/* world.qc 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() InitBodyQueue; 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; InitBodyQueue (); // 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 QUEUE ================================================================= entity bodyqueue_head; void () bodyqeuue = { // here so spawn functions don't complain after the world creates bodyqueues }; void () InitBodyQueue = { bodyqueue_head = spawn (); bodyqueue_head.classname = "bodyqueue"; bodyqueue_head.owner = spawn (); bodyqueue_head.owner.classname = "bodyqueue"; bodyqueue_head.owner.owner = spawn (); bodyqueue_head.owner.owner.classname = "bodyqueue"; bodyqueue_head.owner.owner.owner = spawn (); bodyqueue_head.owner.owner.owner.classname = "bodyqueue"; bodyqueue_head.owner.owner.owner.owner = bodyqueue_head; }; // make a body que entry for the given ent so the ent can be // respawned elsewhere void (entity ent) CopyToBodyQueue = { bodyqueue_head.skin = ent.skin; bodyqueue_head.angles = ent.angles; bodyqueue_head.model = ent.model; bodyqueue_head.modelindex = ent.modelindex; bodyqueue_head.frame = ent.frame; bodyqueue_head.colormap = ent.colormap; bodyqueue_head.movetype = ent.movetype; bodyqueue_head.velocity = ent.velocity; bodyqueue_head.flags = 0; setorigin (bodyqueue_head, ent.origin); setsize (bodyqueue_head, ent.mins, ent.maxs); bodyqueue_head = bodyqueue_head.owner; };