598 lines
14 KiB
Plaintext
598 lines
14 KiB
Plaintext
// misc.qc: various useful brushes
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/*QUAKED info_null(0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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*/
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void() info_null = {
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remove(self);
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};
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/*QUAKED info_notnull(0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for lightning.
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*/
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void() info_notnull = {
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};
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//============================================================================
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void() light_use = {
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if(self.spawnflags & LIGHT_START_OFF) {
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lightstyle(self.style, "m");
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self.spawnflags = self.spawnflags - LIGHT_START_OFF;
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} else {
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lightstyle(self.style, "a");
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self.spawnflags = self.spawnflags + LIGHT_START_OFF;
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}
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};
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/*QUAKED light(0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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*/
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void() light = {
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if(!self.targetname) {
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// inert light
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remove(self);
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return;
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}
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if(self.style >= 32) {
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self.use = light_use;
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if(self.spawnflags & LIGHT_START_OFF) {
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lightstyle(self.style, "a");
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} else {
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lightstyle(self.style, "m");
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}
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}
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};
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/*QUAKED light_fluoro(0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Non-displayed light.
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Default light value is 300
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Default style is 0
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If targeted, it will toggle between on or off.
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Makes steady fluorescent humming sound
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*/
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void() light_fluoro = {
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if(self.style >= 32) {
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self.use = light_use;
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if(self.spawnflags & LIGHT_START_OFF) {
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lightstyle(self.style, "a");
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} else {
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lightstyle(self.style, "m");
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}
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}
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precache_sound("ambience/fl_hum1.wav");
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ambientsound(self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_fluorospark(0 1 0) (-8 -8 -8) (8 8 8)
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Non-displayed light.
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Default light value is 300
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Default style is 10
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Makes sparking, broken fluorescent sound
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*/
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void() light_fluorospark = {
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if(!self.style) {
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self.style = 10;
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}
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precache_sound("ambience/buzz1.wav");
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ambientsound(self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_globe(0 1 0) (-8 -8 -8) (8 8 8)
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Sphere globe light.
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Default light value is 300
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Default style is 0
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*/
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void() light_globe = {
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precache_model("progs/s_light.spr");
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setmodel(self, "progs/s_light.spr");
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makestatic(self);
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};
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void() FireAmbient = {
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precache_sound("ambience/fire1.wav");
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// attenuate fast
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ambientsound(self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED light_torch_small_walltorch(0 .5 0) (-10 -10 -20) (10 10 20)
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Short wall torch
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Default light value is 200
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Default style is 0
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*/
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void() light_torch_small_walltorch = {
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precache_model("progs/flame.mdl");
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setmodel(self, "progs/flame.mdl");
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FireAmbient();
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makestatic(self);
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};
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/*QUAKED light_flame_large_yellow(0 1 0) (-10 -10 -12) (12 12 18)
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Large yellow flame ball
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*/
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void() light_flame_large_yellow = {
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precache_model("progs/flame2.mdl");
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setmodel(self, "progs/flame2.mdl");
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self.frame = 1;
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FireAmbient();
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makestatic(self);
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};
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/*QUAKED light_flame_small_yellow(0 1 0) (-8 -8 -8) (8 8 8) START_OFF
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Small yellow flame ball
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*/
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void() light_flame_small_yellow = {
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precache_model("progs/flame2.mdl");
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setmodel(self, "progs/flame2.mdl");
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FireAmbient();
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makestatic(self);
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};
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/*QUAKED light_flame_small_white(0 1 0) (-10 -10 -40) (10 10 40) START_OFF
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Small white flame ball
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*/
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void() light_flame_small_white = {
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precache_model("progs/flame2.mdl");
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setmodel(self, "progs/flame2.mdl");
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FireAmbient();
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makestatic(self);
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};
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//============================================================================
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/*QUAKED misc_fireball(0 .5 .8) (-8 -8 -8) (8 8 8)
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Lava Balls
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*/
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void() misc_fireball = {
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precache_model("progs/lavaball.mdl");
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self.classname = "fireball";
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self.nextthink = time + (random() * 5);
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self.think = fire_fly;
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if(!self.speed) {
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self.speed = 1000;
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}
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};
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void() fire_fly = {
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entity fireball;
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fireball = spawn();
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fireball.solid = SOLID_TRIGGER;
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fireball.movetype = MOVETYPE_TOSS;
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fireball.velocity = '0 0 1000';
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fireball.velocity_x = (random() * 100) - 50;
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fireball.velocity_y = (random() * 100) - 50;
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fireball.velocity_z = self.speed + (random() * 200);
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fireball.classname = "fireball";
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setmodel(fireball, "progs/lavaball.mdl");
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setsize(fireball, VEC_ORIGIN, VEC_ORIGIN);
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setorigin(fireball, self.origin);
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fireball.nextthink = time + 5;
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fireball.think = SUB_Remove;
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fireball.touch = fire_touch;
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self.nextthink = time + (random() * 5) + 3;
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self.think = fire_fly;
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};
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void() fire_touch = {
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T_Damage(other, self, self, 20);
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remove(self);
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};
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//============================================================================
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void() barrel_explode = {
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self.takedamage = DAMAGE_NO;
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self.classname = "explo_box";
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// did say self.owner
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T_RadiusDamage(self, self, 160, world);
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sound(self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
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particle(self.origin, VEC_ORIGIN, 75, 255);
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self.origin_z = self.origin_z + 32;
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BecomeExplosion();
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};
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/*QUAKED misc_explobox(0 .5 .8) (0 0 0) (32 32 64)
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TESTING THING
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*/
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void() misc_explobox = {
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float oldz;
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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precache_model("maps/b_explob.bsp");
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setmodel(self, "maps/b_explob.bsp");
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precache_sound("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_explode;
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self.takedamage = DAMAGE_AIM;
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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if(oldz - self.origin_z > 250) {
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dprint("item fell out of level at ", vtos(self.origin), "\n");
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remove(self);
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}
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};
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/*QUAKED misc_explobox2(0 .5 .8) (0 0 0) (32 32 64)
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Smaller exploding box, REGISTERED ONLY
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*/
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void() misc_explobox2 = {
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float oldz;
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self.solid = SOLID_BBOX;
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self.movetype = MOVETYPE_NONE;
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precache_model2("maps/b_exbox2.bsp");
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setmodel(self, "maps/b_exbox2.bsp");
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precache_sound("weapons/r_exp3.wav");
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self.health = 20;
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self.th_die = barrel_explode;
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self.takedamage = DAMAGE_AIM;
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self.origin_z = self.origin_z + 2;
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oldz = self.origin_z;
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droptofloor();
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if(oldz - self.origin_z > 250) {
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dprint("item fell out of level at ", vtos(self.origin), "\n");
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remove(self);
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}
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};
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//============================================================================
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void() spikeshooter_use = {
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if(self.spawnflags & SPIKESHOOTER_LASER) {
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sound(self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
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LaunchLaser(self.origin, self.movedir);
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} else {
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sound(self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
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launch_spike(self.origin, self.movedir);
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newmis.velocity = self.movedir * 500;
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if(self.spawnflags & SPIKESHOOTER_SUPER) {
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newmis.touch = superspike_touch;
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}
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}
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};
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void() shooter_think = {
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spikeshooter_use();
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self.nextthink = time + self.wait;
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newmis.velocity = self.movedir * 500;
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};
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/*QUAKED trap_spikeshooter(0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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When triggered, fires a spike in the direction set in QuakeEd.
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Laser is only for REGISTERED.
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*/
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void() trap_spikeshooter = {
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SetMovedir();
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self.use = spikeshooter_use;
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if(self.spawnflags & SPIKESHOOTER_LASER) {
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precache_model2("progs/laser.mdl");
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precache_sound2("enforcer/enfire.wav");
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precache_sound2("enforcer/enfstop.wav");
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} else {
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precache_sound("weapons/spike2.wav");
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}
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};
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/*QUAKED trap_shooter(0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
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Continuously fires spikes.
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"wait" time between spike(1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can be stagered.
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*/
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void() trap_shooter = {
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trap_spikeshooter();
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if(self.wait == 0) {
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self.wait = 1;
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}
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self.nextthink = self.nextthink + self.wait + self.ltime;
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self.think = shooter_think;
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};
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/*
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===============================================================================
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===============================================================================
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*/
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/*QUAKED air_bubbles(0 .5 .8) (-8 -8 -8) (8 8 8)
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testing air bubbles
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*/
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void() air_bubbles = {
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if(deathmatch) {
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remove(self);
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return;
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}
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precache_model("progs/s_bubble.spr");
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self.nextthink = time + 1;
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self.think = make_bubbles;
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};
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void() make_bubbles = {
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entity bubble;
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bubble = spawn();
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setmodel(bubble, "progs/s_bubble.spr");
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setorigin(bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = '0 0 15';
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 0;
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bubble.cnt = 0;
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setsize(bubble, '-8 -8 -8', '8 8 8');
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self.nextthink = time + random() + 0.5;
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self.think = make_bubbles;
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};
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void() bubble_split = {
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entity bubble;
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bubble = spawn();
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setmodel(bubble, "progs/s_bubble.spr");
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setorigin(bubble, self.origin);
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bubble.movetype = MOVETYPE_NOCLIP;
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bubble.solid = SOLID_NOT;
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bubble.velocity = self.velocity;
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bubble.nextthink = time + 0.5;
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bubble.think = bubble_bob;
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bubble.touch = bubble_remove;
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bubble.classname = "bubble";
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bubble.frame = 1;
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bubble.cnt = 10;
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setsize(bubble, '-8 -8 -8', '8 8 8');
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self.frame = 1;
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self.cnt = 10;
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if(self.waterlevel != 3) {
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remove(self);
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}
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};
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void() bubble_remove = {
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if(other.classname == self.classname) {
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// dprint("bump");
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return;
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}
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remove(self);
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};
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void() bubble_bob = {
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float rnd1, rnd2, rnd3;
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vector vtmp1, modi;
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self.cnt = self.cnt + 1;
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if(self.cnt == 4) {
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bubble_split();
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}
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if(self.cnt == 20) {
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remove(self);
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}
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rnd1 = self.velocity_x + (-10 + (random() * 20));
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rnd2 = self.velocity_y + (-10 + (random() * 20));
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rnd3 = self.velocity_z + 10 + random() * 10;
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if(rnd1 > 10) {
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rnd1 = 5;
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}
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if(rnd1 < -10) {
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rnd1 = -5;
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}
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if(rnd2 > 10) {
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rnd2 = 5;
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}
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if(rnd2 < -10) {
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rnd2 = -5;
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}
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if(rnd3 < 10) {
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rnd3 = 15;
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}
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if(rnd3 > 30) {
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rnd3 = 25;
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}
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self.velocity_x = rnd1;
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self.velocity_y = rnd2;
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self.velocity_z = rnd3;
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self.nextthink = time + 0.5;
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self.think = bubble_bob;
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};
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/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
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~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
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/*QUAKED viewthing(0 .5 .8) (-8 -8 -8) (8 8 8)
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Just for the debugging level. Don't use
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*/
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void() viewthing = {
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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precache_model("progs/player.mdl");
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setmodel(self, "progs/player.mdl");
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};
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/*
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==============================================================================
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SIMPLE BMODELS
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==============================================================================
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*/
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void() func_wall_use = {
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// change to alternate textures
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self.frame = 1 - self.frame;
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};
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/*QUAKED func_wall(0 .5 .8) ?
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This is just a solid wall if not inhibitted
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*/
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void() func_wall = {
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self.angles = VEC_ORIGIN;
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel(self, self.model);
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};
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/*QUAKED func_illusionary(0 .5 .8) ?
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A simple entity that looks solid but lets you walk through it.
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*/
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void() func_illusionary = {
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self.angles = VEC_ORIGIN;
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self.movetype = MOVETYPE_NONE;
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self.solid = SOLID_NOT;
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setmodel(self, self.model);
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makestatic(self);
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};
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/*QUAKED func_episodegate(0 .5 .8) ? E1 E2 E3 E4
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This bmodel will appear if the episode has allready been completed, so players can't reenter it.
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*/
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void() func_episodegate = {
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if(!(serverflags & self.spawnflags)) {
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return; // can still enter episode
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}
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self.angles = VEC_ORIGIN;
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel(self, self.model);
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};
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/*QUAKED func_bossgate(0 .5 .8) ?
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This bmodel appears unless players have all of the episode sigils.
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*/
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void() func_bossgate = {
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if((serverflags & 15) == 15) {
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return; // all episodes completed
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}
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self.angles = VEC_ORIGIN;
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self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
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self.solid = SOLID_BSP;
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self.use = func_wall_use;
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setmodel(self, self.model);
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};
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//============================================================================
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/*QUAKED ambient_suck_wind(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_suck_wind = {
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precache_sound("ambience/suck1.wav");
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ambientsound(self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
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};
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/*QUAKED ambient_drone(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_drone = {
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precache_sound("ambience/drone6.wav");
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ambientsound(self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_flouro_buzz(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_flouro_buzz = {
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precache_sound("ambience/buzz1.wav");
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ambientsound(self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
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};
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/*QUAKED ambient_drip(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_drip = {
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precache_sound("ambience/drip1.wav");
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ambientsound(self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
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};
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/*QUAKED ambient_comp_hum(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_comp_hum = {
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precache_sound("ambience/comp1.wav");
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ambientsound(self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
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};
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/*QUAKED ambient_thunder(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_thunder = {
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precache_sound("ambience/thunder1.wav");
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ambientsound(self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
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};
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|
/*QUAKED ambient_light_buzz(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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|
*/
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|
void() ambient_light_buzz = {
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precache_sound("ambience/fl_hum1.wav");
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|
ambientsound(self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
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};
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|
/*QUAKED ambient_swamp1(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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*/
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void() ambient_swamp1 = {
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precache_sound("ambience/swamp1.wav");
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|
ambientsound(self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
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|
};
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|
/*QUAKED ambient_swamp2(0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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|
*/
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|
void() ambient_swamp2 = {
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|
precache_sound("ambience/swamp2.wav");
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|
ambientsound(self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
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|
};
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|
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|
//============================================================================
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|
|
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void() noise_think = {
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|
self.nextthink = time + 0.5;
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sound(self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
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|
sound(self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
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|
sound(self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
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|
sound(self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
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|
sound(self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
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|
sound(self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
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|
sound(self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
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|
};
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|
|
|
/*QUAKED misc_noisemaker(1 0.5 0) (-10 -10 -10) (10 10 10)
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|
|
|
For optimzation testing, starts a lot of sounds.
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|
*/
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|
|
|
void() misc_noisemaker = {
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|
precache_sound2("enforcer/enfire.wav");
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|
precache_sound2("enforcer/enfstop.wav");
|
|
precache_sound2("enforcer/sight1.wav");
|
|
precache_sound2("enforcer/sight2.wav");
|
|
precache_sound2("enforcer/sight3.wav");
|
|
precache_sound2("enforcer/sight4.wav");
|
|
precache_sound2("enforcer/pain1.wav");
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|
precache_sound2("enforcer/pain2.wav");
|
|
precache_sound2("enforcer/death1.wav");
|
|
precache_sound2("enforcer/idle1.wav");
|
|
|
|
self.nextthink = time + 0.1 + random();
|
|
self.think = noise_think;
|
|
};
|