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77
mod_slipgate/source/server/info.qc
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77
mod_slipgate/source/server/info.qc
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/*QUAKED info_null (.5 .5 .5) (-8 -8 -8) (8 8 8)
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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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{
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remove(self);
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};
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/*==========
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info_notnull
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bad maphack, bad!
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==========*/
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void() info_notnull =
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{
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remove(self);
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};
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/*QUAKED info_intermission (1 0.5 0.5) (-8 -8 -8) (8 8 8)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch and roll as well as yaw.
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*/
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void() info_intermission = {};
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/*QUAKED info_player_start (0 .5 0) (-16 -16 -24) (16 16 32)
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{
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model ({"path" : "progs/player.mdl", "frame" : 12});
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}
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The normal starting point for a level.
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*/
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void() info_player_start = {};
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/*QUAKED info_player_start2 (0 .5 0) (-16 -16 -24) (16 16 32)
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{
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model ({"path" : "progs/player.mdl", "frame" : 12});
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}
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Used as the return point from an episode. Players will spawn here if they have any runes.
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*/
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void() info_player_start2 = {};
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/*QUAKED info_player_test (0 .5 0) (-16 -16 -24) (16 16 32)
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{
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model ({"path" : "progs/player.mdl", "frame" : 12});
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}
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For debugging only. If developer mode is active, player will always spawn here.
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*/
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void() info_player_test = {};
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/*QUAKED info_player_deathmatch (0 .5 0) (-16 -16 -24) (16 16 32)
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{
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model ({"path" : "progs/player.mdl", "frame" : 12});
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}
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Spawning position for deathmatch games.
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*/
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void() info_player_deathmatch = {};
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/*QUAKED info_player_coop (0 .5 0) (-16 -16 -24) (16 16 32)
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{
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model ({"path" : "progs/player.mdl", "frame" : 12});
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}
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Spawning position for coop games.
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*/
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void() info_player_coop = {};
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/*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 0) (16 16 56)
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This is the destination marker for a teleporter.
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It should have a "targetname" field with the same value as a trigger_teleport "target" field.
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Set "angle" to the direction the player should face when arriving at the destination.
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*/
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void() info_teleport_destination =
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{
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if (!self.targetname)
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{
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objerror ("no targetname");
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remove(self);
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}
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};
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