mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-12 23:44:27 +00:00
5b81f01e3b
It works, and is playable, but you need to symlink source/config.qw to source/config.qw -- otherwise it won't build a qwprogs.dat for you. :)
352 lines
10 KiB
R
352 lines
10 KiB
R
#include "config.rh"
|
|
|
|
#include "paroxysm.rh"
|
|
|
|
/* Frank Condello 09.28.98 - made for the Paroxysm MacQuake Mod.
|
|
EMAIL: pox@planetquake.com
|
|
WEB: http://www.planetquake.com/paroxysm
|
|
=========================================================================
|
|
Custom Paroxysm visual and audio effects
|
|
These are simple little ambient effects that are customizable within Quiver.
|
|
Feel free to use this code in anyway.
|
|
=========================================================================
|
|
*/
|
|
//NOT USED IN POXworld
|
|
.float spark_freq; // To avoid 'not a feild' server errors
|
|
void() e_spark =
|
|
{
|
|
remove (self);
|
|
};
|
|
void() a_drip =
|
|
{
|
|
remove (self);
|
|
};
|
|
|
|
/*
|
|
=================================================================================================
|
|
Custom Sound Entity (cust_sound)
|
|
The lack of a Mac sound editor that produces looping .wav files in a format that Quake understands
|
|
prompted the creation of this function. Then I added some options to make it worth while.
|
|
snd_attn - sets the sound's attenuation (defaults to ATTN_NORM (1))
|
|
snd_volume - sets the sounds overall volume (typically values of 0.5 to 1) default is 1
|
|
strt_onoff - 0 = initially on, 1 = initially off
|
|
snd_rep - number of times to play the sound (-2 is infinite loop)
|
|
snd_loop - delay in seconds before playing sound again (use sound length for looping sounds)
|
|
snd_rand - random seed, this number is multiplied by random() and added to loop (default 0 is no random)
|
|
the_snd - directory path to the sound - example: "misc/mysound.wav" NOTE: "sound/" is NOT needed
|
|
targetname - sounds can be triggered by using a targetname.
|
|
TOGGLE_SND - spawn flag, determines if sounds can be toggled on and off.
|
|
BUGS
|
|
1. Quake won't start playing these sounds on the first frame - (Unless you precache every possible sound
|
|
at world_spawn)
|
|
HACKY FIX - If you need a sound to play right away;
|
|
Position a trigger in such a way that it is touched when the player enters the map - NOT touching the
|
|
player initially (doesn't work on frame 1 remember?). Try making a trigger 4 units tall and place
|
|
info_player_start just above it. Not pretty, but it does the trick - Don't forget to set
|
|
strt_onoff to 1 (initially off) for this to work
|
|
2. When Quake no longer 'hears' or more arcurately - 'sees' the sound, it kills it until it comes into view
|
|
again. This causes the sound to stop playing and remsume at the NEXT loop point when it is in view, so for
|
|
sounds that must be looped constantly, I would reccomend using the ambient_sound function (see below)
|
|
=================================================================================================
|
|
*/
|
|
//NOTE: some of these .floats are used in ambient_sound as well (see below)
|
|
float TOGGLE_SND = 1;
|
|
.float snd_attn;
|
|
.float snd_volume;
|
|
.float strt_onoff;
|
|
.float snd_rep;
|
|
.float snd_rand;
|
|
.float snd_loop;
|
|
.float snd_strt;
|
|
.string the_snd;
|
|
void() sound_think;
|
|
void() play_sound;
|
|
void() sound_wait =
|
|
{
|
|
// hang around until next use
|
|
self.nextthink = time + 60*10;
|
|
self.think = sound_wait;
|
|
};
|
|
void() stop_sound =
|
|
{
|
|
// if sound is set to toggle, silence it and set use to play
|
|
if (self.spawnflags & TOGGLE_SND)
|
|
{
|
|
sound (self, CHAN_VOICE, "misc/null.wav", 0, self.snd_attn);
|
|
self.use = play_sound;
|
|
sound_wait();
|
|
}
|
|
|
|
// sound doesn't toggle so kill it
|
|
else
|
|
{
|
|
sound (self, CHAN_VOICE, "misc/null.wav", 0, self.snd_attn);
|
|
remove (self);
|
|
}
|
|
};
|
|
void() play_sound =
|
|
{
|
|
//infinite repeat
|
|
if (self.snd_rep == -2)
|
|
{
|
|
sound (self, CHAN_VOICE, self.the_snd, self.snd_volume, self.snd_attn);
|
|
sound_think();
|
|
}
|
|
|
|
// sound is done
|
|
else if (self.snd_rep == 0)
|
|
remove (self);
|
|
|
|
// play the sound and reduce repititions by 1
|
|
if (self.snd_rep >= 1)
|
|
{
|
|
sound (self, CHAN_VOICE, self.the_snd, self.snd_volume, self.snd_attn);
|
|
self.snd_rep = self.snd_rep - 1;
|
|
sound_think();
|
|
}
|
|
|
|
};
|
|
void() sound_think =
|
|
{
|
|
// if sound is toggled, set next use to stop
|
|
if (self.spawnflags & TOGGLE_SND)
|
|
self.use = stop_sound;
|
|
|
|
// determine user-defined loop time then play the sound
|
|
self.nextthink = time + (random()*self.snd_rand) + self.snd_loop;
|
|
self.think = play_sound;
|
|
};
|
|
void() cust_sound =
|
|
{
|
|
precache_sound (self.the_snd);
|
|
precache_sound ("misc/null.wav");
|
|
|
|
//default attenuation to NORM if not specified
|
|
if(!self.snd_attn)
|
|
self.snd_attn = 2;
|
|
|
|
self.snd_attn = self.snd_attn - 1;// needed so the default to NORM works (since 0 = NONE)
|
|
|
|
//default volume to one if not specified
|
|
if(self.snd_volume <= 0)
|
|
self.snd_volume = 1;
|
|
|
|
// start sound if not triggered
|
|
if (!self.targetname)
|
|
play_sound();
|
|
|
|
// start sound if initially on, set use to stop_sound
|
|
if (self.strt_onoff == 0)
|
|
{
|
|
self.use = stop_sound;
|
|
play_sound();
|
|
}
|
|
|
|
// start sound when triggered
|
|
if (self.strt_onoff == 1)
|
|
{
|
|
self.use = play_sound;
|
|
}
|
|
|
|
};
|
|
|
|
//Made this so custom ambient sounds could be called with a single function
|
|
//ONLY WORKS WITH LOOPED .WAV FILES
|
|
//Added a targetname attribute so ambient sounds can be triggered.
|
|
//NOTE: These sounds can not be stopped once started
|
|
//To my knowledge you can't make these with existing Mac sound editors
|
|
//(you can make looping wavs, just not ones Quake will loop)
|
|
//CoolEdit 1.5 (for Windows) is the only editor that can create these looping wavs (to my knowledge)
|
|
void() ambientsound_go =
|
|
{
|
|
ambientsound (self.origin, self.the_snd, self.snd_volume, self.snd_attn);
|
|
};
|
|
void() ambient_sound =
|
|
{
|
|
precache_sound (self.the_snd);
|
|
|
|
//default volume to one if not specified
|
|
if(self.snd_volume <= 0)
|
|
self.snd_volume = 1;
|
|
|
|
//default attenuation to NORM if not specified
|
|
if(!self.snd_attn)
|
|
self.snd_attn = 2;
|
|
|
|
self.snd_attn = self.snd_attn - 1;// needed so the default to NORM works (since 0 = NONE)
|
|
|
|
//start right away if not triggered
|
|
if(!self.targetname)
|
|
{
|
|
//Needs to start on the second frame since that's when entities not called in world_spawn are created
|
|
self.nextthink = time + 0.1;
|
|
self.think = ambientsound_go;
|
|
}
|
|
|
|
//wait for trigger
|
|
else
|
|
self.use = ambientsound_go;
|
|
};
|
|
/*
|
|
colour_light is a small hack to try and simulate coloured lighting.
|
|
It does this by calling the built-in v_cshift function
|
|
This can be used for 'atmospheric' effects like outdoor haze and darkness.
|
|
This function is overriden by Quake when under liquids and by the background flash when an item is picked up
|
|
The GL Quake command 'gl_polyblend 0' also negates this entity.
|
|
colourvalue - this is the only parameter, must be in this format;
|
|
v_cshift R G B I\n
|
|
where R is Red (0 - 255), G is Green (0 - 255), B is Rlue (0 - 255), and I is Intensity (0 - 255)
|
|
This effect works poorly in small increments in GL Quake, no colour will be noticeable until about an
|
|
intesity of about 5 (depending on the colour) and some colour/intensity combinations result in ugly
|
|
banding. It's best to test colour levels in the console before applying them in your map.
|
|
These entities are activated by touch (the colour shift only occurs when the player is touching the trigger field)
|
|
But can also be enabled/disabled by using a targetname.
|
|
The string must be exactly as shown (including the v_cshift and the carraige return
|
|
at the end) I could have used multiple stuffcmd statements to make it more user friendly but.. eh.
|
|
*/
|
|
void() colourlight_wait;
|
|
.string colourvalue;
|
|
float CLSTART_OFF = 1;
|
|
void() colourlight_off =
|
|
{
|
|
if(other.classname != "player")
|
|
return;
|
|
|
|
//turn it off and reset
|
|
stuffcmd (other, "v_cshift 0 0 0 0\n");
|
|
self.use = colourlight_wait;
|
|
self.touch = SUB_Null;
|
|
|
|
};
|
|
void() colourlight_toggle =
|
|
{
|
|
//called after light is triggered a second time
|
|
self.touch = colourlight_off;
|
|
};
|
|
|
|
void() colourlight_use =
|
|
{
|
|
if(other.classname != "player")
|
|
return;
|
|
|
|
//POX v1.2 - better clearing of v_cshift (in PostThink)
|
|
if(other.cshift_finished > time)
|
|
return;
|
|
|
|
stuffcmd (other, self.colourvalue);
|
|
|
|
//POX v1.2 - better clearing of v_cshift (in PostThink)
|
|
other.cshift_off = FALSE;
|
|
other.cshift_finished = time + 0.1; //check every frame
|
|
|
|
//if targetted, alow it to be shut down
|
|
if(self.targetname)
|
|
self.use = colourlight_toggle;
|
|
|
|
};
|
|
void() colourlight_wait =
|
|
{
|
|
//activated by a trigger so wait for touch
|
|
self.touch = colourlight_use;
|
|
};
|
|
void() colour_light =
|
|
{
|
|
InitTrigger ();
|
|
|
|
//Can be made active by use of a targetname
|
|
//Must be triggered by touch
|
|
|
|
if(!self.targetname || !(self.spawnflags & CLSTART_OFF)) {
|
|
self.touch = colourlight_use;
|
|
} else {
|
|
self.use = colourlight_wait;
|
|
self.touch = SUB_Null;
|
|
}
|
|
};
|
|
/*
|
|
particle_stream
|
|
Changed for Paroxysm v1.11's new regen stations
|
|
Creates a regen stream-pulse model with out a grate and no touch
|
|
This entity should be used in conjunction with a regen_station trigger
|
|
clr = skin# (0 = blue, 1 = yellow, 2 = red)
|
|
*/
|
|
.float clr;
|
|
void() regen_ambientsound;
|
|
void() particle_stream =
|
|
{
|
|
precache_sound("ambience/regen1.wav");
|
|
precache_model ("progs/stream.mdl");
|
|
|
|
self.angles = '0 0 0';
|
|
self.solid = SOLID_NOT;
|
|
self.movetype = MOVETYPE_NONE;
|
|
setmodel(self, "progs/stream.mdl");
|
|
|
|
//POX v1.2 - just in case
|
|
if(self.clr > 2 || self.clr < 0)
|
|
self.clr = 0;
|
|
|
|
self.skin = self.clr;
|
|
|
|
//POX v1.2 Fixed sound orign (makestatic messed it up?)
|
|
regen_ambientsound ();
|
|
makestatic (self);
|
|
|
|
};
|
|
/*
|
|
POX v1.2
|
|
misc_explobox
|
|
BSP based explo_box'es
|
|
Try to use rectangular objects, since entites use bounding box collision detection
|
|
*/
|
|
void() bsp_explode =
|
|
{
|
|
self.takedamage = DAMAGE_NO;
|
|
self.trigger_field.classname = "explo_box";
|
|
|
|
// did say self.owner
|
|
T_RadiusDamage (self.trigger_field, self.trigger_field, self.dmg, world, "");
|
|
sound (self.trigger_field, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
|
WriteCoord (MSG_MULTICAST, self.trigger_field.origin_x);
|
|
WriteCoord (MSG_MULTICAST, self.trigger_field.origin_y);
|
|
WriteCoord (MSG_MULTICAST, self.trigger_field.origin_z);
|
|
multicast (self.origin, MULTICAST_PHS);
|
|
|
|
remove (self);
|
|
remove (self.trigger_field);
|
|
};
|
|
|
|
void() misc_explobsp =
|
|
{
|
|
local entity spot;
|
|
|
|
self.solid = SOLID_BBOX;
|
|
self.movetype = MOVETYPE_NONE;
|
|
|
|
setmodel (self, self.model);
|
|
setsize( self, self.mins, self.maxs );
|
|
precache_sound ("weapons/r_exp3.wav");
|
|
|
|
if (!self.health)
|
|
self.health = 20;
|
|
|
|
if (!self.dmg)
|
|
self.dmg = 160;
|
|
|
|
self.th_die = bsp_explode;
|
|
self.takedamage = DAMAGE_AIM;
|
|
self.nobleed = TRUE;
|
|
|
|
//POX 1.2 - HACK!
|
|
//put a null entity at the center of the model to hold the explosion position
|
|
spot = spawn();
|
|
setmodel (spot, string_null);
|
|
spot.origin_x = self.absmin_x + (self.size_x * 0.5);
|
|
spot.origin_y = self.absmin_y + (self.size_y * 0.5);
|
|
spot.origin_z = self.absmin_z + (self.size_z * 0.5);
|
|
setsize (spot, '0 0 0', '0 0 0');
|
|
self.trigger_field = spot;
|
|
};
|