#include "config.rh" #include "paroxysm.rh" 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 = { #ifdef NETQUAKE BotInit (); #endif lastspawn = world; InitBodyQue (); #ifdef NETQUAKE CamSpawn (); #endif // custom map attributes if (@self.model == "maps/e1m8.bsp") cvar_set ("sv_gravity", "100"); else cvar_set ("sv_gravity", "790"); #ifdef QUAKEWORLD cvar_set ("sv_friction", "3.12"); // make sure gamedir is "paroxysm" if (infokey (world, "*gamedir") != "paroxysm") error ("Gamedir must be \"paroxysm\"\n"); #else // Set deathmatch to options specified in the setup menu deathmatch = cvar("deathmatch"); #endif // LMS has its own fraglimit fraglimit_LMS = cvar("fraglimit"); // the area based ambient sounds MUST be the first precache_sounds // player precaches W_Precache (); // get weapon precaches // Menu sounds (needed for C code) precache_sound ("misc/menu1.wav"); precache_sound ("misc/menu2.wav"); precache_sound ("misc/menu3.wav"); /* These are sounds used by the C physics code */ precache_sound ("demon/dland2.wav"); // landing thud precache_sound ("misc/h2ohit1.wav"); // landing splash // setup precaches, always 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 ("items/protect.wav"); // Needed for FFA precache_sound ("items/protect2.wav"); // Needed for FFA precache_sound ("items/protect3.wav"); // Needed for FFA precache_sound ("items/inv1.wav"); // Needed for Predator mode precache_sound ("items/inv2.wav"); // Needed for Predator mode precache_sound ("items/inv3.wav"); // Needed for Predator mode precache_model ("progs/eyes.mdl"); 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"); precache_sound ("boss1/sight1.wav"); // Footstep sounds precache_sound ("misc/foot1.wav"); precache_sound ("misc/foot2.wav"); precache_sound ("misc/foot3.wav"); precache_sound ("misc/foot4.wav"); // Narration ("Eliminated!") for LMS precache_sound ("nar/n_elim.wav"); // Regen Stations (v1.2) precache_sound ("items/shield1.wav"); precache_sound ("items/shield2.wav"); precache_sound ("items/shield3.wav"); precache_sound ("misc/null.wav"); #ifdef QUAKEWORLD // Axe sounds precache_sound ("weapons/ax1.wav"); // ax swoosh precache_sound ("player/axhit1.wav"); // ax hit meat precache_sound ("player/axhit2.wav"); // ax hit world #endif // World sounds precache_sound ("player/h2ojump.wav"); // player jumping into water precache_sound ("player/inh2o.wav"); // player enter water precache_sound ("misc/inh2ob.wav"); // player reenter water precache_sound ("misc/outwater.wav"); // leaving water sound precache_sound ("misc/owater2.wav"); // leaving water sound precache_sound ("misc/water1.wav"); // swimming precache_sound ("misc/water2.wav"); // swimming precache_sound ("misc/uwater.wav"); // swimming precache_sound ("player/slimbrn2.wav"); // player enter slime precache_sound ("player/inlava.wav"); // player enter lava precache_sound ("player/lburn1.wav"); // lava burn precache_sound ("player/lburn2.wav"); // lava burn precache_model ("progs/player.mdl"); precache_model ("progs/null.mdl"); precache_model ("progs/h_player.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 // Weapon models #ifdef QUAKEWORLD precache_model ("progs/v_axe.mdl"); #else precache_model ("progs/v_bsaw.mdl"); #endif precache_model ("progs/v_tshot.mdl"); precache_model ("progs/v_plasma.mdl"); precache_model ("progs/v_gren.mdl"); precache_model ("progs/v_combo.mdl"); precache_model ("progs/v_nailg.mdl"); precache_model ("progs/v_nailgl.mdl"); precache_model ("progs/v_rhino.mdl"); // precache_model ("progs/v_light.mdl"); // flashlight model -- not yet precache_model ("progs/null.spr"); // current flashlight model #if 0 // Cloaked weapons - removed v1.11 precache_model ("progs/vb_bsaw.mdl"); precache_model ("progs/vb_tshot.mdl"); precache_model ("progs/vb_plasm.mdl"); precache_model ("progs/vb_gren.mdl"); precache_model ("progs/vb_combo.mdl"); precache_model ("progs/vb_nailg.mdl"); precache_model ("progs/vb_rhino.mdl"); #endif // "bullet" models precache_model ("progs/grenade.mdl"); precache_model ("progs/lavaball.mdl"); precache_model ("progs/s_spike.mdl"); precache_model ("progs/spike.mdl"); precache_model ("progs/backpack.mdl"); precache_model ("progs/zom_gib.mdl"); /* 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, "zzzzzzgggggggggggg"); /* New lightstyles */ // 12 SLOW STROBE2 lightstyle (12, "ggggggzzzzzzgggggg"); // 13 SLOW STROBE3 lightstyle (13, "ggggggggggggzzzzzz"); // 10 FLUORESCENT FLICKER lightstyle (10, "bbbbbmmmccmmamambbbmmbbbbmmaammmcccmamamm"); // 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 = { #ifdef NETQUAKE BotFrame (); #endif teamplay = cvar ("teamplay"); #ifdef QUAKEWORLD timelimit = cvar ("timelimit") * 60; fraglimit = cvar ("fraglimit"); deathmatch = cvar ("deathmatch"); #else skill = cvar ("skill"); #endif framecount = framecount + 1; }; /* BODY QUEUE */ entity bodyque_head; void() bodyque = { // just here so spawn functions don't complain after the world // creates bodyques }; void() InitBodyQue = { 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; #ifdef NETQUAKE // VisWeap: Double the length of the bodyque to account for weapons. bodyque_head.owner.owner.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner.owner.owner = spawn(); bodyque_head.owner.owner.owner.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner.owner.owner.owner = spawn(); bodyque_head.owner.owner.owner.owner.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner.owner.owner.owner.owner = spawn(); bodyque_head.owner.owner.owner.owner.owner.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner.owner.owner.owner.owner.owner = spawn(); bodyque_head.owner.owner.owner.owner.owner.owner.owner.owner.classname = "bodyque"; bodyque_head.owner.owner.owner.owner.owner.owner.owner.owner.owner = bodyque_head; #endif }; // make a body que entry for the given ent so the ent can be // respawned elsewhere void(entity ent) CopyToBodyQue = { 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; #ifdef NETQUAKE bodyque_head.skin = ent.skin; // Multiple skin support #endif bodyque_head.flags = 0; // allow heads to still float after player respawns if ((ent.classname == "player") && (ent.think == bubble_bob)) { bodyque_head.think = ent.think; bodyque_head.nextthink = ent.nextthink; bodyque_head.cnt = ent.cnt; } setorigin (bodyque_head, ent.origin); setsize (bodyque_head, ent.mins, ent.maxs); #ifdef NETQUAKE CamCopyBody (ent, bodyque_head); #endif bodyque_head = bodyque_head.owner; }; #ifdef NETQUAKE float lms_gameover; // Send a game over message if true #endif