mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-10 14:41:57 +00:00
728 lines
16 KiB
C++
728 lines
16 KiB
C++
/*
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misc.qc
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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*/
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void ()
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info_null =
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{
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remove (self);
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};
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for lightning.
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*/
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void ()
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info_notnull =
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{
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};
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//============================================================================
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float START_OFF = 1;
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void ()
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light_use =
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{
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if (self.spawnflags & START_OFF) {
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lightstyle (self.style, "m");
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self.spawnflags &= ~START_OFF;
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} else {
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lightstyle (self.style, "a");
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self.spawnflags |= START_OFF;
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}
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};
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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*/
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void ()
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light =
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{
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if (!self.targetname) { // inert light
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remove (self);
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return;
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}
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if (self.style >= 32) {
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self.use = light_use;
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if (self.spawnflags & START_OFF)
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lightstyle (self.style, "a");
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else
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lightstyle (self.style, "m");
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}
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};
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/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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Makes steady fluorescent humming sound
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*/
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void ()
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light_fluoro =
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{
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if (self.style >= 32) {
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self.use = light_use;
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if (self.spawnflags & START_OFF)
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lightstyle (self.style, "a");
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else
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lightstyle (self.style, "m");
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}
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precache_sound ("ambience/fl_hum1.wav");
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ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
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Non-displayed light.
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Default light value is 300
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Default style is 10
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Makes sparking, broken fluorescent sound
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*/
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void ()
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light_fluorospark =
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{
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if (!self.style)
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self.style = 10;
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precache_sound ("ambience/buzz1.wav");
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ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
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Sphere globe light.
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Default light value is 300
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Default style is 0
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*/
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void ()
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light_globe =
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{
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precache_model ("progs/s_light.spr");
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setmodel (self, "progs/s_light.spr");
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makestatic (self);
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};
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void ()
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FireAmbient =
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{
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precache_sound ("ambience/fire1.wav");
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// attenuate fast
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ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
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Short wall torch
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Default light value is 200
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Default style is 0
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*/
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void ()
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light_torch_small_walltorch =
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{
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precache_model ("progs/flame.mdl");
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setmodel (self, "progs/flame.mdl");
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
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Large yellow flame ball
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*/
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void ()
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light_flame_large_yellow =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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self.frame = 1;
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Small yellow flame ball
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*/
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void ()
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light_flame_small_yellow =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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FireAmbient ();
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makestatic (self);
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};
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/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
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Small white flame ball
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*/
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void ()
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light_flame_small_white =
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{
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precache_model ("progs/flame2.mdl");
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setmodel (self, "progs/flame2.mdl");
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FireAmbient ();
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makestatic (self);
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};
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//============================================================================
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void ()
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fire_touch =
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{
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T_Damage (other, self, self, 20);
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remove (self);
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};
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void ()
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fire_fly =
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{
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local entity fireball;
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fireball = spawn ();
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fireball.solid = SOLID_TRIGGER;
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fireball.movetype = MOVETYPE_TOSS;
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fireball.velocity = '0 0 1000';
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fireball.velocity_x = 100 * random () - 50;
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fireball.velocity_y = 100 * random () - 50;
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fireball.velocity_z = self.speed + 200 * random ();
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fireball.classname = "fireball";
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setmodel (fireball, "progs/lavaball.mdl");
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setsize (fireball, '0 0 0', '0 0 0');
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setorigin (fireball, self.origin);
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fireball.nextthink = time + 5;
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fireball.think = SUB_Remove;
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fireball.touch = fire_touch;
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self.nextthink = time + (5 * random ()) + 3;
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self.think = fire_fly;
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};
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/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
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Lava Balls
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*/
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void ()
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misc_fireball =
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{
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precache_model ("progs/lavaball.mdl");
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self.classname = "fireball";
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self.nextthink = time + (5 * random ());
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self.think = fire_fly;
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if (!self.speed)
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self.speed = 1000;
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};
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//============================================================================
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void ()
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barrel_explode =
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{
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self.takedamage = DAMAGE_NO;
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self.classname = "explo_box";
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// did say self.owner
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T_RadiusDamage (self, self, 160, world);
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WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_EXPLOSION);
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self.origin_z += 32;
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WriteCoordV (MSG_BROADCAST, self.origin);
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remove (self);
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};
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/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
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TESTING THING
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*/
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void ()
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misc_explobox =
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{
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local float oldz;
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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precache_model ("maps/b_explob.bsp");
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setmodel (self, "maps/b_explob.bsp");
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setsize (self, '0 0 0', '32 32 64');
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precache_sound ("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_explode;
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self.takedamage = DAMAGE_AIM;
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self.origin_z += 2;
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oldz = self.origin_z;
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droptofloor ();
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if (oldz - self.origin_z > 250) {
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dprint ("item fell out of level at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove (self);
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}
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};
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/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
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Smaller exploding box, REGISTERED ONLY
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*/
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void ()
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misc_explobox2 =
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{
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local float oldz;
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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precache_model2 ("maps/b_exbox2.bsp");
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setmodel (self, "maps/b_exbox2.bsp");
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setsize (self, '0 0 0', '32 32 32');
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precache_sound ("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_explode;
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self.takedamage = DAMAGE_AIM;
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor ();
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if (oldz - self.origin_z > 250) {
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dprint ("item fell out of level at ");
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dprint (vtos(self.origin));
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dprint ("\n");
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remove(self);
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}
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};
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//============================================================================
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float SPAWNFLAG_SUPERSPIKE = 1;
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float SPAWNFLAG_LASER = 2;
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void ()
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Laser_Touch =
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{
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local vector org;
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if (other == self.owner)
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return; // don't explode on owner
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if (pointcontents (self.origin) == CONTENT_SKY) {
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remove (self);
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return;
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}
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sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
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org = self.origin - 8 * normalize (self.velocity);
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if (other.health) {
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SpawnBlood (org, 15);
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T_Damage (other, self, self.owner, 15);
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} else {
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WriteBytes (MSG_BROADCAST, SVC_TEMPENTITY, TE_GUNSHOT);
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WriteCoordV (MSG_BROADCAST, org);
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}
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remove (self);
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};
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void (vector org, vector vec)
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LaunchLaser =
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{
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if (self.classname == "monster_enforcer")
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sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
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vec = normalize (vec);
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newmis = spawn ();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_FLY;
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newmis.solid = SOLID_BBOX;
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newmis.effects = EF_DIMLIGHT;
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newmis.classname = "missile";
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setmodel (newmis, "progs/laser.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, org);
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newmis.velocity = vec * 600;
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newmis.angles = vectoangles (newmis.velocity);
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newmis.nextthink = time + 5;
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newmis.think = SUB_Remove;
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newmis.touch = Laser_Touch;
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};
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void ()
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spikeshooter_use =
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{
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if (self.spawnflags & SPAWNFLAG_LASER) {
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return;
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// sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
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// LaunchLaser (self.origin, self.movedir);
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} else {
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sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
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launch_spike (self.origin, self.movedir);
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newmis.velocity = self.movedir * 500;
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if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
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newmis.touch = superspike_touch;
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}
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};
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void ()
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shooter_think =
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{
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spikeshooter_use ();
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self.nextthink = time + self.wait;
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newmis.velocity = self.movedir * 500;
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};
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/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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When triggered, fires a spike in the direction set in QuakeEd.
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Laser is only for REGISTERED.
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*/
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void ()
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trap_spikeshooter =
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{
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SetMovedir ();
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self.use = spikeshooter_use;
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if (self.spawnflags & SPAWNFLAG_LASER) {
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precache_model2 ("progs/laser.mdl");
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precache_sound2 ("enforcer/enfire.wav");
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precache_sound2 ("enforcer/enfstop.wav");
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} else
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precache_sound ("weapons/spike2.wav");
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};
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/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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Continuously fires spikes.
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"wait" time between spike (1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can be stagered.
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*/
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void ()
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trap_shooter =
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{
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trap_spikeshooter ();
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if (self.wait == 0)
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self.wait = 1;
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self.nextthink += self.wait + self.ltime;
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self.think = shooter_think;
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};
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// ============================================================================
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void() bubble_remove;
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void() bubble_bob;
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/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
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testing air bubbles
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*/
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void ()
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air_bubbles =
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{
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remove (self);
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};
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void ()
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make_bubbles =
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{
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local entity bubble;
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bubble = spawn ();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.cnt = 0;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.nextthink = time + random () + 0.5;
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self.think = make_bubbles;
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};
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void ()
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bubble_split =
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{
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local entity bubble;
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bubble = spawn ();
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setmodel (bubble, "progs/s_bubble.spr");
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setorigin (bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = self.velocity;
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 1;
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bubble.cnt = 10;
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setsize (bubble, '-8 -8 -8', '8 8 8');
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self.frame = 1;
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self.cnt = 10;
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if (self.waterlevel != 3)
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remove (self);
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};
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void ()
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bubble_remove =
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{
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if (other.classname == self.classname) {
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// dprint ("bump");
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return;
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}
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remove (self);
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};
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void ()
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bubble_bob =
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{
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self.cnt++;
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if (self.cnt == 4)
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bubble_split ();
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if (self.cnt >= 20)
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remove (self);
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self.velocity_x += 20 * random () - 10;
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if (self.velocity_x > 10)
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self.velocity_x = 5;
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if (self.velocity_x < -10)
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self.velocity_x = -5;
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self.velocity_y += 20 * random () - 10;
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if (self.velocity_y > 10)
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self.velocity_y = 5;
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if (self.velocity_y < -10)
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self.velocity_y = -5;
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self.velocity_z += 10 * random () + 10;
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if (self.velocity_z < 10)
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self.velocity_z = 15;
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if (self.velocity_z > 30)
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self.velocity_z = 25;
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self.nextthink = time + 0.5;
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self.think = bubble_bob;
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};
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/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
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~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
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/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
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Just for the debugging level. Don't use.
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*/
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void ()
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viewthing =
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{
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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precache_model ("progs/player.mdl");
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setmodel (self, "progs/player.mdl");
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};
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// SIMPLE BMODELS =============================================================
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void ()
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func_wall_use =
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{ // change to alternate textures
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self.frame = 1 - self.frame;
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};
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/*QUAKED func_wall (0 .5 .8) ?
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This is just a solid wall if not inhibitted
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*/
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void() func_wall =
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{
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if (gamestart && self.model == "*47")
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return; // remove deathmatch only wall on start map
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_illusionary (0 .5 .8) ?
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A simple entity that looks solid but lets you walk through it.
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*/
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void ()
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func_illusionary =
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{
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel (self, self.model);
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makestatic (self);
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};
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
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This bmodel will appear if the episode has allready been completed, so players can't reenter it.
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*/
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void ()
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func_episodegate =
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{
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if (!(serverflags & self.spawnflags))
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return; // can still enter episode
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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/*QUAKED func_bossgate (0 .5 .8) ?
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This bmodel appears unless players have all of the episode sigils.
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*/
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void ()
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func_bossgate =
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{
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if ((serverflags & 15) == 15 || gamestart)
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return; // all episodes completed
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self.angles = '0 0 0';
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel (self, self.model);
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};
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//============================================================================
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/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_suck_wind =
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{
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precache_sound ("ambience/suck1.wav");
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ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
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};
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/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_drone =
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{
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precache_sound ("ambience/drone6.wav");
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ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_flouro_buzz =
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{
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precache_sound ("ambience/buzz1.wav");
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ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
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};
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/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_drip =
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{
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precache_sound ("ambience/drip1.wav");
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ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_comp_hum =
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{
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precache_sound ("ambience/comp1.wav");
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ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
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};
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/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_thunder =
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{
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precache_sound ("ambience/thunder1.wav");
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ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_light_buzz =
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{
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precache_sound ("ambience/fl_hum1.wav");
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ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_swamp1 =
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{
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precache_sound ("ambience/swamp1.wav");
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ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void ()
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ambient_swamp2 =
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{
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precache_sound ("ambience/swamp2.wav");
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ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
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};
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//============================================================================
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void ()
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noise_think =
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{
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self.nextthink = time + 0.5;
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sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
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sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
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sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
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sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
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sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
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sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
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sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
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};
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/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
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For optimzation testing, starts a lot of sounds.
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*/
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void ()
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misc_noisemaker =
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{
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precache_sound2 ("enforcer/enfire.wav");
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precache_sound2 ("enforcer/enfstop.wav");
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precache_sound2 ("enforcer/sight1.wav");
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precache_sound2 ("enforcer/sight2.wav");
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precache_sound2 ("enforcer/sight3.wav");
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precache_sound2 ("enforcer/sight4.wav");
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precache_sound2 ("enforcer/pain1.wav");
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precache_sound2 ("enforcer/pain2.wav");
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precache_sound2 ("enforcer/death1.wav");
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precache_sound2 ("enforcer/idle1.wav");
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self.nextthink = time + 0.1 + random();
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self.think = noise_think;
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};
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