650 lines
20 KiB
C
650 lines
20 KiB
C
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void() InitBodyQue;
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void() main =
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{
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dprint ("main function\n");
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// these are just commands the the prog compiler to copy these files
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precache_file ("progs.dat");
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precache_file ("gfx.wad");
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precache_file ("quake.rc");
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precache_file ("default.cfg");
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precache_file ("end1.bin");
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precache_file2 ("end2.bin");
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precache_file ("demo1.dem");
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precache_file ("demo2.dem");
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precache_file ("demo3.dem");
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//
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// these are all of the lumps from the cached.ls files
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//
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precache_file ("gfx/palette.lmp");
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precache_file ("gfx/colormap.lmp");
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precache_file2 ("gfx/pop.lmp");
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precache_file ("gfx/complete.lmp");
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precache_file ("gfx/inter.lmp");
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precache_file ("gfx/ranking.lmp");
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precache_file ("gfx/vidmodes.lmp");
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precache_file ("gfx/finale.lmp");
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precache_file ("gfx/conback.lmp");
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precache_file ("gfx/qplaque.lmp");
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precache_file ("gfx/menudot1.lmp");
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precache_file ("gfx/menudot2.lmp");
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precache_file ("gfx/menudot3.lmp");
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precache_file ("gfx/menudot4.lmp");
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precache_file ("gfx/menudot5.lmp");
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precache_file ("gfx/menudot6.lmp");
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precache_file ("gfx/menuplyr.lmp");
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precache_file ("gfx/bigbox.lmp");
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precache_file ("gfx/dim_modm.lmp");
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precache_file ("gfx/dim_drct.lmp");
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precache_file ("gfx/dim_ipx.lmp");
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precache_file ("gfx/dim_tcp.lmp");
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precache_file ("gfx/dim_mult.lmp");
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precache_file ("gfx/mainmenu.lmp");
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precache_file ("gfx/box_tl.lmp");
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precache_file ("gfx/box_tm.lmp");
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precache_file ("gfx/box_tr.lmp");
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precache_file ("gfx/box_ml.lmp");
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precache_file ("gfx/box_mm.lmp");
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precache_file ("gfx/box_mm2.lmp");
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precache_file ("gfx/box_mr.lmp");
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precache_file ("gfx/box_bl.lmp");
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precache_file ("gfx/box_bm.lmp");
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precache_file ("gfx/box_br.lmp");
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precache_file ("gfx/sp_menu.lmp");
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precache_file ("gfx/ttl_sgl.lmp");
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precache_file ("gfx/ttl_main.lmp");
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precache_file ("gfx/ttl_cstm.lmp");
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precache_file ("gfx/mp_menu.lmp");
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precache_file ("gfx/netmen1.lmp");
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precache_file ("gfx/netmen2.lmp");
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precache_file ("gfx/netmen3.lmp");
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precache_file ("gfx/netmen4.lmp");
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precache_file ("gfx/netmen5.lmp");
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precache_file ("gfx/sell.lmp");
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precache_file ("gfx/help0.lmp");
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precache_file ("gfx/help1.lmp");
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precache_file ("gfx/help2.lmp");
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precache_file ("gfx/help3.lmp");
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precache_file ("gfx/help4.lmp");
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precache_file ("gfx/help5.lmp");
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precache_file ("gfx/pause.lmp");
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precache_file ("gfx/loading.lmp");
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precache_file ("gfx/p_option.lmp");
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precache_file ("gfx/p_load.lmp");
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precache_file ("gfx/p_save.lmp");
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precache_file ("gfx/p_multi.lmp");
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// sounds loaded by C code
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precache_sound ("misc/menu1.wav");
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precache_sound ("misc/menu2.wav");
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precache_sound ("misc/menu3.wav");
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precache_sound ("ambience/water1.wav");
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precache_sound ("ambience/wind2.wav");
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// shareware
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precache_file ("maps/start.bsp");
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precache_file ("maps/e1m1.bsp");
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precache_file ("maps/e1m2.bsp");
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precache_file ("maps/e1m3.bsp");
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precache_file ("maps/e1m4.bsp");
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precache_file ("maps/e1m5.bsp");
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precache_file ("maps/e1m6.bsp");
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precache_file ("maps/e1m7.bsp");
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precache_file ("maps/e1m8.bsp");
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// registered
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precache_file2 ("gfx/pop.lmp");
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precache_file2 ("maps/e2m1.bsp");
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precache_file2 ("maps/e2m2.bsp");
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precache_file2 ("maps/e2m3.bsp");
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precache_file2 ("maps/e2m4.bsp");
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precache_file2 ("maps/e2m5.bsp");
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precache_file2 ("maps/e2m6.bsp");
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precache_file2 ("maps/e2m7.bsp");
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precache_file2 ("maps/e3m1.bsp");
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precache_file2 ("maps/e3m2.bsp");
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precache_file2 ("maps/e3m3.bsp");
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precache_file2 ("maps/e3m4.bsp");
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precache_file2 ("maps/e3m5.bsp");
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precache_file2 ("maps/e3m6.bsp");
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precache_file2 ("maps/e3m7.bsp");
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precache_file2 ("maps/e4m1.bsp");
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precache_file2 ("maps/e4m2.bsp");
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precache_file2 ("maps/e4m3.bsp");
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precache_file2 ("maps/e4m4.bsp");
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precache_file2 ("maps/e4m5.bsp");
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precache_file2 ("maps/e4m6.bsp");
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precache_file2 ("maps/e4m7.bsp");
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precache_file2 ("maps/e4m8.bsp");
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precache_file2 ("maps/end.bsp");
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precache_file2 ("maps/dm1.bsp");
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precache_file2 ("maps/dm2.bsp");
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precache_file2 ("maps/dm3.bsp");
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precache_file2 ("maps/dm4.bsp");
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precache_file2 ("maps/dm5.bsp");
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precache_file2 ("maps/dm6.bsp");
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};
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entity lastspawn;
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//=======================
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/*QUAKED worldspawn (0 0 0) ?
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Only used for the world entity.
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Set message to the level name.
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Set sounds to the cd track to play.
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World Types:
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0: medieval
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1: metal
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2: base
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*/
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//=======================
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void() worldspawn =
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{
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lastspawn = world;
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InitBodyQue ();
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num_clients = 0;
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// custom map attributes
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if (self.model == "maps/e1m8.bsp")
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cvar_set ("sv_gravity", "100");
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else
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cvar_set ("sv_gravity", "800");
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deathmatch = cvar("deathmatch");
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executable = "dosQuake";
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if (cvar("temp1") & 1)
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executable = "glQuake";
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// the area based ambient sounds MUST be the first precache_sounds
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// player precaches
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W_Precache (); // get weapon precaches
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// sounds used from C physics code
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precache_sound ("demon/dland2.wav"); // landing thud
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precache_sound ("misc/h2ohit1.wav"); // landing splash
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// setup precaches allways needed
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precache_sound ("items/itembk2.wav"); // item respawn sound
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precache_sound ("player/plyrjmp8.wav"); // player jump
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precache_sound ("player/land1.wav"); // player landing
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precache_sound ("player/land3.wav"); // player hurt landing
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precache_sound ("player/land4.wav"); // player hurt landing
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precache_sound ("player/drown1.wav"); // drowning pain
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precache_sound ("player/drown2.wav"); // drowning pain
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precache_sound ("player/gasp1.wav"); // gasping for air
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precache_sound ("player/gasp2.wav"); // taking breath
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precache_sound ("player/h2odeath.wav"); // drowning death
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precache_sound ("player/h2ojump.wav");
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precache_sound ("player/what_1.wav"); // parallize sound
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precache_sound ("misc/talk.wav"); // talk
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precache_sound ("player/teledth1.wav"); // telefrag
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precache_sound ("misc/r_tele1.wav"); // teleport sounds
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precache_sound ("misc/r_tele2.wav");
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precache_sound ("misc/r_tele3.wav");
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precache_sound ("misc/r_tele4.wav");
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precache_sound ("misc/r_tele5.wav");
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precache_sound ("weapons/lock4.wav"); // ammo pick up
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precache_sound ("weapons/pkup.wav"); // weapon up
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precache_sound ("items/armor1.wav"); // armor up
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precache_sound ("weapons/lhit.wav"); //lightning
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precache_sound ("weapons/lstart.wav"); //lightning start
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precache_sound ("items/damage3.wav");
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precache_sound ("items/protect.wav");
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precache_sound ("cannon/takeoff.wav");
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precache_sound ("doors/airdoor2.wav");
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precache_sound ("items/inv1.wav");
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precache_sound ("misc/power.wav"); //lightning for boss
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// player gib sounds
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precache_sound ("player/gib.wav"); // player gib sound
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precache_sound ("player/udeath.wav"); // player gib sound
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precache_sound ("player/tornoff2.wav"); // gib sound
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// player pain sounds
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precache_sound ("player/pain1.wav");
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precache_sound ("player/pain2.wav");
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precache_sound ("player/pain3.wav");
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precache_sound ("player/pain4.wav");
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// player death sounds
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precache_sound ("player/death1.wav");
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precache_sound ("player/death2.wav");
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precache_sound ("player/death3.wav");
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precache_sound ("player/death4.wav");
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precache_sound ("player/death5.wav");
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// ax sounds
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precache_sound ("weapons/ax1.wav"); // ax swoosh
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precache_sound ("player/axhit1.wav"); // ax hit meat
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precache_sound ("player/axhit2.wav"); // ax hit world
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precache_sound ("player/h2ojump.wav"); // player jumping into water
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precache_sound ("player/slimbrn2.wav"); // player enter slime
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precache_sound ("player/inh2o.wav"); // player enter water
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precache_sound ("player/inlava.wav"); // player enter lava
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precache_sound ("misc/outwater.wav"); // leaving water sound
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precache_sound ("player/lburn1.wav"); // lava burn
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precache_sound ("player/lburn2.wav"); // lava burn
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precache_sound ("misc/water1.wav"); // swimming
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precache_sound ("misc/water2.wav"); // swimming
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// X-Men: id sounds used in weapons (soon to be replaced)
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precache_sound ("enforcer/enfire.wav");
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precache_sound ("enforcer/enfstop.wav");
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// end
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// X-Men sounds
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precache_sound ("generic/punch1.wav");
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precache_sound ("generic/punch2.wav");
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precache_sound ("generic/punch3.wav");
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precache_sound ("misc/snicker1.wav"); // GOD mode laugh
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if (cvar("deathmatch") || cvar("coop")) {
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precache_sound ("angel/flap1.wav");
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precache_sound ("angel/flap2.wav");
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precache_sound ("angel/flap3.wav");
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precache_sound ("angel/flap4.wav");
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precache_sound ("angel/flap5.wav");
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precache_sound ("angel/flap6.wav");
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precache_sound ("wizard/hit.wav"); // used by c code
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precache_sound ("hknight/slash1.wav");
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precache_sound ("doors/stndr1.wav");
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precache_sound ("boss1/throw.wav");
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precache_sound ("generic/swing1.wav");
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precache_sound ("generic/frozen1.wav");
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precache_sound ("zombie/z_hit.wav");
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precache_sound ("cannon/flyloop.wav");
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precache_sound ("cannon/takeoff.wav");
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}
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precache_sound ("weapons/guidfire.wav"); // guided missiles
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precache_sound ("weapons/chnfire5.wav"); // chaingun
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precache_sound ("weapons/shotfir6.wav");
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precache_sound ("weapons/flame.wav");
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precache_sound ("weapons/f_start.wav");
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precache_sound ("weapons/flamball.wav");
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precache_sound ("weapons/reload.wav");
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precache_sound ("weapons/prox1.wav");
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precache_sound ("weapons/prox2.wav");
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precache_sound ("weapons/mega.wav");
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precache_sound ("weapons/m_start.wav");
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// skeleton
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precache_sound ("zombie/idle_w2.wav");
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precache_sound ("skeleton/crunch.wav");
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// character sounds used during deathmatch
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precache_sound ("storm/w_attack.wav");
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precache_sound ("storm/l_attack.wav");
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// deathmatch sounds
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precache_sound ("demon/dhit2.wav");
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// character/deathmatch sounds
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precache_sound ("voice/male/pain1.wav");
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precache_sound ("voice/male/pain2.wav");
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precache_sound ("voice/male/pain3.wav");
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precache_sound ("voice/male/pain4.wav");
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precache_sound ("voice/male/pain5.wav");
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precache_sound ("voice/male/pain6.wav");
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precache_sound ("voice/male/pain7.wav");
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precache_sound ("voice/male/diescrm1.wav");
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precache_sound ("voice/male/diescrm2.wav");
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precache_sound ("voice/male/diescrm3.wav");
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precache_sound ("voice/male/diescrm4.wav");
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precache_sound ("voice/male/diescrm5.wav");
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precache_sound ("voice/male/diescrm6.wav");
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precache_sound ("voice/female/scream1.wav");
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precache_sound ("voice/female/scream2.wav");
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precache_sound ("voice/female/scream3.wav");
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precache_sound ("voice/female/scream4.wav");
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precache_sound ("voice/female/scream5.wav");
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precache_sound ("voice/female/no1.wav");
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precache_sound ("voice/female/diescrm1.wav");
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precache_sound ("voice/female/diescrm2.wav");
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precache_sound ("voice/female/diescrm3.wav");
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precache_sound ("voice/female/diescrm4.wav");
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precache_sound ("voice/female/diescrm5.wav");
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/*
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precache_sound ("voice/female/hey.wav");
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precache_sound ("voice/female/hey_you.wav");
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precache_sound ("voice/female/stop.wav");
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precache_sound ("voice/female/wait.wav");
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precache_sound ("voice/male/growl.wav");
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precache_sound ("voice/male/grrr.wav");
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precache_sound ("voice/male/intruder.wav");
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precache_sound ("voice/male/stop01.wav");
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precache_sound ("voice/male/uh-a.wav");
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precache_sound ("voice/male/what.wav");
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precache_sound ("voice/male/what_the.wav");
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precache_sound ("voice/male/youthere.wav");
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*/
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// temp only, used for proximity weapon
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precache_sound ("items/damage2.wav");
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// end
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precache_model ("progs/player.mdl");
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precache_model ("progs/cyborg.mdl");
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precache_model ("progs/eyes.mdl");
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precache_model ("progs/h_player.mdl");
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// skeleton gibs
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precache_model ("progs/gib01.mdl");
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precache_model ("progs/gib02.mdl");
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precache_model ("progs/gib03.mdl");
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precache_model ("progs/s_bubble.spr"); // drowning bubbles
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precache_model ("progs/s_explod.spr"); // sprite explosion
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precache_model ("progs/spike.mdl");
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// X-Men: deathmatch models
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if (cvar("deathmatch") || cvar("coop")) {
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// Characters
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precache_model ("progs/dmskel.mdl");
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precache_model ("progs/dmwolvy.mdl");
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precache_model ("progs/dmstorm2.mdl");
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precache_model ("progs/dmice.mdl");
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precache_model ("progs/dmcyclop.mdl");
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precache_model ("progs/dmpsy.mdl");
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precache_model ("progs/dmangel.mdl");
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precache_model ("progs/dmbeast.mdl");
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precache_model ("progs/dmgambit.mdl");
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precache_model ("progs/dmbishop.mdl");
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precache_model ("progs/dmrogue.mdl");
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precache_model ("progs/dmcannon.mdl");
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precache_model ("progs/dmphoen.mdl");
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// deathmatch special power weapons
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precache_model ("progs/v_wol.mdl");
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precache_model ("progs/v_sto.mdl");
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precache_model ("progs/v_cyc.mdl");
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precache_model ("progs/v_psy.mdl");
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precache_model ("progs/v_ang.mdl");
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precache_model ("progs/v_bea.mdl");
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precache_model ("progs/v_gam.mdl");
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precache_model ("progs/v_ice.mdl");
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precache_model ("progs/v_bis.mdl");
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precache_model ("progs/v_rog.mdl");
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precache_model ("progs/v_can.mdl");
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precache_model ("progs/v_pho.mdl");
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// Other Models
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precache_model ("progs/claser1.mdl");
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precache_model ("progs/dart.mdl");
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precache_model ("progs/pow.mdl");
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precache_model ("progs/card.mdl");
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precache_model ("progs/iceshard.mdl");
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precache_model ("progs/iceblast.mdl");
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precache_model ("progs/bisblast.mdl");
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precache_model ("progs/beampart.mdl");
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precache_model ("progs/psyblast.mdl");
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}
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// end
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// X-Men: id models used in weapons
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precache_model ("progs/laser.mdl");
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// end
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// X-Men view (weapon) models
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precache_model ("progs/v_xfire1.mdl");
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precache_model ("progs/v_xrock.mdl");
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precache_model ("progs/v_xshot1.mdl");
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precache_model ("progs/v_xchain.mdl");
|
|
precache_model ("progs/v_xorb.mdl");
|
|
precache_model ("progs/v_xflame.mdl");
|
|
precache_model ("progs/v_xshock.mdl");
|
|
|
|
if (!deathmatch && !coop) {
|
|
precache_model ("progs/v_xfist.mdl");
|
|
}
|
|
precache_model ("progs/v_xmega.mdl");
|
|
// end view models
|
|
|
|
precache_model ("progs/atom1.mdl");
|
|
precache_model ("progs/atom2.mdl");
|
|
precache_model ("progs/atom3.mdl");
|
|
precache_model ("progs/atomshot.mdl");
|
|
|
|
precache_model ("progs/bolt.mdl"); // for lightning gun
|
|
precache_model ("progs/bolt2.mdl"); // for lightning gun
|
|
precache_model ("progs/bolt3.mdl"); // for boss shock
|
|
precache_model ("progs/lavaball.mdl"); // for testing
|
|
|
|
precache_model ("progs/missile.mdl");
|
|
|
|
precache_model ("progs/backpack.mdl");
|
|
|
|
// X-Men models
|
|
precache_model ("progs/blood.mdl");
|
|
precache_model ("progs/missmall.mdl");
|
|
precache_model ("progs/fl_th1.mdl");
|
|
// precache_model ("progs/flame_sm.mdl");
|
|
precache_model ("progs/fl_th2.mdl");
|
|
// precache_model ("progs/fl_th3.mdl");
|
|
precache_model ("progs/fl_th5.mdl");
|
|
precache_model ("progs/fl_th6.mdl");
|
|
precache_model ("progs/flamball.mdl");
|
|
precache_model ("progs/skel.mdl");
|
|
precache_model ("progs/orb1.mdl");
|
|
precache_model ("progs/null.spr");
|
|
// END
|
|
|
|
//
|
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
|
//
|
|
|
|
// 0 normal
|
|
lightstyle(0, "m");
|
|
|
|
// 1 FLICKER (first variety)
|
|
lightstyle(1, "mmnmmommommnonmmonqnmmo");
|
|
|
|
// 2 SLOW STRONG PULSE
|
|
lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
|
|
|
// 3 CANDLE (first variety)
|
|
lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
|
|
|
// 4 FAST STROBE
|
|
lightstyle(4, "mamamamamama");
|
|
|
|
// 5 GENTLE PULSE 1
|
|
lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
|
|
|
// 6 FLICKER (second variety)
|
|
lightstyle(6, "nmonqnmomnmomomno");
|
|
|
|
// 7 CANDLE (second variety)
|
|
lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
|
|
|
// 8 CANDLE (third variety)
|
|
lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
|
|
|
// 9 SLOW STROBE (fourth variety)
|
|
lightstyle(9, "aaaaaaaazzzzzzzz");
|
|
|
|
// 10 FLUORESCENT FLICKER
|
|
lightstyle(10, "mmamammmmammamamaaamammma");
|
|
|
|
// 11 SLOW PULSE NOT FADE TO BLACK
|
|
lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
|
|
|
// styles 32-62 are assigned by the light program for switchable lights
|
|
|
|
// 63 testing
|
|
lightstyle(63, "a");
|
|
lightstyle(255, "a");
|
|
|
|
};
|
|
|
|
float last_explode;
|
|
void() StartFrame =
|
|
{
|
|
local entity laser, orb, old_laser, trav;
|
|
local vector vect;
|
|
local float vspeed, cont;
|
|
|
|
teamplay = cvar("teamplay");
|
|
skill = cvar("skill");
|
|
framecount = framecount + 1;
|
|
|
|
// check all lasers
|
|
laser = find(world, classname, "laser");
|
|
while (laser != world) {
|
|
|
|
if (laser.origin == laser.oldorigin) {
|
|
old_laser = laser;
|
|
laser = find(laser, classname, "laser");
|
|
|
|
remove(old_laser);
|
|
}
|
|
else {
|
|
if (laser.last_touch != 0) {
|
|
/*
|
|
vect = normalize(laser.old_velocity);
|
|
vspeed = vlen(laser.old_velocity);
|
|
|
|
traceline(laser.origin - (laser.old_velocity * 0.5), laser.origin + laser.old_velocity, TRUE, laser);
|
|
|
|
laser.velocity = (GetReflectionVect(trace_endpos, vect, trace_plane_normal) * vspeed);
|
|
*/
|
|
laser.old_velocity = laser.velocity;
|
|
vect = normalize(laser.old_velocity);
|
|
|
|
laser.angles = vectoangles(vect);
|
|
laser.last_touch = 0;
|
|
|
|
}
|
|
|
|
laser.velocity_z = laser.old_velocity_z + cvar("sv_gravity")*frametime;
|
|
|
|
laser.oldorigin = laser.origin;
|
|
|
|
laser = find(laser, classname, "laser");
|
|
}
|
|
|
|
}
|
|
|
|
// check orb for bounce
|
|
orb = world;
|
|
while ((orb = find(orb, classname, "orb")) != world) {
|
|
if ((orb.velocity_z > 0) && (orb.old_velocity_z <= 0)) {
|
|
orb.velocity_z = 300;
|
|
}
|
|
|
|
orb.old_velocity = orb.velocity;
|
|
}
|
|
|
|
// Ice shards too!
|
|
|
|
laser = find(world, classname, "shard");
|
|
while (laser != world)
|
|
{
|
|
if (laser.state)
|
|
{
|
|
laser.velocity_z = laser.velocity_z + cvar("sv_gravity")*frametime;
|
|
}
|
|
laser = find(laser, classname, "shard");
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
BODY QUE
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
entity bodyque_head;
|
|
|
|
void() bodyque =
|
|
{ // just here so spawn functions don't complain after the world
|
|
// creates bodyques
|
|
};
|
|
|
|
void() InitBodyQue =
|
|
{
|
|
local entity e;
|
|
|
|
bodyque_head = spawn();
|
|
bodyque_head.classname = "bodyque";
|
|
bodyque_head.owner = spawn();
|
|
bodyque_head.owner.classname = "bodyque";
|
|
bodyque_head.owner.owner = spawn();
|
|
bodyque_head.owner.owner.classname = "bodyque";
|
|
bodyque_head.owner.owner.owner = spawn();
|
|
bodyque_head.owner.owner.owner.classname = "bodyque";
|
|
bodyque_head.owner.owner.owner.owner = bodyque_head;
|
|
};
|
|
|
|
|
|
// make a body que entry for the given ent so the ent can be
|
|
// respawned elsewhere
|
|
void(entity ent) CopyToBodyQue =
|
|
{
|
|
bodyque_head.angles = ent.angles;
|
|
bodyque_head.model = ent.model;
|
|
bodyque_head.modelindex = ent.modelindex;
|
|
bodyque_head.frame = ent.frame;
|
|
bodyque_head.colormap = ent.colormap;
|
|
bodyque_head.movetype = ent.movetype;
|
|
bodyque_head.velocity = ent.velocity;
|
|
bodyque_head.flags = 0;
|
|
setorigin (bodyque_head, ent.origin);
|
|
setsize (bodyque_head, ent.mins, ent.maxs);
|
|
bodyque_head = bodyque_head.owner;
|
|
};
|
|
|
|
|