game-source/quakeworld/world.qc
2003-03-02 04:06:47 +00:00

234 lines
7 KiB
C++

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;
InitBodyQueue ();
rj = 1;
// custom map attributes
if (self.model == "maps/e1m8.bsp")
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
// 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");
precache_sound ("boss1/sight1.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 ("player/h2ojump.wav"); // player jump 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
// Invulnerability sounds
precache_sound ("items/protect.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
precache_model ("progs/player.mdl");
precache_model ("progs/eyes.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
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/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 QUE ===================================================================
entity bodyqueue_head;
void() bodyqueue =
{
// just here so spawn functions don't complain after 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 body queue entry for the given ent so it can be respawned elsewhere
void(entity ent) CopyToBodyQueue =
{
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;
};