super-coop/source/world.qc

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// world.qc: basic entry point functions
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void() main = {
};
/*QUAKED worldspawn(0 0 0) ?
Only used for the world entity.
Set message to the level name.
Set sounds to the cd track to play.
World Types:
0: medieval
1: metal
2: base
*/
void() worldspawn = {
lastspawn = world;
InitBodyQue();
// custom map attributes
if(self.model == "maps/e1m8.bsp") {
cvar_set("sv_gravity", "100");
} else {
cvar_set("sv_gravity", "800");
}
// the area based ambient sounds MUST be the first precache_sounds
// player precaches
W_Precache(); // get weapon precaches
// sounds used from C physics code
precache_sound("demon/dland2.wav"); // landing thud
precache_sound("misc/h2ohit1.wav"); // landing splash
// setup precaches allways needed
precache_sound("items/itembk2.wav"); // item respawn sound
precache_sound("player/plyrjmp8.wav"); // player jump
precache_sound("player/land.wav"); // player landing
precache_sound("player/land2.wav"); // player hurt landing
precache_sound("player/drown1.wav"); // drowning pain
precache_sound("player/drown2.wav"); // drowning pain
precache_sound("player/gasp1.wav"); // gasping for air
precache_sound("player/gasp2.wav"); // taking breath
precache_sound("player/h2odeath.wav"); // drowning death
precache_sound("misc/talk.wav"); // talk
precache_sound("player/teledth1.wav"); // telefrag
precache_sound("misc/r_tele1.wav"); // teleport sounds
precache_sound("misc/r_tele2.wav");
precache_sound("misc/r_tele3.wav");
precache_sound("misc/r_tele4.wav");
precache_sound("misc/r_tele5.wav");
precache_sound("weapons/lock4.wav"); // ammo pick up
precache_sound("weapons/pkup.wav"); // weapon up
precache_sound("items/armor1.wav"); // armor up
precache_sound("weapons/lhit.wav"); //lightning
precache_sound("weapons/lstart.wav"); //lightning start
precache_sound("items/damage3.wav");
precache_sound("misc/power.wav"); //lightning for boss
// player gib sounds
precache_sound("player/gib.wav"); // player gib sound
precache_sound("player/udeath.wav"); // player gib sound
precache_sound("player/tornoff2.wav"); // gib sound
// player pain sounds
precache_sound("player/pain1.wav");
precache_sound("player/pain2.wav");
precache_sound("player/pain3.wav");
precache_sound("player/pain4.wav");
precache_sound("player/pain5.wav");
precache_sound("player/pain6.wav");
// player death sounds
precache_sound("player/death1.wav");
precache_sound("player/death2.wav");
precache_sound("player/death3.wav");
precache_sound("player/death4.wav");
precache_sound("player/death5.wav");
// ax sounds
precache_sound("weapons/ax1.wav"); // ax swoosh
precache_sound("player/axhit1.wav"); // ax hit meat
precache_sound("player/axhit2.wav"); // ax hit world
precache_sound("player/h2ojump.wav"); // player jumping into water
precache_sound("player/slimbrn2.wav"); // player enter slime
precache_sound("player/inh2o.wav"); // player enter water
precache_sound("player/inlava.wav"); // player enter lava
precache_sound("misc/outwater.wav"); // leaving water sound
precache_sound("player/lburn1.wav"); // lava burn
precache_sound("player/lburn2.wav"); // lava burn
precache_sound("misc/water1.wav"); // swimming
precache_sound("misc/water2.wav"); // swimming
precache_model("progs/player.mdl");
precache_model("progs/eyes.mdl");
precache_model("progs/h_player.mdl");
precache_model("progs/gib1.mdl");
precache_model("progs/gib2.mdl");
precache_model("progs/gib3.mdl");
precache_model("progs/s_bubble.spr"); // drowning bubbles
precache_model("progs/s_explod.spr"); // sprite explosion
precache_model("progs/v_axe.mdl");
precache_model("progs/v_shot.mdl");
precache_model("progs/v_nail.mdl");
precache_model("progs/v_rock.mdl");
precache_model("progs/v_shot2.mdl");
precache_model("progs/v_nail2.mdl");
precache_model("progs/v_rock2.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/grenade.mdl");
precache_model("progs/spike.mdl");
precache_model("progs/s_spike.mdl");
precache_model("progs/backpack.mdl");
precache_model("progs/zom_gib.mdl");
precache_model("progs/v_light.mdl");
//
// 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");
};
void() StartFrame = {
teamplay = cvar("teamplay");
skill = cvar("skill");
framecount = framecount + 1;
};
/*
==============================================================================
BODY QUE
==============================================================================
*/
void() bodyque = {
// just here so spawn functions don't complain after the world
// creates bodyques
};
void() InitBodyQue = {
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entity e;
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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;
};