2019-09-16 18:43:31 -07:00
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// world.qc: basic entry point functions
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2019-09-11 11:47:16 -07:00
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void() main = {
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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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void() worldspawn = {
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lastspawn = world;
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InitBodyQue();
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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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}
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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/land.wav"); // player landing
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precache_sound("player/land2.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("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("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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precache_sound("player/pain5.wav");
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precache_sound("player/pain6.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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precache_model("progs/player.mdl");
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precache_model("progs/eyes.mdl");
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precache_model("progs/h_player.mdl");
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precache_model("progs/gib1.mdl");
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precache_model("progs/gib2.mdl");
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precache_model("progs/gib3.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/v_axe.mdl");
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precache_model("progs/v_shot.mdl");
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precache_model("progs/v_nail.mdl");
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precache_model("progs/v_rock.mdl");
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precache_model("progs/v_shot2.mdl");
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precache_model("progs/v_nail2.mdl");
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precache_model("progs/v_rock2.mdl");
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precache_model("progs/bolt.mdl"); // for lightning gun
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precache_model("progs/bolt2.mdl"); // for lightning gun
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precache_model("progs/bolt3.mdl"); // for boss shock
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precache_model("progs/lavaball.mdl"); // for testing
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precache_model("progs/missile.mdl");
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precache_model("progs/grenade.mdl");
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precache_model("progs/spike.mdl");
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precache_model("progs/s_spike.mdl");
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precache_model("progs/backpack.mdl");
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precache_model("progs/zom_gib.mdl");
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precache_model("progs/v_light.mdl");
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//
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// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
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//
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// 0 normal
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lightstyle(0, "m");
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// 1 FLICKER(first variety)
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lightstyle(1, "mmnmmommommnonmmonqnmmo");
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// 2 SLOW STRONG PULSE
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lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
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// 3 CANDLE(first variety)
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lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
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// 4 FAST STROBE
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lightstyle(4, "mamamamamama");
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// 5 GENTLE PULSE 1
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lightstyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj");
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// 6 FLICKER(second variety)
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lightstyle(6, "nmonqnmomnmomomno");
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// 7 CANDLE(second variety)
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lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
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// 8 CANDLE(third variety)
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lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
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// 9 SLOW STROBE(fourth variety)
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lightstyle(9, "aaaaaaaazzzzzzzz");
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// 10 FLUORESCENT FLICKER
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lightstyle(10, "mmamammmmammamamaaamammma");
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// 11 SLOW PULSE NOT FADE TO BLACK
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lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
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// styles 32-62 are assigned by the light program for switchable lights
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// 63 testing
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lightstyle(63, "a");
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};
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void() StartFrame = {
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2019-09-19 13:57:27 -07:00
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float temp1flag;
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2019-09-19 09:56:17 -07:00
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teamplay = cvar("teamplay");
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skill = cvar("skill");
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temp1flag = cvar("temp1");
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2019-09-11 11:47:16 -07:00
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framecount = framecount + 1;
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2019-09-19 13:57:27 -07:00
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sf_cheats = temp1flag & SF_CHEATS;
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sf_lives = bit_shift_right(temp1flag & SF_LIVES_MSK, SF_LIVES_BEG);
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sf_dist_ammo = temp1flag & SF_DIST_AMMO;
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2019-09-11 11:47:16 -07:00
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};
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/*
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==============================================================================
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BODY QUE
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==============================================================================
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*/
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void() bodyque = {
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// just here so spawn functions don't complain after the world
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// creates bodyques
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};
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2019-09-19 09:04:10 -07:00
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entity() spawn_bodyque = {
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entity e;
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e = spawn();
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e.classname = "bodyque";
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return e;
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};
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2019-09-11 11:47:16 -07:00
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void() InitBodyQue = {
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2019-09-17 08:26:44 -07:00
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entity e;
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2019-09-19 09:04:10 -07:00
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float i;
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for(i = 0; i < BODYQUE_MAX; i++) {
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if(i == 0) {
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bodyque_head = spawn_bodyque();
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e = bodyque_head;
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} else {
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e.owner = spawn_bodyque();
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e = e.owner;
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}
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}
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2019-09-11 11:47:16 -07:00
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2019-09-19 09:04:10 -07:00
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e.owner = bodyque_head;
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2019-09-11 11:47:16 -07:00
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};
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// make a body que entry for the given ent so the ent can be
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// respawned elsewhere
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void(entity ent) CopyToBodyQue = {
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bodyque_head.angles = ent.angles;
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bodyque_head.model = ent.model;
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bodyque_head.modelindex = ent.modelindex;
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bodyque_head.frame = ent.frame;
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bodyque_head.colormap = ent.colormap;
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bodyque_head.movetype = ent.movetype;
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bodyque_head.velocity = ent.velocity;
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bodyque_head.flags = 0;
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setorigin(bodyque_head, ent.origin);
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setsize(bodyque_head, ent.mins, ent.maxs);
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bodyque_head = bodyque_head.owner;
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};
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