746 lines
17 KiB
C++
746 lines
17 KiB
C++
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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.
|
||
|
*/
|
||
|
void() info_null =
|
||
|
{
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||
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remove(self);
|
||
|
};
|
||
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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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*/
|
||
|
void() 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() light_use =
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{
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||
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if (self.spawnflags & start_off)
|
||
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{
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lightstyle(self.style, "m");
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self.spawnflags = self.spawnflags - start_off;
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|
}
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else
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{
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lightstyle(self.style, "a");
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self.spawnflags = 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() light =
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{
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if (!self.targetname)
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{ // 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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{
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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() light_fluoro =
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{
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if (self.style >= 32)
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{
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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() 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() 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() 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() 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() 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() 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() 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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/*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() fire_fly;
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void() fire_touch;
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void() 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 + (random() * 5);
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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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|
void() 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 = (random() * 100) - 50;
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fireball.velocity_y = (random() * 100) - 50;
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fireball.velocity_z = self.speed + (random() * 200);
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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 + (random() * 5) + 3;
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self.think = fire_fly;
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};
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void() 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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//============================================================================
|
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void() 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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||
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sound (self, chan_voice, "weapons/r_exp3.wav", 1, attn_norm);
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particle (self.origin, '0 0 0', 75, 255);
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self.origin_z = self.origin_z + 32;
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becomeexplosion ();
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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() misc_explobox =
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{
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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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||
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precache_sound ("weapons/r_exp3.wav");
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||
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self.health = 20;
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||
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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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||
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oldz = self.origin_z;
|
||
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droptofloor();
|
||
|
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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||
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remove(self);
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||
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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() misc_explobox2 =
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||
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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");
|
||
|
setmodel (self, "maps/b_exbox2.bsp");
|
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precache_sound ("weapons/r_exp3.wav");
|
||
|
self.health = 20;
|
||
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self.th_die = barrel_explode;
|
||
|
self.takedamage = damage_aim;
|
||
|
|
||
|
self.origin_z = self.origin_z + 2;
|
||
|
oldz = self.origin_z;
|
||
|
droptofloor();
|
||
|
if (oldz - self.origin_z > 250)
|
||
|
{
|
||
|
dprint ("item fell out of level at ");
|
||
|
dprint (vtos(self.origin));
|
||
|
dprint ("\n");
|
||
|
remove(self);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
|
||
|
void(vector org, vector vec) launchlaser;
|
||
|
|
||
|
//med 11/09/96 added lava ball and rocket
|
||
|
void() spikeshooter_use =
|
||
|
{
|
||
|
local entity lavaball;
|
||
|
if (self.spawnflags & spawnflag_laser)
|
||
|
{
|
||
|
if (!self.spawnflags & spawnflag_silent)
|
||
|
sound (self, chan_voice, "enforcer/enfire.wav", 1, attn_norm);
|
||
|
launchlaser (self.origin, self.movedir);
|
||
|
newmis.spawnflags = self.spawnflags;
|
||
|
}
|
||
|
else if (self.spawnflags & spawnflag_lavaball)
|
||
|
{
|
||
|
if (!self.spawnflags & spawnflag_silent)
|
||
|
sound (self, chan_voice, "misc/spike.wav", 1, attn_norm);
|
||
|
lavaball = spawn();
|
||
|
lavaball.movetype = movetype_flymissile;
|
||
|
lavaball.solid = solid_bbox;
|
||
|
lavaball.classname = "lavaball";
|
||
|
// set lavaball speed
|
||
|
lavaball.velocity = self.movedir * 300;
|
||
|
lavaball.angles = vectoangles(lavaball.velocity);
|
||
|
lavaball.owner = self;
|
||
|
lavaball.touch = t_missiletouch;
|
||
|
setmodel (lavaball, "progs/lavarock.mdl");
|
||
|
setsize (lavaball, '-4 -4 -4', '4 4 4');
|
||
|
setorigin (lavaball, self.origin);
|
||
|
lavaball.avelocity = '0 0 400';
|
||
|
lavaball.nextthink = time + 5;
|
||
|
lavaball.think = sub_remove;
|
||
|
}
|
||
|
else if (self.spawnflags & spawnflag_rocket)
|
||
|
{
|
||
|
if (!self.spawnflags & spawnflag_silent)
|
||
|
sound (self, chan_voice, "weapons/sgun1.wav", 1, attn_norm);
|
||
|
w_firerocket();
|
||
|
newmis.velocity = self.movedir*1000;
|
||
|
newmis.angles = vectoangles(newmis.velocity);
|
||
|
setorigin (newmis, self.origin + self.movedir*8);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (!self.spawnflags & spawnflag_silent)
|
||
|
sound (self, chan_voice, "weapons/spike2.wav", 1, attn_norm);
|
||
|
launch_spike (self.origin, self.movedir);
|
||
|
newmis.velocity = self.movedir * 500;
|
||
|
if (self.spawnflags & spawnflag_superspike)
|
||
|
newmis.touch = superspike_touch;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//med 11/01/96 added state capability
|
||
|
void() shooter_think =
|
||
|
{
|
||
|
if (self.state)
|
||
|
{
|
||
|
spikeshooter_use ();
|
||
|
}
|
||
|
self.nextthink = time + self.wait;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*quaked trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
|
||
|
when triggered, fires a spike in the direction set in quakeed.
|
||
|
laser is only for registered.
|
||
|
*/
|
||
|
|
||
|
//med 11/01/96 commented out setmovedir
|
||
|
void() trap_spikeshooter =
|
||
|
{
|
||
|
setmovedir ();
|
||
|
self.use = spikeshooter_use;
|
||
|
if (self.spawnflags & spawnflag_laser)
|
||
|
{
|
||
|
precache_model2 ("progs/laser.mdl");
|
||
|
|
||
|
precache_sound2 ("enforcer/enfire.wav");
|
||
|
precache_sound2 ("enforcer/enfstop.wav");
|
||
|
}
|
||
|
else if (self.spawnflags & spawnflag_lavaball)
|
||
|
{
|
||
|
precache_model ("progs/lavarock.mdl");
|
||
|
// self.classname = "fireball";
|
||
|
precache_sound2 ("misc/spike.wav");
|
||
|
}
|
||
|
else if (self.spawnflags & spawnflag_rocket)
|
||
|
{
|
||
|
precache_model ("progs/missile.mdl");
|
||
|
precache_sound ("weapons/sgun1.wav");
|
||
|
}
|
||
|
else
|
||
|
precache_sound ("weapons/spike2.wav");
|
||
|
};
|
||
|
|
||
|
|
||
|
/*quaked trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
|
||
|
continuously fires spikes.
|
||
|
"wait" time between spike (1.0 default)
|
||
|
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
|
||
|
*/
|
||
|
void() trap_shooter =
|
||
|
{
|
||
|
trap_spikeshooter ();
|
||
|
|
||
|
if (self.wait == 0)
|
||
|
self.wait = 1;
|
||
|
//med 11/01/96 added state capability
|
||
|
self.state = 1;
|
||
|
self.nextthink = self.nextthink + self.wait + self.ltime;
|
||
|
self.think = shooter_think;
|
||
|
};
|
||
|
|
||
|
//med 11/01/96 added new use function
|
||
|
void() trap_shooter_use =
|
||
|
{
|
||
|
self.state = 1 - self.state;
|
||
|
};
|
||
|
//med 11/01/96 added new function
|
||
|
/*quaked trap_switched_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
|
||
|
continuously fires spikes.
|
||
|
"wait" time between spike (1.0 default)
|
||
|
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
|
||
|
"state" 0 initially off, 1 initially on. (0 default)
|
||
|
*/
|
||
|
void() trap_switched_shooter =
|
||
|
{
|
||
|
trap_spikeshooter ();
|
||
|
|
||
|
if (self.wait == 0)
|
||
|
self.wait = 1;
|
||
|
//med 11/01/96 added state capability
|
||
|
self.nextthink = self.nextthink + self.wait + self.ltime;
|
||
|
self.think = shooter_think;
|
||
|
self.use = trap_shooter_use;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
|
||
|
void() make_bubbles;
|
||
|
void() bubble_remove;
|
||
|
void() bubble_bob;
|
||
|
|
||
|
/*quaked air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||
|
|
||
|
testing air bubbles
|
||
|
*/
|
||
|
|
||
|
void() air_bubbles =
|
||
|
|
||
|
{
|
||
|
if (deathmatch)
|
||
|
{
|
||
|
remove (self);
|
||
|
return;
|
||
|
}
|
||
|
precache_model ("progs/s_bubble.spr");
|
||
|
self.nextthink = time + 1;
|
||
|
self.think = make_bubbles;
|
||
|
};
|
||
|
|
||
|
void() make_bubbles =
|
||
|
{
|
||
|
local entity bubble;
|
||
|
|
||
|
bubble = spawn();
|
||
|
setmodel (bubble, "progs/s_bubble.spr");
|
||
|
setorigin (bubble, self.origin);
|
||
|
bubble.movetype = movetype_noclip;
|
||
|
bubble.solid = solid_not;
|
||
|
bubble.velocity = '0 0 15';
|
||
|
bubble.nextthink = time + 0.5;
|
||
|
bubble.think = bubble_bob;
|
||
|
bubble.touch = bubble_remove;
|
||
|
bubble.classname = "bubble";
|
||
|
bubble.frame = 0;
|
||
|
bubble.cnt = 0;
|
||
|
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||
|
self.nextthink = time + random() + 0.5;
|
||
|
self.think = make_bubbles;
|
||
|
};
|
||
|
|
||
|
void() bubble_split =
|
||
|
{
|
||
|
local entity bubble;
|
||
|
bubble = spawn();
|
||
|
setmodel (bubble, "progs/s_bubble.spr");
|
||
|
setorigin (bubble, self.origin);
|
||
|
bubble.movetype = movetype_noclip;
|
||
|
bubble.solid = solid_not;
|
||
|
bubble.velocity = self.velocity;
|
||
|
bubble.nextthink = time + 0.5;
|
||
|
bubble.think = bubble_bob;
|
||
|
bubble.touch = bubble_remove;
|
||
|
bubble.classname = "bubble";
|
||
|
bubble.frame = 1;
|
||
|
bubble.cnt = 10;
|
||
|
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||
|
self.frame = 1;
|
||
|
self.cnt = 10;
|
||
|
if (self.waterlevel != 3)
|
||
|
remove (self);
|
||
|
};
|
||
|
|
||
|
void() bubble_remove =
|
||
|
{
|
||
|
if (other.classname == self.classname)
|
||
|
{
|
||
|
// dprint ("bump");
|
||
|
return;
|
||
|
}
|
||
|
remove(self);
|
||
|
};
|
||
|
|
||
|
void() bubble_bob =
|
||
|
{
|
||
|
local float rnd1, rnd2, rnd3;
|
||
|
local vector vtmp1, modi;
|
||
|
|
||
|
self.cnt = self.cnt + 1;
|
||
|
if (self.cnt == 4)
|
||
|
bubble_split();
|
||
|
if (self.cnt == 20)
|
||
|
remove(self);
|
||
|
|
||
|
rnd1 = self.velocity_x + (-10 + (random() * 20));
|
||
|
rnd2 = self.velocity_y + (-10 + (random() * 20));
|
||
|
rnd3 = self.velocity_z + 10 + random() * 10;
|
||
|
|
||
|
if (rnd1 > 10)
|
||
|
rnd1 = 5;
|
||
|
if (rnd1 < -10)
|
||
|
rnd1 = -5;
|
||
|
|
||
|
if (rnd2 > 10)
|
||
|
rnd2 = 5;
|
||
|
if (rnd2 < -10)
|
||
|
rnd2 = -5;
|
||
|
|
||
|
if (rnd3 < 10)
|
||
|
rnd3 = 15;
|
||
|
if (rnd3 > 30)
|
||
|
rnd3 = 25;
|
||
|
|
||
|
self.velocity_x = rnd1;
|
||
|
self.velocity_y = rnd2;
|
||
|
self.velocity_z = rnd3;
|
||
|
|
||
|
self.nextthink = time + 0.5;
|
||
|
self.think = bubble_bob;
|
||
|
};
|
||
|
|
||
|
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
|
||
|
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
|
||
|
|
||
|
/*quaked viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||
|
|
||
|
just for the debugging level. don't use
|
||
|
*/
|
||
|
|
||
|
void() viewthing =
|
||
|
|
||
|
{
|
||
|
self.movetype = movetype_none;
|
||
|
self.solid = solid_not;
|
||
|
precache_model ("progs/player.mdl");
|
||
|
setmodel (self, "progs/player.mdl");
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
simple bmodels
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
void() func_wall_use =
|
||
|
{ // change to alternate textures
|
||
|
self.frame = 1 - self.frame;
|
||
|
};
|
||
|
|
||
|
/*quaked func_wall (0 .5 .8) ?
|
||
|
this is just a solid wall if not inhibitted
|
||
|
*/
|
||
|
void() func_wall =
|
||
|
{
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = movetype_push; // so it doesn't get pushed by anything
|
||
|
self.solid = solid_bsp;
|
||
|
self.use = func_wall_use;
|
||
|
setmodel (self, self.model);
|
||
|
};
|
||
|
|
||
|
|
||
|
/*quaked func_illusionary (0 .5 .8) ?
|
||
|
a simple entity that looks solid but lets you walk through it.
|
||
|
*/
|
||
|
void() func_illusionary =
|
||
|
|
||
|
{
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = movetype_none;
|
||
|
self.solid = solid_not;
|
||
|
setmodel (self, self.model);
|
||
|
makestatic ();
|
||
|
};
|
||
|
|
||
|
/*quaked func_episodegate (0 .5 .8) ? e1 e2 e3 e4
|
||
|
this bmodel will appear if the episode has allready been completed, so players can't reenter it.
|
||
|
*/
|
||
|
void() func_episodegate =
|
||
|
|
||
|
{
|
||
|
if (!(serverflags & self.spawnflags))
|
||
|
return; // can still enter episode
|
||
|
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = movetype_push; // so it doesn't get pushed by anything
|
||
|
self.solid = solid_bsp;
|
||
|
self.use = func_wall_use;
|
||
|
setmodel (self, self.model);
|
||
|
};
|
||
|
|
||
|
/*quaked func_bossgate (0 .5 .8) ?
|
||
|
this bmodel appears unless players have all of the episode sigils.
|
||
|
*/
|
||
|
void() func_bossgate =
|
||
|
|
||
|
{
|
||
|
if ( (serverflags & 15) == 15)
|
||
|
return; // all episodes completed
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = movetype_push; // so it doesn't get pushed by anything
|
||
|
self.solid = solid_bsp;
|
||
|
self.use = func_wall_use;
|
||
|
setmodel (self, self.model);
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
/*quaked ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_suck_wind =
|
||
|
{
|
||
|
precache_sound ("ambience/suck1.wav");
|
||
|
ambientsound (self.origin, "ambience/suck1.wav", 1, attn_static);
|
||
|
};
|
||
|
|
||
|
/*quaked ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_drone =
|
||
|
{
|
||
|
precache_sound ("ambience/drone6.wav");
|
||
|
ambientsound (self.origin, "ambience/drone6.wav", 0.5, attn_static);
|
||
|
};
|
||
|
|
||
|
/*quaked ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_flouro_buzz =
|
||
|
{
|
||
|
precache_sound ("ambience/buzz1.wav");
|
||
|
ambientsound (self.origin, "ambience/buzz1.wav", 1, attn_static);
|
||
|
};
|
||
|
/*quaked ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_drip =
|
||
|
{
|
||
|
precache_sound ("ambience/drip1.wav");
|
||
|
ambientsound (self.origin, "ambience/drip1.wav", 0.5, attn_static);
|
||
|
};
|
||
|
/*quaked ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_comp_hum =
|
||
|
{
|
||
|
precache_sound ("ambience/comp1.wav");
|
||
|
ambientsound (self.origin, "ambience/comp1.wav", 1, attn_static);
|
||
|
};
|
||
|
/*quaked ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_thunder =
|
||
|
{
|
||
|
precache_sound ("ambience/thunder1.wav");
|
||
|
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, attn_static);
|
||
|
};
|
||
|
/*quaked ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_light_buzz =
|
||
|
{
|
||
|
precache_sound ("ambience/fl_hum1.wav");
|
||
|
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, attn_static);
|
||
|
};
|
||
|
/*quaked ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_swamp1 =
|
||
|
{
|
||
|
precache_sound ("ambience/swamp1.wav");
|
||
|
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, attn_static);
|
||
|
};
|
||
|
/*quaked ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_swamp2 =
|
||
|
{
|
||
|
precache_sound ("ambience/swamp2.wav");
|
||
|
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, attn_static);
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
void() noise_think =
|
||
|
{
|
||
|
self.nextthink = time + 0.5;
|
||
|
sound (self, 1, "enforcer/enfire.wav", 1, attn_norm);
|
||
|
sound (self, 2, "enforcer/enfstop.wav", 1, attn_norm);
|
||
|
sound (self, 3, "enforcer/sight1.wav", 1, attn_norm);
|
||
|
sound (self, 4, "enforcer/sight2.wav", 1, attn_norm);
|
||
|
sound (self, 5, "enforcer/sight3.wav", 1, attn_norm);
|
||
|
sound (self, 6, "enforcer/sight4.wav", 1, attn_norm);
|
||
|
sound (self, 7, "enforcer/pain1.wav", 1, attn_norm);
|
||
|
};
|
||
|
|
||
|
/*quaked misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
|
||
|
|
||
|
for optimzation testing, starts a lot of sounds.
|
||
|
*/
|
||
|
|
||
|
void() misc_noisemaker =
|
||
|
|
||
|
{
|
||
|
precache_sound2 ("enforcer/enfire.wav");
|
||
|
precache_sound2 ("enforcer/enfstop.wav");
|
||
|
precache_sound2 ("enforcer/sight1.wav");
|
||
|
precache_sound2 ("enforcer/sight2.wav");
|
||
|
precache_sound2 ("enforcer/sight3.wav");
|
||
|
precache_sound2 ("enforcer/sight4.wav");
|
||
|
precache_sound2 ("enforcer/pain1.wav");
|
||
|
precache_sound2 ("enforcer/pain2.wav");
|
||
|
precache_sound2 ("enforcer/death1.wav");
|
||
|
precache_sound2 ("enforcer/idle1.wav");
|
||
|
|
||
|
self.nextthink = time + 0.1 + random();
|
||
|
self.think = noise_think;
|
||
|
};
|