yquake2remaster/src/game/g_spawn.c

1069 lines
24 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Item spawning.
*
* =======================================================================
*/
#include "header/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);
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_point_combat(edict_t *self);
void SP_misc_explobox(edict_t *self);
void SP_misc_banner(edict_t *self);
void SP_misc_satellite_dish(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_insane(edict_t *self);
void SP_misc_deadsoldier(edict_t *self);
void SP_misc_viper(edict_t *self);
void SP_misc_viper_bomb(edict_t *self);
void SP_misc_bigviper(edict_t *self);
void SP_misc_strogg_ship(edict_t *self);
void SP_misc_teleporter(edict_t *self);
void SP_misc_teleporter_dest(edict_t *self);
void SP_misc_blackhole(edict_t *self);
void SP_misc_eastertank(edict_t *self);
void SP_misc_easterchick(edict_t *self);
void SP_misc_easterchick2(edict_t *self);
void SP_monster_berserk(edict_t *self);
void SP_monster_gladiator(edict_t *self);
void SP_monster_gunner(edict_t *self);
void SP_monster_infantry(edict_t *self);
void SP_monster_soldier_light(edict_t *self);
void SP_monster_soldier(edict_t *self);
void SP_monster_soldier_ss(edict_t *self);
void SP_monster_tank(edict_t *self);
void SP_monster_medic(edict_t *self);
void SP_monster_flipper(edict_t *self);
void SP_monster_chick(edict_t *self);
void SP_monster_parasite(edict_t *self);
void SP_monster_flyer(edict_t *self);
void SP_monster_brain(edict_t *self);
void SP_monster_floater(edict_t *self);
void SP_monster_hover(edict_t *self);
void SP_monster_mutant(edict_t *self);
void SP_monster_supertank(edict_t *self);
void SP_monster_boss2(edict_t *self);
void SP_monster_jorg(edict_t *self);
void SP_monster_makron(edict_t *self);
void SP_monster_boss3_stand(edict_t *self);
void SP_monster_commander_body(edict_t *self);
void SP_turret_breach(edict_t *self);
void SP_turret_base(edict_t *self);
void SP_turret_driver(edict_t *self);
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},
{"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},
{"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},
{"point_combat", SP_point_combat},
{"misc_explobox", SP_misc_explobox},
{"misc_banner", SP_misc_banner},
{"misc_satellite_dish", SP_misc_satellite_dish},
{"misc_gib_arm", SP_misc_gib_arm},
{"misc_gib_leg", SP_misc_gib_leg},
{"misc_gib_head", SP_misc_gib_head},
{"misc_insane", SP_misc_insane},
{"misc_deadsoldier", SP_misc_deadsoldier},
{"misc_viper", SP_misc_viper},
{"misc_viper_bomb", SP_misc_viper_bomb},
{"misc_bigviper", SP_misc_bigviper},
{"misc_strogg_ship", SP_misc_strogg_ship},
{"misc_teleporter", SP_misc_teleporter},
{"misc_teleporter_dest", SP_misc_teleporter_dest},
{"misc_blackhole", SP_misc_blackhole},
{"misc_eastertank", SP_misc_eastertank},
{"misc_easterchick", SP_misc_easterchick},
{"misc_easterchick2", SP_misc_easterchick2},
{"monster_berserk", SP_monster_berserk},
{"monster_gladiator", SP_monster_gladiator},
{"monster_gunner", SP_monster_gunner},
{"monster_infantry", SP_monster_infantry},
{"monster_soldier_light", SP_monster_soldier_light},
{"monster_soldier", SP_monster_soldier},
{"monster_soldier_ss", SP_monster_soldier_ss},
{"monster_tank", SP_monster_tank},
{"monster_tank_commander", SP_monster_tank},
{"monster_medic", SP_monster_medic},
{"monster_flipper", SP_monster_flipper},
{"monster_chick", SP_monster_chick},
{"monster_parasite", SP_monster_parasite},
{"monster_flyer", SP_monster_flyer},
{"monster_brain", SP_monster_brain},
{"monster_floater", SP_monster_floater},
{"monster_hover", SP_monster_hover},
{"monster_mutant", SP_monster_mutant},
{"monster_supertank", SP_monster_supertank},
{"monster_boss2", SP_monster_boss2},
{"monster_boss3_stand", SP_monster_boss3_stand},
{"monster_makron", SP_monster_makron},
{"monster_jorg", SP_monster_jorg},
{"monster_commander_body", SP_monster_commander_body},
{"turret_breach", SP_turret_breach},
{"turret_base", SP_turret_base},
{"turret_driver", SP_turret_driver},
{NULL, NULL}
};
/*
* 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)
{
return;
}
if (!ent->classname)
{
gi.dprintf("ED_CallSpawn: NULL classname\n");
G_FreeEdict(ent);
return;
}
/* 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 */
for (s = spawns; s->name; s++)
{
if (!strcmp(s->name, ent->classname))
{
/* found it */
s->spawn(ent);
return;
}
}
gi.dprintf("%s doesn't have a spawn function\n", ent->classname);
}
char *
ED_NewString(const char *string)
{
char *newb, *new_p;
int i, l;
if (!string)
{
return NULL;
}
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;
}
/*
* Takes a key/value pair and sets
* the binary values in an edict
*/
void
ED_ParseField(const char *key, const char *value, edict_t *ent)
{
field_t *f;
byte *b;
float v;
vec3_t vec;
if (!key || !value)
{
return;
}
for (f = fields; f->name; f++)
{
if (!(f->flags & FFL_NOSPAWN) && !Q_strcasecmp(f->name, (char *)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) = (int)strtol(value, (char **)NULL, 10);
break;
case F_FLOAT:
*(float *)(b + f->ofs) = (float)strtod(value, (char **)NULL);
break;
case F_ANGLEHACK:
v = (float)strtod(value, (char **)NULL);
((float *)(b + f->ofs))[0] = 0;
((float *)(b + f->ofs))[1] = v;
((float *)(b + f->ofs))[2] = 0;
break;
case F_IGNORE:
break;
default:
break;
}
return;
}
}
gi.dprintf("%s is not a field\n", key);
}
/*
* 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];
const char *com_token;
if (!ent)
{
return NULL;
}
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");
}
Q_strlcpy(keyname, com_token, sizeof(keyname));
/* 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] == '_')
{
continue;
}
ED_ParseField(keyname, com_token, ent);
}
if (!init)
{
memset(ent, 0, sizeof(*ent));
}
return data;
}
/*
* 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);
}
/*
* Creates a server's entity / program execution context by
* parsing textual entity definitions out of an ent file.
*/
void
SpawnEntities(const char *mapname, char *entities, const char *spawnpoint)
{
edict_t *ent;
int inhibit;
const char *com_token;
int i;
float skill_level;
if (!mapname || !entities || !spawnpoint)
{
return;
}
skill_level = floor(skill->value);
if (skill_level < 0)
{
skill_level = 0;
}
if (skill_level > 3)
{
skill_level = 3;
}
if (skill->value != skill_level)
{
gi.cvar_forceset("skill", va("%f", skill_level));
}
SaveClientData();
gi.FreeTags(TAG_LEVEL);
memset(&level, 0, sizeof(level));
memset(g_edicts, 0, game.maxentities * sizeof(g_edicts[0]));
Q_strlcpy(level.mapname, mapname, sizeof(level.mapname));
Q_strlcpy(game.spawnpoint, spawnpoint, sizeof(game.spawnpoint));
/* 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 (!Q_stricmp(level.mapname, "command") &&
!Q_stricmp(ent->classname, "trigger_once") &&
!Q_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 (((skill->value == SKILL_EASY) &&
(ent->spawnflags & SPAWNFLAG_NOT_EASY)) ||
((skill->value == SKILL_MEDIUM) &&
(ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) ||
(((skill->value == SKILL_HARD) ||
(skill->value == SKILL_HARDPLUS)) &&
(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);
}
gi.dprintf("%i entities inhibited.\n", inhibit);
G_FindTeams();
PlayerTrail_Init();
}
/* =================================================================== */
char *single_statusbar =
"yb -24 "
/* health */
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
/* ammo */
"if 2 "
" xv 100 "
" anum "
" xv 150 "
" pic 2 "
"endif "
/* armor */
"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 7 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 "
" 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 *dm_statusbar =
"yb -24 "
/* health */
"xv 0 "
"hnum "
"xv 50 "
"pic 0 "
/* ammo */
"if 2 "
" xv 100 "
" anum "
" xv 150 "
" pic 2 "
"endif "
/* armor */
"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 7 "
" xv 0 "
" pic 7 "
" xv 26 "
" yb -42 "
" stat_string 8 "
" yb -50 "
"endif "
/* timer */
"if 9 "
" xv 246 "
" num 2 10 "
" xv 296 "
" pic 9 "
"endif "
/* help / weapon icon */
"if 11 "
" xv 148 "
" pic 11 "
"endif "
/* frags */
"xr -50 "
"yt 2 "
"num 3 14 "
/* spectator */
"if 17 "
"xv 0 "
"yb -58 "
"string2 \"SPECTATOR MODE\" "
"endif "
/* chase camera */
"if 16 "
"xv 0 "
"yb -68 "
"string \"Chasing\" "
"xv 64 "
"stat_string 16 "
"endif "
;
/*QUAKED worldspawn (0 0 0) ?
*
* Only used for the world.
* "sky" environment map name
* "skyaxis" vector axis for rotating sky
* "skyrotate" speed of rotation in degrees/second
* "sounds" music cd track number
* "gravity" 800 is default gravity
* "message" text to print at user logon
*/
void
SP_worldspawn(edict_t *ent)
{
if (!ent)
{
return;
}
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 */
/* --------------- */
/* 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);
Q_strlcpy(level.level_name, ent->message, sizeof(level.level_name));
}
else
{
Q_strlcpy(level.level_name, level.mapname, sizeof(level.level_name));
}
if (st.sky && st.sky[0])
{
gi.configstring(CS_SKY, st.sky);
}
else
{
gi.configstring(CS_SKY, "unit1_");
}
gi.configstring(CS_SKYROTATE, va("%f", st.skyrotate));
gi.configstring(CS_SKYAXIS, va("%f %f %f",
st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]));
gi.configstring(CS_CDTRACK, va("%i", ent->sounds));
gi.configstring(CS_MAXCLIENTS, va("%i", (int)(maxclients->value)));
/* status bar program */
if (deathmatch->value)
{
gi.configstring(CS_STATUSBAR, dm_statusbar);
}
else
{
gi.configstring(CS_STATUSBAR, single_statusbar);
}
/* --------------- */
/* help icon for statusbar */
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);
}
snd_fry = gi.soundindex("player/fry.wav"); /* standing in lava / slime */
PrecacheItem(FindItem("Blaster"));
gi.soundindex("player/lava1.wav");
gi.soundindex("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");
/* 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("*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");
/* sexed models: THIS ORDER MUST MATCH THE DEFINES IN g_local.h
you can add more, max 19 (pete change)these models are only
loaded in coop or deathmatch. not singleplayer. */
if (coop->value || deathmatch->value)
{
gi.modelindex("#w_blaster.md2");
gi.modelindex("#w_shotgun.md2");
gi.modelindex("#w_sshotgun.md2");
gi.modelindex("#w_machinegun.md2");
gi.modelindex("#w_chaingun.md2");
gi.modelindex("#a_grenades.md2");
gi.modelindex("#w_glauncher.md2");
gi.modelindex("#w_rlauncher.md2");
gi.modelindex("#w_hyperblaster.md2");
gi.modelindex("#w_railgun.md2");
gi.modelindex("#w_bfg.md2");
}
/* ------------------- */
gi.soundindex("player/gasp1.wav"); /* gasping for air */
gi.soundindex("player/gasp2.wav"); /* head breaking surface, not gasping */
gi.soundindex("player/watr_in.wav"); /* feet hitting water */
gi.soundindex("player/watr_out.wav"); /* feet leaving water */
gi.soundindex("player/watr_un.wav"); /* head going underwater */
gi.soundindex("player/u_breath1.wav");
gi.soundindex("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");
gi.soundindex("infantry/inflies1.wav");
sm_meat_index = gi.modelindex("models/objects/gibs/sm_meat/tris.md2");
gi.modelindex("models/objects/gibs/arm/tris.md2");
gi.modelindex("models/objects/gibs/bone/tris.md2");
gi.modelindex("models/objects/gibs/bone2/tris.md2");
gi.modelindex("models/objects/gibs/chest/tris.md2");
gi.modelindex("models/objects/gibs/skull/tris.md2");
gi.modelindex("models/objects/gibs/head2/tris.md2");
/* Setup light animation tables. 'a'
is total darkness, 'z' is doublebright. */
/* 0 normal */
gi.configstring(CS_LIGHTS + 0, "m");
/* 1 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 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 STROBE (fourth variety) */
gi.configstring(CS_LIGHTS + 9, "aaaaaaaazzzzzzzz");
/* 10 FLUORESCENT FLICKER */
gi.configstring(CS_LIGHTS + 10, "mmamammmmammamamaaamammma");
/* 11 SLOW PULSE NOT FADE TO BLACK */
gi.configstring(CS_LIGHTS + 11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
/* styles 32-62 are assigned by the light program for switchable lights */
/* 63 testing */
gi.configstring(CS_LIGHTS + 63, "a");
}