#include "common.qh" #include "misc.qh" #include "effect.qh" #include "mapents_util.qh" #include "damage.qh" #define IMPLEMENT_MAPENTS #include "mapents.qh" /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' */ void() _intermission_loop_chain = { self.enemy = intermission_head; }; void() info_intermission = { util_map_entity_init(); if (!intermission_head) { self.think = _intermission_loop_chain; self.nextthink = time; } self.enemy = intermission_head; intermission_head = self; }; void() _spawn_point_loop_chain = { self.enemy = spawn_head; }; void() _spawn_point_init = { local entity oldself; util_map_entity_init (); if (self.count > spawn_head.count) { oldself = self; while (spawn_head) { self = spawn_head; util_map_entity_cull(); spawn_head = spawn_head.enemy; } self = oldself; } else if (self.count < spawn_head.count) { util_map_entity_cull (); return; } if (!spawn_head) { self.think = _spawn_point_loop_chain; self.nextthink = time; } self.enemy = spawn_head; spawn_head = self; }; /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) The single player starting point for a level. */ void() info_player_start = { self.count = 0; _spawn_point_init (); }; /*QUAKED info_player_start2 (1 0 0) (-16 -16 24) (16 16 24) Only used on start map for the return point from an episode. */ void() info_player_start2 = { self.count = 0; _spawn_point_init (); }; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) A spawn point for non-teamplay deathmatch games */ void() info_player_deathmatch = { self.count = 100; _spawn_point_init (); }; /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) A spawn point for coop games */ void() info_player_coop = { self.count = 0; _spawn_point_init (); }; /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Doesn't do anything. Use it for ambients. */ void() info_notnull = { util_map_entity_init (); util_map_entity_cull (); }; #define SPAWNFLAGS_START_OFF 1 /*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_use = { if (self.spawnflags & SPAWNFLAGS_START_OFF) { lightstyle (self.style, self.noise4); self.spawnflags &= ~SPAWNFLAGS_START_OFF; } else { lightstyle (self.style, self.noise3); self.spawnflags |= SPAWNFLAGS_START_OFF; } }; void() light = { util_map_entity_init(); if (!self.noise3) self.noise3 = "a"; if (!self.noise4) self.noise4 = "m"; self.use = _light_use; if (self.spawnflags & SPAWNFLAGS_START_OFF) lightstyle (self.style, self.noise3); else lightstyle (self.style, self.noise4); util_map_entity_cull (); }; /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) Lava Balls */ void() _misc_fireball_deathmsg = { local float r; local string nname; r = random (); nname = name (self); if (r < 0.25) { bprint (PRINT_DEATH, nname, " catches a lava ball.\n"); } else if (r < 0.5) { bprint (PRINT_DEATH, "A lavaball gives ", nname, " a hug.\n"); } else if (r < 0.75) { bprint (PRINT_DEATH, nname, " was struck down by the lava gods.\n"); } else { bprint (PRINT_DEATH, nname, " gets coated with liquid brimstone.\n"); } }; void() _misc_fireball_touch = { damage (other, self, self, 20, _misc_fireball_deathmsg); safe_remove (self); }; void() _misc_fireball_think = { local entity fireball; local vector dir; fireball = spawn ("FIREBALL"); fireball.netname = "a lavaball"; setmodel (fireball, self.weaponmodel); setorigin (fireball, self.origin); fireball.solid = SOLID_TRIGGER; fireball.movetype = MOVETYPE_TOSS; fireball.touch = _misc_fireball_touch; makevectors (self.angles); dir = v_forward * 500 + v_right * crandom() * 50 + v_up * crandom () * 50; dir = normalize (dir); fireball.velocity = dir * self.speed; fireball.mass = 20; self.nextthink = time + (random () * 5) + 3; }; void() misc_fireball = { util_map_entity_init(); if (!self.angles) self.angles = '-90 0 0'; if (!self.speed) self.speed = 200; if (!self.weaponmodel) self.weaponmodel = "progs/lavaball.mdl"; precache_model (self.weaponmodel); self.think = _misc_fireball_think; self.nextthink = time + (random () * 5); }; /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64) Exploding box. */ void() _misc_explobox_deathmsg = { local float r; local string nname; nname = name (self); r = random (); if (self.dmg_attacker.dmg_attacker == self) { if (r < 0.5) { bprint (PRINT_DEATH, nname, " learns what combustible means the hard way.\n"); } else { bprint (PRINT_DEATH, nname, " trips on some live ammo.\n"); } } else { if (r < 0.5) { bprint (PRINT_DEATH, nname, " has fun at the gunpowder factory.\n"); } else { bprint (PRINT_DEATH, nname, " eats ", name (self.dmg_attacker.dmg_attacker), "'s box of joy.\n"); } } }; float(float d) _misc_explobox_damage = { self.health -= d; if (self.health <= 0) { util_use_targets (); self.takedamage = DAMAGE_NO; self.velocity = '0 0 0'; damage_attack (self); damage_radius (self, self.dmg_attacker, self, _misc_explobox_deathmsg); effect_explosion (center (self)); deathmsg_nodisplay (); remove (self); } deathmsg_nodisplay (); return FALSE; // lie }; void() misc_explobox = { if (!self.model) self.model = "maps/b_explob.bsp"; if (!self.mins && !self.maxs) { self.mins = '0 0 0'; self.maxs = '32 32 64'; } self.solid = SOLID_BBOX; self.movetype = MOVETYPE_NONE; util_map_entity_init(); if (!self.health) self.health = 20; if (!self.dmg) self.dmg = 160; if (!self.mass) self.mass = self.dmg * 8; if (!self.lip) self.lip = self.dmg; if (!self.speed) self.speed = 1000; self.netname = "combustible cargo"; self.takedamage = DAMAGE_AIM; self.max_health = self.health; // for respawn. util_map_entity_drop (); self.th_takedamage = _misc_explobox_damage; }; /*QUAKED func_wall (0 .5 .8) ? This is just a solid wall if not inhibitted */ void() _func_wall_use = { self.frame = 1 - self.frame; }; void() func_wall = { self.movetype = MOVETYPE_PUSH; self.solid = SOLID_BSP; util_map_entity_init (); self.use = _func_wall_use; util_map_entity_cull (); }; /*QUAKED func_illusionary (0 .5 .8) ? A simple entity that looks solid but lets you walk through it. */ void() func_illusionary = { self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; util_map_entity_init (); self.use = _func_wall_use; util_map_entity_cull (); };