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2019-12-30 17:23:05 +01:00
commit 7fe19ee89f
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/*QUAKED info_null (.5 .5 .5) (-8 -8 -8) (8 8 8)
Used as a positional target for spotlights, etc.
*/
void() info_null =
{
remove(self);
};
/*==========
info_notnull
bad maphack, bad!
==========*/
void() info_notnull =
{
remove(self);
};
/*QUAKED info_intermission (1 0.5 0.5) (-8 -8 -8) (8 8 8)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch and roll as well as yaw.
*/
void() info_intermission = {};
/*QUAKED info_player_start (0 .5 0) (-16 -16 -24) (16 16 32)
{
model ({"path" : "progs/player.mdl", "frame" : 12});
}
The normal starting point for a level.
*/
void() info_player_start = {};
/*QUAKED info_player_start2 (0 .5 0) (-16 -16 -24) (16 16 32)
{
model ({"path" : "progs/player.mdl", "frame" : 12});
}
Used as the return point from an episode. Players will spawn here if they have any runes.
*/
void() info_player_start2 = {};
/*QUAKED info_player_test (0 .5 0) (-16 -16 -24) (16 16 32)
{
model ({"path" : "progs/player.mdl", "frame" : 12});
}
For debugging only. If developer mode is active, player will always spawn here.
*/
void() info_player_test = {};
/*QUAKED info_player_deathmatch (0 .5 0) (-16 -16 -24) (16 16 32)
{
model ({"path" : "progs/player.mdl", "frame" : 12});
}
Spawning position for deathmatch games.
*/
void() info_player_deathmatch = {};
/*QUAKED info_player_coop (0 .5 0) (-16 -16 -24) (16 16 32)
{
model ({"path" : "progs/player.mdl", "frame" : 12});
}
Spawning position for coop games.
*/
void() info_player_coop = {};
/*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 0) (16 16 56)
This is the destination marker for a teleporter.
It should have a "targetname" field with the same value as a trigger_teleport "target" field.
Set "angle" to the direction the player should face when arriving at the destination.
*/
void() info_teleport_destination =
{
if (!self.targetname)
{
objerror ("no targetname");
remove(self);
}
};