//From Enforcer //This bit is still used by laser traps (see misc.qc) 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*0.2, 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 = { 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; }; /*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 (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 = { if (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 = { if (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 = { if (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 = { if (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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 = { if (deathmatch & DM_DARK) { lightstyle(self.style, "c"); return; } 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.nobleed = TRUE; 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.nobleed = TRUE; 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(vector org, vector vec) LaunchLaser; 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); 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; 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 = { 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 (self); }; /*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) 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; };