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-
- void() InitBodyQue;
- // DM function
- void() InitGibQue;
- void() DropCorpse;
-
-
- void() main =
- {
- dprint ("main function\n");
-
- // these are just commands the the prog compiler to copy these files
-
- precache_file ("progs.dat");
- precache_file ("gfx.wad");
- precache_file ("quake.rc");
- precache_file ("default.cfg");
-
- precache_file ("end1.bin");
- precache_file2 ("end2.bin");
-
- precache_file ("demo1.dem");
- precache_file ("demo2.dem");
- precache_file ("demo3.dem");
-
- //
- // these are all of the lumps from the cached.ls files
- //
- precache_file ("gfx/palette.lmp");
- precache_file ("gfx/colormap.lmp");
-
- precache_file2 ("gfx/pop.lmp");
-
- precache_file ("gfx/complete.lmp");
- precache_file ("gfx/inter.lmp");
-
- precache_file ("gfx/ranking.lmp");
- precache_file ("gfx/vidmodes.lmp");
- precache_file ("gfx/finale.lmp");
- precache_file ("gfx/conback.lmp");
- precache_file ("gfx/qplaque.lmp");
-
- precache_file ("gfx/menudot1.lmp");
- precache_file ("gfx/menudot2.lmp");
- precache_file ("gfx/menudot3.lmp");
- precache_file ("gfx/menudot4.lmp");
- precache_file ("gfx/menudot5.lmp");
- precache_file ("gfx/menudot6.lmp");
-
- precache_file ("gfx/menuplyr.lmp");
- precache_file ("gfx/bigbox.lmp");
- precache_file ("gfx/dim_modm.lmp");
- precache_file ("gfx/dim_drct.lmp");
- precache_file ("gfx/dim_ipx.lmp");
- precache_file ("gfx/dim_tcp.lmp");
- precache_file ("gfx/dim_mult.lmp");
- precache_file ("gfx/mainmenu.lmp");
-
- precache_file ("gfx/box_tl.lmp");
- precache_file ("gfx/box_tm.lmp");
- precache_file ("gfx/box_tr.lmp");
-
- precache_file ("gfx/box_ml.lmp");
- precache_file ("gfx/box_mm.lmp");
- precache_file ("gfx/box_mm2.lmp");
- precache_file ("gfx/box_mr.lmp");
-
- precache_file ("gfx/box_bl.lmp");
- precache_file ("gfx/box_bm.lmp");
- precache_file ("gfx/box_br.lmp");
-
- precache_file ("gfx/sp_menu.lmp");
- precache_file ("gfx/ttl_sgl.lmp");
- precache_file ("gfx/ttl_main.lmp");
- precache_file ("gfx/ttl_cstm.lmp");
-
- precache_file ("gfx/mp_menu.lmp");
-
- precache_file ("gfx/netmen1.lmp");
- precache_file ("gfx/netmen2.lmp");
- precache_file ("gfx/netmen3.lmp");
- precache_file ("gfx/netmen4.lmp");
- precache_file ("gfx/netmen5.lmp");
-
- precache_file ("gfx/sell.lmp");
-
- precache_file ("gfx/help0.lmp");
- precache_file ("gfx/help1.lmp");
- precache_file ("gfx/help2.lmp");
- precache_file ("gfx/help3.lmp");
- precache_file ("gfx/help4.lmp");
- precache_file ("gfx/help5.lmp");
-
- precache_file ("gfx/pause.lmp");
- precache_file ("gfx/loading.lmp");
-
- precache_file ("gfx/p_option.lmp");
- precache_file ("gfx/p_load.lmp");
- precache_file ("gfx/p_save.lmp");
- precache_file ("gfx/p_multi.lmp");
-
- // sounds loaded by C code
- precache_sound ("misc/menu1.wav");
- precache_sound ("misc/menu2.wav");
- precache_sound ("misc/menu3.wav");
-
- precache_sound ("ambience/water1.wav");
- precache_sound ("ambience/wind2.wav");
-
- // shareware
- precache_file ("maps/start.bsp");
-
- precache_file ("maps/e1m1.bsp");
- precache_file ("maps/e1m2.bsp");
- precache_file ("maps/e1m3.bsp");
- precache_file ("maps/e1m4.bsp");
- precache_file ("maps/e1m5.bsp");
- precache_file ("maps/e1m6.bsp");
- precache_file ("maps/e1m7.bsp");
- precache_file ("maps/e1m8.bsp");
-
- // registered
- precache_file2 ("gfx/pop.lmp");
-
- precache_file2 ("maps/e2m1.bsp");
- precache_file2 ("maps/e2m2.bsp");
- precache_file2 ("maps/e2m3.bsp");
- precache_file2 ("maps/e2m4.bsp");
- precache_file2 ("maps/e2m5.bsp");
- precache_file2 ("maps/e2m6.bsp");
- precache_file2 ("maps/e2m7.bsp");
-
- precache_file2 ("maps/e3m1.bsp");
- precache_file2 ("maps/e3m2.bsp");
- precache_file2 ("maps/e3m3.bsp");
- precache_file2 ("maps/e3m4.bsp");
- precache_file2 ("maps/e3m5.bsp");
- precache_file2 ("maps/e3m6.bsp");
- precache_file2 ("maps/e3m7.bsp");
-
- precache_file2 ("maps/e4m1.bsp");
- precache_file2 ("maps/e4m2.bsp");
- precache_file2 ("maps/e4m3.bsp");
- precache_file2 ("maps/e4m4.bsp");
- precache_file2 ("maps/e4m5.bsp");
- precache_file2 ("maps/e4m6.bsp");
- precache_file2 ("maps/e4m7.bsp");
- precache_file2 ("maps/e4m8.bsp");
-
- precache_file2 ("maps/end.bsp");
-
- precache_file2 ("maps/dm1.bsp");
- precache_file2 ("maps/dm2.bsp");
- precache_file2 ("maps/dm3.bsp");
- precache_file2 ("maps/dm4.bsp");
- precache_file2 ("maps/dm5.bsp");
- precache_file2 ("maps/dm6.bsp");
- };
-
-
- entity lastspawn;
-
- //=======================
- /*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 ();
-
- // DM code
- InitGibQue ();
-
- // 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
-
- ==============================================================================
- */
-
- entity bodyque_head;
-
- void() bodyque =
- { // just here so spawn functions don't complain after the world
- // creates bodyques
- };
-
- void() InitBodyQue =
- {
- 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;
- };
-
-
- // DM functions.
-
- // 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;
-
- // DM code
- bodyque_head.skin = ent.skin;
- bodyque_head.deadflag = ent.deadflag;
- // If player not gibbed...
- if (ent.health >= -40)
- {
- bodyque_head.health = ent.health;
- bodyque_head.solid = ent.solid;
- bodyque_head.th_pain = ent.th_pain;
- bodyque_head.th_die = ent.th_die;
- bodyque_head.takedamage = ent.takedamage;
- bodyque_head.think = DropCorpse;
- }
-
- setorigin (bodyque_head, ent.origin);
- bodyque_head.mins = ent.mins;
- bodyque_head.maxs = ent.maxs;
- bodyque_head.size = ent.size;
- bodyque_head = bodyque_head.owner;
- };
-
-
- // DM code
- entity gibque_head;
-
- void() gibque =
- { // just here so spawn functions don't complain after the world
- // creates gibques
- };
-
- void() InitGibQue =
- {
- local entity gib;
- local float max_gibs = 40;
-
- gibque_head = spawn();
- gib = gibque_head;
- max_gibs = max_gibs - 1;
- while (max_gibs > 0)
- {
- gib.classname = "gibque";
- gib.owner = spawn();
- gib = gib.owner;
- max_gibs = max_gibs - 1;
- }
- gib.classname = "gibque";
- gib.owner = gibque_head;
- };
-
- vector(float dm) VelocityForDamage =
- {
- local vector v;
-
- v_x = 100 * crandom();
- v_y = 100 * crandom();
- v_z = 200 + 100 * random();
-
- if (dm > -50)
- {
- // dprint ("level 1\n");
- v = v * 0.7;
- }
- else if (dm > -200)
- {
- // dprint ("level 3\n");
- v = v * 2;
- }
- else
- v = v * 10;
-
- return v;
- };
-
-
- void() RemoveGib =
- {
- self.model = string_null;
- };
-
-
- void(string gibname, float dm) ThrowGib =
- {
- gibque_head.origin = self.origin;
- setmodel (gibque_head, gibname);
- setsize (gibque_head, '0 0 0', '0 0 0');
- gibque_head.velocity = VelocityForDamage (dm);
- gibque_head.movetype = MOVETYPE_BOUNCE;
- gibque_head.solid = SOLID_NOT;
- gibque_head.avelocity_x = random()*600;
- gibque_head.avelocity_y = random()*600;
- gibque_head.avelocity_z = random()*600;
- gibque_head.think = RemoveGib;
- gibque_head.ltime = time;
- gibque_head.nextthink = time + 10 + random()*10;
- gibque_head.frame = 0;
- gibque_head.flags = 0;
- gibque_head = gibque_head.owner;
- };
-
-
- void() DropHead =
- {
- droptofloor();
- self.think = DropHead;
- self.nextthink = time + 1;
- };
-
-
- void() HeadBounce =
- {
- if (self.velocity_z == 0)
- {
- self.touch = SUB_Null;
- self.solid = SOLID_NOT;
- self.think = DropHead;
- self.nextthink = time + 1;
- return;
- }
- sound (self, CHAN_VOICE, "player/tornoff2.wav", 1, ATTN_NORM);
- };
-
-
- void(string gibname, float dm) ThrowHead =
- {
- self.frame = 0;
- self.touch = HeadBounce;
- self.nextthink = -1;
- self.movetype = MOVETYPE_BOUNCE;
- self.takedamage = DAMAGE_NO;
- self.solid = SOLID_BBOX;
- self.view_ofs = '0 0 8';
- setmodel (self, gibname);
- setsize (self, '-16 -16 0', '16 16 56');
- self.maxs_z = 16;
- self.size_z = 16;
- self.velocity = VelocityForDamage (dm * 2);
- self.origin_z = self.origin_z - 24;
- self.flags = self.flags - (self.flags & FL_ONGROUND);
- self.avelocity = crandom() * '0 600 0';
- };