#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 ; iclassname) 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 ; iclassname, "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 xr yb yt xv yv // drawing statpic pic num string // control if ifeq ifbit 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; isoundindex = 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"); }