// world.qc: basic entry point functions 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(); if(cvar("pr_checkextension")) { if(checkextension("DP_CON_SET")) { ext_con_set = TRUE; } } // 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 = { entity pl; float temp1flag, delta; teamplay = cvar("teamplay"); skill = cvar("skill"); framecount = framecount + 1; if(ext_con_set) { sf_cheats = cvar("sc_cheats"); sf_lives = cvar("sc_lives"); sf_dist_ammo = cvar("sc_dist_ammo"); } else { temp1flag = cvar("temp1"); sf_cheats = (temp1flag & SF_CHEATS) != 0; sf_lives = bit_shift_right(temp1flag & SF_LIVES_MSK, SF_LIVES_BEG); sf_dist_ammo = (temp1flag & SF_DIST_AMMO) != 0; } if(all_players_are_dead) { delta = time - all_players_are_dead; if(delta >= 9.95) { localcmd("restart\n"); } else if(rint(delta * 10) == rint(delta) * 10) { pl = find(world, classname, "player"); while(pl != world) { centerprint(pl, "Mission failed.\nRestarting in ", ftos(10 - rint(delta)), " seconds"); pl = find(pl, classname, "player"); } } } }; /* ============================================================================== BODY QUE ============================================================================== */ void() bodyque = { // just here so spawn functions don't complain after the world // creates bodyques }; entity() spawn_bodyque = { entity e; e = spawn(); e.classname = "bodyque"; return e; }; void() InitBodyQue = { entity e; float i; for(i = 0; i < BODYQUE_MAX; i++) { if(i == 0) { bodyque_head = spawn_bodyque(); e = bodyque_head; } else { e.owner = spawn_bodyque(); e = e.owner; } } e.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; };