mirror of
https://git.code.sf.net/p/quake/prozac-qfcc
synced 2024-11-10 07:11:51 +00:00
31fe80774c
"cmd weapon reload" now reloads your weapon This is really cool! :D
625 lines
18 KiB
C++
625 lines
18 KiB
C++
//================================================================//
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//- CustomTF Worldspawn and related stuff OfteN //
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//- 30-01-2001----------------------------------------------------//
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#include "defs.qh"
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//-- OFTEN --//
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void() Wiz_Precache;
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void() Field_Precache;
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void () UpdateInfos;
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//==============//
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void() InitBodyQue;
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void() AddCommands;
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void() main =
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{
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dprint ("main function\n");
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// these are just commands the the prog compiler to copy these files
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precache_file ("progs.dat");
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precache_file ("gfx.wad");
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precache_file ("quake.rc");
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precache_file ("default.cfg");
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precache_file ("end1.bin");
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precache_file2 ("end2.bin");
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precache_file ("demo1.dem");
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precache_file ("demo2.dem");
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precache_file ("demo3.dem");
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//
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// these are all of the lumps from the cached.ls files
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//
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precache_file ("gfx/palette.lmp");
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precache_file ("gfx/colormap.lmp");
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precache_file2 ("gfx/pop.lmp");
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precache_file ("gfx/complete.lmp");
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precache_file ("gfx/inter.lmp");
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precache_file ("gfx/ranking.lmp");
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precache_file ("gfx/vidmodes.lmp");
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precache_file ("gfx/finale.lmp");
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precache_file ("gfx/conback.lmp");
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precache_file ("gfx/qplaque.lmp");
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precache_file ("gfx/menudot1.lmp");
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precache_file ("gfx/menudot2.lmp");
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precache_file ("gfx/menudot3.lmp");
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precache_file ("gfx/menudot4.lmp");
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precache_file ("gfx/menudot5.lmp");
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precache_file ("gfx/menudot6.lmp");
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precache_file ("gfx/menuplyr.lmp");
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precache_file ("gfx/bigbox.lmp");
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precache_file ("gfx/dim_modm.lmp");
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precache_file ("gfx/dim_drct.lmp");
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precache_file ("gfx/dim_ipx.lmp");
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precache_file ("gfx/dim_tcp.lmp");
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precache_file ("gfx/dim_mult.lmp");
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precache_file ("gfx/mainmenu.lmp");
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precache_file ("gfx/box_tl.lmp");
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precache_file ("gfx/box_tm.lmp");
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precache_file ("gfx/box_tr.lmp");
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precache_file ("gfx/box_ml.lmp");
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precache_file ("gfx/box_mm.lmp");
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precache_file ("gfx/box_mm2.lmp");
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precache_file ("gfx/box_mr.lmp");
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precache_file ("gfx/box_bl.lmp");
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precache_file ("gfx/box_bm.lmp");
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precache_file ("gfx/box_br.lmp");
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precache_file ("gfx/sp_menu.lmp");
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precache_file ("gfx/ttl_sgl.lmp");
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precache_file ("gfx/ttl_main.lmp");
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precache_file ("gfx/ttl_cstm.lmp");
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precache_file ("gfx/mp_menu.lmp");
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precache_file ("gfx/netmen1.lmp");
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precache_file ("gfx/netmen2.lmp");
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precache_file ("gfx/netmen3.lmp");
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precache_file ("gfx/netmen4.lmp");
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precache_file ("gfx/netmen5.lmp");
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precache_file ("gfx/sell.lmp");
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precache_file ("gfx/help0.lmp");
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precache_file ("gfx/help1.lmp");
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precache_file ("gfx/help2.lmp");
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precache_file ("gfx/help3.lmp");
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precache_file ("gfx/help4.lmp");
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precache_file ("gfx/help5.lmp");
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precache_file ("gfx/pause.lmp");
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precache_file ("gfx/loading.lmp");
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precache_file ("gfx/p_option.lmp");
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precache_file ("gfx/p_load.lmp");
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precache_file ("gfx/p_save.lmp");
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precache_file ("gfx/p_multi.lmp");
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// sounds loaded by C code
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precache_sound ("misc/menu1.wav");
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precache_sound ("misc/menu2.wav");
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precache_sound ("misc/menu3.wav");
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precache_sound ("ambience/water1.wav");
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precache_sound ("ambience/wind2.wav");
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// shareware
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precache_file ("maps/start.bsp");
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precache_file ("maps/e1m1.bsp");
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precache_file ("maps/e1m2.bsp");
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precache_file ("maps/e1m3.bsp");
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precache_file ("maps/e1m4.bsp");
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precache_file ("maps/e1m5.bsp");
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precache_file ("maps/e1m6.bsp");
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precache_file ("maps/e1m7.bsp");
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precache_file ("maps/e1m8.bsp");
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// registered
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precache_file2 ("gfx/pop.lmp");
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precache_file2 ("maps/e2m1.bsp");
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precache_file2 ("maps/e2m2.bsp");
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precache_file2 ("maps/e2m3.bsp");
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precache_file2 ("maps/e2m4.bsp");
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precache_file2 ("maps/e2m5.bsp");
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precache_file2 ("maps/e2m6.bsp");
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precache_file2 ("maps/e2m7.bsp");
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precache_file2 ("maps/e3m1.bsp");
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precache_file2 ("maps/e3m2.bsp");
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precache_file2 ("maps/e3m3.bsp");
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precache_file2 ("maps/e3m4.bsp");
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precache_file2 ("maps/e3m5.bsp");
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precache_file2 ("maps/e3m6.bsp");
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precache_file2 ("maps/e3m7.bsp");
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precache_file2 ("maps/e4m1.bsp");
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precache_file2 ("maps/e4m2.bsp");
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precache_file2 ("maps/e4m3.bsp");
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precache_file2 ("maps/e4m4.bsp");
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precache_file2 ("maps/e4m5.bsp");
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precache_file2 ("maps/e4m6.bsp");
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precache_file2 ("maps/e4m7.bsp");
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precache_file2 ("maps/e4m8.bsp");
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precache_file2 ("maps/end.bsp");
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precache_file2 ("maps/dm1.bsp");
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precache_file2 ("maps/dm2.bsp");
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precache_file2 ("maps/dm3.bsp");
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precache_file2 ("maps/dm4.bsp");
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precache_file2 ("maps/dm5.bsp");
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precache_file2 ("maps/dm6.bsp");
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};
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void () edictticker_think =
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{
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localcmd ("edictcount\n");
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self.nextthink = time + self.num_mines;
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};
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entity lastspawn;
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//=======================
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/*QUAKED worldspawn (0 0 0) ?
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Only used for the world entity.
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Set message to the level name.
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Set sounds to the cd track to play.
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World Types:
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0: medieval
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1: metal
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2: base
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*/
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//=======================
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void() worldspawn =
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{
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local string st; //WK
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local entity ticker;
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lastspawn = world = self;
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InitBodyQue ();
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last_team_no = 5;
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st = infokey(NIL, "mapcfg");
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if (!(st == "0" || st == "off" || st == ""))
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{
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if (st == "1" || st == "on")
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st = "mapcfg";
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localcmd("exec mapcfg.cfg\n"); // generic stuff
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localcmd("exec \"");
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localcmd(st);
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localcmd("/");
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localcmd(infokey(NIL, "map"));
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localcmd(".cfg\"\n");
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}
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// custom map attributes
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st = infokey(NIL, "*gamedir");
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if (st != "fortress")
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{
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if (st == "")
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localcmd("sv_gamedir fortress\n");
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else
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objerror("QW TF must be run with a gamedir of \"fortress\", not \""
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+ st + "\".\n");
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}
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//- OfteN globals -//
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UpdateInfos();
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debug_target=NIL;
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already_chosen_map = FALSE;
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triggered_cycle = FALSE;
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////////////////////
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if (stof(infokey (NIL, "edictticker")))
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{
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ticker = spawn();
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ticker.classname = "edictcount";
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ticker.nextthink = time + 5;
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ticker.think = edictticker_think;
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ticker.num_mines = stof(infokey (NIL, "edictticker")); // I hate overloading, but I don't want to use a full thing just for this one stupid little hack.
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}
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// We set up Chris' Teamplay Plus Mode here cos that's fun
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/*st = infokey(NIL, "chris");
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if (st == "on")
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chris = TRUE;
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else
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chris = stof(st);
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st = infokey(NIL, "roundtime");
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roundtime = stof(st);
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if (!roundtime)
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roundtime = 300;
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roundstowin = 5;*/
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////////////////////////////////
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team_with_flag = 0; //KK initial global sets
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// We load the masks from the map, overriding it with infokeys if
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// they exist
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st = infokey (NIL, "friends1_mask");
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friends1_mask = stof (st ? st : self.noise1);
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st = infokey (NIL, "friends2_mask");
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friends2_mask = stof (st ? st : self.noise2);
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st = infokey (NIL, "friends3_mask");
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friends3_mask = stof (st ? st : self.noise3);
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st = infokey (NIL, "friends4_mask");
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friends4_mask = stof (st ? st : self.noise4);
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// the area based ambient sounds MUST be the first precache_sounds
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// player precaches
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W_Precache (); // get weapon precaches
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// sounds used from C physics code
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precache_sound ("demon/dland2.wav"); // landing thud
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precache_sound ("misc/h2ohit1.wav"); // landing splash
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// setup precaches allways needed
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precache_sound ("items/itembk2.wav"); // item respawn sound
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precache_sound ("player/plyrjmp8.wav"); // player jump
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precache_sound ("player/land.wav"); // player landing
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precache_sound ("player/land2.wav"); // player hurt landing
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precache_sound ("player/drown1.wav"); // drowning pain
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precache_sound ("player/drown2.wav"); // drowning pain
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precache_sound ("player/gasp1.wav"); // gasping for air
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precache_sound ("player/gasp2.wav"); // taking breath
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precache_sound ("player/h2odeath.wav"); // drowning death
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precache_sound ("misc/talk.wav"); // talk
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precache_sound ("player/teledth1.wav"); // telefrag
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precache_sound ("misc/r_tele1.wav"); // teleport sounds
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precache_sound ("misc/r_tele2.wav");
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precache_sound ("misc/r_tele3.wav");
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precache_sound ("misc/r_tele4.wav");
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precache_sound ("misc/r_tele5.wav");
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precache_sound ("weapons/lock4.wav"); // ammo pick up
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precache_sound ("weapons/pkup.wav"); // weapon up
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precache_sound ("items/armor1.wav"); // armor up
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precache_sound ("weapons/lhit.wav"); //lightning
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precache_sound ("weapons/lstart.wav"); //lightning start
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precache_sound ("items/damage3.wav");
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precache_sound ("misc/power.wav"); //lightning for boss
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// player gib sounds
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precache_sound ("player/gib.wav"); // player gib sound
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precache_sound ("player/udeath.wav"); // player gib sound
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precache_sound ("player/tornoff2.wav"); // gib sound
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// player pain sounds
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precache_sound ("player/pain1.wav");
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precache_sound ("player/pain2.wav");
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precache_sound ("player/pain3.wav");
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precache_sound ("player/pain4.wav");
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precache_sound ("player/pain5.wav");
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precache_sound ("player/pain6.wav");
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// player death sounds
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precache_sound ("player/death1.wav");
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precache_sound ("player/death2.wav");
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precache_sound ("player/death3.wav");
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precache_sound ("player/death4.wav");
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precache_sound ("player/death5.wav");
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// ax sounds
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precache_sound ("weapons/ax1.wav"); // ax swoosh
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precache_sound ("player/axhit1.wav"); // ax hit meat
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precache_sound ("player/axhit2.wav"); // ax hit world
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precache_sound ("player/h2ojump.wav"); // player jumping into water
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precache_sound ("player/slimbrn2.wav"); // player enter slime
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precache_sound ("player/inh2o.wav"); // player enter water
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precache_sound ("player/inlava.wav"); // player enter lava
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precache_sound ("misc/outwater.wav"); // leaving water sound
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precache_sound ("player/lburn1.wav"); // lava burn
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precache_sound ("player/lburn2.wav"); // lava burn
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precache_sound ("misc/water1.wav"); // swimming
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precache_sound ("misc/water2.wav"); // swimming
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precache_model ("progs/player.mdl");
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precache_model ("progs/eyes.mdl");
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precache_model ("progs/h_player.mdl");
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precache_model ("progs/gib1.mdl");
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precache_model ("progs/gib2.mdl");
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precache_model ("progs/gib3.mdl");
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precache_model ("progs/s_bubble.spr"); // drowning bubbles
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precache_model ("progs/s_explod.spr"); // sprite explosion
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precache_model ("progs/s_light.spr");
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precache_model ("progs/v_axe.mdl");
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precache_model ("progs/v_shot.mdl");
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precache_model ("progs/v_nail.mdl");
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precache_model ("progs/v_rock.mdl");
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precache_model ("progs/v_shot2.mdl");
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precache_model ("progs/v_nail2.mdl");
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precache_model ("progs/v_rock2.mdl");
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precache_model ("progs/grenade.mdl");
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precache_model ("progs/bolt.mdl"); // for lightning gun
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precache_model ("progs/bolt2.mdl"); // for lightning gun
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precache_model ("progs/bolt3.mdl"); // for boss shock
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precache_model ("progs/lavaball.mdl"); // for testing
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precache_model ("progs/missile.mdl");
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precache_model ("progs/spike.mdl");
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precache_model ("progs/s_spike.mdl");
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precache_model ("progs/backpack.mdl");
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precache_model ("progs/zom_gib.mdl");
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precache_model ("progs/v_light.mdl");
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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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precache_sound2 ("hknight/attack1.wav");
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//- OfN - Flare exp sound
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precache_sound2 ("items/flare1.wav");
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// Team Fortress Weapon MDLs
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precache_model2("progs/sight.spr");
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// precache_model2("progs/cross1.mdl");
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precache_model2("progs/v_medi.mdl");
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precache_model2("progs/v_bio.mdl");
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precache_model2("progs/hgren2.mdl");
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precache_model2("progs/biggren.mdl");
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//precache_model2("progs/lndmine.mdl");
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precache_model2("progs/flare.mdl");
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precache_model2("progs/v_srifle.mdl");
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precache_model2("progs/v_asscan.mdl");
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precache_model2("progs/detpack.mdl");
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precache_model2("progs/ammobox.mdl");
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precache_model2("progs/v_knife.mdl"); // Spy's Knife
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precache_model2("progs/v_knife2.mdl"); // Spy's Knife with Blood on it
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precache_model2("progs/v_span.mdl"); // Engineer's Spanner
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precache_model2("progs/e_spike1.mdl"); // Engineer's RailGun
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precache_model2("progs/e_spike2.mdl"); // Engineer's RailGun
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precache_model2("progs/v_rail.mdl"); // Engineer's RailGun
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//precache_model2("progs/turrgun.mdl"); // Sentry Gun
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//////////////////////////////////////////////////////
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precache_model2("progs/trrgn2.mdl");
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precache_sound2 ("weapons/sntr666.wav");
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precache_sound2 ("weapons/trr2lost.wav");
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//precache_model2("progs/turrbase.mdl"); // Sentry Gun
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precache_model2("progs/trrbs2.mdl"); // Sentry Gun
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//air-fist models and sounds--------//
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precache_model2("progs/v_airgun.mdl");
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precache_sound2("weapons/agfail.wav");
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precache_sound2("weapons/agwfail.wav");
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precache_sound2("weapons/agwater.wav");
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precache_sound2("weapons/agfire.wav");
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precache_model2("progs/s_ablast.spr");
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//----------------------------------//
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//laser cannon models and sounds---//
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precache_model2("progs/v_laserg.mdl");
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precache_model2("progs/lasrspik.mdl");
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precache_sound2("weapons/laserric.wav");
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precache_sound2("weapons/laserg.wav");
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//-----------------------------------//
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//field gen precaches-------------//
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Field_Precache();
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//---------------------------------//
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//- OfN -
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precache_model2("progs/flarefly.mdl");
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precache_model2("progs/tesgib4.mdl");
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precache_model ("progs/caltrop.mdl"); // A big, bad, caltrop
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precache_sound2("weapons/gren_emp.wav");
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precache_model2("progs/t2gib1.mdl"); // Sentry Gun Gib
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precache_model2("progs/t2gib2.mdl"); // Sentry Gun Gib
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precache_model2("progs/t2gib3.mdl"); // Sentry Gun Gib
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//- extra gib
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precache_model2("progs/t2gib4.mdl"); // Sentry Gun Gib
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///////////////////////////////////////
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#ifdef no_new_dispenser
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precache_model2("progs/disp.mdl"); // Tmp dispenser mdl
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precache_model2("progs/dgib1.mdl"); // Dispenser Gib
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precache_model2("progs/dgib2.mdl"); // Dispenser Gib
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precache_model2("progs/dgib3.mdl"); // Dispenser Gib
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#else
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precache_model2("progs/disp2.mdl"); // Tmp dispenser mdl
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precache_model2("progs/d2gib1.mdl"); // Dispenser Gib
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precache_model2("progs/d2gib2.mdl"); // Dispenser Gib
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precache_model2("progs/d2gib3.mdl"); // Dispenser Gib
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#endif
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precache_model2("progs/grenade2.mdl"); // New grenade
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precache_model2("progs/v_grap.mdl"); // Grapple gun
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precache_model2("progs/hook.mdl"); // Grapple hook
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if (headless==1)
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precache_model2("progs/headless.mdl"); // Player with no head
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precache_model2("progs/sencer.mdl");
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precache_model2("progs/grunty.mdl");
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//- OfN
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Wiz_Precache();
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precache_sound2("weapons/detpack.wav");
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precache_sound2("speech/saveme1.wav"); // Saveme Sound
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precache_sound2("speech/saveme2.wav"); // Saveme Sound
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//- OfN sounds for flares and holo
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precache_sound2("effects/bodyhit1.wav");
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precache_sound2("effects/bodyhit2.wav");
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|
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//- OfN - Aura sounds
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precache_sound2("auras/aura1.wav");
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precache_sound2("auras/aura2.wav");
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precache_sound2("auras/aura3.wav");
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precache_sound2("auras/aura4.wav");
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|
|
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//precache_sound2("weapons/pinpull.wav");
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|
//precache_sound2("weapons/throw.wav");
|
|
|
|
#ifdef SPEECH
|
|
precache_sound2("speech/scout.wav");
|
|
precache_sound2("speech/sniper.wav");
|
|
precache_sound2("speech/soldier.wav");
|
|
precache_sound2("speech/demoman.wav");
|
|
precache_sound2("speech/medic.wav");
|
|
precache_sound2("speech/hvyweap.wav");
|
|
precache_sound2("speech/pyro.wav");
|
|
precache_sound2("speech/spy.wav");
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|
precache_sound2("speech/engineer.wav");
|
|
|
|
precache_sound2("speech/demo_dp.wav");
|
|
#endif
|
|
|
|
|
|
//
|
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
|
//
|
|
|
|
// 0 normal
|
|
lightstyle(0, "m");
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|
|
|
// 1 FLICKER (first variety)
|
|
lightstyle(1, "mmnmmommommnonmmonqnmmo");
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|
|
|
// 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");
|
|
|
|
AddCommands();
|
|
};
|
|
|
|
void() StartFrame =
|
|
{
|
|
teamplay = cvar("teamplay");
|
|
timelimit = cvar("timelimit") * 60;
|
|
fraglimit = cvar("fraglimit");
|
|
deathmatch = cvar("deathmatch");
|
|
no_pogo_stick = cvar ("no_pogo_stick");
|
|
framecount = framecount + 1;
|
|
|
|
local string timeleft;
|
|
timeleft = timelimit ? sprintf ("%.0f", (timelimit - time) / 60) : "";
|
|
if (timeleft != infokey (NIL, "timeleft"))
|
|
localcmd ("serverinfo timeleft " + timeleft + "\n");
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
BODY QUE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
entity bodyque_head;
|
|
|
|
void() bodyque =
|
|
{ // just here so spawn functions don't complain after the world
|
|
// creates bodyques
|
|
};
|
|
|
|
|
|
void() InitBodyQue =
|
|
{
|
|
bodyque_head = spawn();
|
|
bodyque_head.classname = "bodyque";
|
|
bodyque_head.owner = spawn();
|
|
bodyque_head.owner.classname = "bodyque";
|
|
bodyque_head.owner.owner = spawn();
|
|
bodyque_head.owner.owner.classname = "bodyque";
|
|
bodyque_head.owner.owner.owner = spawn();
|
|
bodyque_head.owner.owner.owner.classname = "bodyque";
|
|
bodyque_head.owner.owner.owner.owner = bodyque_head;
|
|
};
|
|
|
|
// make a body que entry for the given ent so the ent can be
|
|
// respawned elsewhere
|
|
void(entity ent) CopyToBodyQue =
|
|
{
|
|
bodyque_head.angles = ent.angles;
|
|
bodyque_head.model = ent.model;
|
|
bodyque_head.skin = ent.skin;
|
|
bodyque_head.modelindex = ent.modelindex;
|
|
bodyque_head.frame = ent.frame;
|
|
bodyque_head.colormap = ent.colormap;
|
|
bodyque_head.movetype = ent.movetype;
|
|
bodyque_head.velocity = ent.velocity;
|
|
bodyque_head.flags = 0;
|
|
setorigin (bodyque_head, ent.origin);
|
|
setsize (bodyque_head, ent.mins, ent.maxs);
|
|
bodyque_head = bodyque_head.owner;
|
|
};
|
|
|
|
|
|
integer(entity e) entpointcontents = {
|
|
return hullpointcontents(world, e.mins, e.maxs, e.origin);
|
|
};
|
|
|