/*======================================== 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(); };