diff --git a/source/ai.qc b/source/ai.qc index 03f4670..592fb31 100644 --- a/source/ai.qc +++ b/source/ai.qc @@ -1,9 +1,3 @@ -void() movetarget_f; -void() t_movetarget; -void() knight_walk1; -void() knight_bow6; -void() knight_bow1; -void(entity etemp, entity stemp, entity stemp, float dmg) T_Damage; /* .enemy @@ -506,9 +500,6 @@ float() FacingIdeal = { //============================================================================= -float() WizardCheckAttack; -float() DogCheckAttack; - float() CheckAnyAttack = { if(!enemy_vis) { return 0; diff --git a/source/amtest.qc b/source/amtest.qc deleted file mode 100644 index 06d9653..0000000 --- a/source/amtest.qc +++ /dev/null @@ -1,80 +0,0 @@ -/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> -~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ - -void() test_teleport_touch; -void() tele_done; - -/*QUAKED test_teleport(0 .5 .8) ? -Teleporter testing -*/ -void() test_teleport = { - precache_model("sprites/s_aball.spr"); - setsize(self, self.mins, self.maxs); - self.touch = test_teleport_touch; - self.solid = 1; - - if(!self.target) { - objerror("no target\n"); - } -}; - -void() test_teleport_touch = { - local entity oldself; - other.movetype = MOVETYPE_TOSS; - // other.solid = SOLID_NOT; - other.dest = '256 -128 -128'; - oldself = self; - self = other; - // SUB_CalcMove(self.dest, 200, tele_done); - self.velocity = '1000 0 0 '; - self = oldself; -}; - -void() tele_done = { - self.movetype = MOVETYPE_WALK; - self.solid = SOLID_SLIDEBOX; -}; - -/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> -~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ - -void() test_goaway; -void() test_spawn; - -/*QUAKED test_fodder(0 .5 .8) ? -beating guy -*/ -void() test_fodder = { - self.nextthink = time + 3; - self.think = test_spawn; -}; - -void() test_spawn = { - local entity body; - makevectors(self.angles); - - body = spawn(); - setmodel(body, "progs/soldier.mdl"); - setorigin(body, self.origin); - body.classname = "player"; - body.health = 1000; - body.frags = 0; - body.takedamage = DAMAGE_AIM; - body.solid = SOLID_SLIDEBOX; - body.movetype = MOVETYPE_WALK; - body.show_hostile = 0; - body.weapon = 1; - body.velocity = v_forward * 200; - - body.nextthink = time + 5; - body.think = test_goaway; - - self.nextthink = time + 3; - self.think = test_spawn; - -}; - -void() test_goaway = { - remove(self); -}; - diff --git a/source/boss.qc b/source/boss.qc index 44d495d..75d3f7c 100644 --- a/source/boss.qc +++ b/source/boss.qc @@ -35,8 +35,6 @@ $frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8 $frame shockc9 shockc10 -void(vector p) boss_missile; - void() boss_face = { // go for another player if multi player diff --git a/source/buttons.qc b/source/buttons.qc index 1296a93..da78473 100644 --- a/source/buttons.qc +++ b/source/buttons.qc @@ -1,8 +1,5 @@ // button and multiple button -void() button_wait; -void() button_return; - void() button_wait = { self.state = STATE_TOP; self.nextthink = self.ltime + self.wait; diff --git a/source/client.qc b/source/client.qc index bb469dc..a0a4c2f 100644 --- a/source/client.qc +++ b/source/client.qc @@ -1,13 +1,3 @@ - -// prototypes -void() W_WeaponFrame; -void() W_SetCurrentAmmo; -void() player_pain; -void() player_stand1; -void(vector org) spawn_tfog; -void(vector org, entity death_owner) spawn_tdeath; -float(entity targ, entity attacker) SameTeam; - float modelindex_eyes, modelindex_player; /* @@ -319,8 +309,6 @@ void() trigger_changelevel = { ============================================================================= */ -void() set_suicide_frame; - // called by ClientKill and DeadThink void() respawn = { if(coop) { @@ -438,10 +426,6 @@ PutClientInServer called each time a player is spawned ============ */ -void() DecodeLevelParms; -void() PlayerDie; - - void() PutClientInServer = { local entity spot; diff --git a/source/combat.qc b/source/combat.qc index 13c4666..aac5c69 100644 --- a/source/combat.qc +++ b/source/combat.qc @@ -1,10 +1,3 @@ - -void() T_MissileTouch; -void() info_player_start; -void(entity targ, entity attacker) ClientObituary; - -void() monster_death_use; - //============================================================================ float(entity targ, entity attacker) SameTeam = { diff --git a/source/defs.qc b/source/defs.qc index d0b7498..a025a36 100644 --- a/source/defs.qc +++ b/source/defs.qc @@ -1,5 +1,4 @@ // system globals ------------------------------------------------------------| - #pragma noref 1 entity self; entity other; @@ -47,7 +46,6 @@ float trace_inopen; float trace_inwater; entity msg_entity; // destination of single entity writes -#pragma noref 0 // required prog functions void() main; // only for testing @@ -462,6 +460,7 @@ enum { AS_MELEE, AS_MISSILE, }; +#pragma noref 0 // globals -------------------------------------------------------------------| @@ -598,4 +597,117 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; float(entity e, float healamount, float ignore) T_Heal; // health function float(entity targ, entity inflictor) CanDamage; +float() DemonCheckAttack; +float() DogCheckAttack; +float() W_BestWeapon; +float() WizardCheckAttack; +float(entity targ) infront; +float(entity targ) range; +float(entity targ) visible; +float(entity targ, entity attacker) SameTeam; +float(float v) anglemod; +void() DecodeLevelParms; +void() Demon_JumpTouch; +void() InitBodyQue; +void() PlayerDie; +void() ShalHome; +void() ShalMissile; +void() ShalMissileTouch; +void() SuperDamageSound; +void() T_MissileTouch; +void() W_SetCurrentAmmo; +void() W_WeaponFrame; +void() ai_face; +void() armor_touch; +void() army_fire; +void() bubble_bob; +void() bubble_remove; +void() button_return; +void() button_wait; +void() dog_leap1; +void() dog_run1; +void() door_go_down; +void() door_go_up; +void() fd_secret_done; +void() fd_secret_move1; +void() fd_secret_move2; +void() fd_secret_move3; +void() fd_secret_move4; +void() fd_secret_move5; +void() fd_secret_move6; +void() finale_1; +void() finale_2; +void() finale_3; +void() finale_4; +void() fire_fly; +void() fire_touch; +void() func_train_find; +void() health_touch; +void() hk_idle_sound; +void() hknight_char_a1; +void() hknight_run1; +void() info_player_start; +void() item_megahealth_rot; +void() knight_atk1; +void() knight_bow1; +void() knight_bow6; +void() knight_runatk1; +void() knight_walk1; +void() make_bubbles; +void() monster_death_use; +void() movetarget_f; +void() ogre_smash1; +void() ogre_swing1; +void() plat_center_touch; +void() plat_crush; +void() plat_go_down; +void() plat_go_up; +void() plat_outside_touch; +void() plat_trigger_use; +void() player_axe1; +void() player_axeb1; +void() player_axec1; +void() player_axed1; +void() player_die_ax1; +void() player_diea1; +void() player_dieb1; +void() player_diec1; +void() player_died1; +void() player_diee1; +void() player_light1; +void() player_nail1; +void() player_pain; +void() player_rocket1; +void() player_run; +void() player_run; +void() player_shot1; +void() player_stand1; +void() powerup_touch; +void() set_suicide_frame; +void() shalrath_pain; +void() sham_smash1; +void() sham_swingl1; +void() sham_swingr1; +void() sham_swingr1; +void() spike_touch; +void() superspike_touch; +void() swimmonster_start; +void() t_movetarget; +void() tbaby_jump1; +void() tbaby_jump5; +void() train_next; +void() wiz_run1; +void() wiz_side1; +void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage; +void(entity targ, entity attacker) ClientObituary; +void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; +void(float num_bubbles) DeathBubbles; +void(float side) Demon_Melee; +void(vector dest) ChooseTurn; +void(vector org) spawn_tfog; +void(vector org, entity death_owner) spawn_tdeath; +void(vector org, vector vec) LaunchLaser; +void(vector org, vector vel, float damage) SpawnBlood; +void(vector p) boss_missile; + // EOF diff --git a/source/demon.qc b/source/demon.qc index 6d87d7d..ee2be8c 100644 --- a/source/demon.qc +++ b/source/demon.qc @@ -31,8 +31,6 @@ $frame attacka9 attacka10 attacka11 attacka12 attacka13 attacka14 attacka15 //============================================================================ -void() Demon_JumpTouch; - void() demon1_stand1 = [ $stand1, demon1_stand2 ] {ai_stand();}; void() demon1_stand2 = [ $stand2, demon1_stand3 ] {ai_stand();}; void() demon1_stand3 = [ $stand3, demon1_stand4 ] {ai_stand();}; diff --git a/source/dog.qc b/source/dog.qc index 01ccc20..ad03cd4 100644 --- a/source/dog.qc +++ b/source/dog.qc @@ -31,9 +31,6 @@ $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 -void() dog_leap1; -void() dog_run1; - /* ================ dog_bite diff --git a/source/doors.qc b/source/doors.qc index a2dcc1f..0c3c617 100644 --- a/source/doors.qc +++ b/source/doors.qc @@ -27,9 +27,6 @@ THINK FUNCTIONS ============================================================================= */ -void() door_go_down; -void() door_go_up; - void() door_blocked = { T_Damage(other, self, self, self.dmg); @@ -524,14 +521,6 @@ SECRET DOORS ============================================================================= */ -void() fd_secret_move1; -void() fd_secret_move2; -void() fd_secret_move3; -void() fd_secret_move4; -void() fd_secret_move5; -void() fd_secret_move6; -void() fd_secret_done; - enum { SECRET_OPEN_ONCE = 1, // stays open SECRET_1ST_LEFT = 2, // 1st move is left of arrow diff --git a/source/fight.qc b/source/fight.qc index ff89ece..57ae503 100644 --- a/source/fight.qc +++ b/source/fight.qc @@ -8,25 +8,6 @@ When it decides it can't attack, it goes into hunt mode. */ -float(float v) anglemod; - -void() knight_atk1; -void() knight_runatk1; -void() ogre_smash1; -void() ogre_swing1; - -void() sham_smash1; -void() sham_swingr1; -void() sham_swingl1; - -float() DemonCheckAttack; -void(float side) Demon_Melee; - -void(vector dest) ChooseTurn; - -void() ai_face; - - float enemy_vis, enemy_infront, enemy_range; float enemy_yaw; @@ -148,10 +129,6 @@ ai_charge The monster is in a melee attack, so get as close as possible to .enemy ============= */ -float(entity targ) visible; -float(entity targ) infront; -float(entity targ) range; - void(float d) ai_charge = { ai_face(); movetogoal(d); // done in C code... diff --git a/source/fish.qc b/source/fish.qc index 5784cfb..cbc9895 100644 --- a/source/fish.qc +++ b/source/fish.qc @@ -18,8 +18,6 @@ $frame swim18 $frame pain1 pain2 pain3 pain4 pain5 pain6 pain7 pain8 $frame pain9 -void() swimmonster_start; - void() f_stand1 = [ $swim1, f_stand2 ] {ai_stand();}; void() f_stand2 = [ $swim2, f_stand3 ] {ai_stand();}; void() f_stand3 = [ $swim3, f_stand4 ] {ai_stand();}; diff --git a/source/flag.qc b/source/flag.qc deleted file mode 100644 index ea3c3e1..0000000 --- a/source/flag.qc +++ /dev/null @@ -1,7 +0,0 @@ -/*QUAKED item_deathball(.3 .3 1) (0 0 0) (32 32 32) -*/ -void() deathball_touch; - -void() item_deathball = { - self.touch = deathball_touch; -}; diff --git a/source/hknight.qc b/source/hknight.qc index 84cfefc..59eda7a 100644 --- a/source/hknight.qc +++ b/source/hknight.qc @@ -52,10 +52,6 @@ $frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8 $frame magicc9 magicc10 magicc11 -void() hknight_char_a1; -void() hknight_run1; -void() hk_idle_sound; - void(float offset) hknight_shot = { local vector offang; local vector org, vec; diff --git a/source/items.qc b/source/items.qc index 5f21803..4f5c9c2 100644 --- a/source/items.qc +++ b/source/items.qc @@ -7,8 +7,6 @@ const string WEPNAME_GRENADE_LAUNCHER = "Grenade Launcher"; const string WEPNAME_ROCKET_LAUNCHER = "Rocket Launcher"; const string WEPNAME_LIGHTNING = "Thunderbolt"; -void() W_SetCurrentAmmo; - string() Key1Name = { switch(world.worldtype) { case 0: return "silver key"; @@ -134,8 +132,6 @@ enum { H_MEGA = 2, }; .float healamount, healtype; -void() health_touch; -void() item_megahealth_rot; void() item_health = { self.touch = health_touch; @@ -247,8 +243,6 @@ ARMOR =============================================================================== */ -void() armor_touch; - void() armor_touch = { local float type, value, bit; @@ -406,8 +400,6 @@ void(float old, float new) Deathmatch_Weapon = { weapon_touch ============= */ -float() W_BestWeapon; - void() weapon_touch = { local float hadammo, best, new, old; local entity stemp; @@ -1046,9 +1038,6 @@ POWERUPS =============================================================================== */ -void() powerup_touch; - - void() powerup_touch = { local entity stemp; local float best; diff --git a/source/jctest.qc b/source/jctest.qc deleted file mode 100644 index 585fdb5..0000000 --- a/source/jctest.qc +++ /dev/null @@ -1,13 +0,0 @@ - -void() jctrig = { - dprint("here\n\n"); - lightstyle(0, "az"); -}; - -/*QUAKED trigger_jctest(.5 .5 .5) ? -*/ -void() trigger_jctest = { - setsize(self, self.mins, self.maxs); - self.solid = SOLID_EDGE; - self.touch = jctrig; -}; diff --git a/source/misc.qc b/source/misc.qc index d0b6ae0..7e91e05 100644 --- a/source/misc.qc +++ b/source/misc.qc @@ -154,8 +154,6 @@ void() light_flame_small_white = { Lava Balls */ -void() fire_fly; -void() fire_touch; void() misc_fireball = { precache_model("progs/lavaball.mdl"); self.classname = "fireball"; @@ -275,8 +273,6 @@ enum { SPAWNFLAG_LASER = 2, }; -void(vector org, vector vec) LaunchLaser; - void() spikeshooter_use = { if(self.spawnflags & SPAWNFLAG_LASER) { sound(self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM); @@ -341,10 +337,6 @@ void() trap_shooter = { */ -void() make_bubbles; -void() bubble_remove; -void() bubble_bob; - /*QUAKED air_bubbles(0 .5 .8) (-8 -8 -8) (8 8 8) testing air bubbles diff --git a/source/oldone.qc b/source/oldone.qc index 152f095..9f9fd7c 100644 --- a/source/oldone.qc +++ b/source/oldone.qc @@ -11,12 +11,6 @@ $base base $skin skin $scale 1 -void() finale_1; -void() finale_2; -void() finale_3; -void() finale_4; - - entity shub; $frame old1 old2 old3 old4 old5 old6 old7 old8 old9 diff --git a/source/plats.qc b/source/plats.qc index b5560a8..27a3718 100644 --- a/source/plats.qc +++ b/source/plats.qc @@ -1,12 +1,3 @@ - - -void() plat_center_touch; -void() plat_outside_touch; -void() plat_trigger_use; -void() plat_go_up; -void() plat_go_down; -void() plat_crush; - enum { PLAT_LOW_TRIGGER = 1, }; @@ -216,9 +207,6 @@ void() func_plat = //============================================================================ -void() train_next; -void() func_train_find; - void() train_blocked = { if(time < self.attack_finished) { return; diff --git a/source/player.qc b/source/player.qc index 56f5877..12fa187 100644 --- a/source/player.qc +++ b/source/player.qc @@ -1,6 +1,4 @@ -void() bubble_bob; - /* ============================================================================== @@ -86,8 +84,6 @@ PLAYER ============================================================================== */ -void() player_run; - void() player_stand1 = [ $axstnd1, player_stand1 ] { self.weaponframe = 0; if(self.velocity_x || self.velocity_y) { @@ -240,7 +236,6 @@ void() player_rocket3 = [$rockatt3, player_rocket4 ] {self.weaponframe = 3;}; void() player_rocket4 = [$rockatt4, player_rocket5 ] {self.weaponframe = 4;}; void() player_rocket5 = [$rockatt5, player_rocket6 ] {self.weaponframe = 5;}; void() player_rocket6 = [$rockatt6, player_run ] {self.weaponframe = 6;}; -void(float num_bubbles) DeathBubbles; void() PainSound = { local float rs; @@ -352,13 +347,6 @@ void() player_pain = { } }; -void() player_diea1; -void() player_dieb1; -void() player_diec1; -void() player_died1; -void() player_diee1; -void() player_die_ax1; - void() DeathBubblesSpawn = { local entity bubble; if(self.owner.waterlevel != 3) { diff --git a/source/shalrath.qc b/source/shalrath.qc index fe96e85..190e955 100644 --- a/source/shalrath.qc +++ b/source/shalrath.qc @@ -21,8 +21,6 @@ $frame death1 death2 death3 death4 death5 death6 death7 $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9 walk10 $frame walk11 walk12 -void() shalrath_pain; -void() ShalMissile; void() shal_stand = [ $walk1, shal_stand ] {ai_stand();}; void() shal_walk1 = [ $walk2, shal_walk2 ] { @@ -123,8 +121,6 @@ void() shalrath_die = { ShalMissile ================ */ -void() ShalMissileTouch; -void() ShalHome; void() ShalMissile = { local entity missile; local vector dir; diff --git a/source/shambler.qc b/source/shambler.qc index 2f83199..064d596 100644 --- a/source/shambler.qc +++ b/source/shambler.qc @@ -122,8 +122,6 @@ void() sham_smash10 = [ $smash10, sham_smash11 ] { void() sham_smash11 = [ $smash11, sham_smash12 ] {ai_charge(5);}; void() sham_smash12 = [ $smash12, sham_run1 ] {ai_charge(4);}; -void() sham_swingr1; - void(float side) ShamClaw = { local vector delta; local float ldmg; diff --git a/source/soldier.qc b/source/soldier.qc index 6850369..29f4f6f 100644 --- a/source/soldier.qc +++ b/source/soldier.qc @@ -43,8 +43,6 @@ SOLDIER CODE ============================================================================== */ -void() army_fire; - void() army_stand1 = [ $stand1, army_stand2 ] {ai_stand();}; void() army_stand2 = [ $stand2, army_stand3 ] {ai_stand();}; void() army_stand3 = [ $stand3, army_stand4 ] {ai_stand();}; diff --git a/source/subs.qc b/source/subs.qc index 01fd0e4..10096ae 100644 --- a/source/subs.qc +++ b/source/subs.qc @@ -288,8 +288,6 @@ void(float normal) SUB_AttackFinished = { } }; -float(entity targ) visible; - void(void() thinkst) SUB_CheckRefire = { if(skill != 3) { return; diff --git a/source/tarbaby.qc b/source/tarbaby.qc index cc172ec..5cb61d2 100644 --- a/source/tarbaby.qc +++ b/source/tarbaby.qc @@ -86,8 +86,6 @@ void() tbaby_run25 = [ $run25, tbaby_run1 ] {ai_run(2);}; //============================================================================ -void() tbaby_jump1; - void() Tar_JumpTouch = { local float ldmg; @@ -123,8 +121,6 @@ void() Tar_JumpTouch = { self.nextthink = time + 0.1; }; -void() tbaby_jump5; - void() tbaby_fly1 = [ $fly1, tbaby_fly2 ] {}; void() tbaby_fly2 = [ $fly2, tbaby_fly3 ] {}; void() tbaby_fly3 = [ $fly3, tbaby_fly4 ] {}; diff --git a/source/triggers.qc b/source/triggers.qc index ee2e3da..57e7d20 100644 --- a/source/triggers.qc +++ b/source/triggers.qc @@ -7,6 +7,9 @@ void() trigger_reactivate = { enum { SPAWNFLAG_NOMESSAGE = 1, +}; + +enum { SPAWNFLAG_NOTOUCH = 1, }; diff --git a/source/weapons.qc b/source/weapons.qc index 8c4a104..662edd6 100644 --- a/source/weapons.qc +++ b/source/weapons.qc @@ -1,12 +1,3 @@ -/* -*/ -void(entity targ, entity inflictor, entity attacker, float damage) T_Damage; -void() player_run; -void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage; -void(vector org, vector vel, float damage) SpawnBlood; -void() SuperDamageSound; - - // called by worldspawn void() W_Precache = { precache_sound("weapons/r_exp3.wav"); // new rocket explosion @@ -558,9 +549,6 @@ void() W_FireGrenade = { //============================================================================= -void() spike_touch; -void() superspike_touch; - /* =============== @@ -807,15 +795,6 @@ W_Attack An attack impulse can be triggered now ============ */ -void() player_axe1; -void() player_axeb1; -void() player_axec1; -void() player_axed1; -void() player_shot1; -void() player_nail1; -void() player_light1; -void() player_rocket1; - void() W_Attack = { local float r; diff --git a/source/wizard.qc b/source/wizard.qc index 40475fe..627df84 100644 --- a/source/wizard.qc +++ b/source/wizard.qc @@ -77,9 +77,6 @@ void(entity missile, float mspeed, float accuracy) LaunchMissile = { }; -void() wiz_run1; -void() wiz_side1; - /* ================= WizardCheckAttack diff --git a/source/world.qc b/source/world.qc index 3726077..5849cc1 100644 --- a/source/world.qc +++ b/source/world.qc @@ -1,7 +1,3 @@ - -void() InitBodyQue; - - void() main = { dprint("main function\n");