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2019-12-30 17:23:05 +01:00
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/*========================================
world.qc
========================================*/
/*==========
main
==========*/
void() main = {};
/*==========
setup_gravity
==========*/
void() setup_gravity =
{
// custom map gravity
if (mapname == "e1m8")
cvar_set ("sv_gravity", "100");
else if (self.gravity)
cvar_set ("sv_gravity", ftos(self.gravity));
else
cvar_set ("sv_gravity", "800");
sv_gravity = cvar("sv_gravity");
};
/*==========
precache_sounds
==========*/
void() precache_sounds =
{
// sounds used from C code
precache_sound ("demon/dland2.wav"); // landing thud
precache_sound ("misc/h2ohit1.wav"); // landing splash
precache_sound ("misc/talk.wav"); // chat
precache_sound ("weapons/r_exp3.wav"); // explosion
precache_sound ("weapons/ric1.wav"); // spike ricochet
precache_sound ("weapons/ric2.wav"); // spike ricochet
precache_sound ("weapons/ric3.wav"); // spike ricochet
precache_sound ("weapons/tink1.wav"); // spike tink
precache_sound ("wizard/hit.wav"); // scrag projectile impact
precache_sound ("hknight/hit.wav"); // death knight projectile impact
// player movement sounds
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/ladder1.wav");
precache_sound ("player/ladder2.wav");
precache_sound ("player/ladder3.wav");
precache_sound ("player/ladder4.wav");
precache_sound ("player/ladder5.wav");
// 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");
// gib sounds
precache_sound ("player/gib.wav");
precache_sound ("player/udeath.wav");
precache_sound ("player/tornoff2.wav");
precache_sound ("player/teledth1.wav");
precache_sound ("zombie/z_miss.wav");
// player liquid sounds
precache_sound ("player/h2ojump.wav"); // jumping into water
precache_sound ("player/inh2o.wav"); // enter water
precache_sound ("player/slimbrn2.wav"); // enter slime
precache_sound ("player/inlava.wav"); // enter lava
precache_sound ("misc/outwater.wav"); // leaving water
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_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
// teleport sounds
precache_sound ("misc/r_tele1.wav");
precache_sound ("misc/r_tele2.wav");
precache_sound ("misc/r_tele3.wav");
precache_sound ("misc/r_tele4.wav");
precache_sound ("misc/r_tele5.wav");
// items
precache_sound ("items/itembk2.wav"); // item respawn
precache_sound ("weapons/lock4.wav"); // ammo pick up
precache_sound ("weapons/pkup.wav"); // weapon pick up
precache_sound ("items/armor1.wav"); // armor pick up
// pentagram of protection
precache_sound ("items/protect.wav");
precache_sound ("items/protect2.wav");
precache_sound ("items/protect3.wav");
// biosuit
precache_sound ("items/suit.wav");
precache_sound ("items/suit2.wav");
// ring of shadows
precache_sound ("items/inv1.wav");
precache_sound ("items/inv2.wav");
precache_sound ("items/inv3.wav");
// quad damage
precache_sound ("items/damage.wav");
precache_sound ("items/damage2.wav");
precache_sound ("items/damage3.wav");
// weapon sounds
precache_sound ("weapons/ax1.wav"); // axe swoosh
precache_sound ("player/axhit1.wav"); // axe hit meat
precache_sound ("player/axhit2.wav"); // axe hit world
precache_sound ("weapons/guncock.wav"); // shotgun
precache_sound ("weapons/shotgn2.wav"); // super shotgun
precache_sound ("weapons/rocket1i.wav"); // nailgun
precache_sound ("weapons/spike2.wav"); // super nailgun
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/sgun1.wav"); // rocket launcher
precache_sound ("weapons/lstart.wav"); // thunderbolt start
precache_sound ("weapons/lhit.wav"); // thunderbolt
};
/*==========
precache_models
==========*/
void() precache_models =
{
// player models
precache_model ("progs/player.mdl");
precache_model ("progs/h_player.mdl");
precache_model ("progs/eyes.mdl");
// gore
precache_model ("progs/zom_gib.mdl");
precache_model ("progs/gib1.mdl");
precache_model ("progs/gib2.mdl");
precache_model ("progs/gib3.mdl");
precache_model ("progs/gib4.mdl");
precache_model ("progs/gib5.mdl");
precache_model ("progs/blood.mdl");
// sprites
precache_model ("progs/s_bubble.spr");
precache_model ("progs/s_explod.spr");
precache_model ("progs/s_null.spr");
// weapon models
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/v_light.mdl");
// projectiles, etc
precache_model ("progs/bolt.mdl");
precache_model ("progs/bolt2.mdl");
precache_model ("progs/bolt3.mdl");
precache_model ("progs/beam.mdl");
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/smoke.mdl");
};
/*QUAKED worldspawn (0 0 0) ?
The world entity.
Keys:
"message" "name" - Map name
"sounds" "n" - CD / Music track to play
"worldtype" "n":
0 - medieval, 1 - metal, 2 - base
*/
void() worldspawn =
{
// fix skill at map start
skill = rint(cvar("skill"));
if (skill < 0)
skill = 0;
if (skill > 3)
skill = 3;
precache_sounds();
precache_models();
setup_lightstyles();
setup_gravity();
InitBodyQue();
WaypointInit();
};
/*==========
StartFrame
==========*/
void() StartFrame =
{
framecount = framecount + 1;
teamplay = cvar("teamplay");
developer = cvar("developer");
WaypointFrame();
};