mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-28 22:52:26 +00:00
645 lines
12 KiB
C++
645 lines
12 KiB
C++
#include "common.qh"
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#include "misc.qh"
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#include "mapents.qh"
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#include "mapents_util.qh"
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#include "items.qh"
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#include "mapents_triggers.qh"
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#include "mapents_items.qh"
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#include "mapents_movewall.qh"
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#include "equip.qh"
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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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// ===============================================================
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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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self.noise = "ambience/fl_hum1.wav";
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light ();
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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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self.noise = "ambience/buzz1.wav";
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light();
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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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self.model = "progs/s_light.spr";
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light();
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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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self.model = "progs/flame.mdl";
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self.noise = "ambience/fire1.wav";
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light ();
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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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self.model = "progs/flame2.mdl";
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self.frame = 1;
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self.noise = "ambience/fire1.wav";
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light ();
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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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self.model = "progs/flame2.mdl";
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self.noise = "ambience/fire1.wav";
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light ();
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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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self.model = "progs/flame2.mdl";
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self.noise = "ambience/fire1.wav";
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light ();
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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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self.model = "maps/b_exbox2.bsp";
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self.noise = "weapons/r_exp3.wav";
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self.dmg = 160;
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if (!self.mins && !self.maxs) {
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self.mins = '0 0 0';
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self.maxs = '32 32 32';
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}
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misc_explobox ();
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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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self.noise = "ambience/suck1.wav";
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self.volume = 1.0;
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info_notnull ();
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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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self.noise = "ambience/drone6.wav";
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info_notnull ();
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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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self.noise = "ambience/buzz1.wav";
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self.volume = 1.0;
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info_notnull ();
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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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self.noise = "ambience/drip1.wav";
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info_notnull ();
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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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self.noise = "ambience/comp1.wav";
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self.volume = 1.0;
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info_notnull ();
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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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self.noise = "ambience/thunder1.wav";
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info_notnull ();
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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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self.noise = "ambience/fl_hum1.wav";
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info_notnull ();
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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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self.noise = "ambience/swamp1.wav";
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info_notnull ();
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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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self.noise = "ambience/swamp2.wav";
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info_notnull ();
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};
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// ===========================================================================
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void ()
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path_corner =
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{
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info_notnull ();
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};
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// ===========================================================================
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/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
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Variable sized repeatable trigger. Must be targeted at one or more entities.
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If "health" is set, the trigger must be killed to activate each time.
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If "delay" is set, the trigger waits some time after activating before firing.
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"wait" : Seconds between triggerings. (.2 default)
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If notouch is set, the trigger is only fired by other entities, not by touching.
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NOTOUCH has been obsoleted by trigger_relay!
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sounds
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1) secret
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2) beep beep
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3) large switch
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4)
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set "message" to text string
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*/
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void ()
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trigger_multiple =
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{
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switch (self.sounds) {
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case 1:
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self.noise1 = "misc/secret.wav";
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break;
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case 2:
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self.noise1 = "misc/talk.wav";
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break;
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case 3:
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self.noise1 = "misc/trigger1.wav";
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break;
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}
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trigger_generic ();
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if (!self.wait)
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self.wait = 0.2;
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self.count = 0;
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};
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/*QUAKED trigger_once (.5 .5 .5) ? notouch
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*/
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void ()
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trigger_once =
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{
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trigger_multiple ();
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self.count = 1;
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};
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/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
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*/
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void ()
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trigger_relay =
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{
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self.spawnflags |= SPAWNFLAGS_TRIGGER_NOTOUCH;
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trigger_multiple ();
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};
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#define SPAWNFLAGS_NOMESSAGE 1
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void ()
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_trigger_counter_use =
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{
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local float doprint;
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doprint = !(self.spawnflags & SPAWNFLAGS_NOMESSAGE) && is_cl (other);
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self.count--;
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if (self.count <= 0) {
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if (doprint) centerprint (other, "Sequence completed!");
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self.count = self.max_health;
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util_use_targets ();
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} else {
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if (doprint) {
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if (self.count > 3)
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centerprint (other, "There are more to go...");
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else if (self.count > 2)
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centerprint (other, "Only 3 more to go...");
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else if (self.count > 1)
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centerprint (other, "Only 2 more to go...");
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else
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centerprint (other, "Only 1 more to go...");
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}
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}
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};
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/*QUAKED trigger_counter (.5 .5 .5) ? SPAWNFLAGS_NOMESSAGE
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Wait decrease count by 1 until it reaches 0, then activate targets.
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*/
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void ()
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trigger_counter =
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{
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util_map_entity_init ();
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self.model = nil;
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self.modelindex = 0;
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if (!self.count)
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self.count = 2;
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self.use = _trigger_counter_use;
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self.think = util_map_entity_cull;
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self.nextthink = time + 0.1;
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};
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/*QUAKED trigger_secret (.5 .5 .5) ?
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*/
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void ()
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trigger_secret =
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{
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if (!self.message)
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self.message = "You found a secret area!";
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if (!self.sounds)
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self.sounds = 1;
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if (self.sounds > 2)
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self.sounds = 0;
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trigger_multiple ();
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self.count = 1;
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};
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/*QUAKED trigger_setskill (.5 .5 .5) ?
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sets skill level to the value of "message".
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Only used on start map.
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*/
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void ()
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trigger_setskill =
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{
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remove (self);
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};
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/*QUAKED trigger_onlyregistered (.5 .5 .5) ?
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Only fires if playing the registered version, otherwise prints the message
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*/
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void ()
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trigger_onlyregistered =
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{
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self.message = "";
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self.wait = -1;
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trigger_generic ();
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};
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/*QUAKED trigger_monsterjump (.5 .5 .5) ?
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Walking monsters that touch this will jump in the direction of the trigger's angle
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"speed" default to 200, the speed thrown forward
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"height" default to 200, the speed thrown upwards
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*/
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void ()
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trigger_monsterjump =
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{
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remove (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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remove (self);
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return;
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}
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func_wall ();
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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) {
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remove (self);
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return;
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}
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func_wall ();
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};
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/* Monsters */
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void () monster_boss = { remove(self); };
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void () monster_demon1 = { remove(self); };
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void () monster_dog = { remove(self); };
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void () monster_enforcer = { remove(self); };
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void () monster_fish = { remove(self); };
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void () monster_hell_knight = { remove(self); };
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void () monster_knight = { remove(self); };
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void () monster_ogre = { remove(self); };
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void () monster_ogre_marksman = { remove(self); };
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void () monster_oldone = { remove(self); };
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void () monster_shalrath = { remove(self); };
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void () monster_shambler = { remove(self); };
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void () monster_army = { remove(self); };
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void () monster_tarbaby = { remove(self); };
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void () monster_wizard = { remove(self); };
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void () monster_zombie = { remove(self); };
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// =========================================================================
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void ()
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item_weapon =
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{
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if (!self.noise2)
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self.noise2 = "weapons/pkup.wav";
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if (!self.mins && !self.maxs) {
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self.mins = '-16 -16 0';
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self.maxs = '16 16 56';
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}
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if (!self.wait && !self.delay) {
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self.wait = 25;
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self.delay = 10;
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}
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item_generic ();
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};
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/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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weapon_supershotgun =
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{
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self.netname = STR_EQUIPID_SUPER_SHOTGUN;
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if (!self.model)
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self.model = "progs/g_shot.mdl";
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if (!self.ammo_shells)
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self.ammo_shells = 5;
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equip_grant (self, EQUIPID_SUPER_SHOTGUN);
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item_weapon ();
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};
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/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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weapon_nailgun =
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{
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self.netname = STR_EQUIPID_NAILGUN;
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if (!self.model)
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self.model = "progs/g_nail.mdl";
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if (!self.ammo_nails)
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self.ammo_nails = 30;
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equip_grant (self, EQUIPID_NAILGUN);
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item_weapon ();
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};
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/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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weapon_supernailgun =
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{
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self.netname = STR_EQUIPID_SUPER_NAILGUN;
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if (!self.model)
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self.model = "progs/g_nail2.mdl";
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if (!self.ammo_nails)
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self.ammo_nails = 30;
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equip_grant (self, EQUIPID_SUPER_NAILGUN);
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item_weapon ();
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};
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/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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weapon_grenadelauncher =
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{
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self.netname = STR_EQUIPID_GRENADE_LAUNCHER;
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if (!self.model)
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self.model = "progs/g_rock.mdl";
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if (!self.ammo_rockets)
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self.ammo_rockets = 5;
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equip_grant (self, EQUIPID_GRENADE_LAUNCHER);
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item_weapon ();
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};
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/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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weapon_rocketlauncher =
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{
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self.netname = STR_EQUIPID_ROCKET_LAUNCHER;
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if (!self.model)
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self.model = "progs/g_rock2.mdl";
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if (!self.ammo_rockets)
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self.ammo_rockets = 5;
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equip_grant (self, EQUIPID_ROCKET_LAUNCHER);
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item_weapon ();
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};
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/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
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*/
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void ()
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weapon_lightning =
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{
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self.netname = STR_EQUIPID_LIGHTNING_GUN;
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if (!self.model)
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self.model = "progs/g_light.mdl";
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if (!self.ammo_cells)
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self.ammo_cells = 15;
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equip_grant (self, EQUIPID_LIGHTNING_GUN);
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item_weapon ();
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};
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// ========================================================================
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#define SPAWNFLAGS_AMMO_BIG 1
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/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG
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*/
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void ()
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item_shells =
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{
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if (self.spawnflags & SPAWNFLAGS_AMMO_BIG) {
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self.model = "maps/b_shell1.bsp";
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self.ammo_shells = 40;
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} else {
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self.model = "maps/b_shell0.bsp";
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self.ammo_shells = 20;
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}
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item_ammo ();
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};
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/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG
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*/
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void ()
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item_spikes =
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{
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if (self.spawnflags & SPAWNFLAGS_AMMO_BIG) {
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self.model = "maps/b_nail1.bsp";
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self.ammo_nails = 50;
|
|
} else {
|
|
self.model = "maps/b_nail0.bsp";
|
|
self.ammo_nails = 25;
|
|
}
|
|
item_ammo ();
|
|
};
|
|
|
|
/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG
|
|
*/
|
|
void ()
|
|
item_rockets =
|
|
{
|
|
if (self.spawnflags & SPAWNFLAGS_AMMO_BIG) {
|
|
self.model = "maps/b_rock1.bsp";
|
|
self.ammo_rockets = 10;
|
|
} else {
|
|
self.model = "maps/b_rock0.bsp";
|
|
self.ammo_rockets = 5;
|
|
}
|
|
item_ammo ();
|
|
};
|
|
|
|
/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG
|
|
*/
|
|
void ()
|
|
item_cells =
|
|
{
|
|
if (self.spawnflags & SPAWNFLAGS_AMMO_BIG) {
|
|
self.model = "maps/b_batt1.bsp";
|
|
self.ammo_cells = 12;
|
|
} else {
|
|
self.model = "maps/b_batt0.bsp";
|
|
self.ammo_cells = 6;
|
|
}
|
|
item_ammo ();
|
|
};
|
|
|
|
|
|
// ========================================================================
|
|
|
|
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
*/
|
|
void ()
|
|
item_armor1 =
|
|
{
|
|
self.skin = 0;
|
|
self.armorvalue = 100;
|
|
self.armortype = 0.3;
|
|
item_armor ();
|
|
};
|
|
|
|
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
*/
|
|
void ()
|
|
item_armor2 =
|
|
{
|
|
self.skin = 1;
|
|
self.armorvalue = 150;
|
|
self.armortype = 0.6;
|
|
item_armor ();
|
|
};
|
|
|
|
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
*/
|
|
void ()
|
|
item_armorInv =
|
|
{
|
|
self.skin = 2;
|
|
self.armorvalue = 200;
|
|
self.armortype = 0.8;
|
|
item_armor ();
|
|
};
|
|
|
|
// ========================================================================
|
|
|
|
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
|
|
*/
|
|
void ()
|
|
misc_teleporttrain =
|
|
{
|
|
self.model = "progs/teleport.mdl";
|
|
self.dmg = -1;
|
|
|
|
self.avelocity = '100 200 300';
|
|
|
|
func_train ();
|
|
};
|