/
void() trigger_onlyregistered =
{
precache_sound ("misc/talk.wav");
InitTrigger ();
self.touch = trigger_onlyregistered_touch;
};
//============================================================================
void() hurt_on =
{
self.solid = SOLID_TRIGGER;
self.nextthink = -1;
};
void() hurt_touch =
{
if (other.takedamage)
{
self.solid = SOLID_NOT;
T_Damage (other, self, self, self.dmg);
self.think = hurt_on;
self.nextthink = time + 1;
}
return;
};
/*QUAKED trigger_hurt (.5 .5 .5) ?
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
void() trigger_hurt =
{
InitTrigger ();
self.touch = hurt_touch;
if (!self.dmg)
self.dmg = 5;
};
//============================================================================
float PUSH_ONCE = 1;
void() trigger_push_touch =
{
if (other.classname == "grenade")
other.velocity = self.speed * self.movedir * 10;
else if (other.health > 0)
{
other.velocity = self.speed * self.movedir * 10;
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);
};
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
Pushes the player
*/
void() trigger_push =
{
InitTrigger ();
precache_sound ("ambience/windfly.wav");
self.touch = trigger_push_touch;
if (!self.speed)
self.speed = 1000;
};
//============================================================================
void() trigger_monsterjump_touch =
{
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
other.velocity_x = self.movedir_x * self.speed;
other.velocity_y = self.movedir_y * self.speed;
if ( !(other.flags & FL_ONGROUND) )
return;
other.flags = other.flags - FL_ONGROUND;
other.velocity_z = self.height;
};
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
void() trigger_monsterjump =
{
if (!self.speed)
self.speed = 200;
if (!self.height)
self.height = 200;
if (self.angles == '0 0 0')
self.angles = '0 360 0';
InitTrigger ();
self.touch = trigger_monsterjump_touch;
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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");
};
entity lastspawn;
//=======================
/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
//=======================
void() worldspawn =
{
lastspawn = world;
runespawn = world;
runespawned = 0;
InitBodyQue ();
// custom map attributes
// can't change gravity in QuakeWorld
/*
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
*/
if (self.model == "maps/ctfstart.bsp" || self.model == "maps/start.bsp")
gamestart = 1;
else
gamestart = 0;
// the area based ambient sounds MUST be the first precache_sounds
// 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
// 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/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 ("items/damage3.wav");
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
precache_sound ("player/pain1.wav");
precache_sound ("player/pain2.wav");
precache_sound ("player/pain3.wav");
precache_sound ("player/pain4.wav");
precache_sound ("player/pain5.wav");
precache_sound ("player/pain6.wav");
// player death sounds
precache_sound ("player/death1.wav");
precache_sound ("player/death2.wav");
precache_sound ("player/death3.wav");
precache_sound ("player/death4.wav");
precache_sound ("player/death5.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
precache_sound ("hknight/hit.wav"); // ZOID: hook launch
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/lburn1.wav"); // lava burn
precache_sound ("player/lburn2.wav"); // lava burn
precache_sound ("misc/water1.wav"); // swimming
precache_sound ("misc/water2.wav"); // swimming
precache_model ("progs/player.mdl");
precache_model ("progs/h_player.mdl");
precache_model ("progs/eyes.mdl");
precache_model ("progs/gib1.mdl");
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/v_axe.mdl");
precache_model ("progs/v_shot.mdl");
precache_model ("progs/v_nail.mdl");
precache_model ("progs/v_rock.mdl");
precache_model ("progs/v_shot2.mdl");
precache_model ("progs/v_nail2.mdl");
precache_model ("progs/v_rock2.mdl");
precache_model ("progs/v_star.mdl");// precache grapple (Wedge)
precache_model ("progs/bit.mdl");// precache grapple (Wedge)
precache_model ("progs/star.mdl");// precache grapple (Wedge)
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");
precache_model ("progs/spike.mdl");
precache_model ("progs/s_spike.mdl");
precache_model ("progs/backpack.mdl");
precache_model ("progs/zom_gib.mdl");
precache_model ("progs/v_light.mdl");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
lightstyle(0, "m");
// 1 FLICKER (first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
lightstyle(4, "mamamamamama");
// 5 GENTLE PULSE 1
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
lightstyle(6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
lightstyle(63, "a");
};
void() StartFrame =
{
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
teamplay = cvar("teamplay");
deathmatch = cvar("deathmatch");
framecount = framecount + 1;
};
/*
==============================================================================
BODY QUE
==============================================================================
*/
entity bodyque_head;
void() bodyque =
{ // just here so spawn functions don't complain after the world
// creates bodyques
};
void() InitBodyQue =
{
local entity e;
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;
};
// make a body que entry for the given ent so the ent can be
// respawned elsewhere
void(entity ent) CopyToBodyQue =
{
bodyque_head.skin = ent.skin;
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;
};

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This archive contains two server prog files for NetQuake and QuakeWorld, both
updated to CTF4.21. The NetQuake version fixes a logging bug and the
QuakeWorld version fixes a grapple bug.
Note that for logging to occur in the NetQuake version you must enable
the developer cvar (developer 1 at the console, or +developer 1 on the
command line).
Please download 4.2 for full documentation.
http://www.cdrom.com/pub/quake/planetquake/threewave/ctf/server/3wave42.zip
/// Zoid.
zoid@idsoftware.com
Dec '05/97

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
//---------------------------------------------------------------------------
//Quake
//
//Copyright (c) 1995-96 by Dave Kirsch
//---------------------------------------------------------------------------
//admin - remove server admin functions
//---------------------------------------------------------------------------
// NOTE: THE FOLLOWING VALUES ARE THE PASSWORD USED TO ENABLE
// REMOTE ACCESS.
//
// The have the following properties and requirements:
// a. Must not be an existing impulse
// b. Must be entered in the specified order
// c. Must be in the range 1 to 255 excluding previously used impulses
//
// They must be entered in the correct order which gives 256*256*256 or
// 16777216 possible passwords. If a specified order wasn't given, it
// would only be 768 possibilities.
//
// BY DEFAULT, REMOTE ADMIN ACCESS IS DISABLED
// This is done by setting the admin passwords all to -1.
//
// If you wanted to enable it, pick three random numbers (that aren't
// existing impulses) and put 'em here, for example:
//
// float ADMIN_PWD_1 = 179;
// float ADMIN_PWD_2 = 131;
// float ADMIN_PWD_3 = 157;
//
// which would give you a password of 179, 131 and 157. To send this from
// a Quake client, do a bind like this:
//
// bind p "impulse 179;wait;impulse 131;wait;impulse 157"
//
// When you hit p, you'll be granted remote admin functionality.
//
// Currently the only admin functions available right now are kick
// team change, and level change. They are bound to impulse 151,
// impulse 152 and impuluse 153 respectively.
//
// The way it works is after you enter the admin password, do an
// impulse 151/152/153. You'll get a list of players on the server with their
// numbers. Send the next impulse with the number of the player
// to act the command on.
// CHANGE THE FOLLOWING THREE -1 NUMBERS TO YOUR ADMIN PASSWD
float ADMIN_PWD_1 = -1; // change me to first number of the passwd
float ADMIN_PWD_2 = -1; // change me to second number of the passwd
float ADMIN_PWD_3 = -1; // change me to third number of the passwd
float ADMIN_KICK = 151;
float ADMIN_TEAMCHANGE = 152;
float ADMIN_CHANGEMAP = 153;
float ADMIN_GIVERUNE = 154;
float ADMIN_TIMELIMIT = 156;
float ADMIN_FRAGLIMIT = 157;
// used for admin to change maps
void(string nmap) AdminChangeLevel =
{
local entity o;
bprint(self.netname);
bprint(" has changed the level to ");
bprint(nmap);
bprint("\n");
o = spawn();
o.map = nmap;
nextmap = o.map;
gameover = TRUE;
o.think = execute_changelevel;
o.nextthink = time + 0.1;
};
void() CheckAdminCmd =
{
local float n;
local entity p;
local string st;
if (ADMIN_PWD_1 < 0 || ADMIN_PWD_2 < 0 || ADMIN_PWD_3 < 0)
return; // disabled
if (self.impulse == ADMIN_PWD_1 && self.accesslvl == 0) {
self.accesslvl = self.accesslvl + 1;
return;
} else if (self.impulse == ADMIN_PWD_2 && self.accesslvl == 1) {
self.accesslvl = self.accesslvl + 1;
return;
} else if (self.impulse == ADMIN_PWD_3 && self.accesslvl == 2) {
self.accesslvl = self.accesslvl + 1;
bprint(self.netname);
bprint(" has become a sysop\n");
sprint(self, "Admin Impulse Codes:\n");
st = ftos(ADMIN_KICK);
sprint(self, st);
sprint(self, " to kick\nImpulse ");
st = ftos(ADMIN_TEAMCHANGE);
sprint(self, st);
sprint(self, " to switch teamplayer\n");
st = ftos(ADMIN_CHANGEMAP);
sprint(self, st);
sprint(self, " to change map\n");
st = ftos(ADMIN_GIVERUNE);
sprint(self, st);
sprint(self, " to give rune\n");
st = ftos(ADMIN_TIMELIMIT);
sprint(self, st);
sprint(self, " to set timelimit\n");
st = ftos(ADMIN_FRAGLIMIT);
sprint(self, st);
sprint(self, " to set fraglimit\n");
self.accessparm = 0;
return;
}
if (self.accesslvl < 3) {
self.accesslvl = 0;
self.accessparm = 0;
return; // must be a sysop beyond this point
}
if (self.accessparm == 1) { // kick cmd
n = self.impulse - 1;
p = find(world, classname, "player");
while (p != world && n > 0) {
p = find(p, classname, "player");
n = n - 1;
}
if (p != world) {
sprint(p, "\n\nYou have been kicked.\nGo abuse somewhere else.\n");
stuffcmd(p, "disconnect\n");
bprint(p.netname);
bprint(" was kicked by ");
bprint(self.netname);
bprint("\n");
} else {
sprint(self, "Can't kick #");
st = ftos(self.impulse);
sprint(self, st);
sprint(self, "\n");
}
self.accessparm = 0;
return;
} else if (self.accessparm == 2) { // switch teams
n = self.impulse - 1;
p = find(world, classname, "player");
while (p != world && n > 0) {
p = find(p, classname, "player");
n = n - 1;
}
if (p != world) {
TeamCaptureDropFlagOfPlayer(p);
centerprint(p, "YOU HAVE SWITCHED TEAMS!");
if (p.lastteam == TEAM_COLOR1) {
p.team = p.lastteam = TEAM_COLOR2;
st = ftos(TEAM_COLOR2 - 1);
} else {
p.team = p.lastteam = TEAM_COLOR1;
st = ftos(TEAM_COLOR1 - 1);
}
stuffcmd(p, "color ");
stuffcmd(p, st);
stuffcmd(p, "\n");
bprint(p.netname);
bprint(" changed teams (by ");
bprint(self.netname);
bprint(")\n");
} else {
sprint(self, "Can't change #");
st = ftos(self.impulse);
sprint(self, st);
sprint(self, "\n");
}
self.accessparm = 0;
return;
} else if (self.accessparm == 3) { // select episode
if (self.impulse == 1) {
self.accessparm = 4;
sprint(self, "Choose Level:\n");
sprint(self, "1 e1m1 Slipgate Complex\n");
sprint(self, "2 e1m2 Castle of the Damned\n");
sprint(self, "3 e1m3 The Necropolis\n");
sprint(self, "4 e1m4 The Grisly Grotto\n");
sprint(self, "5 e1m5 Gloom Keep\n");
sprint(self, "6 e1m6 The Door To Chthon\n");
sprint(self, "7 e1m7 The House of Chthon\n");
sprint(self, "8 e1m8 Ziggurat Vertigo\n");
self.impulse = 0;
return;
} else if (self.impulse == 2) {
self.accessparm = 5;
sprint(self, "Choose Level:\n");
sprint(self, "1 e2m1 The Installation\n");
sprint(self, "2 e2m2 Ogre Citadel\n");
sprint(self, "3 e2m3 Crypt of Decay\n");
sprint(self, "4 e2m4 The Ebon Fortress \n");
sprint(self, "5 e2m5 The Wizard's Manse\n");
sprint(self, "6 e2m6 The Dismal Oubliette\n");
sprint(self, "7 e2m7 Underearth\n");
self.impulse = 0;
return;
} else if (self.impulse == 3) {
self.accessparm = 6;
sprint(self, "Choose Level:\n");
sprint(self, "1 e3m1 Termination Central\n");
sprint(self, "2 e3m2 The Vaults of Zin\n");
sprint(self, "3 e3m3 The Tomb of Terror\n");
sprint(self, "4 e3m4 Satan's Dark Delight\n");
sprint(self, "5 e3m5 Wind Tunnels\n");
sprint(self, "6 e3m6 Chambers of Torment\n");
sprint(self, "7 e3m7 The Haunted Halls\n");
self.impulse = 0;
return;
} else if (self.impulse == 4) {
self.accessparm = 7;
sprint(self, "Choose Level:\n");
sprint(self, "1 e4m1 The Sewage System\n");
sprint(self, "2 e4m2 The Tower of Despair\n");
sprint(self, "3 e4m3 The Elder God Shrine\n");
sprint(self, "4 e4m4 The Palace of Hate\n");
sprint(self, "5 e4m5 Hell's Atrium\n");
sprint(self, "6 e4m6 The Pain Maze\n");
sprint(self, "7 e4m7 Azure Agony\n");
sprint(self, "8 e4m8 The Nameless City\n");
self.impulse = 0;
return;
} else if (self.impulse == 5) {
self.accessparm = 8;
sprint(self, "Choose Level:\n");
sprint(self, "1 dm1 Place of Two Deaths\n");
sprint(self, "2 dm2 Claustrophobopolis\n");
sprint(self, "3 dm3 The Abandoned Base\n");
sprint(self, "4 dm4 The Bad Place\n");
sprint(self, "5 dm5 The Cistern\n");
sprint(self, "6 dm6 The Dark Zone\n");
self.impulse = 0;
return;
} else if (self.impulse == 6) {
self.accessparm = 9;
sprint(self, "Choose Level:\n");
sprint(self, "1 ctf1 McKinley Base\n");
sprint(self, "2 ctf2 The Kiln\n");
sprint(self, "3 ctf3 Dysphoria\n");
sprint(self, "4 ctf4 The Forgotten Mines\n");
sprint(self, "5 ctf5 Da Ancient War Grounds\n");
sprint(self, "6 ctf6 Vertigo\n");
sprint(self, "7 ctf7 Tale of Two Cities\n");
sprint(self, "8 ctf8 The Strongbox\n");
self.impulse = 0;
return;
} else if (self.impulse == 7) {
self.accessparm = 10;
sprint(self, "Choose Level:\n");
sprint(self, "1 ctf2m1 McKinley Station\n");
sprint(self, "2 ctf2m2 The Warzone\n");
sprint(self, "3 ctf2m3 Spill the Blood\n");
sprint(self, "4 ctf2m4 Ruins of NeoMinonk\n");
sprint(self, "5 ctf2m5 Disciple War Grounds\n");
sprint(self, "6 ctf2m6 The Two Towers\n");
sprint(self, "7 ctf2m7 Gloom Castles\n");
sprint(self, "8 ctf2m8 Capturephobolis\n");
self.impulse = 0;
return;
}
sprint(self, "Invalid episode\n");
self.accessparm = 0;
return;
} else if (self.accessparm == 4) {
if (self.impulse == 1) AdminChangeLevel("e1m1");
else if (self.impulse == 2) AdminChangeLevel("e1m2");
else if (self.impulse == 3) AdminChangeLevel("e1m3");
else if (self.impulse == 4) AdminChangeLevel("e1m4");
else if (self.impulse == 5) AdminChangeLevel("e1m5");
else if (self.impulse == 6) AdminChangeLevel("e1m6");
else if (self.impulse == 7) AdminChangeLevel("e1m7");
else if (self.impulse == 8) AdminChangeLevel("e1m8");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 5) {
if (self.impulse == 1) AdminChangeLevel("e2m1");
else if (self.impulse == 2) AdminChangeLevel("e2m2");
else if (self.impulse == 3) AdminChangeLevel("e2m3");
else if (self.impulse == 4) AdminChangeLevel("e2m4");
else if (self.impulse == 5) AdminChangeLevel("e2m5");
else if (self.impulse == 6) AdminChangeLevel("e2m6");
else if (self.impulse == 7) AdminChangeLevel("e2m7");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 6) {
if (self.impulse == 1) AdminChangeLevel("e3m1");
else if (self.impulse == 2) AdminChangeLevel("e3m2");
else if (self.impulse == 3) AdminChangeLevel("e3m3");
else if (self.impulse == 4) AdminChangeLevel("e3m4");
else if (self.impulse == 5) AdminChangeLevel("e3m5");
else if (self.impulse == 6) AdminChangeLevel("e3m6");
else if (self.impulse == 7) AdminChangeLevel("e3m7");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 7) {
if (self.impulse == 1) AdminChangeLevel("e4m1");
else if (self.impulse == 2) AdminChangeLevel("e4m2");
else if (self.impulse == 3) AdminChangeLevel("e4m3");
else if (self.impulse == 4) AdminChangeLevel("e4m4");
else if (self.impulse == 5) AdminChangeLevel("e4m5");
else if (self.impulse == 6) AdminChangeLevel("e4m6");
else if (self.impulse == 7) AdminChangeLevel("e4m7");
else if (self.impulse == 8) AdminChangeLevel("e4m8");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 8) {
if (self.impulse == 1) AdminChangeLevel("dm1");
else if (self.impulse == 2) AdminChangeLevel("dm2");
else if (self.impulse == 3) AdminChangeLevel("dm3");
else if (self.impulse == 4) AdminChangeLevel("dm4");
else if (self.impulse == 5) AdminChangeLevel("dm5");
else if (self.impulse == 6) AdminChangeLevel("dm6");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 9) {
if (self.impulse == 1) AdminChangeLevel("ctf1");
else if (self.impulse == 2) AdminChangeLevel("ctf2");
else if (self.impulse == 3) AdminChangeLevel("ctf3");
else if (self.impulse == 4) AdminChangeLevel("ctf4");
else if (self.impulse == 5) AdminChangeLevel("ctf5");
else if (self.impulse == 6) AdminChangeLevel("ctf6");
else if (self.impulse == 7) AdminChangeLevel("ctf7");
else if (self.impulse == 8) AdminChangeLevel("ctf8");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 10) {
if (self.impulse == 1) AdminChangeLevel("ctf2m1");
else if (self.impulse == 2) AdminChangeLevel("ctf2m2");
else if (self.impulse == 3) AdminChangeLevel("ctf2m3");
else if (self.impulse == 4) AdminChangeLevel("ctf2m4");
else if (self.impulse == 5) AdminChangeLevel("ctf2m5");
else if (self.impulse == 6) AdminChangeLevel("ctf2m6");
else if (self.impulse == 7) AdminChangeLevel("ctf2m7");
else if (self.impulse == 8) AdminChangeLevel("ctf2m8");
else sprint(self, "Invalid map\n");
self.impulse = 0;
self.accessparm = 0;
return;
} else if (self.accessparm == 20) { // give rune
if (self.impulse == 1) {
self.player_flag = self.player_flag | ITEM_RUNE1_FLAG;
sprint(self, "You now have the Earth Magic rune\n");
} else if (self.impulse == 2) {
self.player_flag = self.player_flag | ITEM_RUNE2_FLAG;
sprint(self, "You now have the Black Magic rune\n");
} else if (self.impulse == 3) {
self.player_flag = self.player_flag | ITEM_RUNE3_FLAG;
sprint(self, "You now have the Hell Magic rune\n");
} else if (self.impulse == 4) {
self.player_flag = self.player_flag | ITEM_RUNE4_FLAG;
sprint(self, "You now have the Elder Magic rune\n");
}
self.accessparm = 0;
return;
} else if (self.accessparm == 21) { // time limit
st = ftos(self.impulse);
localcmd("timelimit ");
localcmd(st);
localcmd("\n");
self.accessparm = 0;
return;
} else if (self.accessparm == 22) { // frag limit
st = ftos(self.impulse);
localcmd("fraglimit ");
localcmd(st);
localcmd("\n");
self.accessparm = 0;
return;
}
self.accessparm = 0;
if (self.impulse == ADMIN_KICK) {
sprint(self, "Kick:\n");
p = find(world, classname, "player");
n = 1;
while (p != world) {
st = ftos(n);
if (n < 10)
sprint(self, " ");
sprint(self, st);
sprint(self, " ");
sprint(self, p.netname);
sprint(self, "\n");
p = find(p, classname, "player");
n = n + 1;
}
self.accessparm = 1;
} else if (self.impulse == ADMIN_TEAMCHANGE) {
sprint(self, "Switch:\n");
p = find(world, classname, "player");
n = 1;
while (p != world) {
st = ftos(n);
if (n < 10)
sprint(self, " ");
sprint(self, st);
sprint(self, " ");
sprint(self, p.netname);
sprint(self, "\n");
p = find(p, classname, "player");
n = n + 1;
}
self.accessparm = 2;
} else if (self.impulse == ADMIN_CHANGEMAP) {
sprint(self, "Select Episode:\n");
sprint(self, "1 Dimension of the Doomed\n");
sprint(self, "2 Realm of Black Magic\n");
sprint(self, "3 Netherworld\n");
sprint(self, "4 The Elder World\n");
sprint(self, "5 The Deathmatch Arenas\n");
sprint(self, "6 Capture Levels - One\n");
sprint(self, "7 Capture Levels - Two\n");
self.accessparm = 3;
} else if (self.impulse == ADMIN_GIVERUNE) {
sprint(self, "Give Rune:\n");
sprint(self, "1 Earth Magic - Regeneration\n");
sprint(self, "2 Black Magic - Strength\n");
sprint(self, "3 Hell Magic - Haste\n");
sprint(self, "4 Elder Magic - Regen\n");
self.accessparm = 20;
} else if (self.impulse == ADMIN_TIMELIMIT) {
sprint(self, "Enter timelimit via impulse\n");
self.accessparm = 21;
} else if (self.impulse == ADMIN_FRAGLIMIT) {
sprint(self, "Enter fraglimit via impulse\n");
self.accessparm = 22;
}
self.impulse = 0;
return;
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// button and multiple button
void() button_wait;
void() button_return;
void() button_wait =
{
self.state = STATE_TOP;
self.nextthink = self.ltime + self.wait;
self.think = button_return;
activator = self.enemy;
SUB_UseTargets();
self.frame = 1; // use alternate textures
};
void() button_done =
{
self.state = STATE_BOTTOM;
};
void() button_return =
{
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, button_done);
self.frame = 0; // use normal textures
if (self.health)
self.takedamage = DAMAGE_YES; // can be shot again
};
void() button_blocked =
{ // do nothing, just don't ome all the way back out
};
void() button_fire =
{
if (self.state == STATE_UP || self.state == STATE_TOP)
return;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, button_wait);
};
void() button_use =
{
self.enemy = activator;
button_fire ();
};
void() button_touch =
{
if (other.classname != "player")
return;
self.enemy = other;
button_fire ();
};
void() button_killed =
{
self.enemy = damage_attacker;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
button_fire ();
};
/*QUAKED func_button (0 .5 .8) ?
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.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
*/
void() func_button =
{
local float gtemp, ftemp;
if (self.sounds == 0)
{
precache_sound ("buttons/airbut1.wav");
self.noise = "buttons/airbut1.wav";
}
if (self.sounds == 1)
{
precache_sound ("buttons/switch21.wav");
self.noise = "buttons/switch21.wav";
}
if (self.sounds == 2)
{
precache_sound ("buttons/switch02.wav");
self.noise = "buttons/switch02.wav";
}
if (self.sounds == 3)
{
precache_sound ("buttons/switch04.wav");
self.noise = "buttons/switch04.wav";
}
SetMovedir ();
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
setmodel (self, self.model);
self.blocked = button_blocked;
self.use = button_use;
if (self.health)
{
self.max_health = self.health;
self.th_die = button_killed;
self.takedamage = DAMAGE_YES;
}
else
self.touch = button_touch;
if (!self.speed)
self.speed = 40;
if (!self.wait)
self.wait = 1;
if (!self.lip)
self.lip = 4;
self.state = STATE_BOTTOM;
self.pos1 = self.origin;
self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);
};

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/*
Earth Magic = Åáòôè Íáçéã
Resistance = Òåóéóôáîãå
Black Magic = Âìãáë Íáçéã
Strength = Óôòåîçôè
Hell Magic = Èåìì Íáçéã
Haste = Èáóôå
Elder Magic = Åìäåò Íáçéã
Regeneration = Òåçåîåòáôéïî
Life Magic = Ìéæå Íáçéã
Transfusion = Ôòáîóæõóéïî
Vitalization = Öéôáìéûáôéïî
Nether Magic = Îåôèåò Íáçéã
Transference = Ôòáîóæåòåîãå
BLUE = ÂÌÕÅ
RED = ÒÅÄ
FLAG = ÆÌÁÇ
YOU GOT THE ENEMY FLAG = ÙÏÕ ÇÏÔ ÔÈÅ ÅÎÅÍÙ ÆÌÁÇ
RETURN TO BASE = ÒÅÔÕÒÎ ÔÏ ÂÁÓÅ
CAPTURE THE FLAG = ÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ
captured = ãáðôõòåä
got = çïô
lost = ìïóô
returned = òåôõòîåä
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙÚ
abcdefghijklmnopqrstuvwxyz
áâãäåæçèéêëìíîïðñòóôõö÷øùû
*/

2001
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() T_MissileTouch;
void() info_player_start;
void(entity targ, entity attacker) ClientObituary;
void(entity who) ResistanceSound;
//============================================================================
/*
============
CanDamage
Returns true if the inflictor can directly damage the target. Used for
explosions and melee attacks.
============
*/
float(entity targ, entity inflictor) CanDamage =
{
// bmodels need special checking because their origin is 0,0,0
if (targ.movetype == MOVETYPE_PUSH)
{
traceline(inflictor.origin, 0.5 * (targ.absmin + targ.absmax), TRUE, self);
if (trace_fraction == 1)
return TRUE;
if (trace_ent == targ)
return TRUE;
return FALSE;
}
traceline(inflictor.origin, targ.origin, TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
traceline(inflictor.origin, targ.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1)
return TRUE;
return FALSE;
};
/*
============
Killed
============
*/
void(entity targ, entity attacker) Killed =
{
local entity oself;
oself = self;
self = targ;
if (self.health < -99)
self.health = -99; // don't let sbar look bad if a player
if (self.movetype == MOVETYPE_PUSH || self.movetype == MOVETYPE_NONE)
{ // doors, triggers, etc
self.th_die ();
self = oself;
return;
}
self.enemy = attacker;
// bump the monster counter
if (self.flags & FL_MONSTER)
{
killed_monsters = killed_monsters + 1;
WriteByte (MSG_ALL, SVC_KILLEDMONSTER);
}
ClientObituary(self, attacker);
self.takedamage = DAMAGE_NO;
self.touch = SUB_Null;
// removed monsters
// monster_death_use();
self.th_die ();
self = oself;
};
// *TEAMPLAY*
// Prototypes
float(entity targ, entity inflictor, entity attacker, float damage) TeamArmorDam;
float(entity targ, entity inflictor, entity attacker, float damage) TeamHealthDam;
/*
============
T_Damage
The damage is coming from inflictor, but get mad at attacker
This should be the only function that ever reduces health.
============
*/
void(entity targ, entity inflictor, entity attacker, float damage) T_Damage=
{
local vector dir;
local entity oldself;
local float save;
local float take;
if (!targ.takedamage)
return;
// used by buttons and triggers to set activator for target firing
damage_attacker = attacker;
// check for quad damage powerup on the attacker
if (attacker.super_damage_finished > time)
damage = damage * 4;
// RUNE: check for double damage for rune of Black Magic powerup
if (attacker.player_flag & ITEM_RUNE2_FLAG)
damage = damage * 2;
// RUNE
//RUNE check if target has rune of Earth Magic (half damage)
if (targ.player_flag & ITEM_RUNE1_FLAG) {
damage = damage / 2;
ResistanceSound(targ);
}
//RUNE
// *XXX* EXPERT CTF mark players who hurt the flag carrier, so they
// are worth more points for a while.
if ( (attacker.classname == "player") && // attacker must be a player
(targ.player_flag & ITEM_ENEMY_FLAG) && // target is a flag carrier
(attacker.lastteam != targ.lastteam) && // target and attacker on diff teams
(targ.lastteam > 0) ) // unconnected check?
attacker.last_hurt_carrier = time;
// save damage based on the target's armor level
// *TEAMPLAY*
// TeamArmorDam returns true iff the attacker can damage the target's armor
if (TeamArmorDam(targ, inflictor, attacker, damage))
save = ceil(targ.armortype*damage);
else
save = 0;
if (save >= targ.armorvalue)
{
save = targ.armorvalue;
targ.armortype = 0; // lost all armor
targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
}
targ.armorvalue = targ.armorvalue - save;
take = ceil(damage-save);
// add to the damage total for clients, which will be sent as a single
// message at the end of the frame
// FIXME: remove after combining shotgun blasts?
if (targ.flags & FL_CLIENT)
{
targ.dmg_take = targ.dmg_take + take;
targ.dmg_save = targ.dmg_save + save;
targ.dmg_inflictor = inflictor;
}
// figure momentum add
if ( (inflictor != world) && (targ.movetype == MOVETYPE_WALK) )
{
dir = targ.origin - (inflictor.absmin + inflictor.absmax) * 0.5;
dir = normalize(dir);
targ.velocity = targ.velocity + dir*damage*8;
}
// check for godmode or invincibility
if (targ.team == targ.lastteam) { // 666 or god mode doesn't save ya
if (targ.flags & FL_GODMODE)
return;
if (targ.invincible_finished >= time)
{
if (self.invincible_sound < time)
{
sound (targ, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
self.invincible_sound = time + 2;
}
return;
}
}
// team play damage avoidance
if ( (teamplay == 1) && (targ.team > 0)&&(targ.team == attacker.team) )
return;
// *TEAMPLAY*
// TeamHealthDam will return true if the attacker can damage the target's
// health
if (!TeamHealthDam(targ, inflictor, attacker, damage))
return;
// do the damage
targ.health = targ.health - take;
if (targ.health <= 0)
{
Killed (targ, attacker);
return;
}
// react to the damage
oldself = self;
self = targ;
if (self.th_pain)
self.th_pain (attacker, take);
self = oldself;
};
/*
============
T_RadiusDamage
============
*/
void(entity inflictor, entity attacker, float damage, entity ignore) T_RadiusDamage =
{
local float points;
local entity head;
local vector org;
head = findradius(inflictor.origin, damage+40);
while (head)
{
if (head != ignore)
{
if (head.takedamage)
{
org = head.origin + (head.mins + head.maxs)*0.5;
points = 0.5*vlen (inflictor.origin - org);
if (points < 0)
points = 0;
points = damage - points;
if (head == attacker)
points = points * 0.5;
if (points > 0)
{
if (CanDamage (head, inflictor))
{ // shambler takes half damage from all explosions
if (head.classname == "monster_shambler")
T_Damage (head, inflictor, attacker, points*0.5);
else
T_Damage (head, inflictor, attacker, points);
}
}
}
}
head = head.chain;
}
};
/*
============
T_BeamDamage
============
*/
void(entity attacker, float damage) T_BeamDamage =
{
local float points;
local entity head;
head = findradius(attacker.origin, damage+40);
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)
{
if (CanDamage (head, attacker))
{
if (head.classname == "monster_shambler")
T_Damage (head, attacker, attacker, points*0.5);
else
T_Damage (head, attacker, attacker, points);
}
}
}
head = head.chain;
}
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
float VOTEEXIT_TIME_LIMIT = 60; // 60 seconds after first vote
float voteexit_time;
entity vote_leader; // current leader
entity lastvotespawn;
void(vector org) spawn_tfog;
void(vector org, entity death_owner) spawn_tdeath;
void() InitTrigger;
/*QUAKED info_vote_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
This is the destination marker for a voteexit. It should have a "targetname"
field with the same value as a voteexit's "target" field.
*/
void() info_vote_destination =
{
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if (!self.targetname)
objerror ("no targetname");
};
void() voteexit_teleport =
{
local entity t;
local vector org;
// put a tfog where the player was
spawn_tfog (other.origin);
// if we aren't in custom mode, just find a deathmatch target
if (!(teamplay & TEAM_CAPTURE_CUSTOM)) {
lastvotespawn = find(lastvotespawn, classname, "info_player_deathmatch");
if (lastvotespawn == world)
lastvotespawn = find (lastvotespawn, classname, "info_player_deathmatch");
t = lastvotespawn;
} else
t = find (world, targetname, self.target);
if (!t)
objerror ("couldn't find target");
// 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);
// 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);
return;
}
setorigin (other, t.origin);
other.angles = t.mangle;
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.velocity = v_forward * 300;
};
void() voteexit_touch =
{
local entity t;
if (other.classname != "player")
return;
// only teleport living creatures
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
return;
if (other.voted) {
if (other.voted < time)
TeamPlayerUpdate(other, "You have already voted.");
other.voted = time + 1;
voteexit_teleport();
return;
}
// non-zero for vote, time is when to display a 'you voted' msg
other.voted = time + 1;
SUB_UseTargets ();
bprint(other.netname);
bprint(" has voted for ");
bprint(self.message);
bprint("\n");
// ok, the player has voted for this exit
self.cnt = self.cnt + 1;
// find new leader
// we're on the start map, something special is happening
vote_leader = world;
t = find(world, classname, "trigger_voteexit");
while (t != world) {
if ((t.cnt > vote_leader.cnt) && (t != self))
vote_leader = t;
t = find(t, classname, "trigger_voteexit");
}
// if we are higher than the current leader, then we are the new
// leader, if we are same, half chance
if (self.cnt > vote_leader.cnt)
vote_leader = self;
else if ((self.cnt == vote_leader.cnt) && (random() > 0.5))
vote_leader = self;
// we check here about exit time
if (vote_leader != world && voteexit_time == 0)
voteexit_time = time + VOTEEXIT_TIME_LIMIT;
// notify everyone about the change
TeamCaptureResetUpdate();
voteexit_teleport();
};
/*QUAKED trigger_voteexit (.5 .5 .5) ?
A merge of trigger_changelevel and trigger_teleport. A player touching
this this teleported just like a trigger_teleport, except this triggers
.cnt field gets incremented. This allows players to vote for their exit.
See status.qc for the display and total of the voting.
Any object touching this will be transported to the corresponding
info_vote_destination entity. You must set the "target" field, and
create an object with a "targetname" field that matches.
*/
void() trigger_voteexit =
{
local vector o;
InitTrigger ();
self.touch = voteexit_touch;
self.cnt = 0;
// find the destination
if ((teamplay & TEAM_CAPTURE_CUSTOM) && !self.target)
objerror ("no target");
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
==============================================================================
SOURCE FOR GLOBALVARS_T C STRUCTURE
==============================================================================
*/
//
// system globals
//
entity self;
entity other;
entity world;
float time;
float frametime;
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
// created (like a teleport trigger), it
// needs to catch everything.
// decremented each frame, so set to 2
// to guarantee everything is touched
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags; // propagated from level to level, used to
// keep track of completed episodes
float total_secrets;
float total_monsters;
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
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;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity; // destination of single entity writes
//
// required prog functions
//
void() main; // only for testing
void() StartFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
// a server. sets parms so they can be
// saved off for restarts
void() SetChangeParms; // call to set parms for self so they can
// be saved for a level transition
//================================================
void end_sys_globals; // flag for structure dumping
//================================================
/*
==============================================================================
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
.float ltime; // local time for entity
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle; // temp angle adjust from damage or recoil
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
// stats
.float health;
.float frags;
.float weapon; // one of the IT_SHOTGUN, etc flags
.string weaponmodel;
.float weaponframe;
.float currentammo;
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
.float items; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; // fire
.float button1; // use
.float button2; // jump
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float armortype; // save this fraction of incoming damage
.float armorvalue;
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity goalentity; // a movetarget or an enemy
.float spawnflags;
.string target;
.string targetname;
// damage is accumulated through a frame. and sent as one single
// message, so the super shotgun doesn't generate huge messages
.float dmg_take;
.float dmg_save;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
//================================================
void end_sys_fields; // flag for structure dumping
//================================================
/*
==============================================================================
VARS NOT REFERENCED BY C CODE
==============================================================================
*/
//
// constants
//
float FALSE = 0;
float TRUE = 1;
// edict.flags
float FL_FLY = 1;
float FL_SWIM = 2;
float FL_CLIENT = 8; // set for all client edicts
float FL_INWATER = 16; // for enter / leave water splash
float FL_MONSTER = 32;
float FL_GODMODE = 64; // player cheat
float FL_NOTARGET = 128; // player cheat
float FL_ITEM = 256; // extra wide size for bonus items
float FL_ONGROUND = 512; // standing on something
float FL_PARTIALGROUND = 1024; // not all corners are valid
float FL_WATERJUMP = 2048; // player jumping out of water
float FL_JUMPRELEASED = 4096; // for jump debouncing
// edict.movetype values
float MOVETYPE_NONE = 0; // never moves
//float MOVETYPE_ANGLENOCLIP = 1;
//float MOVETYPE_ANGLECLIP = 2;
float MOVETYPE_WALK = 3; // players only
float MOVETYPE_STEP = 4; // discrete, not real time unless fall
float MOVETYPE_FLY = 5;
float MOVETYPE_TOSS = 6; // gravity
float MOVETYPE_PUSH = 7; // no clip to world, push and crush
float MOVETYPE_NOCLIP = 8;
float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters
float MOVETYPE_BOUNCE = 10;
float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size
// edict.solid values
float SOLID_NOT = 0; // no interaction with other objects
float SOLID_TRIGGER = 1; // touch on edge, but not blocking
float SOLID_BBOX = 2; // touch on edge, block
float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground
float SOLID_BSP = 4; // bsp clip, touch on edge, block
// range values
float RANGE_MELEE = 0;
float RANGE_NEAR = 1;
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;
// items
float IT_AXE = 4096;
float IT_SHOTGUN = 1;
float IT_SUPER_SHOTGUN = 2;
float IT_NAILGUN = 4;
float IT_SUPER_NAILGUN = 8;
float IT_GRENADE_LAUNCHER = 16;
float IT_ROCKET_LAUNCHER = 32;
float IT_LIGHTNING = 64;
float IT_HOOK = 128;
float IT_SHELLS = 256;
float IT_NAILS = 512;
float IT_ROCKETS = 1024;
float IT_CELLS = 2048;
float IT_ARMOR1 = 8192;
float IT_ARMOR2 = 16384;
float IT_ARMOR3 = 32768;
float IT_SUPERHEALTH = 65536;
float IT_KEY1 = 131072;
float IT_KEY2 = 262144;
float IT_INVISIBILITY = 524288;
float IT_INVULNERABILITY = 1048576;
float IT_SUIT = 2097152;
float IT_QUAD = 4194304;
float IT_SIGIL1 = 268435456;
float IT_SIGIL2 = 536870912;
float IT_SIGIL3 = 1073741824;
float IT_SIGIL4 = 2147483648;
// 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 STATE_TOP = 0;
float STATE_BOTTOM = 1;
float STATE_UP = 2;
float STATE_DOWN = 3;
vector VEC_ORIGIN = '0 0 0';
vector VEC_HULL_MIN = '-16 -16 -24';
vector VEC_HULL_MAX = '16 16 32';
vector VEC_HULL2_MIN = '-32 -32 -24';
vector VEC_HULL2_MAX = '32 32 64';
// protocol bytes
float SVC_TEMPENTITY = 23;
float SVC_KILLEDMONSTER = 27;
float SVC_FOUNDSECRET = 28;
float SVC_INTERMISSION = 30;
float SVC_FINALE = 31;
float SVC_CDTRACK = 32;
float SVC_SELLSCREEN = 33;
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;
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
float CHAN_AUTO = 0;
float CHAN_WEAPON = 1;
float CHAN_VOICE = 2;
float CHAN_ITEM = 3;
float CHAN_BODY = 4;
float ATTN_NONE = 0;
float ATTN_NORM = 1;
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;
// messages
float MSG_BROADCAST = 0; // unreliable to all
float MSG_ONE = 1; // reliable to one (msg_entity)
float MSG_ALL = 2; // reliable to all
float MSG_INIT = 3; // write to the init string
//================================================
//
// globals
//
float movedist;
float gameover; // set when a rule exits
string string_null; // null string, nothing should be held here
float empty_float;
entity newmis; // launch_spike sets this after spawning it
entity activator; // the entity that activated a trigger or brush
entity damage_attacker; // set by T_Damage
float framecount;
float skill;
entity runespawn;
float runespawned;
float gamestart; // at start
//================================================
//
// world fields (FIXME: make globals)
//
.string wad;
.string map;
.float worldtype; // 0=medieval 1=metal 2=base
//================================================
.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;
.void() th_missile;
.void() th_melee;
.void(entity attacker, float damage) th_pain;
.void() th_die;
.entity oldenemy; // mad at this player before taking damage
.float speed;
.float lefty;
.float search_time;
.float attack_state;
float AS_STRAIGHT = 1;
float AS_SLIDING = 2;
float AS_MELEE = 3;
float AS_MISSILE = 4;
//
// player only fields
//
// *TEAMPLAY*
.float lastteam; // The last team this player was a member of.
// *XXX* EXPERT CTF ALTERNATE SCORING
// time values
.float flag_since; // how long a player has had the flag
.float last_returned_flag; // last time player returned his own flag
.float last_fragged_carrier; // last time player fragged a flag carrier
.float last_hurt_carrier; // last time player hurt the flag carrier
// *XXX* end
// OBSERVER
.float observer;
.float do_observer;
//ADMIN
.float accesslvl; // current access level
.float accessparm; // current access parm
.float walkframe;
.float attack_finished;
.float pain_finished;
.float hook_out;
.float invincible_finished;
.float invisible_finished;
.float super_damage_finished;
.float radsuit_finished;
.float invincible_time, invincible_sound;
.float invisible_time, invisible_sound;
.float super_time, super_sound;
.float regeneration_sound;//RUNE: Elder Magic
.float haste_sound;//RUNE: Hell Magic
.float rad_time;
.float fly_sound;
.float axhitme;
.float show_hostile; // set to time+0.2 whenever a client fires a
// weapon or takes damage. Used to alert
// monsters that otherwise would let the player go
.float jump_flag; // player jump flag
.float swim_flag; // player swimming sound flag
.float air_finished; // when time > air_finished, start drowning
.float bubble_count; // keeps track of the number of bubbles
.string deathtype; // keeps track of how the player died
.float player_flag; // misc flags (skins, etc.)
.float staydeadtime; // how long we should stay dead
.float regen_time; // time to next regen
.float rune_notice_time; // last time we notified about multi-runes
.float voted; // non-zero if voted
// ZOID: Runes
float ITEM_RUNE1_FLAG = 1;
float ITEM_RUNE2_FLAG = 2;
float ITEM_RUNE3_FLAG = 4;
float ITEM_RUNE4_FLAG = 8;
float ITEM_RUNE_MASK = 15;
// ZOID: Capture the flag
float ITEM_ENEMY_FLAG = 16;
// TEAMPLAY
float TEAM_STUFF_COLOR = 32;
.float suicide_count;
.float killed; // have we been killed yet
//McBain: PreviousWeaponCommand
.float previous_weapon; // one of the IT_SHOTGUN, etc flags
//
// object stuff
//
.string mdl;
.vector mangle; // angle at start
.vector oldorigin; // only used by secret door
.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;
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
// sets trace_* globals
// nomonsters can be:
// An entity will also be ignored for testing if forent == test,
// 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;
string(string s) precache_model = #20;
void(entity client, string s)stuffcmd = #21;
entity(vector org, float rad) findradius = #22;
void(string s) bprint = #23;
void(entity client, string s) sprint = #24;
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on
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(float yaw, float dist) 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
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
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;
//
// broadcast client message generation
//
// void(float f) bWriteByte = #59;
// void(float f) bWriteChar = #60;
// void(float f) bWriteShort = #61;
// void(float f) bWriteLong = #62;
// void(float f) bWriteCoord = #63;
// void(float f) bWriteAngle = #64;
// void(string s) bWriteString = #65;
// void(entity e) bWriteEntity = #66;
void(float step) movetogoal = #67;
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
void(entity client, string s, string s1) centerprint2 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2) centerprint3 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3) centerprint4 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3, string s4) centerprint5 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3, string s4, string s5) centerprint6 = #73; // sprint, but in middle
void(entity client, string s, string s1, string s2, string s3, string s4, string s5, string s6) centerprint7 = #73; // sprint, but in middle
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // registered version only
string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // registered version only
void(entity e) setspawnparms = #78; // set parm1... to the
// values at level start
// for coop respawn
//============================================================================
//
// 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;
void() SUB_CalcMoveDone;
void() SUB_CalcAngleMoveDone;
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;

807
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@ -0,0 +1,807 @@
/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
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.
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
=============================================================================
*/
void() door_go_down;
void() door_go_up;
void() door_blocked =
{
T_Damage (other, self, self, 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 (self.state == STATE_DOWN)
door_go_up ();
else
door_go_down ();
}
};
void() door_hit_top =
{
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
if (self.spawnflags & DOOR_TOGGLE)
return; // don't come down automatically
self.think = door_go_down;
self.nextthink = self.ltime + self.wait;
};
void() door_hit_bottom =
{
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() door_go_down =
{
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
if (self.max_health)
{
self.takedamage = DAMAGE_YES;
self.health = self.max_health;
}
self.state = STATE_DOWN;
SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
};
void() door_go_up =
{
if (self.state == STATE_UP)
return; // allready going up
if (self.state == STATE_TOP)
{ // reset top wait time
self.nextthink = self.ltime + self.wait;
return;
}
sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos2, self.speed, door_hit_top);
SUB_UseTargets();
};
/*
=============================================================================
ACTIVATION FUNCTIONS
=============================================================================
*/
void() door_fire =
{
local entity oself;
local entity starte;
if (self.owner != self)
objerror ("door_fire: self.owner != self");
// 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)
{
starte = self;
do
{
door_go_down ();
self = self.enemy;
} while ( (self != starte) && (self != world) );
self = oself;
return;
}
}
// trigger all paired doors
starte = self;
do
{
door_go_up ();
self = self.enemy;
} while ( (self != starte) && (self != world) );
self = oself;
};
void() door_use =
{
local entity oself;
self.message = ""; // door message are for touch only
self.owner.message = "";
self.enemy.message = "";
oself = self;
self = self.owner;
door_fire ();
self = oself;
};
void() door_trigger_touch =
{
if (other.health <= 0)
return;
if (time < self.attack_finished)
return;
self.attack_finished = time + 1;
activator = other;
self = self.owner;
door_use ();
};
void() door_killed =
{
local entity oself;
oself = self;
self = self.owner;
self.health = self.max_health;
self.takedamage = DAMAGE_NO; // wil be reset upon return
door_use ();
self = oself;
};
/*
================
door_touch
Prints messages and opens key doors
================
*/
void() door_touch =
{
if (other.classname != "player")
return;
if (self.owner.attack_finished > time)
return;
self.owner.attack_finished = time + 2;
if (self.owner.message != "")
{
centerprint (other, self.owner.message);
sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
}
// 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)
{
centerprint (other, "You need the silver keycard");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 1)
{
centerprint (other, "You need the silver runekey");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 0)
{
centerprint (other, "You need the silver key");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
}
else
{
if (world.worldtype == 2)
{
centerprint (other, "You need the gold keycard");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 1)
{
centerprint (other, "You need the gold runekey");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
else if (world.worldtype == 0)
{
centerprint (other, "You need the gold key");
sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
}
}
return;
}
other.items = other.items - self.items;
self.touch = SUB_Null;
if (self.enemy)
self.enemy.touch = SUB_Null; // get paired door
door_use ();
};
/*
=============================================================================
SPAWNING FUNCTIONS
=============================================================================
*/
entity(vector fmins, vector fmaxs) spawn_field =
{
local entity trigger;
local vector t1, t2;
trigger = spawn();
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.owner = self;
trigger.touch = door_trigger_touch;
t1 = fmins;
t2 = fmaxs;
setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
return (trigger);
};
float (entity e1, entity e2) EntitiesTouching =
{
if (e1.mins_x > e2.maxs_x)
return FALSE;
if (e1.mins_y > e2.maxs_y)
return FALSE;
if (e1.mins_z > e2.maxs_z)
return FALSE;
if (e1.maxs_x < e2.mins_x)
return FALSE;
if (e1.maxs_y < e2.mins_y)
return FALSE;
if (e1.maxs_z < e2.mins_z)
return FALSE;
return TRUE;
};
/*
=============
LinkDoors
=============
*/
void() LinkDoors =
{
local entity t, starte;
local vector cmins, cmaxs;
if (self.enemy)
return; // already linked by another door
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
{
self.owner = starte; // master door
if (self.health)
starte.health = self.health;
if (self.targetname)
starte.targetname = self.targetname;
if (self.message != "")
starte.message = self.message;
t = find (t, classname, self.classname);
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
self = self.owner;
if (self.health)
return;
if (self.targetname)
return;
if (self.items)
return;
self.owner.trigger_field = spawn_field(cmins, cmaxs);
return;
}
if (EntitiesTouching(self,t))
{
if (t.enemy)
objerror ("cross connected doors");
self.enemy = t;
self = t;
if (t.mins_x < cmins_x)
cmins_x = t.mins_x;
if (t.mins_y < cmins_y)
cmins_y = t.mins_y;
if (t.mins_z < cmins_z)
cmins_z = t.mins_z;
if (t.maxs_x > cmaxs_x)
cmaxs_x = t.maxs_x;
if (t.maxs_y > cmaxs_y)
cmaxs_y = t.maxs_y;
if (t.maxs_z > cmaxs_z)
cmaxs_z = t.maxs_z;
}
} 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.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
Key doors are allways wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds"
0) no sound
1) stone
2) base
3) stone chain
4) screechy metal
*/
void() func_door =
{
if (world.worldtype == 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)
{
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)
{
precache_sound ("doors/basetry.wav");
precache_sound ("doors/baseuse.wav");
self.noise3 = "doors/basetry.wav";
self.noise4 = "doors/baseuse.wav";
}
else
{
dprint ("no worldtype set!\n");
}
if (self.sounds == 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)
{
precache_sound ("doors/drclos4.wav");
precache_sound ("doors/doormv1.wav");
self.noise1 = "doors/drclos4.wav";
self.noise2 = "doors/doormv1.wav";
}
if (self.sounds == 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)
{
precache_sound ("doors/stndr1.wav");
precache_sound ("doors/stndr2.wav");
self.noise2 = "doors/stndr1.wav";
self.noise1 = "doors/stndr2.wav";
}
if (self.sounds == 4)
{
precache_sound ("doors/ddoor1.wav");
precache_sound ("doors/ddoor2.wav");
self.noise1 = "doors/ddoor2.wav";
self.noise2 = "doors/ddoor1.wav";
}
SetMovedir ();
self.max_health = self.health;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
self.classname = "door";
self.blocked = door_blocked;
self.use = door_use;
if (self.spawnflags & DOOR_SILVER_KEY)
self.items = IT_KEY1;
if (self.spawnflags & DOOR_GOLD_KEY)
self.items = IT_KEY2;
if (!self.speed)
self.speed = 100;
if (!self.wait)
self.wait = 3;
if (!self.lip)
self.lip = 8;
if (!self.dmg)
self.dmg = 2;
self.pos1 = self.origin;
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)
{
setorigin (self, self.pos2);
self.pos2 = self.pos1;
self.pos1 = self.origin;
}
self.state = STATE_BOTTOM;
if (self.health)
{
self.takedamage = DAMAGE_YES;
self.th_die = door_killed;
}
if (self.items)
self.wait = -1;
self.touch = door_touch;
// 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
=============================================================================
*/
void() fd_secret_move1;
void() fd_secret_move2;
void() fd_secret_move3;
void() fd_secret_move4;
void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;
float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
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
float SECRET_NEVER = 32; // lock it shut
void () fd_secret_use =
{
local float temp;
self.health = 10000;
// exit if still moving around...
if (self.origin != self.oldorigin)
return;
self.message = string_null; // no more message
SUB_UseTargets(); // fire all targets / killtargets
if (self.spawnflags & SECRET_NEVER)
return; // it never opens
if (!(self.spawnflags & SECRET_NO_SHOOT))
{
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);
if (!self.t_width)
{
if (self.spawnflags & SECRET_1ST_DOWN)
self. t_width = fabs(v_up * self.size);
else
self. t_width = fabs(v_right * self.size);
}
if (!self.t_length)
self. t_length = fabs(v_forward * self.size);
if (self.spawnflags & SECRET_1ST_DOWN)
self.dest1 = self.origin - v_up * self.t_width;
else
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);
};
// Wait after first movement...
void () fd_secret_move1 =
{
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move2;
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);
};
// 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))
{
self.nextthink = self.ltime + self.wait;
self.think = fd_secret_move4;
}
};
// Move backward...
void () fd_secret_move4 =
{
sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);
};
// Wait 1 second...
void () fd_secret_move5 =
{
self.nextthink = self.ltime + 1.0;
self.think = fd_secret_move6;
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);
};
void () fd_secret_done =
{
if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
}
sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};
void () secret_blocked =
{
if (time < self.attack_finished)
return;
self.attack_finished = time + 0.5;
T_Damage (other, self, self, self.dmg);
};
/*
================
secret_touch
Prints messages
================
*/
void() secret_touch =
{
if (other.classname != "player")
return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
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
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back (or height if going down)
t_length = override LENGTH to move sideways
"dmg" damage to inflict when blocked (2 default)
If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/
void () func_door_secret =
{
if (self.sounds == 0)
self.sounds = 3;
if (self.sounds == 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)
{
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)
{
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";
}
if (!self.dmg)
self.dmg = 2;
// Magic formula...
self.mangle = self.angles;
self.angles = '0 0 0';
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.classname = "door";
setmodel (self, self.model);
setorigin (self, self.origin);
self.touch = secret_touch;
self.blocked = secret_blocked;
self.speed = 50;
self.use = fd_secret_use;
if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
{
self.health = 10000;
self.takedamage = DAMAGE_YES;
self.th_pain = fd_secret_use;
self.th_die = fd_secret_use;
}
self.oldorigin = self.origin;
if (!self.wait)
self.wait = 5; // 5 seconds before closing
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/************\
* BreakChain *
\************/
void (entity Head) BreakChain =
{
local entity link;
link = Head.goalentity;
while (link != world)
{
Head = link.goalentity;
remove (link);
link = Head;
}
};
/*********\
* LinkPos *
\*********/
void () LinkPos =
{
makevectors (self.enemy.angles);
setorigin (self, self.owner.origin + ( ( ( self.enemy.origin +
(v_up * 16 * (!self.enemy.button2)) + (v_forward * 16) ) - self.owner.origin ) *
( self.weapon ) ) );
self.nextthink = time + 0.1;
};
/***********\
* MakeChain *
\***********/
entity (entity head, entity tail, float num) MakeChain =
{
local entity link, prevlink;
local float linknum;
linknum = num;
num = num + 1;
prevlink = world;
while (linknum > 0)
{
link = spawn();
link.goalentity = prevlink;
prevlink = link;
link.owner = head;
link.enemy = tail;
link.weapon = linknum / num;
link.movetype = MOVETYPE_NOCLIP;
link.solid = SOLID_NOT;
link.angles_z = 51 * linknum;
link.angles_y = 41 * linknum;
link.angles_x = 31 * linknum;
link.avelocity = '310 410 510';
if (teamplay & TEAM_CAPTURE_CUSTOM)
setmodel (link, "progs/bit.mdl");
else
setmodel (link, "progs/s_spike.mdl");
setsize (link, '0 0 0', '0 0 0');
makevectors (tail.angles);
setorigin (link, head.origin + ( ( ( tail.origin
+ (v_up * 16 * (!tail.button2)) + ( v_forward * 16 ) ) - head.origin )
* ( link.weapon ) ) );
link.nextthink = time + 0.1;
link.think = LinkPos;
linknum = linknum - 1;
}
return link;
};
/************\
* HookVanish *
\************/
void () HookVanish =
{
self.owner.hook_out = FALSE;
/*
if (self.enemy.classname == "player")
self.enemy.attack_finished = time + 0.1;
*/
if (teamplay & TEAM_CAPTURE_CUSTOM)
sound(self.owner, CHAN_WEAPON, "weapons/bounce2.wav", 1, ATTN_NORM);
BreakChain (self);
remove (self);
};
void() UnHookPlayer =
{
local entity oself;
if (self.hook_out) {
oself = self;
self = self.goalentity;
HookVanish();
self = oself;
}
};
/**********\
* HookPull *
\**********/
void () HookPull =
{
local vector vel, spray;
local float v, dorg;
if ((!self.owner.button0 && (self.owner.weapon == IT_HOOK)) ||
(self.owner.teleport_time > time ) || self.owner.deadflag ) {
HookVanish();
return;
} else {
if (self.enemy.takedamage) {
// don't hurt teammates
if (self.enemy.classname != "player" || !teamplay ||
self.enemy.lastteam != self.owner.lastteam) {
// 4.1, if we can't see our enemy, unlock
if (!CanDamage(self.enemy, self.owner)) {
HookVanish();
return;
}
sound (self, CHAN_WEAPON, "blob/land1.wav", 1, ATTN_NORM);
T_Damage (self.enemy, self, self.owner, 1);
makevectors (self.v_angle);
spray_x = 100 * crandom();
spray_y = 100 * crandom();
spray_z = 100 * crandom() + 50;
SpawnBlood (self.origin, spray, 20);
}
if (self.enemy.solid == SOLID_SLIDEBOX) {
self.velocity = '0 0 0';
setorigin (self, self.enemy.origin +
self.enemy.mins +
(self.enemy.size * 0.5));
} else {
self.velocity = self.enemy.velocity;
}
} else {
self.velocity = self.enemy.velocity;
}
if (self.enemy.solid == SOLID_NOT) {
HookVanish();
return;
}
makevectors (self.owner.angles);
vel = self.origin - ( self.owner.origin + (v_up * 16 *
(!self.owner.button2)) + (v_forward * 16));
v = vlen (vel);
if (v <= 100)
vel = normalize(vel) * v * 10;
if ( v > 100 )
vel = normalize(vel) * 1000;
if (teamplay & TEAM_CAPTURE_CUSTOM) {
dorg = vlen(self.owner.origin - self.dest);
if (dorg > 10 && self.style == 3) {
sound(self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM);
self.style = 2;
}
if (dorg < 10 && self.style == 2) {
sound(self.owner, CHAN_WEAPON, "weapons/chain3.wav", 1, ATTN_NORM);
self.style = 3;
}
}
self.owner.velocity = vel;
self.dest = self.owner.origin;
self.nextthink = time + 0.1;
}
};
/**************\
* T_ChainTouch *
\**************/
void() T_ChainTouch =
{
if (other == self.owner)
return; // don't attach to owner
if (pointcontents(self.origin) == CONTENT_SKY) {
HookVanish();
return;
}
if (other.classname == "player" && teamplay &&
other.team == self.owner.lastteam)
return; // just pass through teammates
if (other.takedamage) {
// don't damage teammates
if (other.classname == "player")
other.axhitme = 1; // make axe noise
else
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
T_Damage (other, self, self.owner, 10 );
SpawnBlood (self.origin, self.velocity, 10);
} else {
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
self.avelocity = '0 0 0';
}
if (!self.owner.button0) {
HookVanish();
return;
} else {
if (other.solid == SOLID_SLIDEBOX) {
setorigin (self, other.origin + other.mins +
(other.size * 0.5));
self.velocity = '0 0 0';
} else {
self.velocity = other.velocity;
}
self.weapon = other.nextthink - time;
if (teamplay & TEAM_CAPTURE_CUSTOM)
sound (self.owner, CHAN_WEAPON, "weapons/chain2.wav", 1, ATTN_NORM);
self.style = 2;
self.enemy = other;
self.nextthink = time + 0.1;
self.think = HookPull;
self.touch = SUB_Null;
}
};
/*************\
* W_FireChain *
\*************/
void() W_FireChain =
{
local entity hook;
self.hook_out = TRUE;
hook = spawn ();
hook.owner = self;
self.goalentity = hook;
hook.movetype = MOVETYPE_FLY;
hook.solid = SOLID_BBOX;
// set hook speed
makevectors (self.v_angle);
hook.velocity = aim(self, 1000);
hook.velocity = hook.velocity * 800;
hook.angles = vectoangles(hook.velocity);
hook.avelocity = '0 0 -500';
hook.touch = T_ChainTouch;
// set hook sound
hook.nextthink = time + 5;
hook.think = HookVanish;
if (teamplay & TEAM_CAPTURE_CUSTOM)
setmodel (hook, "progs/star.mdl");
else
setmodel (hook, "progs/v_spike.mdl");
setsize (hook, '0 0 0', '0 0 0');
setorigin (hook, self.origin + (v_forward*16) + '0 0 16' );
if (teamplay & TEAM_CAPTURE_CUSTOM)
sound (self, CHAN_WEAPON, "weapons/chain1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "hknight/hit.wav", 1, ATTN_NORM);
hook.goalentity = MakeChain (hook, self, 3);
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
// Identify the player you are pointed towards
// By Suck (Nat Friedman)
// This code falls under the GNU public license, and cannot be
// redistributed without my name attached.
// hacked by Zoid for CTF4
// This is called with the player who wants to know whose in front
// of him as "self." I call it with an impulse in weapons.qc
entity(float disp) identify_player =
{
// e is a temp entity; guy is our current best guess
// as to at whom the player is pointing
local entity e, guy;
// The best "closeness" heuristic so far.
local float closeness = -1;
// Temp vars.
local vector diff, point;
local float currclose;
local string s1, s2, s3;
// Walk the list of players...
e=find(world, classname, "player");
while (e!=world)
{
// Get a vector pointing from the viewer to the current
// player under consideration
diff=e.origin - self.origin;
// Normalize it since we only care where he's pointing,
// not how far away the guy is.
diff=normalize(diff);
// Normalize self.angles so we can do a length-independent
// consideration
point=normalize(self.angles);
// Find the different between the current player's angle
// and the viewer's vision angle
diff=diff - point;
// The length is going to be our definition of closeness
currclose=vlen(diff);
traceline(self.origin, e.origin, FALSE, self);
if (trace_ent == e) {
if (closeness == -1) {
closeness = currclose;
guy = e;
} else if (currclose < closeness) {
closeness = currclose;
guy = e;
}
}
e=find(e, classname, "player");
}
// Now we display.
if (disp==0)
return guy;
if (guy == world)
{
TeamPlayerUpdate(self, "You're not looking at anyone!");
return world;
}
TeamPlayerUpdate2(self, "You are looking at ", guy.netname);
return guy;
};

1676
ctf/src/items.qc Normal file

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60
ctf/src/log.qc Normal file
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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void(entity targ, entity attacker, string what) LogPlayerDMDeath =
{
// note embedded tabs in the next string
dprint("LOG: DEATH ");
dprint(targ.netname);
dprint("/");
dprint(ftos(targ.frags));
dprint(" ");
dprint(attacker.netname);
dprint("/");
dprint(ftos(attacker.frags));
dprint(" ");
dprint(what);
dprint("\n");
};
void (entity targ, string what) LogPlayerDeath =
{
dprint("LOG: DEATH ");
dprint(targ.netname);
dprint("/");
dprint(ftos(targ.frags));
dprint(" ");
dprint(what);
dprint("\n");
};
void (entity who, string what) LogMsg =
{
dprint("LOG: ");
dprint(what);
dprint(" ");
dprint(who.netname);
dprint("\n");
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
void() info_null =
{
remove(self);
};
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
void() info_notnull =
{
};
//============================================================================
float START_OFF = 1;
void() light_use =
{
if (self.spawnflags & START_OFF)
{
lightstyle(self.style, "m");
self.spawnflags = self.spawnflags - START_OFF;
}
else
{
lightstyle(self.style, "a");
self.spawnflags = self.spawnflags + START_OFF;
}
};
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void() light =
{
if (!self.targetname)
{ // inert light
remove(self);
return;
}
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
};
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
Makes steady fluorescent humming sound
*/
void() light_fluoro =
{
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
void() light_fluorospark =
{
if (!self.style)
self.style = 10;
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
Sphere globe light.
Default light value is 300
Default style is 0
*/
void() light_globe =
{
precache_model ("progs/s_light.spr");
setmodel (self, "progs/s_light.spr");
makestatic (self);
};
void() FireAmbient =
{
precache_sound ("ambience/fire1.wav");
// attenuate fast
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 0
*/
void() light_torch_small_walltorch =
{
precache_model ("progs/flame.mdl");
setmodel (self, "progs/flame.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
Large yellow flame ball
*/
void() light_flame_large_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
self.frame = 1;
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Small yellow flame ball
*/
void() light_flame_small_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
Small white flame ball
*/
void() light_flame_small_white =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
//============================================================================
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
void() fire_fly;
void() fire_touch;
void() misc_fireball =
{
precache_model ("progs/lavaball.mdl");
self.classname = "fireball";
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed == 1000;
};
void() fire_fly =
{
local entity fireball;
fireball = spawn();
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.velocity = '0 0 1000';
fireball.velocity_x = (random() * 100) - 50;
fireball.velocity_y = (random() * 100) - 50;
fireball.velocity_z = self.speed + (random() * 200);
fireball.classname = "fireball";
setmodel (fireball, "progs/lavaball.mdl");
setsize (fireball, '0 0 0', '0 0 0');
setorigin (fireball, self.origin);
fireball.nextthink = time + 5;
fireball.think = SUB_Remove;
fireball.touch = fire_touch;
self.nextthink = time + (random() * 5) + 3;
self.think = fire_fly;
};
void() fire_touch =
{
T_Damage (other, self, self, 20);
remove(self);
};
//============================================================================
void() barrel_explode =
{
self.takedamage = DAMAGE_NO;
self.classname = "explo_box";
// did say self.owner
T_RadiusDamage (self, self, 160, world);
sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
particle (self.origin, '0 0 0', 75, 255);
self.origin_z = self.origin_z + 32;
BecomeExplosion ();
};
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
TESTING THING
*/
void() misc_explobox =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model ("maps/b_explob.bsp");
setmodel (self, "maps/b_explob.bsp");
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
void() misc_explobox2 =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model2 ("maps/b_exbox2.bsp");
setmodel (self, "maps/b_exbox2.bsp");
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
//============================================================================
float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2;
void() Laser_Touch =
{
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
org = self.origin - 8*normalize(self.velocity);
if (other.health)
{
SpawnBlood (org, self.velocity, 15);
T_Damage (other, self, self.owner, 15);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_GUNSHOT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
}
remove(self);
};
void(vector org, vector vec) LaunchLaser =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = Laser_Touch;
};
void() spikeshooter_use =
{
if (self.spawnflags & SPAWNFLAG_LASER)
{
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
LaunchLaser (self.origin, self.movedir);
}
else
{
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
launch_spike (self.origin, self.movedir, 500);
// newmis.velocity = self.movedir * 500;
if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
newmis.touch = superspike_touch;
}
};
void() shooter_think =
{
spikeshooter_use ();
self.nextthink = time + self.wait;
newmis.velocity = self.movedir * 500;
};
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
void() trap_spikeshooter =
{
SetMovedir ();
self.use = spikeshooter_use;
if (self.spawnflags & SPAWNFLAG_LASER)
{
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
}
else
precache_sound ("weapons/spike2.wav");
};
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
void() trap_shooter =
{
trap_spikeshooter ();
if (self.wait == 0)
self.wait = 1;
self.nextthink = self.nextthink + self.wait + self.ltime;
self.think = shooter_think;
};
/*
===============================================================================
===============================================================================
*/
void() make_bubbles;
void() bubble_remove;
void() bubble_bob;
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
testing air bubbles
*/
void() air_bubbles =
{
if (deathmatch)
{
remove (self);
return;
}
precache_model ("progs/s_bubble.spr");
self.nextthink = time + 1;
self.think = make_bubbles;
};
void() make_bubbles =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + random() + 0.5;
self.think = make_bubbles;
};
void() bubble_split =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = self.velocity;
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 1;
bubble.cnt = 10;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.frame = 1;
self.cnt = 10;
if (self.waterlevel != 3)
remove (self);
};
void() bubble_remove =
{
if (other.classname == self.classname)
{
// dprint ("bump");
return;
}
remove(self);
};
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
local vector vtmp1, modi;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
bubble_split();
if (self.cnt == 20)
remove(self);
rnd1 = self.velocity_x + (-10 + (random() * 20));
rnd2 = self.velocity_y + (-10 + (random() * 20));
rnd3 = self.velocity_z + 10 + random() * 10;
if (rnd1 > 10)
rnd1 = 5;
if (rnd1 < -10)
rnd1 = -5;
if (rnd2 > 10)
rnd2 = 5;
if (rnd2 < -10)
rnd2 = -5;
if (rnd3 < 10)
rnd3 = 15;
if (rnd3 > 30)
rnd3 = 25;
self.velocity_x = rnd1;
self.velocity_y = rnd2;
self.velocity_z = rnd3;
self.nextthink = time + 0.5;
self.think = bubble_bob;
};
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/
void() viewthing =
{
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
precache_model ("progs/player.mdl");
setmodel (self, "progs/player.mdl");
};
/*
==============================================================================
SIMPLE BMODELS
==============================================================================
*/
void() func_wall_use =
{ // change to alternate textures
self.frame = 1 - self.frame;
};
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
void() func_wall =
{
if (gamestart && self.model == "*47")
return; // remove deathmatch only wall on start map
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic ();
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/
void() func_episodegate =
{
if (!(serverflags & self.spawnflags))
return; // can still enter episode
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players have all of the episode sigils.
*/
void() func_bossgate =
{
if ( (serverflags & 15) == 15 || gamestart)
return; // all episodes completed
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
//============================================================================
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_suck_wind =
{
precache_sound ("ambience/suck1.wav");
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drone =
{
precache_sound ("ambience/drone6.wav");
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_flouro_buzz =
{
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drip =
{
precache_sound ("ambience/drip1.wav");
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_comp_hum =
{
precache_sound ("ambience/comp1.wav");
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_thunder =
{
precache_sound ("ambience/thunder1.wav");
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_light_buzz =
{
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp1 =
{
precache_sound ("ambience/swamp1.wav");
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp2 =
{
precache_sound ("ambience/swamp2.wav");
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
};
//============================================================================
void() noise_think =
{
self.nextthink = time + 0.5;
sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
};
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
void() misc_noisemaker =
{
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/idle1.wav");
self.nextthink = time + 0.1 + random();
self.think = noise_think;
};

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- change color with flag, crash
- <Fezzik> also, if you set color to x 0, person can kill but not get hurt
<Fezzik> and sometime server won't reset them back to 4 or 13
<Fezzik> and then when level changes, poof!
<Fezzik> server crashes
- add ot's anti-crossdressing code

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() respawn;
entity() SelectSpawnPoint;
void() CheckAdminCmd;
void(entity player,entity door) ObserverDoor =
{
local entity d,d_master;
local vector dmin,dmax;
local float is_x,is_y,is_z,set;
local vector dir,or;
d_master = d = door.owner;
if (d_master) {
dmin = d_master.absmin;
dmax = d_master.absmax;
} else {
dmin = dmax = '0 0 0';
}
if (dmin != dmax) {
// regular doors
if (d_master.state != STATE_BOTTOM) return;
do {
// dprint (vtos(d.absmin)); dprint (" "); dprint (vtos(d.absmax)); dprint ("\n");
if (d.absmin_x < dmin_x) { dmin_x = d.absmin_x; }
if (d.absmax_x > dmax_x) { dmax_x = d.absmax_x; }
if (d.absmin_y < dmin_y) { dmin_y = d.absmin_y; }
if (d.absmax_y > dmax_y) { dmax_y = d.absmax_y; }
if (d.absmin_z < dmin_z) { dmin_z = d.absmin_z; }
if (d.absmax_z > dmax_z) { dmax_z = d.absmax_z; }
d = d.enemy; // next linked door;
} while ((d != d_master) && (d != world));
}
else {
// secret doors
// we ignore these currently
return;
}
set = is_x = is_y = is_z = FALSE;
or = player.origin;
if (dmin_x + 15 < player.absmin_x && player.absmax_x < dmax_x - 15) is_x = TRUE;
if (dmin_y + 15 < player.absmin_y && player.absmax_y < dmax_y - 15) is_y = TRUE;
if (dmin_z + 15 < player.absmin_z && player.absmax_z < dmax_z - 15) is_z = TRUE;
// dprint("doors: "); dprint (vtos(dmin)); dprint (" "); dprint (vtos(dmax)); dprint ("\n");
// dprint("player: "); dprint (vtos(player.absmin)); dprint (" "); dprint (vtos(player.absmax)); dprint ("\n");
if (is_x && is_y) {
// dprint("door is in xy plane\n");
if (or_z < dmin_z) { dir = '0 0 1'; or_z = dmax_z + 25; }
else if (or_z > dmax_z) { dir = '0 0 -1'; or_z = dmin_z - 25; }
set = TRUE;
}
else if (is_x && is_z) {
// dprint("door is in xz plane\n");
if (or_y < dmin_y) { dir = '0 1 0'; or_y = dmax_y + 25; }
else if (or_y > dmax_y) { dir = '0 -1 0'; or_y = dmin_y - 25; }
set = TRUE;
}
else if (is_y && is_z) {
// dprint("door is in yz plane\n");
if (or_x < dmin_x) { dir = ' 1 0 0'; or_x = dmax_x + 25; }
else if (or_x > dmax_x) { dir = '-1 0 0'; or_x = dmin_x - 25; }
set = TRUE;
}
if (set) {
local vector v;
v = normalize(player.velocity);
if (dir * v < 0.5) return;
player.origin = or;
setorigin (player, player.origin);
}
};
void(entity player,entity tele) ObserverTeleporter =
{
local entity targ;
local vector v1,v2;
v1 = ((tele.absmax + tele.absmin) * 0.5) - player.origin; normalize(v1);
v2 = player.velocity; normalize(v2);
if (v1 * v2 <= 0.1) return;
targ = find (world, targetname, tele.target);
if (!targ) {
dprint("ObserverTeleportThroughTeleporter: couldn't find teleporter target\n");
return;
}
makevectors (targ.mangle);
setorigin (player, targ.origin);
player.angles = targ.mangle;
player.fixangle = TRUE; // turn this way immediately
player.teleport_time = time + 0.7;
player.velocity = v_forward * 300;
// player.flags = player.flags - player.flags & FL_ONGROUND;
};
float() DoObserverImpulse =
{
if (self.impulse == 1 || self.impulse == 2 || /* self.impulse == 3 || */
self.button2) {
self.observer = 0;
SetChangeParms ();
self.killed = 0;
if (self.impulse == 1)
self.team = self.lastteam = TEAM_COLOR1;
else if (self.impulse == 2)
self.team = self.lastteam = TEAM_COLOR2;
else {
self.lastteam = -50;
TeamCheckTeam();
}
if (self.lastteam == TEAM_COLOR1) {
bprint(self.netname);
bprint(" joined ÒÅÄ team!\n"); // red
} else if (self.lastteam == TEAM_COLOR2) {
bprint(self.netname);
bprint(" joined ÂÌÕÅ team!\n"); // blue
}
self.impulse = 0;
self.player_flag = self.player_flag | TEAM_STUFF_COLOR;
if (teamplay & TEAM_CAPTURE_CUSTOM) {
if (self.lastteam == TEAM_COLOR1)
self.skin = 1;
else
self.skin = 3;
if (random() < 0.5)
self.skin = self.skin + 1; // visor dude
self.player_flag = self.player_flag - (self.player_flag & 65280);
self.player_flag = self.player_flag | (self.skin * 256);
}
self.weapon = W_BestWeapon();
respawn();
W_SetCurrentAmmo();
return TRUE;
}
return FALSE;
};
void () ObserverThink =
{
local entity e;
local float cont;
self.weaponmodel = "";
self.weaponframe = 0;
self.flags = self.flags | FL_ONGROUND;
{
local float invcos,nv,nvp,nvpmax,nvs,nsp,sp,svz;
local vector f,vp,vs;
svz = self.velocity_z * 0.75;
self.velocity_z = 0;
// v_forward is already normalized
f_x = v_forward_x;
f_y = v_forward_y;
f_z = 0;
invcos = vlen(f); if (invcos) invcos= 1/invcos; else invcos=0;
f = f*invcos; // normalize f
sp = f * self.velocity;
vp = sp*f;
nvp = vlen(vp); if (sp<0) nvp = nvp*(-1);
vs = self.velocity - vp;
vp = v_forward * (nvp * invcos);
vp_z = vp_z + svz;
nvp = vlen(vp);
nvpmax = (320 - 100*(v_forward * '0 0 1'));
if (nvp > nvpmax) { vp = vp * (nvpmax/nvp); }
self.velocity = vp + vs;
}
// look for doors, etc.
e = findradius(self.origin,75);
while (e != world) {
if (e.classname == "door") {
ObserverDoor(self, e);
e = world;
}
if (e.classname == "trigger_teleport") {
ObserverTeleporter(self,e);
e = world;
}
e = e.chain;
if (!e) e = world;
}
if (self.impulse && self.accessparm) { // admin functions
CheckAdminCmd();
self.impulse = 0;
} else if (DoObserverImpulse()) {
return;
} else if (self.impulse) {
CheckAdminCmd();
self.impulse = 0;
}
};
void(entity player) BecomeObserver =
{
player.health = 999;
player.takedamage = DAMAGE_NO;
player.solid = SOLID_NOT;
player.movetype = MOVETYPE_FLY;
player.deadflag = DEAD_NO;
setmodel (player, string_null);
player.weaponmodel = "";
player.weaponframe = 0;
player.weapon = 0;
setsize(player, '-12 -12 -12', '12 12 12');
player.view_ofs = '0 0 10';
player.observer = 1;
player.do_observer = 0;
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() plat_center_touch;
void() plat_outside_touch;
void() plat_trigger_use;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
float PLAT_LOW_TRIGGER = 1;
void() plat_spawn_inside_trigger =
{
local entity trigger;
local vector tmin, tmax;
//
// middle trigger
//
trigger = spawn();
trigger.touch = plat_center_touch;
trigger.movetype = MOVETYPE_NONE;
trigger.solid = SOLID_TRIGGER;
trigger.enemy = self;
tmin = self.mins + '25 25 0';
tmax = self.maxs - '25 25 -8';
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)
{
tmin_x = (self.mins_x + self.maxs_x) / 2;
tmax_x = tmin_x + 1;
}
if (self.size_y <= 50)
{
tmin_y = (self.mins_y + self.maxs_y) / 2;
tmax_y = tmin_y + 1;
}
setsize (trigger, tmin, tmax);
};
void() plat_hit_top =
{
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_TOP;
self.think = plat_go_down;
self.nextthink = self.ltime + 3;
};
void() plat_hit_bottom =
{
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
self.state = STATE_BOTTOM;
};
void() plat_go_down =
{
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_DOWN;
SUB_CalcMove (self.pos2, self.speed, plat_hit_bottom);
};
void() plat_go_up =
{
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
self.state = STATE_UP;
SUB_CalcMove (self.pos1, self.speed, plat_hit_top);
};
void() plat_center_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
self = self.enemy;
if (self.state == STATE_BOTTOM) {
if (self.cnt > time)
return; // delay until going up again
plat_go_up ();
return;
}
// else if (self.state == STATE_TOP)
// self.nextthink = self.ltime + 1; // delay going down
self.cnt = time + 2;
};
void() plat_outside_touch =
{
if (other.classname != "player")
return;
if (other.health <= 0)
return;
self = self.enemy;
if (self.state == STATE_TOP)
plat_go_down ();
};
void() plat_trigger_use =
{
if (self.think)
return; // allready activated
plat_go_down();
};
void() plat_crush =
{
T_Damage (other, self, self, 1);
if (self.state == STATE_UP)
plat_go_down ();
else if (self.state == STATE_DOWN)
plat_go_up ();
//objerror ("plat_crush: bad self.state\n");
};
void() plat_use =
{
self.use = SUB_Null;
if (self.state != STATE_UP)
objerror ("plat_use: not in up state");
plat_go_down();
};
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
void() func_plat =
{
local entity t;
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)
{
precache_sound ("plats/plat1.wav");
precache_sound ("plats/plat2.wav");
self.noise = "plats/plat1.wav";
self.noise1 = "plats/plat2.wav";
}
if (self.sounds == 2)
{
precache_sound ("plats/medplat1.wav");
precache_sound ("plats/medplat2.wav");
self.noise = "plats/medplat1.wav";
self.noise1 = "plats/medplat2.wav";
}
self.mangle = self.angles;
self.angles = '0 0 0';
self.classname = "plat";
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
setorigin (self, self.origin);
setmodel (self, self.model);
setsize (self, self.mins , self.maxs);
self.blocked = plat_crush;
if (!self.speed)
self.speed = 150;
// pos1 is the top position, pos2 is the bottom
self.pos1 = self.origin;
self.pos2 = self.origin;
if (self.height)
self.pos2_z = self.origin_z - self.height;
else
self.pos2_z = self.origin_z - self.size_z + 8;
self.use = plat_trigger_use;
plat_spawn_inside_trigger (); // the "start moving" trigger
if (self.targetname)
{
self.state = STATE_UP;
self.use = plat_use;
}
else
{
setorigin (self, self.pos2);
self.state = STATE_BOTTOM;
}
};
//============================================================================
void() train_next;
void() func_train_find;
void() train_blocked =
{
if (time < self.attack_finished)
return;
self.attack_finished = time + 0.5;
T_Damage (other, self, self, self.dmg);
};
void() train_use =
{
if (self.think != func_train_find)
return; // already activated
train_next();
};
void() train_wait =
{
if (self.wait)
{
self.nextthink = self.ltime + self.wait;
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
}
else
self.nextthink = self.ltime + 0.1;
self.think = train_next;
};
void() train_next =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
if (!self.target)
objerror ("train_next: no next target");
if (targ.wait)
self.wait = targ.wait;
else
self.wait = 0;
sound (self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
SUB_CalcMove (targ.origin - self.mins, self.speed, train_wait);
};
void() func_train_find =
{
local entity targ;
targ = find (world, targetname, self.target);
self.target = targ.target;
setorigin (self, targ.origin - self.mins);
if (!self.targetname)
{ // not triggered, so start immediately
self.nextthink = self.ltime + 0.1;
self.think = train_next;
}
};
/*QUAKED func_train (0 .5 .8) ?
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
sounds
1) ratchet metal
*/
void() func_train =
{
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("func_train without a target");
if (!self.dmg)
self.dmg = 2;
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)
{
self.noise = ("plats/train2.wav");
precache_sound ("plats/train2.wav");
self.noise1 = ("plats/train1.wav");
precache_sound ("plats/train1.wav");
}
self.cnt = 1;
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.classname = "train";
setmodel (self, self.model);
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
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
This is used for the final bos
*/
void() misc_teleporttrain =
{
if (!self.speed)
self.speed = 100;
if (!self.target)
objerror ("func_train without a target");
self.cnt = 1;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.blocked = train_blocked;
self.use = train_use;
self.avelocity = '100 200 300';
self.noise = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound ("misc/null.wav");
precache_model2 ("progs/teleport.mdl");
setmodel (self, "progs/teleport.mdl");
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
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};

734
ctf/src/player.qc Normal file
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@ -0,0 +1,734 @@
/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() bubble_bob;
void() W_FireChain;
void() player_chain5;
void() player_chain4;
/*
==============================================================================
PLAYER
==============================================================================
*/
$cd 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
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9
//
// attacks
//
$frame nailatt1 nailatt2
$frame light1 light2
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
/*
==============================================================================
PLAYER
==============================================================================
*/
void() player_run;
void() player_stand1 =[ $axstnd1, player_stand1 ]
{
self.weaponframe=0;
if (self.velocity_x || self.velocity_y)
{
self.walkframe=0;
player_run();
return;
}
if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
{
if (self.walkframe >= 12)
self.walkframe = 0;
self.frame = $axstnd1 + self.walkframe;
}
else
{
if (self.walkframe >= 5)
self.walkframe = 0;
self.frame = $stand1 + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_run =[ $rockrun1, player_run ]
{
self.weaponframe=0;
if (!self.velocity_x && !self.velocity_y)
{
self.walkframe=0;
player_stand1();
return;
}
if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = $axrun1 + self.walkframe;
}
else
{
if (self.walkframe >= 6)
self.walkframe = 0;
self.frame = self.frame + self.walkframe;
}
self.walkframe = self.walkframe + 1;
};
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;};
void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;};
void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;};
void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;};
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_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_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_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_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
void() player_chain1= [$axattd1, player_chain2 ] {self.weaponframe=2;};
void() player_chain2= [$axattd2, player_chain3 ] {self.weaponframe=3;W_FireChain();};
void() player_chain3= [$axattd3, player_chain3 ]
{
self.weaponframe=3;
if (!self.hook_out)
{
player_chain5();
return;
}
if (vlen(self.velocity) >= 750)
{
player_chain4();
return;
}
};
void() player_chain4= [$deathc4, player_chain4 ]
{
self.weaponframe=4;
if (!self.hook_out)
{
player_chain5();
return;
}
if (vlen(self.velocity) < 750)
{
player_chain3();
return;
}
};
void() player_chain5= [$axattd4, player_run ] {self.weaponframe=5;};
//============================================================================
void() player_nail1 =[$nailatt1, player_nail2 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireSpikes (4);
self.attack_finished = time + 0.2;
};
void() player_nail2 =[$nailatt2, player_nail1 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireSpikes (-4);
self.attack_finished = time + 0.2;
};
//============================================================================
void() player_light1 =[$light1, player_light2 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
void() player_light2 =[$light2, player_light1 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 5)
self.weaponframe = 1;
SuperDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
};
//============================================================================
void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;};
void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;};
void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;};
void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;};
void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;};
void(float num_bubbles) DeathBubbles;
void() PainSound =
{
local float rs;
if (self.health < 0)
return;
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)
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)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
}
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
// 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);
self.noise = "";
if (rs == 1)
self.noise = "player/pain1.wav";
else if (rs == 2)
self.noise = "player/pain2.wav";
else if (rs == 3)
self.noise = "player/pain3.wav";
else if (rs == 4)
self.noise = "player/pain4.wav";
else if (rs == 5)
self.noise = "player/pain5.wav";
else
self.noise = "player/pain6.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
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_axpain2 = [ $axpain2, player_axpain3 ] {};
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
void() player_pain =
{
if (self.weaponframe)
return;
if (self.invisible_finished > time)
return; // eyes don't have pain frames
if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
player_axpain1 ();
else
player_pain1 ();
};
void() player_diea1;
void() player_dieb1;
void() player_diec1;
void() player_died1;
void() player_diee1;
void() player_die_ax1;
void() DeathBubblesSpawn =
{
local entity bubble;
if (self.owner.waterlevel != 3)
return;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.owner.origin + '0 0 24');
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
remove(self);
};
void(float num_bubbles) DeathBubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn();
setorigin (bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
return;
};
void() DeathSound =
{
local float rs;
// water death sounds
if (self.waterlevel == 3)
{
DeathBubbles(20);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
rs = rint ((random() * 4) + 1);
if (rs == 1)
self.noise = "player/death1.wav";
if (rs == 2)
self.noise = "player/death2.wav";
if (rs == 3)
self.noise = "player/death3.wav";
if (rs == 4)
self.noise = "player/death4.wav";
if (rs == 5)
self.noise = "player/death5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
void() PlayerDead =
{
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
vector(float dm) VelocityForDamage =
{
local vector v;
v_x = 100 * crandom();
v_y = 100 * crandom();
v_z = 200 + 100 * random();
if (dm > -50)
{
// dprint ("level 1\n");
v = v * 0.7;
}
else if (dm > -200)
{
// dprint ("level 3\n");
v = v * 2;
}
else
v = v * 10;
return v;
};
void(string gibname, float dm) ThrowGib =
{
local entity new;
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.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + random()*10;
new.frame = 0;
new.flags = 0;
};
void(string gibname, float dm) ThrowHead =
{
setmodel (self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
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';
};
void() GibPlayer =
{
ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if (damage_attacker.classname == "teledeath")
{
self.staydeadtime = time + 2 + (random() * 3);
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if (damage_attacker.classname == "teledeath2")
{
self.staydeadtime = time + 3 + (random() * 6);
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
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);
};
void() PlayerDie =
{
local float i;
self.items = self.items - (self.items & IT_INVISIBILITY);
self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.modelindex = modelindex_player; // don't use eyes
if (deathmatch || coop) {
DropBackpack();
DropRune();
TeamCaptureDropFlagOfPlayer(self);
}
if (self.killed == 2)
self.killed = 0;
else
self.killed = 1;
self.weaponmodel="";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
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;
if (self.health < -40)
{
GibPlayer ();
return;
}
DeathSound();
self.angles_x = 0;
self.angles_z = 0;
if (self.weapon == IT_AXE || self.weapon == IT_HOOK)
{
player_die_ax1 ();
return;
}
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();
};
void() set_suicide_frame =
{ // used by klill command and diconnect command
/*
if (self.model != "progs/player.mdl")
return; // allready gibbed
*/
if (self.health <= 0)
return;
self.frame = $deatha11;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
};
void() player_diea1 = [ $deatha1, player_diea2 ] {};
void() player_diea2 = [ $deatha2, player_diea3 ] {};
void() player_diea3 = [ $deatha3, player_diea4 ] {};
void() player_diea4 = [ $deatha4, player_diea5 ] {};
void() player_diea5 = [ $deatha5, player_diea6 ] {};
void() player_diea6 = [ $deatha6, player_diea7 ] {};
void() player_diea7 = [ $deatha7, player_diea8 ] {};
void() player_diea8 = [ $deatha8, player_diea9 ] {};
void() player_diea9 = [ $deatha9, player_diea10 ] {};
void() player_diea10 = [ $deatha10, player_diea11 ] {};
void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();};
void() player_dieb1 = [ $deathb1, player_dieb2 ] {};
void() player_dieb2 = [ $deathb2, player_dieb3 ] {};
void() player_dieb3 = [ $deathb3, player_dieb4 ] {};
void() player_dieb4 = [ $deathb4, player_dieb5 ] {};
void() player_dieb5 = [ $deathb5, player_dieb6 ] {};
void() player_dieb6 = [ $deathb6, player_dieb7 ] {};
void() player_dieb7 = [ $deathb7, player_dieb8 ] {};
void() player_dieb8 = [ $deathb8, player_dieb9 ] {};
void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();};
void() player_diec1 = [ $deathc1, player_diec2 ] {};
void() player_diec2 = [ $deathc2, player_diec3 ] {};
void() player_diec3 = [ $deathc3, player_diec4 ] {};
void() player_diec4 = [ $deathc4, player_diec5 ] {};
void() player_diec5 = [ $deathc5, player_diec6 ] {};
void() player_diec6 = [ $deathc6, player_diec7 ] {};
void() player_diec7 = [ $deathc7, player_diec8 ] {};
void() player_diec8 = [ $deathc8, player_diec9 ] {};
void() player_diec9 = [ $deathc9, player_diec10 ] {};
void() player_diec10 = [ $deathc10, player_diec11 ] {};
void() player_diec11 = [ $deathc11, player_diec12 ] {};
void() player_diec12 = [ $deathc12, player_diec13 ] {};
void() player_diec13 = [ $deathc13, player_diec14 ] {};
void() player_diec14 = [ $deathc14, player_diec15 ] {};
void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();};
void() player_died1 = [ $deathd1, player_died2 ] {};
void() player_died2 = [ $deathd2, player_died3 ] {};
void() player_died3 = [ $deathd3, player_died4 ] {};
void() player_died4 = [ $deathd4, player_died5 ] {};
void() player_died5 = [ $deathd5, player_died6 ] {};
void() player_died6 = [ $deathd6, player_died7 ] {};
void() player_died7 = [ $deathd7, player_died8 ] {};
void() player_died8 = [ $deathd8, player_died9 ] {};
void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();};
void() player_diee1 = [ $deathe1, player_diee2 ] {};
void() player_diee2 = [ $deathe2, player_diee3 ] {};
void() player_diee3 = [ $deathe3, player_diee4 ] {};
void() player_diee4 = [ $deathe4, player_diee5 ] {};
void() player_diee5 = [ $deathe5, player_diee6 ] {};
void() player_diee6 = [ $deathe6, player_diee7 ] {};
void() player_diee7 = [ $deathe7, player_diee8 ] {};
void() player_diee8 = [ $deathe8, player_diee9 ] {};
void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();};
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};

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../progs.dat
defs.qc
log.qc // Console logging of game actions
teamplay.qc // Compile the teamplay file
ctfgame.qc // vote exit stuff
status.qc // team status stuff
ident.qc
subs.qc
combat.qc
items.qc
observ.qc
weapons.qc
telefrag.qc // from server modules
world.qc
client.qc
player.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
hook.qc
server.qc
admin.qc // Remote admin functions

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
void() monster_ogre = {remove(self);};
void() monster_demon1 = {remove(self);};
void() monster_shambler = {remove(self);};
void() monster_knight = {remove(self);};
void() monster_army = {remove(self);};
void() monster_wizard = {remove(self);};
void() monster_dog = {remove(self);};
void() monster_zombie = {remove(self);};
void() monster_boss = {remove(self);};
void() monster_tarbaby = {remove(self);};
void() monster_hell_knight = {remove(self);};
void() monster_fish = {remove(self);};
void() monster_shalrath = {remove(self);};
void() monster_enforcer = {remove(self);};
void() monster_oldone = {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.
targetname
must be present. The name of this movetarget.
target
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
==============================================================================
*/
/*
=============
t_movetarget
Something has bumped into a movetarget. If it is a monster
moving towards it, change the next destination and continue.
==============
*/
void() t_movetarget =
{
local entity temp;
if (other.movetarget != self)
return;
if (other.enemy)
return; // fighting, not following a path
temp = self;
self = other;
other = temp;
if (self.classname == "monster_ogre")
sound (self, CHAN_VOICE, "ogre/ogdrag.wav", 1, ATTN_IDLE);// play chainsaw drag sound
//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.pausetime = time + 999999;
self.th_stand ();
return;
}
};
void() movetarget_f =
{
if (!self.targetname)
objerror ("monster_movetarget: no targetname");
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)
Monsters will continue walking towards the next target corner.
*/
void() path_corner =
{
movetarget_f ();
};
//============================================================================

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
.float laststattime; // time of last status update
.float motd_count;
.float statstate; // is the status bar on?
float teamscr1; // team 1's teamscr score
float teamscr2; // team 2's teamscr score
float lastteamscrtime; // last time we calculated it
float TEAMSCRTIME = 1;
float PLAYERSTATTIME = 1.75;
void() MOTD =
{
if (self.motd_count < 4) {
self.motd_count = self.motd_count + 1;
if (gamestart) {
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nChoose an exit...\n"); //red
return;
}
if (self.team == TEAM_COLOR1)
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nYou are ÒÅÄ team\n"); //red
else
centerprint(self, "Welcome!\nRunning Threewave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nYou are ÂÌÕÅ team"); //blue
return;
}
sprint(self, "Impulse 70 to turn off status bar\n");
sprint(self, "Impulse 71 through 81 to set status bar resolution\n");
sprint(self, "71:200 72:240 73:300 74:350 75:384 76:400 77:480 78:600 79:768 81:1024\n");
self.motd_count = 0;
};
void() MOTD_ChooseTeam =
{
if (self.motd_count < 6) {
self.motd_count = self.motd_count + 1;
centerprint(self, "Welcome!\nRunning ThreeWave CTF 4.21\n\nÃÁÐÔÕÒÅ ÔÈÅ ÆÌÁÇ!\n\nPress 1 for ÒÅÄ team\nPress 2 for ÂÌÕÅ team\nOr Press Jump for automatic team\n");
return;
}
self.motd_count = 0;
};
void() TeamCaptureCheckUpdate =
{
local entity p;
if (gamestart)
return; // handled by vote exit
if (lastteamscrtime > time)
return;
lastteamscrtime = time + TEAMSCRTIME;
// count up teamscr
teamscr1 = teamscr2 = 0;
p = find(world, classname, "player");
while (p != world) {
if (p.lastteam == TEAM_COLOR1)
teamscr1 = teamscr1 + p.frags;
else if (p.lastteam == TEAM_COLOR2)
teamscr2 = teamscr2 + p.frags;
p = find(p, classname, "player");
}
};
void() TeamCaptureResetUpdate =
{
lastteamscrtime = 0;
TeamCaptureCheckUpdate();
};
void() TeamEndScore =
{
local string s;
if (gamestart)
return;
lastteamscrtime = 0;
TeamCaptureCheckUpdate();
if (teamscr1 > teamscr2) {
bprint("ÒÅÄ team won the level with ");
s = ftos(teamscr1);
bprint(s);
bprint(" points!\n");
bprint("ÂÌÕÅ team lost with ");
s = ftos(teamscr2);
bprint(s);
bprint(" points.\n");
} else if (teamscr1 < teamscr2) {
bprint("ÂÌÕÅ team won the level with ");
s = ftos(teamscr2);
bprint(s);
bprint(" points!\n");
bprint("ÒÅÄ team lost with ");
s = ftos(teamscr1);
bprint(s);
bprint(" points.\n");
} else {
bprint("ÂÌÕÅ and ÒÅÄ team tied level with ");
s = ftos(teamscr1);
bprint(s);
bprint(" points!\n");
}
};
string(entity who) TeamSetStatRes =
{
if (who.statstate > 7) // 768
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 7) // 600
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 6) // 480
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 5) // 400
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 4) // 384
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 3) // 350
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 2) // 300
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 1) // 240
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
// 200
return "\n\n\n\n\n\n\n\n\n\n\n\n";
};
string(entity who) TeamSetStatRes2 =
{
if (who.statstate > 7) // 768
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 7) // 600
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 6) // 480
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 5) // 400
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 4) // 384
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 3) // 350
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 2) // 300
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
else if (who.statstate == 1) // 240
return "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n";
// 200
return "\n\n\n\n\n\n\n\n\n\n\n";
};
void() TeamCapturePlayerUpdate =
{
local entity e;
local string n, t, s1, s2, s3, res;
if (self.laststattime > time)
return;
TeamCaptureCheckUpdate();
self.laststattime = time + PLAYERSTATTIME;
if (self.motd_count) {
if (self.observer)
MOTD_ChooseTeam();
else
MOTD();
return;
}
if (self.statstate < 0)
return;
res = TeamSetStatRes(self);
if (gamestart) {
if (vote_leader == world)
centerprint2(self, res, " Choose an exit...");
else {
res = TeamSetStatRes2();
n = ftos(voteexit_time - time);
centerprint5(self, res, vote_leader.message,
" leads\n", n, " seconds until exit");
}
return;
}
//.1234567890123456789012345678901234567
// Res.R.B. Capture The Flag
// Res.R.B. BLUE 999
if (self.player_flag & ITEM_RUNE1_FLAG)
s1 = "Resist …";
else if (self.player_flag & ITEM_RUNE2_FLAG)
s1 = "Strength…";
else if (self.player_flag & ITEM_RUNE3_FLAG)
s1 = "Haste …";
else if (self.player_flag & ITEM_RUNE4_FLAG)
s1 = "Regen …";
else
s1 = "";
e = find(world, classname, "item_flag_team1");
if (e.cnt == FLAG_AT_BASE)
s2 = "";
else if (e.cnt == FLAG_CARRIED)
s2 = "R…";
else
s2 = "Ò…";
e = find(world, classname, "item_flag_team2");
if (e.cnt == FLAG_AT_BASE)
s3 = "";
else if (e.cnt == FLAG_CARRIED)
s3 = "B…";
else
s3 = "Â…";
if (teamscr1 == 0 && teamscr2 == 0) {
centerprint5(self, res, s1, s2, s3, " Capture The Flag"); // CTFBOT
return;
}
if (time < (last_flag_capture + 6))
{
if (last_capture_team == TEAM_COLOR1)
{
if (teamscr1 > teamscr2) {
t = "Red Capture! RED ";
n = ftos(teamscr1 - teamscr2);
} else if (teamscr1 < teamscr2) {
t = "Red Capture! BLUE ";
n = ftos(teamscr2 - teamscr1);
} else {
t = "Red Capture! TIED ";
n = "";
}
}
else
{
if (teamscr1 > teamscr2) {
t = "Blue Capture! RED ";
n = ftos(teamscr1 - teamscr2);
} else if (teamscr1 < teamscr2) {
t = "Blue Capture! BLUE ";
n = ftos(teamscr2 - teamscr1);
} else {
t = "Blue Capture! TIED ";
n = "";
}
}
}
else
{
if (teamscr1 > teamscr2) {
t = " RED ";
n = ftos(teamscr1 - teamscr2);
} else if (teamscr1 < teamscr2) {
t = " BLUE ";
n = ftos(teamscr2 - teamscr1);
} else {
t = " TIED ";
n = "";
}
}
centerprint7(self, res, s1, s2, s3, " ", t, n); //
};
void(entity who, string s) TeamPlayerUpdate =
{
local string n, res;
TeamCaptureCheckUpdate();
who.laststattime = time + PLAYERSTATTIME;
if (who.statstate < 0) {
centerprint(who, s);
return;
}
res = TeamSetStatRes2(who);
if (teamscr1 == 0 && teamscr2 == 0) {
centerprint3(who, res, s, "\n Capture The Flag");
} else if (teamscr1 > teamscr2) {
n = ftos(teamscr1 - teamscr2);
centerprint4(who, res, s, "\n RED ", n);
} else if (teamscr1 < teamscr2) {
n = ftos(teamscr2 - teamscr1);
centerprint4(who, res, s, "\n BLUE ", n);
} else
centerprint3(who, res, s, "\n TIED");
};
void(entity who, string s1, string s2) TeamPlayerUpdate2 =
{
local string n, res;
TeamCaptureCheckUpdate();
who.laststattime = time + PLAYERSTATTIME;
if (who.statstate < 0) {
centerprint2(who, s1, s2);
return;
}
res = TeamSetStatRes2(who);
if (teamscr1 == 0 && teamscr2 == 0) {
centerprint4(who, res, s1, s2, "\n Capture The Flag");
return;
} else if (teamscr1 > teamscr2) {
n = ftos(teamscr1 - teamscr2);
centerprint5(who, res, s1, s2, "\n RED ", n);
} else if (teamscr1 < teamscr2) {
n = ftos(teamscr2 - teamscr1);
centerprint5(who, res, s1, s2, "\n BLUE ", n);
} else {
centerprint4(who, res, s1, s2, "\n TIED");
return;
}
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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.
*/
vector() SetMovedir =
{
if (self.angles == '0 -1 0')
self.movedir = '0 0 1';
else if (self.angles == '0 -2 0')
self.movedir = '0 0 -1';
else
{
makevectors (self.angles);
self.movedir = v_forward;
}
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.
if (self.angles != '0 0 0')
SetMovedir ();
self.solid = SOLID_TRIGGER;
setmodel (self, self.model); // set size and link into world
self.movetype = MOVETYPE_NONE;
self.modelindex = 0;
self.model = "";
};
/*
=============
SUB_CalcMove
calculate self.velocity and self.nextthink to reach dest from
self.origin traveling at speed
===============
*/
void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcMove (tdest, tspeed, func);
self = stemp;
};
void(vector tdest, float tspeed, void() func) SUB_CalcMove =
{
local vector vdestdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
self.think1 = func;
self.finaldest = tdest;
self.think = SUB_CalcMoveDone;
if (tdest == self.origin)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// set destdelta to the vector needed to move
vdestdelta = tdest - self.origin;
// calculate length of vector
len = vlen (vdestdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
if (traveltime < 0.1)
{
self.velocity = '0 0 0';
self.nextthink = self.ltime + 0.1;
return;
}
// 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
};
/*
============
After moving, set origin to exact final destination
============
*/
void() SUB_CalcMoveDone =
{
setorigin(self, self.finaldest);
self.velocity = '0 0 0';
self.nextthink = -1;
if (self.think1)
self.think1();
};
/*
=============
SUB_CalcAngleMove
calculate self.avelocity and self.nextthink to reach destangle from
self.angles rotating
The calling function should make sure self.think is valid
===============
*/
void(entity ent, vector destangle, float tspeed, void() func) SUB_CalcAngleMoveEnt =
{
local entity stemp;
stemp = self;
self = ent;
SUB_CalcAngleMove (destangle, tspeed, func);
self = stemp;
};
void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove =
{
local vector destdelta;
local float len, traveltime;
if (!tspeed)
objerror("No speed is defined!");
// set destdelta to the vector needed to move
destdelta = destangle - self.angles;
// calculate length of vector
len = vlen (destdelta);
// divide by speed to get time to reach dest
traveltime = len / tspeed;
// 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.avelocity = destdelta * (1 / traveltime);
self.think1 = func;
self.finalangle = destangle;
self.think = SUB_CalcAngleMoveDone;
};
/*
============
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();
};
//=============================================================================
void() DelayThink =
{
activator = self.enemy;
SUB_UseTargets ();
remove(self);
};
/*
==============================
SUB_UseTargets
the global "activator" should be set to the entity that initiated the firing.
If self.delay is set, a DelayedUse entity will be created that will actually
do the SUB_UseTargets after that many seconds have passed.
Centerprints any self.message to the activator.
Removes all entities with a targetname that match self.killtarget,
and removes them, so some events can remove other triggers.
Search for (string)targetname in all entities that
match (string)self.target and call their .use function
==============================
*/
void() SUB_UseTargets =
{
local entity t, stemp, otemp, act;
//
// 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;
t.enemy = activator;
t.message = self.message;
t.killtarget = self.killtarget;
t.target = self.target;
return;
}
//
// 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)
{
t = world;
do
{
t = find (t, targetname, self.killtarget);
if (!t)
return;
remove (t);
} while ( 1 );
}
//
// fire targets
//
if (self.target)
{
act = activator;
t = world;
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)
self.use ();
}
self = stemp;
other = otemp;
activator = act;
} while ( 1 );
}
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
/*
**
** _telefrg.qc (Telefrag Code, 1.1)
**
** Copyright (C) 1996 Johannes Plass
**
** This program is free software; you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation; either version 2 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program; if not, write to the Free Software
** Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
**
** Author: Johannes Plass (plass@dipmza.physik.uni-mainz.de)
**
** --
** Sniped by Zoid for ThreeWave Mods, GPL respected
**
*/
entity() SelectSpawnPoint;
entity(entity spot) TelefragSelectSpawnPoint =
{
local entity e, firstspot;
local float search_spot;
search_spot = 25;
firstspot = spot;
while (search_spot) {
e = findradius(spot.origin, 50);
if (!e)
search_spot = 0;
else {
local float occupied;
occupied = 0;
while (!occupied && !(!e)) {
if (e.classname == "player" && e.deadflag == DEAD_NO)
occupied = 1;
else
e = e.chain;
}
if (occupied) {
spot = SelectSpawnPoint();
search_spot = search_spot - 1;
if (spot == firstspot)
search_spot = 0;
} else
search_spot = 0;
}
}
return (spot);
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
entity stemp, otemp, s, old;
void() trigger_reactivate =
{
self.solid = SOLID_TRIGGER;
};
//=============================================================================
float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation
void() multi_wait =
{
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.enemy.classname != "player")
return;
found_secrets = found_secrets + 1;
WriteByte (MSG_ALL, SVC_FOUNDSECRET);
}
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
// don't trigger again until reset
self.takedamage = DAMAGE_NO;
activator = self.enemy;
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...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
}
};
void() multi_killed =
{
self.enemy = damage_attacker;
multi_trigger();
};
void() multi_use =
{
self.enemy = activator;
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')
{
makevectors (other.angles);
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
self.enemy = other;
multi_trigger ();
};
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
If notouch is set, the trigger is only fired by other entities, not by touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_multiple =
{
if (self.sounds == 1)
{
precache_sound ("misc/secret.wav");
self.noise = "misc/secret.wav";
}
else if (self.sounds == 2)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
else if (self.sounds == 3)
{
precache_sound ("misc/trigger1.wav");
self.noise = "misc/trigger1.wav";
}
if (!self.wait)
self.wait = 0.2;
self.use = multi_use;
InitTrigger ();
if (self.health)
{
if (self.spawnflags & SPAWNFLAG_NOTOUCH)
objerror ("health and notouch don't make sense\n");
self.max_health = self.health;
self.th_die = multi_killed;
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) )
{
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.
If notouch is set, the trigger is only fired by other entities, not by touching.
if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
void() trigger_once =
{
self.wait = -1;
trigger_multiple();
};
//=============================================================================
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
*/
void() trigger_relay =
{
self.use = SUB_UseTargets;
};
//=============================================================================
/*QUAKED trigger_secret (.5 .5 .5) ?
secret counter trigger
sounds
1) secret
2) beep beep
3)
4)
set "message" to text string
*/
void() trigger_secret =
{
total_secrets = total_secrets + 1;
self.wait = -1;
if (!self.message)
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)
{
precache_sound ("misc/talk.wav");
self.noise = "misc/talk.wav";
}
trigger_multiple ();
};
//=============================================================================
void() counter_use =
{
local string junk;
self.count = self.count - 1;
if (self.count < 0)
return;
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
centerprint (activator, "Only 1 more to go...");
}
return;
}
if (activator.classname == "player"
&& (self.spawnflags & SPAWNFLAG_NOMESSAGE) == 0)
centerprint(activator, "Sequence completed!");
self.enemy = activator;
multi_trigger ();
};
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
void() trigger_counter =
{
self.wait = -1;
if (!self.count)
self.count = 2;
self.use = counter_use;
};
/*
==============================================================================
TELEPORT TRIGGERS
==============================================================================
*/
float PLAYER_ONLY = 1;
float SILENT = 2;
void() play_teleport =
{
local float v;
local string tmpstr;
v = random() * 5;
if (v < 1)
tmpstr = "misc/r_tele1.wav";
else if (v < 2)
tmpstr = "misc/r_tele2.wav";
else if (v < 3)
tmpstr = "misc/r_tele3.wav";
else if (v < 4)
tmpstr = "misc/r_tele4.wav";
else
tmpstr = "misc/r_tele5.wav";
sound (self, CHAN_VOICE, tmpstr, 1, ATTN_NORM);
remove (self);
};
void(vector org) spawn_tfog =
{
s = spawn ();
s.origin = org;
s.nextthink = time + 0.2;
s.think = play_teleport;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TELEPORT);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
};
void() tdeath_touch =
{
if (other == self.owner)
return;
// frag anyone who teleports in on top of an invincible player
if (other.classname == "player")
{
if (other.invincible_finished > time)
self.classname = "teledeath2";
if (self.owner.classname != "player")
{ // other monsters explode themselves
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;
death = spawn();
death.classname = "teledeath";
death.movetype = MOVETYPE_NONE;
death.solid = SOLID_TRIGGER;
death.angles = '0 0 0';
setsize (death, death_owner.mins - '1 1 1', death_owner.maxs + '1 1 1');
setorigin (death, org);
death.touch = tdeath_touch;
death.nextthink = time + 0.1;
death.think = SUB_Remove;
death.owner = death_owner;
force_retouch = 2; // make sure even still objects get hit
};
void() teleport_touch =
{
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
if (other.health <= 0 || other.solid != SOLID_SLIDEBOX)
return;
SUB_UseTargets ();
// 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
makevectors (t.mangle);
org = t.origin + 32 * v_forward;
spawn_tfog (org);
spawn_tdeath(t.origin, other);
// 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);
return;
}
setorigin (other, t.origin);
other.angles = t.mangle;
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.velocity = v_forward * 300;
}
other.flags = other.flags - other.flags & FL_ONGROUND;
};
/*QUAKED info_teleport_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
*/
void() info_teleport_destination =
{
// this does nothing, just serves as a target spot
self.mangle = self.angles;
self.angles = '0 0 0';
self.model = "";
self.origin = self.origin + '0 0 27';
if (!self.targetname)
objerror ("no targetname");
};
void() teleport_use =
{
self.nextthink = time + 0.2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
};
/*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT
Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
If the trigger_teleport has a targetname, it will only teleport entities when it has been fired.
*/
void() trigger_teleport =
{
local vector o;
InitTrigger ();
self.touch = teleport_touch;
// find the destination
if (!self.target)
objerror ("no target");
self.use = teleport_use;
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);
}
};
/*
==============================================================================
trigger_setskill
==============================================================================
*/
void() trigger_skill_touch =
{
if (other.classname != "player")
return;
cvar_set ("skill", self.message);
};
/*QUAKED trigger_setskill (.5 .5 .5) ?
sets skill level to the value of "message".
Only used on start map.
*/
void() trigger_setskill =
{
InitTrigger ();
self.touch = trigger_skill_touch;
};
/*
==============================================================================
ONLY REGISTERED TRIGGERS
==============================================================================
*/
void() trigger_onlyregistered_touch =
{
if (other.classname != "player")
return;
if (self.attack_finished > time)
return;
self.attack_finished = time + 2;
if (cvar("registered"))
{
self.message = "";
SUB_UseTargets ();
remove (self);
}
else
{
if (self.message != "")
{
centerprint (other, self.message);
sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
}
}
};
/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
Only fires if playing the registered version, otherwise prints the message
*/
void() trigger_onlyregistered =
{
precache_sound ("misc/talk.wav");
InitTrigger ();
self.touch = trigger_onlyregistered_touch;
};
//============================================================================
void() hurt_on =
{
self.solid = SOLID_TRIGGER;
self.nextthink = -1;
};
void() hurt_touch =
{
if (other.takedamage)
{
self.solid = SOLID_NOT;
T_Damage (other, self, self, self.dmg);
self.think = hurt_on;
self.nextthink = time + 1;
}
return;
};
/*QUAKED trigger_hurt (.5 .5 .5) ?
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
*/
void() trigger_hurt =
{
InitTrigger ();
self.touch = hurt_touch;
if (!self.dmg)
self.dmg = 5;
};
//============================================================================
float PUSH_ONCE = 1;
void() trigger_push_touch =
{
if (other.classname == "grenade")
other.velocity = self.speed * self.movedir * 10;
else if (other.health > 0)
{
other.velocity = self.speed * self.movedir * 10;
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);
};
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE
Pushes the player
*/
void() trigger_push =
{
InitTrigger ();
precache_sound ("ambience/windfly.wav");
self.touch = trigger_push_touch;
if (!self.speed)
self.speed = 1000;
};
//============================================================================
void() trigger_monsterjump_touch =
{
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
other.velocity_x = self.movedir_x * self.speed;
other.velocity_y = self.movedir_y * self.speed;
if ( !(other.flags & FL_ONGROUND) )
return;
other.flags = other.flags - FL_ONGROUND;
other.velocity_z = self.height;
};
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
void() trigger_monsterjump =
{
if (!self.speed)
self.speed = 200;
if (!self.height)
self.height = 200;
if (self.angles == '0 0 0')
self.angles = '0 360 0';
InitTrigger ();
self.touch = trigger_monsterjump_touch;
};

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/*
#FILENAME#
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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");
};
entity lastspawn;
//=======================
/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
//=======================
void() worldspawn =
{
lastspawn = world;
runespawn = world;
runespawned = 0;
InitBodyQue ();
// custom map attributes
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
if (self.model == "maps/ctfstart.bsp" || self.model == "maps/start.bsp")
gamestart = 1;
else
gamestart = 0;
// the area based ambient sounds MUST be the first precache_sounds
// 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
// 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/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 ("items/damage3.wav");
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
precache_sound ("player/pain1.wav");
precache_sound ("player/pain2.wav");
precache_sound ("player/pain3.wav");
precache_sound ("player/pain4.wav");
precache_sound ("player/pain5.wav");
precache_sound ("player/pain6.wav");
// player death sounds
precache_sound ("player/death1.wav");
precache_sound ("player/death2.wav");
precache_sound ("player/death3.wav");
precache_sound ("player/death4.wav");
precache_sound ("player/death5.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
precache_sound ("hknight/hit.wav"); // ZOID: hook launch
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/lburn1.wav"); // lava burn
precache_sound ("player/lburn2.wav"); // lava burn
precache_sound ("misc/water1.wav"); // swimming
precache_sound ("misc/water2.wav"); // swimming
precache_model ("progs/player.mdl");
precache_model ("progs/h_player.mdl");
precache_model ("progs/eyes.mdl");
precache_model ("progs/gib1.mdl");
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/v_axe.mdl");
precache_model ("progs/v_shot.mdl");
precache_model ("progs/v_nail.mdl");
precache_model ("progs/v_rock.mdl");
precache_model ("progs/v_shot2.mdl");
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/missile.mdl");
precache_model ("progs/grenade.mdl");
precache_model ("progs/spike.mdl");
precache_model ("progs/s_spike.mdl");
// for hook
if (cvar("teamplay") & TEAM_CAPTURE_CUSTOM) {
precache_model ("progs/star.mdl");
precache_model ("progs/bit.mdl");
precache_model ("progs/v_star.mdl");
} else
precache_model ("progs/v_spike.mdl");
precache_model ("progs/backpack.mdl");
precache_model ("progs/zom_gib.mdl");
precache_model ("progs/v_light.mdl");
//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
// 0 normal
lightstyle(0, "m");
// 1 FLICKER (first variety)
lightstyle(1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
lightstyle(4, "mamamamamama");
// 5 GENTLE PULSE 1
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FLICKER (second variety)
lightstyle(6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STROBE (fourth variety)
lightstyle(9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER
lightstyle(10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
lightstyle(63, "a");
};
void() StartFrame =
{
teamplay = cvar("teamplay");
skill = cvar("skill");
framecount = framecount + 1;
};
/*
==============================================================================
BODY QUE
==============================================================================
*/
entity bodyque_head;
void() bodyque =
{ // just here so spawn functions don't complain after the world
// creates bodyques
};
void() InitBodyQue =
{
local entity e;
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;
};
// make a body que entry for the given ent so the ent can be
// respawned elsewhere
void(entity ent) CopyToBodyQue =
{
bodyque_head.skin = ent.skin;
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;
};