kingpin-sdk/gamesrc/G_spawn.c

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48 KiB
C
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2000-03-27 00:00:00 +00:00
#include "g_local.h"
typedef struct
{
char *name;
void (*spawn)(edict_t *ent);
} spawn_t;
void SP_item_health (edict_t *self);
void SP_item_health_small (edict_t *self);
void SP_item_health_large (edict_t *self);
void SP_item_health_mega (edict_t *self);
void SP_info_player_start (edict_t *ent);
void SP_info_player_deathmatch (edict_t *ent);
void SP_info_player_coop (edict_t *ent);
void SP_info_player_intermission (edict_t *ent);
void SP_func_plat (edict_t *ent);
void SP_func_rotating (edict_t *ent);
void SP_func_button (edict_t *ent);
void SP_func_door (edict_t *ent);
void SP_func_door_secret (edict_t *ent);
void SP_func_door_rotating (edict_t *ent);
void SP_func_water (edict_t *ent);
void SP_func_train (edict_t *ent);
void SP_func_conveyor (edict_t *self);
void SP_func_wall (edict_t *self);
void SP_func_object (edict_t *self);
void SP_func_explosive (edict_t *self);
void SP_func_timer (edict_t *self);
void SP_func_areaportal (edict_t *ent);
void SP_func_clock (edict_t *ent);
void SP_func_killbox (edict_t *ent);
void SP_trigger_always (edict_t *ent);
void SP_trigger_once (edict_t *ent);
void SP_trigger_multiple (edict_t *ent);
void SP_trigger_relay (edict_t *ent);
void SP_trigger_push (edict_t *ent);
void SP_trigger_hurt (edict_t *ent);
void SP_trigger_key (edict_t *ent);
void SP_trigger_counter (edict_t *ent);
void SP_trigger_elevator (edict_t *ent);
void SP_trigger_gravity (edict_t *ent);
void SP_trigger_monsterjump (edict_t *ent);
void SP_target_temp_entity (edict_t *ent);
void SP_target_speaker (edict_t *ent);
void SP_target_explosion (edict_t *ent);
// JOSEPH 9-APR-99
void SP_target_fire (edict_t *ent);
// END JOSEPH
void SP_target_changelevel (edict_t *ent);
void SP_target_secret (edict_t *ent);
void SP_target_goal (edict_t *ent);
void SP_target_splash (edict_t *ent);
void SP_target_spawner (edict_t *ent);
void SP_target_blaster (edict_t *ent);
void SP_target_crosslevel_trigger (edict_t *ent);
void SP_target_crosslevel_target (edict_t *ent);
void SP_target_laser (edict_t *self);
// void SP_target_help (edict_t *ent);
void SP_target_lightramp (edict_t *self);
void SP_target_earthquake (edict_t *ent);
void SP_target_character (edict_t *ent);
void SP_target_string (edict_t *ent);
void SP_worldspawn (edict_t *ent);
void SP_viewthing (edict_t *ent);
void SP_light (edict_t *self);
void SP_light_mine1 (edict_t *ent);
void SP_light_mine2 (edict_t *ent);
void SP_info_null (edict_t *self);
void SP_info_notnull (edict_t *self);
void SP_path_corner (edict_t *self);
void SP_misc_explobox (edict_t *self);
void SP_misc_gib_arm (edict_t *self);
void SP_misc_gib_leg (edict_t *self);
void SP_misc_gib_head (edict_t *self);
void SP_misc_teleporter (edict_t *self);
void SP_misc_teleporter_dest (edict_t *self);
void SP_turret_breach (edict_t *self);
void SP_turret_base (edict_t *self);
void SP_turret_driver (edict_t *self);
// RAFAEL 14-APR-98
void SP_rotating_light (edict_t *self);
void SP_object_repair (edict_t *self);
void SP_misc_crashviper (edict_t *ent);
void SP_misc_viper_missile (edict_t *self);
void SP_misc_amb4 (edict_t *ent);
void SP_target_mal_laser (edict_t *ent);
// END 14-APR-98
// cast spawns
void SP_cast_punk(edict_t *self);
void SP_cast_thug(edict_t *self);
void SP_cast_runt (edict_t *self);
void SP_cast_thug2(edict_t *self);
void SP_cast_bitch (edict_t *ent);
void SP_cast_dog (edict_t *ent);
void SP_cast_shorty (edict_t *ent);
void SP_cast_whore (edict_t *ent);
// AI stuff
void SP_ai_boundary (edict_t *ent);
void SP_ai_event_hostile (edict_t *ent);
void SP_ai_event_follow (edict_t *ent);
void SP_ai_guard (edict_t *self);
void SP_ai_territory ( edict_t *ent );
void SP_ai_trigger_character (edict_t *ent);
void SP_ai_locked_door (edict_t *ent);
// Episode specific entities
void SP_misc_skidrow_radio (edict_t *self);
void SP_misc_skidrow_ambush (edict_t *self);
// Rafael's entities
void SP_misc_smoke (edict_t *ent);
// done.
// testing models
void SP_misc_fidelA (edict_t *ent);
//void SP_misc_fidelC (edict_t *ent);
void SP_elps (edict_t *self);
void SP_misc_car (edict_t *ent);
//void SP_misc_caustic (edict_t *ent);
// done.
void SP_cast_punk_window (edict_t *ent);
void SP_refl (edict_t *ent);
//void SP_misc_fidelseg (edict_t *ent);
// JOSEPH 4-MAY-99
void SP_light_fire_esm (edict_t *ent);
void SP_light_fire_sm (edict_t *ent);
void SP_light_fire_med (edict_t *ent);
void SP_light_fire_lg (edict_t *ent);
void SP_smoke_esm (edict_t *ent);
void SP_smoke_sm (edict_t *ent);
void SP_smoke_med (edict_t *ent);
void SP_smoke_lg (edict_t *ent);
void SP_func_train_rotating (edict_t *ent);
void SP_func_subdoor_base (edict_t *ent);
void SP_func_subdoor_handle1 (edict_t *ent);
void SP_func_subdoor_handle2 (edict_t *ent);
//void SP_light_sun (edict_t *ent);
void SP_props_trashcanA (edict_t *ent);
void SP_props_trashcan_fall (edict_t *ent);
void SP_props_hydrant (edict_t *ent);
void SP_props_antenna1a (edict_t *self);
void SP_props_antenna2a (edict_t *self);
void SP_props_antenna3a (edict_t *self);
void SP_props_antenna1b (edict_t *self);
void SP_props_antenna2b (edict_t *self);
void SP_props_antenna3b (edict_t *self);
void SP_props_antenna1c (edict_t *self);
void SP_props_antenna2c (edict_t *self);
void SP_props_antenna3c (edict_t *self);
void SP_props_phone (edict_t *self);
void SP_props_aircon (edict_t *self);
void SP_props_fan (edict_t *self);
void SP_props_tablesetA (edict_t *self);
void SP_props_radio (edict_t *self);
void SP_cast_buma (edict_t *self);
void SP_cast_bumb (edict_t *self);
void SP_elements_raincloud (edict_t *self);
void SP_elements_snowcloud (edict_t *self);
void SP_misc_cutscene_trigger (edict_t *self);
void SP_misc_cutscene_camera (edict_t *self);
//void SP_props_crate (edict_t *self);
//void SP_props_crate_32 (edict_t *self);
//void SP_props_crate_48 (edict_t *self);
void SP_props_chair (edict_t *self);
void SP_props_extinguisherA (edict_t *self);
void SP_props_extinguisherB (edict_t *self);
void SP_light_sconce (edict_t *self);
void SP_props_motorcycle (edict_t *self);
void SP_props_ammocrate_bust (edict_t *self);
void SP_props_shelf (edict_t *self);
void SP_props_mattressA (edict_t *self);
void SP_props_mattressB (edict_t *self);
void SP_props_mattressC (edict_t *self);
void SP_trigger_motorcycle (edict_t *self);
void SP_props_tv (edict_t *self);
void SP_props_steam_machine (edict_t *ent);
void SP_light_bulb (edict_t *self);
void SP_props_trash (edict_t *self);
void SP_props_wall_fall (edict_t *self);
void SP_props_trashbottle (edict_t *self);
void SP_props_trashpaper (edict_t *self);
void SP_props_trashwall (edict_t *self);
void SP_props_trashcorner (edict_t *self);
void SP_props_trashbottle_vert (edict_t *self);
void SP_props_blimp (edict_t *self);
void SP_misc_use_cutscene (edict_t *self);
void SP_props_motorcycle_runaway (edict_t *self);
void SP_trigger_hurt_fire (edict_t *self);
void SP_props_shelf_fall (edict_t *self);
void SP_target_fire (edict_t *self);
void SP_props_rat (edict_t *self);
void SP_props_rat_spawner (edict_t *self);
void SP_props_rat_spawner_node (edict_t *self);
void SP_target_flamethrower (edict_t *ent);
void SP_light_pendant (edict_t *self);
void SP_light_deco_sconce (edict_t *self);
void SP_props_shelfB_fall (edict_t *self);
//void SP_props_crate_bust_sm (edict_t *self);
void SP_func_lift (edict_t *self);
void SP_props_roof_vent (edict_t *self);
void SP_props_rat_trigger (edict_t *self);
void SP_props2_truck_die (edict_t *self);
void SP_props_cola_machine (edict_t *self);
void SP_props_cig_machine (edict_t *self);
void SP_props2_barrels_fallA (edict_t *self);
void SP_props2_barrels_fallB (edict_t *self);
void SP_props2_clubcouch (edict_t *self);
void SP_props2_clubchair (edict_t *self);
void SP_props2_vaseA (edict_t *self);
void SP_props2_vaseB (edict_t *self);
void SP_props2_chair_conf (edict_t *self);
void SP_props2_shelf_metal_A_fall (edict_t *self);
void SP_props2_shelf_metal_B_fall (edict_t *self);
void SP_props2_deadguy (edict_t *self);
void SP_props2_chair_push (edict_t *self);
void SP_props_crate_bust_32 (edict_t *self);
void SP_props_crate_bust_48 (edict_t *self);
void SP_props_crate_bust_64 (edict_t *self);
// JOSEPH 8-JUN-99
void SP_props2_flag (edict_t *self);
void SP_props2_fish (edict_t *self);
void SP_props2_fish_trigger (edict_t *self);
void SP_props2_fish_spawner (edict_t *self);
void SP_props2_fish_spawner_node (edict_t *self);
void SP_props2_wall_fish (edict_t *self);
void SP_props2_barrels_fall_ST (edict_t *self);
void SP_props2_sign (edict_t *self);
void SP_props2_lighthouse_beam (edict_t *self);
void SP_props2_boat (edict_t *self);
void SP_props2_buoy (edict_t *self);
void SP_props2_buoy_side (edict_t *self);
void SP_props2_deadguy_underwater (edict_t *self);
void SP_props2_buoy_animate (edict_t *self);
void SP_props2_gargoyle (edict_t *self);
void SP_props2_clothesline (edict_t *self);
void SP_props2_plant_XL (edict_t *self);
void SP_props2_plant_SM (edict_t *self);
void SP_props2_boatphone (edict_t *self);
void SP_props2_ashtray (edict_t *self);
void SP_props2_lunch (edict_t *self);
void SP_props2_deadgal_headless (edict_t *self);
void SP_props2_plant_bush (edict_t *self);
void SP_props2_boat_animate (edict_t *self);
void SP_props2_helicopter_animate (edict_t *self);
void SP_props2_car_animate (edict_t *self);
void SP_props2_car_topup (edict_t *self);
void SP_props2_car_topdown (edict_t *self);
void SP_props2_plant_fern (edict_t *self);
void SP_props2_pinball_machine (edict_t *self);
void SP_props2_barrels_PV_A (edict_t *self);
void SP_props2_barrels_PV_C (edict_t *self);
void SP_props2_barrels_PV_D (edict_t *self);
void SP_props2_barrels_PV_E (edict_t *self);
void SP_props2_barrels_PV_F (edict_t *self);
void SP_light_chandelier (edict_t *self);
void SP_props2_air_train (edict_t *self);
void SP_props3_dead_louie (edict_t *self);
void SP_props3_cut_boss_player_animate (edict_t *self);
void SP_props3_deco_fixture (edict_t *self);
void SP_props3_cut_boss_chick_animate (edict_t *self);
void SP_props3_cut_train_run_animate (edict_t *self);
void SP_props3_cut_A_animate (edict_t *self);
void SP_props3_cut_B_animate (edict_t *self);
void SP_props3_cut_C_animate (edict_t *self);
void SP_props3_cut_D_animate (edict_t *self);
void SP_props3_cash_counter_animate (edict_t *self);
// JOSEPH 11-JUN-99-C
void SP_props2_barrels_PV_B (edict_t *self);
void SP_props3_decanter (edict_t *self);
void SP_props3_whiskey_glass (edict_t *self);
void SP_props3_barrels_fall_nikki_A (edict_t *self);
void SP_props3_barrels_fall_nikki_B (edict_t *self);
void SP_props3_cut_run_to_car_animate (edict_t *self);
void SP_props3_cut_final_animate (edict_t *self);
void SP_props3_cash (edict_t *self);
void SP_props3_cut_truck_driver (edict_t *self);
void SP_props3_cut_pinball_guy_animate (edict_t *self);
// END JOSEPH
void SP_path_corner_cast (edict_t *self);
void SP_misc_alarm (edict_t *ent);
void SP_ai_safespot (edict_t *ent);
void SP_ai_reset (edict_t *ent);
void SP_ai_combat_spot (edict_t *self);
void SP_junior (edict_t *ent);
void SP_misc_skidrow_afraid (edict_t *self);
void SP_misc_steeltown_afraid (edict_t *self);
void SP_misc_barry_fidelc_maya (edict_t *self);
void SP_misc_corky_fidel_mdx_pcx (edict_t *self);
void SP_misc_corky_fidel_mdx_tga (edict_t *self);
void SP_misc_cut_scene (edict_t *self);
void SP_pawn_o_matic (edict_t *self);
// weapon mods
void SP_pistol_mod_damage (edict_t *self);
void SP_pistol_mod_rof (edict_t *self);
void SP_pistol_mod_reload (edict_t *self);
void SP_trigger_unlock (edict_t *self);
void SP_sfx_beacon (edict_t *self);
void SP_misc_skidrow_radio_repeater (edict_t *self);
// void SP_immortal_hostility (edict_t *self);
void SP_cast_bum_sit (edict_t *self);
void SP_trigger_hurt_electric (edict_t *self);
void SP_hmg_mod_cooling (edict_t *self);
void SP_misc_pv_afraid (edict_t *self);
void SP_misc_ty_afraid (edict_t *self);
void SP_ty_mo_boundry (edict_t *self);
void SP_sy_dykes_boundry (edict_t *ent);
void SP_misc_sy_afraid (edict_t *self);
void SP_misc_kroker_afraid (edict_t *self);
void SP_rc_initiation_observer (edict_t *self);
void SP_rc_initiation_brush ( edict_t *ent );
void SP_ty_fuseblown ( edict_t *ent );
void SP_moker_notinoffice ( edict_t *ent );
void SP_ep_skidrow_flag (edict_t *ent);
void SP_sy_oilcan ( edict_t *ent );
void SP_ty_valvehandle ( edict_t *ent );
void SP_pv_fuse_blown1 (edict_t *ent);
void SP_pv_fuse_blown2 (edict_t *ent);
void SP_pv_deadlouie (edict_t *ent);
void SP_sy_blefty (edict_t *ent);
spawn_t spawns[] = {
{"item_health", SP_item_health},
{"item_health_small", SP_item_health_small},
{"item_health_large", SP_item_health_large},
{"item_health_mega", SP_item_health_mega},
{"info_player_start", SP_info_player_start},
{"info_player_deathmatch", SP_info_player_deathmatch},
{"info_player_coop", SP_info_player_coop},
{"info_player_intermission", SP_info_player_intermission},
{"func_plat", SP_func_plat},
{"func_button", SP_func_button},
{"func_door", SP_func_door},
{"func_door_secret", SP_func_door_secret},
{"func_door_rotating", SP_func_door_rotating},
{"func_rotating", SP_func_rotating},
{"func_train", SP_func_train},
{"func_water", SP_func_water},
{"func_conveyor", SP_func_conveyor},
{"func_areaportal", SP_func_areaportal},
{"func_clock", SP_func_clock},
{"func_wall", SP_func_wall},
{"func_object", SP_func_object},
{"func_timer", SP_func_timer},
{"func_explosive", SP_func_explosive},
{"func_killbox", SP_func_killbox},
// RAFAEL
{"func_object_repair", SP_object_repair},
{"rotating_light", SP_rotating_light},
{"trigger_always", SP_trigger_always},
{"trigger_once", SP_trigger_once},
{"trigger_multiple", SP_trigger_multiple},
{"trigger_relay", SP_trigger_relay},
{"trigger_push", SP_trigger_push},
{"trigger_hurt", SP_trigger_hurt},
{"trigger_key", SP_trigger_key},
{"trigger_counter", SP_trigger_counter},
{"trigger_elevator", SP_trigger_elevator},
{"trigger_gravity", SP_trigger_gravity},
{"trigger_monsterjump", SP_trigger_monsterjump},
{"target_temp_entity", SP_target_temp_entity},
{"target_speaker", SP_target_speaker},
{"target_explosion", SP_target_explosion},
{"target_changelevel", SP_target_changelevel},
{"target_secret", SP_target_secret},
{"target_goal", SP_target_goal},
{"target_splash", SP_target_splash},
{"target_spawner", SP_target_spawner},
{"target_blaster", SP_target_blaster},
{"target_crosslevel_trigger", SP_target_crosslevel_trigger},
{"target_crosslevel_target", SP_target_crosslevel_target},
{"target_laser", SP_target_laser},
// {"target_help", SP_target_help},
{"target_lightramp", SP_target_lightramp},
{"target_earthquake", SP_target_earthquake},
{"target_character", SP_target_character},
{"target_string", SP_target_string},
// RAFAEL 15-APR-98
{"target_mal_laser", SP_target_mal_laser},
{"worldspawn", SP_worldspawn},
{"viewthing", SP_viewthing},
{"light", SP_light},
{"light_mine1", SP_light_mine1},
{"light_mine2", SP_light_mine2},
{"info_null", SP_info_null},
{"func_group", SP_info_null},
{"info_notnull", SP_info_notnull},
{"path_corner", SP_path_corner},
// RAFAEL 11-05-98
{"junior", SP_junior},
// END 11-05-98
{"misc_explobox", SP_misc_explobox},
{"misc_gib_arm", SP_misc_gib_arm},
{"misc_gib_leg", SP_misc_gib_leg},
{"misc_gib_head", SP_misc_gib_head},
{"misc_teleporter", SP_misc_teleporter},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_amb4", SP_misc_amb4},
// Ridah, character spawns
{"cast_punk", SP_cast_punk},
{"cast_thug", SP_cast_thug},
{"cast_thug_sit", SP_cast_thug2},
{"cast_bitch", SP_cast_bitch},
{"cast_dog", SP_cast_dog},
// Ridah, done.
{"cast_runt", SP_cast_runt},
{"cast_bum_sit", SP_cast_bum_sit},
{"cast_shorty", SP_cast_shorty},
{"cast_whore", SP_cast_whore},
{"cast_punk_window", SP_cast_punk_window},
{"cast_punk2", SP_cast_thug}, // just for backwards compatibility
{"cast_rosie", SP_cast_bitch},
// AI stuff
{"ai_boundary", SP_ai_boundary},
{"ai_event_hostile", SP_ai_event_hostile},
{"ai_event_follow", SP_ai_event_follow},
{"ai_guard", SP_ai_guard},
{"ai_territory", SP_ai_territory},
{"ai_trigger_character", SP_ai_trigger_character},
{"ai_locked_door", SP_ai_locked_door},
// Episode specific entities
{"misc_skidrow_radio", SP_misc_skidrow_radio},
{"misc_skidrow_ambush", SP_misc_skidrow_ambush},
{"misc_skidrow_radio_repeater", SP_misc_skidrow_radio_repeater},
{"ai_ty_fuseblown", SP_ty_fuseblown},
{"ai_moker_notinoffice", SP_moker_notinoffice},
// Ridah, for testing purposes only!!
{"misc_grunt", SP_cast_thug},
{"misc_fidelA", SP_misc_fidelA},
{"misc_car", SP_misc_car},
// Ridah done.
// Rafael's entities
{"misc_smoke", SP_misc_smoke},
{"elps", SP_elps},
// {"misc_caustic", SP_misc_caustic},
{"misc_alarm", SP_misc_alarm},
// done.
{"trigger_hurt_electric",SP_trigger_hurt_electric},
// {"immortal_hostility",SP_immortal_hostility},
{"pawn_o_matic", SP_pawn_o_matic},
{"ai_safespot", SP_ai_safespot},
{"misc_skidrow_ai_reset", SP_ai_reset},
{"ai_combat_spot",SP_ai_combat_spot},
{"misc_skidrow_afraid", SP_misc_skidrow_afraid},
{"misc_steeltown_afraid", SP_misc_steeltown_afraid},
{"misc_kroker_afraid", SP_misc_kroker_afraid},
{"rc_initiation_observer", SP_rc_initiation_observer},
{"rc_initiation_brush", SP_rc_initiation_brush},
{"misc_pv_afraid", SP_misc_pv_afraid},
{"misc_ty_afraid", SP_misc_ty_afraid},
{"ai_ty_mo_boundry", SP_ty_mo_boundry},
{"ai_sy_dykes_boundry", SP_sy_dykes_boundry},
{"misc_sy_afraid", SP_misc_sy_afraid},
{"ep_skidrow_flag", SP_ep_skidrow_flag},
{"ai_sy_oilcan", SP_sy_oilcan},
{"ai_ty_valvehandle", SP_ty_valvehandle},
{"ai_pv_fuseblown1", SP_pv_fuse_blown1},
{"ai_pv_fuseblown2", SP_pv_fuse_blown2},
{"ai_pv_deadlouie", SP_pv_deadlouie},
{"ai_sy_blefty", SP_sy_blefty},
{"misc_barry_bitch", SP_misc_barry_fidelc_maya},
{"misc_corky_fidel_mdx_pcx", SP_misc_corky_fidel_mdx_pcx},
{"misc_corky_fidel_mdx_tga", SP_misc_corky_fidel_mdx_tga},
{"misc_cut_scene", SP_misc_cut_scene},
// Joseph's entities
// JOSEPH 4-MAY-99
{"light_fire_esm",SP_light_fire_esm},
{"light_fire_sm",SP_light_fire_sm},
{"light_fire_med",SP_light_fire_med},
{"light_fire_lg",SP_light_fire_lg},
{"smoke_esm",SP_smoke_esm},
{"smoke_sm",SP_smoke_sm},
{"smoke_med",SP_smoke_med},
{"smoke_lg",SP_smoke_lg},
{"func_train_rotating", SP_func_train_rotating},
{"func_subdoor_base", SP_func_subdoor_base},
{"func_subdoor_handle1", SP_func_subdoor_handle1},
{"func_subdoor_handle2", SP_func_subdoor_handle2},
{"props_trashcanA", SP_props_trashcanA},
{"props_trashcan_fall", SP_props_trashcan_fall},
{"props_hydrant", SP_props_hydrant},
{"props_antenna1a", SP_props_antenna1a},
{"props_antenna1b", SP_props_antenna1b},
{"props_antenna1c", SP_props_antenna1c},
{"props_antenna2a", SP_props_antenna2a},
{"props_antenna2b", SP_props_antenna2b},
{"props_antenna2c", SP_props_antenna2c},
{"props_antenna3a", SP_props_antenna3a},
{"props_antenna3b", SP_props_antenna3b},
{"props_antenna3c", SP_props_antenna3c},
{"props_fan", SP_props_fan},
{"props_phone", SP_props_phone},
{"props_aircon", SP_props_aircon},
{"props_tablesetA", SP_props_tablesetA},
{"props_radio", SP_props_radio},
{"cast_buma", SP_cast_buma},
{"cast_bumb", SP_cast_bumb},
{"elements_raincloud", SP_elements_raincloud},
{"elements_snowcloud", SP_elements_snowcloud},
{"misc_cutscene_trigger", SP_misc_cutscene_trigger},
{"misc_cutscene_camera", SP_misc_cutscene_camera},
//{"props_crate", SP_props_crate},
//{"props_crate_32", SP_props_crate_32},
//{"props_crate_48", SP_props_crate_48},
{"trigger_unlock", SP_trigger_unlock},
{"props_chair", SP_props_chair},
{"props_extinguisherA", SP_props_extinguisherA},
{"props_extinguisherB", SP_props_extinguisherB},
{"light_sconce", SP_light_sconce},
{"props_motorcycle", SP_props_motorcycle},
{"props_ammocrate_bust", SP_props_ammocrate_bust},
{"props_shelf", SP_props_shelf},
{"props_mattressA", SP_props_mattressA},
{"props_mattressB", SP_props_mattressB},
{"props_mattressC", SP_props_mattressC},
{"trigger_motorcycle", SP_trigger_motorcycle},
{"props_tv", SP_props_tv},
{"props_steam_machine", SP_props_steam_machine},
{"light_bulb", SP_light_bulb},
{"props_trash", SP_props_trash},
{"props_wall_fall", SP_props_wall_fall},
{"props_trashbottle", SP_props_trashbottle},
{"props_trashwall", SP_props_trashwall},
{"props_trashpaper", SP_props_trashpaper},
{"props_trashcorner", SP_props_trashcorner},
{"props_trashbottle_vert", SP_props_trashbottle_vert},
{"props_blimp", SP_props_blimp},
{"misc_use_cutscene", SP_misc_use_cutscene},
{"props_motorcycle_runaway", SP_props_motorcycle_runaway},
{"trigger_hurt_fire", SP_trigger_hurt_fire},
{"props_shelf_fall", SP_props_shelf_fall},
{"target_fire", SP_target_fire},
{"props_rat", SP_props_rat},
{"props_rat_spawner", SP_props_rat_spawner},
{"props_rat_spawner_node", SP_props_rat_spawner_node},
{"target_flamethrower", SP_target_flamethrower},
{"light_deco_sconce", SP_light_deco_sconce},
{"light_pendant", SP_light_pendant},
{"props_shelfB_fall", SP_props_shelfB_fall},
//{"props_crate_bust_sm", SP_props_crate_bust_sm},
{"func_lift", SP_func_lift},
{"props_roof_vent", SP_props_roof_vent},
{"props_rat_trigger", SP_props_rat_trigger},
{"props2_truck_die", SP_props2_truck_die},
{"props_cola_machine", SP_props_cola_machine},
{"props_cig_machine", SP_props_cig_machine},
{"props2_barrels_fallA", SP_props2_barrels_fallA},
{"props2_barrels_fallB", SP_props2_barrels_fallB},
{"props2_clubcouch", SP_props2_clubcouch},
{"props2_clubchair", SP_props2_clubchair},
{"props2_vaseA", SP_props2_vaseA},
{"props2_vaseB", SP_props2_vaseB},
{"props2_chair_conf", SP_props2_chair_conf},
{"props2_shelf_metal_A_fall", SP_props2_shelf_metal_A_fall},
{"props2_shelf_metal_B_fall", SP_props2_shelf_metal_B_fall},
{"props2_deadguy", SP_props2_deadguy},
{"props2_chair_push", SP_props2_chair_push},
{"props_crate_bust_32", SP_props_crate_bust_32},
{"props_crate_bust_48", SP_props_crate_bust_48},
{"props_crate_bust_64", SP_props_crate_bust_64},
// JOSEPH 8-JUN-99
{"props2_flag", SP_props2_flag},
{"props2_fish", SP_props2_fish},
{"props2_fish_trigger", SP_props2_fish_trigger},
{"props2_fish_spawner", SP_props2_fish_spawner},
{"props2_fish_spawner_node", SP_props2_fish_spawner_node},
{"props2_wall_fish", SP_props2_wall_fish},
{"props2_barrels_fall_ST", SP_props2_barrels_fall_ST},
{"props2_sign", SP_props2_sign},
{"props2_lighthouse_beam", SP_props2_lighthouse_beam},
{"props2_boat", SP_props2_boat},
{"props2_buoy", SP_props2_buoy},
{"props2_buoy_side", SP_props2_buoy_side},
{"props2_deadguy_underwater", SP_props2_deadguy_underwater},
{"props2_buoy_animate", SP_props2_buoy_animate},
{"props2_gargoyle", SP_props2_gargoyle},
{"props2_clothesline", SP_props2_clothesline},
{"props2_plant_XL", SP_props2_plant_XL},
{"props2_plant_SM", SP_props2_plant_SM},
{"props2_boatphone", SP_props2_boatphone},
{"props2_ashtray", SP_props2_ashtray},
{"props2_lunch", SP_props2_lunch},
{"props2_deadgal_headless", SP_props2_deadgal_headless},
{"props2_plant_bush", SP_props2_plant_bush},
{"props2_boat_animate", SP_props2_boat_animate},
{"props2_helicopter_animate", SP_props2_helicopter_animate},
{"props2_car_animate", SP_props2_car_animate},
{"props2_car_topdown", SP_props2_car_topdown},
{"props2_car_topup", SP_props2_car_topup},
{"props2_plant_fern", SP_props2_plant_fern},
{"props2_pinball_machine", SP_props2_pinball_machine},
{"props2_barrels_PV_A", SP_props2_barrels_PV_A},
{"props2_barrels_PV_C", SP_props2_barrels_PV_C},
{"props2_barrels_PV_D", SP_props2_barrels_PV_D},
{"props2_barrels_PV_E", SP_props2_barrels_PV_E},
{"props2_barrels_PV_F", SP_props2_barrels_PV_F},
{"light_chandelier", SP_light_chandelier},
{"props2_air_train", SP_props2_air_train},
{"props3_dead_louie", SP_props3_dead_louie},
{"props3_cut_boss_player_animate", SP_props3_cut_boss_player_animate},
{"props3_deco_fixture", SP_props3_deco_fixture},
{"props3_cut_boss_chick_animate", SP_props3_cut_boss_chick_animate},
{"props3_cut_train_run_animate", SP_props3_cut_train_run_animate},
{"props3_cut_A_animate", SP_props3_cut_A_animate},
{"props3_cut_B_animate", SP_props3_cut_B_animate},
{"props3_cut_C_animate", SP_props3_cut_C_animate},
{"props3_cut_D_animate", SP_props3_cut_D_animate},
{"props3_cash_counter_animate", SP_props3_cash_counter_animate},
// JOSEPH 11-JUN-99-C
{"props2_barrels_PV_B", SP_props2_barrels_PV_B},
{"props3_decanter", SP_props3_decanter},
{"props3_whiskey_glass", SP_props3_whiskey_glass},
{"props3_barrels_fall_nikki_A", SP_props3_barrels_fall_nikki_A},
{"props3_barrels_fall_nikki_B", SP_props3_barrels_fall_nikki_B},
{"props3_cut_run_to_car_animate", SP_props3_cut_run_to_car_animate},
{"props3_cut_final_animate", SP_props3_cut_final_animate},
{"props3_cash", SP_props3_cash},
{"props3_cut_truck_driver", SP_props3_cut_truck_driver},
{"props3_cut_pinball_guy_animate", SP_props3_cut_pinball_guy_animate},
// END JOSEPH
{"lightflare", SP_light},
{"path_corner_cast", SP_path_corner_cast},
// weapon mods
{"pistol_mod_damage",SP_pistol_mod_damage},
{"pistol_mod_rof",SP_pistol_mod_rof},
{"pistol_mod_reload",SP_pistol_mod_reload},
{"hmg_mod_cooling",SP_hmg_mod_cooling},
{"sfx_beacon", SP_sfx_beacon},
{"refl", SP_refl},
// Teamplay spawns
{"dm_cashspawn", SP_dm_cashspawn},
{"dm_safebag", SP_dm_safebag},
{"dm_props_banner", SP_dm_props_banner},
{NULL, NULL}
};
/*
===============
ED_CallSpawn
Finds the spawn function for the entity and calls it
===============
*/
void ED_CallSpawn (edict_t *ent)
{
spawn_t *s;
gitem_t *item;
int i;
if (!ent->classname)
{
gi.dprintf ("ED_CallSpawn: NULL classname\n");
return;
}
if (!stricmp( ent->classname, "weapon_barmachinegun" ))
{
gi.dprintf("Hacking old BAR machine gun to grenade launcher for KPDM1-cash.bsp\n" );
sprintf( ent->classname, "weapon_grenadelauncher" );
}
// Ridah: hack, KPDM1 has "item_flametank" which are now "ammo_flametank"
if (!strcmp( ent->classname, "item_flametank" ))
strcpy( ent->classname, "ammo_flametank" );
// check item spawn functions
for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
{
if (!item->classname)
continue;
if (!strcmp(item->classname, ent->classname))
{ // found it
SpawnItem (ent, item);
return;
}
}
// check normal spawn functions
// JOSEPH 17-MAR-99-B
for (s=spawns ; s->name ; s++)
{
if (!strcmp(s->name, ent->classname))
{ // found it
cvar_t *props;
s->spawn (ent);
// Special light
if ((ent->lightit > 0) && (ent->lightit < 32) && (!(ent->s.renderfx2&31)))
{
ent->s.renderfx2 &= ~RF2_DIR_LIGHTS;
ent->s.renderfx2 |= RF2_PASSLIGHT;
ent->s.renderfx2 |= ent->lightit;
}
props = gi.cvar("props", "1", CVAR_ARCHIVE);
// JOSEPH 13-APR-99
ent->savesolid = ent->solid;
if ((ent->option) && (!props->value))
{
ent->svflags |= SVF_NOCLIENT;
ent->solid = SOLID_NOT;
}
// END JOSEPH
// JOSEPH 19-MAR-99
if (ent->noshadow)
{
ent->s.renderfx2 &= ~RF2_NOSHADOW;
}
// END JOSEPH
return;
}
}
// END JOSEPH
gi.dprintf ("%s doesn't have a spawn function\n", ent->classname);
G_FreeEdict(ent);
}
/*
=============
ED_NewString
=============
*/
char *ED_NewString (char *string)
{
char *newb, *new_p;
int i,l;
l = strlen(string) + 1;
newb = gi.TagMalloc (l, TAG_LEVEL);
new_p = newb;
for (i=0 ; i< l ; i++)
{
if (string[i] == '\\' && i < l-1)
{
i++;
if (string[i] == 'n')
*new_p++ = '\n';
else
*new_p++ = '\\';
}
else
*new_p++ = string[i];
}
return newb;
}
/*
===============
ED_ParseField
Takes a key/value pair and sets the binary values
in an edict
===============
*/
void ED_ParseField (char *key, char *value, edict_t *ent)
{
field_t *f;
byte *b;
float v;
vec3_t vec;
for (f=fields ; f->name ; f++)
{
if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))
{ // found it
if (f->flags & FFL_SPAWNTEMP)
b = (byte *)&st;
else
b = (byte *)ent;
switch (f->type)
{
case F_LSTRING:
*(char **)(b+f->ofs) = ED_NewString (value);
break;
case F_VECTOR:
sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]);
((float *)(b+f->ofs))[0] = vec[0];
((float *)(b+f->ofs))[1] = vec[1];
((float *)(b+f->ofs))[2] = vec[2];
break;
case F_INT:
*(int *)(b+f->ofs) = atoi(value);
break;
case F_FLOAT:
*(float *)(b+f->ofs) = atof(value);
break;
case F_ANGLEHACK:
v = atof(value);
((float *)(b+f->ofs))[0] = 0;
((float *)(b+f->ofs))[1] = v;
((float *)(b+f->ofs))[2] = 0;
break;
case F_IGNORE:
break;
}
return;
}
}
gi.dprintf ("%s is not a field\n", key);
}
/*
====================
ED_ParseEdict
Parses an edict out of the given string, returning the new position
ed should be a properly initialized empty edict.
====================
*/
char *ED_ParseEdict (char *data, edict_t *ent)
{
qboolean init;
char keyname[256];
char *com_token;
init = false;
memset (&st, 0, sizeof(st));
// go through all the dictionary pairs
while (1)
{
// parse key
com_token = COM_Parse (&data);
if (com_token[0] == '}')
break;
if (!data)
gi.error ("ED_ParseEntity: EOF without closing brace");
strncpy (keyname, com_token, sizeof(keyname)-1);
// parse value
com_token = COM_Parse (&data);
if (!data)
gi.error ("ED_ParseEntity: EOF without closing brace");
if (com_token[0] == '}')
gi.error ("ED_ParseEntity: closing brace without data");
init = true;
// keynames with a leading underscore are used for utility comments,
// and are immediately discarded by quake
if (keyname[0] == '_')
if (strcmp(keyname, "_color")) // Ridah, let color through for model lighting
continue;
ED_ParseField (keyname, com_token, ent);
}
if (!init)
memset (ent, 0, sizeof(*ent));
return data;
}
// JOSEPH 20-NOV-98
/*
================
G_FindTeams
Chain together all entities with a matching team field.
All but the first will have the FL_TEAMSLAVE flag set.
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams (void)
{
edict_t *e, *e2, *chain;
int i, j;
int c, c2;
c = 0;
c2 = 0;
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
{
if (!e->inuse)
continue;
if (!e->team)
continue;
if (e->flags & FL_TEAMSLAVE)
continue;
chain = e;
e->teammaster = e;
c++;
c2++;
for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
{
if (!e2->inuse)
continue;
if (!e2->team)
continue;
if (e2->flags & FL_TEAMSLAVE)
continue;
if (!strcmp(e->team, e2->team))
{
c2++;
chain->teamchain = e2;
e2->teammaster = e;
chain = e2;
e2->flags |= FL_TEAMSLAVE;
}
}
}
gi.dprintf ("%i teams with %i entities\n", c, c2);
c = 0;
for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
{
if (!e->inuse)
continue;
if (!e->missteam)
continue;
if (!e->misstime)
continue;
for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++)
{
if (!e2->inuse)
continue;
if (!e2->missteam)
continue;
if (e2->misstime)
continue;
e->missent = e2;
c++;
break;
}
}
gi.dprintf ("%i special teams\n", c);
}
// END JOSEPH
/*
==============
SpawnEntities
Creates a server's entity / program execution context by
parsing textual entity definitions out of an ent file.
==============
*/
// Ridah 5-8-99
char last_changelevel[64];
extern void LightConfigstrings ();
void SpawnEntities (char *mapname, char *entities, char *spawnpoint)
{
edict_t *ent;
int inhibit;
char *com_token;
int i;
float skill_level;
skill_level = floor (skill->value);
if (skill_level < 0)
skill_level = 0;
if (skill_level > 4)
skill_level = 4;
if (skill->value != skill_level)
gi.cvar_forceset("skill", va("%f", skill_level));
SaveClientData ();
// BEGIN: Xatrix/Ridah/Navigator/21-mar-1998
NAV_PurgeActiveNodes (level.node_data);
// END: Xatrix/Ridah/Navigator/21-mar-1998
gi.FreeTags (TAG_LEVEL);
gi.ClearObjectBoundsCached(); // make sure we wipe the cached list
memset (&level, 0, sizeof(level));
memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
strncpy (level.mapname, mapname, sizeof(level.mapname)-1);
strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1);
// Ridah 5-8-99, if the spawnpoint starts with "pawn_" only retain it if we have just come from a "pawn_" level
// ie. not if we just died
if ( (strstr(game.spawnpoint, "pawn_") == game.spawnpoint)
&& (!last_changelevel || strstr(last_changelevel, "pawn_") != last_changelevel))
{ // clear it
game.spawnpoint[0] = '\0';
}
// now clear the changelevel string for next time
last_changelevel[0] = '\0';
// done.
num_object_bounds = 0;
memset (g_objbnds, 0, sizeof(g_objbnds));
// BEGIN: Xatrix/Ridah/Navigator/19-mar-1998
// create the node data structure
level.node_data = gi.TagMalloc (sizeof (active_node_data_t), TAG_GAME);
// END: Xatrix/Ridah/Navigator/19-mar-1998
// set client fields on player ents
for (i=0 ; i<game.maxclients ; i++)
g_edicts[i+1].client = game.clients + i;
ent = NULL;
inhibit = 0;
// parse ents
while (1)
{
// parse the opening brace
com_token = COM_Parse (&entities);
if (!entities)
break;
if (com_token[0] != '{')
gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
if (!ent)
ent = g_edicts;
else
ent = G_Spawn ();
entities = ED_ParseEdict (entities, ent);
// yet another map hack
if (!stricmp(level.mapname, "command") && !stricmp(ent->classname, "trigger_once") && !stricmp(ent->model, "*27"))
ent->spawnflags &= ~SPAWNFLAG_NOT_HARD;
// remove things (except the world) from different skill levels or deathmatch
if (ent != g_edicts)
{
if (deathmatch->value)
{
if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH )
{
G_FreeEdict (ent);
inhibit++;
continue;
}
}
else
{
if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */
((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
(((skill->value == 2) || (skill->value >= 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD))
)
{
G_FreeEdict (ent);
inhibit++;
continue;
}
}
ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
}
ED_CallSpawn (ent);
}
// Ridah, HACK, fix spawn spots in team_towers
if (!strcmp( level.mapname, "team_towers" ))
{
edict_t *sp;
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, 928, -96, 32 );
sp->s.angles[YAW] = 90;
ED_CallSpawn( sp );
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, -944, -944, -32 );
sp->s.angles[YAW] = 180;
ED_CallSpawn( sp );
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, 320, 936, -32 );
sp->s.angles[YAW] = 90;
ED_CallSpawn( sp );
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, -1232, -944, -32 );
sp->s.angles[YAW] = 0;
ED_CallSpawn( sp );
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, 416, 1344, -32 );
sp->s.angles[YAW] = 180;
ED_CallSpawn( sp );
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, 1184, -672, 40 );
sp->s.angles[YAW] = 180;
ED_CallSpawn( sp );
sp = G_Spawn();
sp->classname = G_CopyString( "info_player_deathmatch" );
VectorSet( sp->s.origin, -1184, -288, 256 );
sp->s.angles[YAW] = 270;
ED_CallSpawn( sp );
// modifications
sp = NULL;
while (sp = G_Find( sp, FOFS(classname), "info_player_deathmatch" ))
{
if (VectorDistance( sp->s.origin, tv(552, -1704, 216) ) < 1)
{
sp->style = 2;
break;
}
}
}
if (!strcmp( level.mapname, "team_rival" ))
{
edict_t *sp;
// modifications
sp = NULL;
while (sp = G_Find( sp, FOFS(classname), "info_player_deathmatch" ))
{
if (VectorDistance( sp->s.origin, tv(-736, 2272, 288) ) < 1)
{
sp->style = 2;
break;
}
}
}
// done.
gi.dprintf ("%i entities inhibited\n", inhibit);
#ifdef DEBUG
i = 1;
ent = EDICT_NUM(i);
while (i < globals.num_edicts) {
if (ent->inuse != 0 && ent->inuse != 1)
Com_DPrintf("Invalid entity %d\n", i);
i++, ent++;
}
#endif
// Ridah, setup client-side Juniors
LightConfigstrings ();
G_FindTeams ();
// BEGIN: Xatrix/Ridah/Navigator/19-mar-1998
NAV_ReadActiveNodes (level.node_data, level.mapname);
// END: Xatrix/Ridah/Navigator/19-mar-1998
// RAFAEL
MDX_Bbox_Init ();
}
//===================================================================
#if 0
// cursor positioning
xl <value>
xr <value>
yb <value>
yt <value>
xv <value>
yv <value>
// drawing
statpic <name>
pic <stat>
num <fieldwidth> <stat>
string <stat>
// control
if <stat>
ifeq <stat> <value>
ifbit <stat> <value>
endif
#endif
// JOSEPH 15-FEB-99
char *single_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
// JOSEPH 25-JAN-99
"if 2 "
" xv 100 "
" anum 2 "
" xv 150 "
" pic 2 "
"endif "
// END JOSEPH
// RAFAEL
// weapon clip
"if 2 "
" xv 160 "
" wanum "
"endif "
// JOSEPH 23-JAN-99-B
// cash
"xv 350 "
"cnum "
"xv 400 "
"pic 0 "
// END JOSEPH
// JOSEPH 2-FEB-99
"talk "
// END JOSEPH
"hire "
// armor
"if 4 "
" xv 200 "
" rnum "
" xv 250 "
" pic 4 "
"endif "
// selected item
"if 6 "
" xv 296 "
" pic 6 "
"endif "
"yb -50 "
// JOSEPH 25-JAN-99
// picked up item
"if 17 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 7 "
" yb -50 "
"endif "
// END JOSEPH
// Ridah, 26-may-99, disabled this since it's listed above also (duplicated, so it's being drawn twice)
#if 0
// JOSEPH 11-APR-99
// cash
"xv 350 "
"cnum "
"xv 400 "
"pic 0 "
// END JOSEPH
#endif
// timer
"if 9 "
" xv 262 "
" num 2 10 "
" xv 296 "
" pic 9 "
"endif "
// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
"endif "
;
char *dm_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
// JOSEPH 25-JAN-99
"if 2 "
" xv 100 "
" anum 2 "
" xv 150 "
" pic 2 "
"endif "
// END JOSEPH
// RAFAEL
// weapon clip
"if 2 "
" xv 160 "
" wanum "
"endif "
// Ridah, 26-may-99, show frag count
"xv 350 "
"frags "
// JOSEPH 2-FEB-99
"talk "
// END JOSEPH
"hire "
"if 4 "
" xv 200 "
" rnum "
" xv 250 "
" pic 4 "
"endif "
// selected item
"if 6 "
" xv 296 "
" pic 6 "
"endif "
"yb -50 "
// picked up item
"if 17 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 7 "
" yb -50 "
"endif "
// timer
"if 9 "
" xv 262 "
" num 2 10 "
" xv 296 "
" pic 9 "
"endif "
// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
"endif "
;
char *teamplay_statusbar =
"yb -24 "
// health
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
// ammo
"if 2 "
" xv 100 "
" anum 2 "
" xv 150 "
" pic 2 "
"endif "
// weapon clip
"if 2 "
" xv 160 "
" wanum "
"endif "
// cash
"xv 350 "
"cnum "
"xv 400 "
"pic 0 "
"if 4 "
" xv 200 "
" rnum "
" xv 250 "
" pic 4 "
"endif "
// selected item
"if 6 "
" xv 296 "
" pic 6 "
"endif "
"yb -50 "
// picked up item
"if 17 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 7 "
" yb -50 "
"endif "
// timer
"if 9 "
" xv 262 "
" num 2 10 "
" xv 296 "
" pic 9 "
"endif "
// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
"endif "
// Bagged cash
"bagcash "
// Ridah, teamplay scores (NOTE: THIS MUST BE LAST!!)
"teams "
//"%s " disabled, since they get added dynamically according to the team-name strings
//"%s "
;
/*QUAKED worldspawn (0 0 0) ?
Only used for the world.
"episode" Kingpin episode number
"sky" environment map name
"sounds" music cd track number
"gravity" 800 is default gravity
"message" text to print at user logon
*/
int client_connected;
void SP_worldspawn (edict_t *ent)
{
// Ridah, don't allow deathmatching in single player maps
if (ent->count && deathmatch->value)
{
gi.error("\nCannot play this map in DEATHMATCH mode.\n");
return;
}
if (!deathmatch->value)
{
// stop them from screwing up single player
gi.cvar_forceset( "dmflags", "784" );
}
// Ridah, so we can init soundindex's for voice_table's
gameinc++;
client_connected = 0;
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
ent->inuse = true; // since the world doesn't use G_Spawn()
ent->s.modelindex = 1; // world model is always index 1
//---------------
// clear all precached voices
if (num_precached_voices)
{
int i;
for (i=0; i<num_precached_voices; i++)
precached_voices[i]->soundindex = 0;
num_precached_voices = 0;
}
memset( g_cast_memory, 0, MAX_CHARACTERS * MAX_CHARACTERS * sizeof(cast_memory_t) );
memset( g_cast_groups, 0, MAX_CAST_GROUPS * sizeof(cast_group_t) );
num_flares = 0;
level.num_light_sources = 0;
level.episode = ent->count;
// Teamplay
Teamplay_InitTeamplay();
// Ridah, hack, since the bar doesn't have an episode value set
// if (!level.episode)
// level.episode = 1;
// Ridah, init the lightpaint buffers
memset( lpbuf, 0, sizeof(lpbuf) );
num_lpbuf = 0;
// reserve some spots for dead player bodies for coop / deathmatch
InitBodyQue ();
// set configstrings for items
SetItemNames ();
if (st.nextmap)
strcpy (level.nextmap, st.nextmap);
// make some data visible to the server
if (ent->message && ent->message[0])
{
gi.configstring (CS_NAME, ent->message);
strncpy (level.level_name, ent->message, sizeof(level.level_name));
}
else
strncpy (level.level_name, level.mapname, sizeof(level.level_name));
gi.configstring (CS_DENSITY, va("%f", st.fogdensity));
gi.configstring (CS_FOGVAL, va("%f %f %f", st.fogval[0], st.fogval[1], st.fogval[2]));
gi.configstring (CS_DENSITY2, va("%f", st.fogdensity2));
gi.configstring (CS_FOGVAL2, va("%f %f %f", st.fogval2[0], st.fogval2[1], st.fogval2[2]));
if (st.sky && st.sky[0])
gi.configstring (CS_SKY, st.sky);
else
gi.configstring (CS_SKY, "sr");
gi.configstring (CS_CDTRACK, va("%i", ent->sounds) );
gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
// status bar program
if (teamplay->value && deathmatch->value)
{
char str[1024];
// add the team names
strcpy( str, teamplay_statusbar );
strcat( str, "\"" );
strcat( str, team_names[1] );
strcat( str, "\" \"" );
strcat( str, team_names[2] );
strcat( str, "\" " );
gi.configstring (CS_STATUSBAR, str);
}
else if (deathmatch->value)
{
gi.configstring (CS_STATUSBAR, dm_statusbar);
}
else
{
gi.configstring (CS_STATUSBAR, single_statusbar);
}
//---------------
// help icon for statusbar
/*
// Rafael: not in demo
// we will be using this in the demo when Maxx makes the artwork
gi.imageindex ("i_help");
level.pic_health = gi.imageindex ("i_health");
gi.imageindex ("help");
gi.imageindex ("field_3");
*/
if (!st.gravity)
gi.cvar_set("sv_gravity", "800");
else
gi.cvar_set("sv_gravity", st.gravity);
// JOSEPH 29-MAR-99
snd_fry = gi.soundindex ("actors/player/male/fry.wav"); // standing in lava / slime
// END JOSEPH
// PrecacheItem (FindItem ("Blaster"));
// Ridah, in-game effects
// sp_blood1 = gi.modelindex("sprites/blood/blood1.sp2");
// JOSEPH 29-MAR-99
//gi.soundindex ("actors/player/lava1.wav");
//gi.soundindex ("actors/player/lava2.wav");
//gi.soundindex ("misc/pc_up.wav");
//gi.soundindex ("misc/talk1.wav");
//gi.soundindex ("misc/udeath.wav");
// gibs
//gi.soundindex ("items/respawn1.wav");
// END JOSEPH
// sexed sounds
gi.soundindex ("*death1.wav");
gi.soundindex ("*death2.wav");
gi.soundindex ("*death3.wav");
gi.soundindex ("*death4.wav");
//gi.soundindex ("*fall1.wav");
//gi.soundindex ("*fall2.wav");
gi.soundindex ("*gurp1.wav"); // drowning damage
gi.soundindex ("*gurp2.wav");
gi.soundindex ("*jump1.wav"); // player jump
gi.soundindex ("*jump2.wav"); // player jump
gi.soundindex ("*jump3.wav"); // player jump
gi.soundindex ("*pain25_1.wav");
gi.soundindex ("*pain25_2.wav");
gi.soundindex ("*pain50_1.wav");
gi.soundindex ("*pain50_2.wav");
gi.soundindex ("*pain75_1.wav");
gi.soundindex ("*pain75_2.wav");
gi.soundindex ("*pain100_1.wav");
gi.soundindex ("*pain100_2.wav");
//-------------------
// JOSEPH 29-MAR-99
gi.soundindex ("actors/player/male/gasp1.wav"); // gasping for air
gi.soundindex ("actors/player/male/gasp2.wav"); // head breaking surface, not gasping
//gi.soundindex ("actors/player/watr_in.wav"); // feet hitting water
//gi.soundindex ("actors/player/step water/step water.wav"); // feet leaving water
//gi.soundindex ("actors/player/watr_un.wav"); // head going underwater
//gi.soundindex ("actors/player/u_breath1.wav");
//gi.soundindex ("actors/player/u_breath2.wav");
//gi.soundindex ("items/pkup.wav"); // bonus item pickup
//gi.soundindex ("world/land.wav"); // landing thud
//gi.soundindex ("misc/h2ohit1.wav"); // landing splash
//gi.soundindex ("items/damage.wav");
//gi.soundindex ("items/protect.wav");
//gi.soundindex ("items/protect4.wav");
//gi.soundindex ("weapons/noammo.wav");
// END JOSEPH
// gi.soundindex ("infantry/inflies1.wav");
// JOSEPH 22-JAN-99
gi.soundindex ("world/trash1.wav");
gi.soundindex ("world/trash2.wav");
gi.soundindex ("world/trash3.wav");
gi.soundindex ("world/crate1.wav");
gi.soundindex ("world/crate2.wav");
gi.soundindex ("world/crate3.wav");
gi.soundindex ("weapons/bullethit_tin.wav");
gi.soundindex ("weapons/bullethit_tin2.wav");
gi.soundindex ("weapons/bullethit_tin3.wav");
// END JOSEPH
gi.soundindex ("weapons/ric1.wav");
gi.soundindex ("weapons/ric2.wav");
gi.soundindex ("weapons/ric3.wav");
// ----------------------------------------------------------------------------------
// Vweap weapon models
//
// !!!!!!!!!!!!!!!
// These must be defined in the same order as the corresponding CLIP_* in gl_locals.h, so that
// the client knows which model to use
// !!!!!!!!!!!!!!!
gi.modelindex ("#w_pipe.mdx"); // CLIP_NONE
gi.modelindex ("#w_pistol.mdx"); // CLIP_PISTOL
gi.modelindex ("#w_shotgun.mdx"); // CLIP_SHOTGUN
gi.modelindex ("#w_tommygun.mdx"); // CLIP_TOMMGUN
gi.modelindex ("#w_heavy machinegun.mdx"); // CLIP_SLUGS
gi.modelindex ("#w_grenade launcher.mdx"); // CLIP_GRENADES
gi.modelindex ("#w_bazooka.mdx"); // CLIP_ROCKETS
gi.modelindex ("#w_flamethrower.mdx"); // CLIP_FLAMEGUN
// ----------------------------------------------------------------------------------
//
// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
//
// DAN 28-OCT-98
// 0 normal
gi.configstring(CS_LIGHTS+0, "m");
// 1 FIRE FLICKER (first variety)
gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
// 2 SLOW STRONG PULSE
gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
// 3 CANDLE (first variety)
gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
// 4 FAST STROBE
gi.configstring(CS_LIGHTS+4, "mamamamamama");
// 5 GENTLE PULSE 1
gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
// 6 FIRE FLICKER (second variety)
gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
// 7 CANDLE (second variety)
gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
// 8 CANDLE (third variety)
gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
// 9 SLOW STRONG STROBE
gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
// 10 FLUORESCENT FLICKER (first variety)
gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE FADES TO BLACK
gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
// new kingpin light styles (these are still temp)
// 12 FIRE FLICKER (third variety)
gi.configstring(CS_LIGHTS+12, "mmnommomhkmmomnonmmonqnmmo");
// 13 FLUORESCENT FLICKER (second variety)
gi.configstring(CS_LIGHTS+13, "kmamaamakmmmaakmamakmakmmmma");
// 14 FLUORESCENT FLICKER (third variety)
gi.configstring(CS_LIGHTS+14, "kmmmakakmmaaamammamkmamakmmmma");
// 15 REALISTIC FADE (first variety)
gi.configstring(CS_LIGHTS+15, "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm");
// 16 REALISTIC FADE (second variety)
gi.configstring(CS_LIGHTS+16, "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm");
// 17 SLOW STRONG STROBE (out of phase with 9)
gi.configstring(CS_LIGHTS+17, "zzzzzzzzaaaaaaaa");
// 18 THREE CYCLE STROBE (cycle 1)
gi.configstring(CS_LIGHTS+18, "zzzzzzzzaaaaaaaaaaaaaaaa");
// 19 THREE CYCLE STROBE (cycle 2)
gi.configstring(CS_LIGHTS+19, "aaaaaaaazzzzzzzzaaaaaaaa");
// 20 THREE CYCLE STROBE (cycle 3)
gi.configstring(CS_LIGHTS+20, "aaaaaaaaaaaaaaaazzzzzzzz");
// END 28-OCT-98
// styles 32-62 are assigned by the light program for switchable lights
// styles 32-62 are assigned by the light program for switchable lights
// 63 testing
gi.configstring(CS_LIGHTS+63, "a");
}