diff options
Diffstat (limited to 'QW/progs/misc.qc')
| -rw-r--r-- | QW/progs/misc.qc | 730 |
1 files changed, 730 insertions, 0 deletions
diff --git a/QW/progs/misc.qc b/QW/progs/misc.qc new file mode 100644 index 0000000..6ba82b5 --- /dev/null +++ b/QW/progs/misc.qc @@ -0,0 +1,730 @@ + +/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for spotlights, etc. +*/ +void() info_null = +{ + remove(self); +}; + +/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) +Used as a positional target for lightning. +*/ +void() info_notnull = +{ +}; + +//============================================================================ + +float START_OFF = 1; + +void() light_use = +{ + if (self.spawnflags & START_OFF) + { + lightstyle(self.style, "m"); + self.spawnflags = self.spawnflags - START_OFF; + } + else + { + lightstyle(self.style, "a"); + self.spawnflags = self.spawnflags + START_OFF; + } +}; + +/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300 +Default style is 0 +If targeted, it will toggle between on or off. +*/ +void() light = +{ + if (!self.targetname) + { // inert light + remove(self); + return; + } + + if (self.style >= 32) + { + self.use = light_use; + if (self.spawnflags & START_OFF) + lightstyle(self.style, "a"); + else + lightstyle(self.style, "m"); + } +}; + +/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Non-displayed light. +Default light value is 300 +Default style is 0 +If targeted, it will toggle between on or off. +Makes steady fluorescent humming sound +*/ +void() light_fluoro = +{ + if (self.style >= 32) + { + self.use = light_use; + if (self.spawnflags & START_OFF) + lightstyle(self.style, "a"); + else + lightstyle(self.style, "m"); + } + + precache_sound ("ambience/fl_hum1.wav"); + ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) +Non-displayed light. +Default light value is 300 +Default style is 10 +Makes sparking, broken fluorescent sound +*/ +void() light_fluorospark = +{ + if (!self.style) + self.style = 10; + + precache_sound ("ambience/buzz1.wav"); + ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) +Sphere globe light. +Default light value is 300 +Default style is 0 +*/ +void() light_globe = +{ + precache_model ("progs/s_light.spr"); + setmodel (self, "progs/s_light.spr"); + makestatic (self); +}; + +void() FireAmbient = +{ + precache_sound ("ambience/fire1.wav"); +// attenuate fast + ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) +Short wall torch +Default light value is 200 +Default style is 0 +*/ +void() light_torch_small_walltorch = +{ + precache_model ("progs/flame.mdl"); + setmodel (self, "progs/flame.mdl"); + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18) +Large yellow flame ball +*/ +void() light_flame_large_yellow = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + self.frame = 1; + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF +Small yellow flame ball +*/ +void() light_flame_small_yellow = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + FireAmbient (); + makestatic (self); +}; + +/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF +Small white flame ball +*/ +void() light_flame_small_white = +{ + precache_model ("progs/flame2.mdl"); + setmodel (self, "progs/flame2.mdl"); + FireAmbient (); + makestatic (self); +}; + +//============================================================================ + + +/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) +Lava Balls +*/ + +void() fire_fly; +void() fire_touch; +void() misc_fireball = +{ + + precache_model ("progs/lavaball.mdl"); + self.classname = "fireball"; + self.nextthink = time + (random() * 5); + self.think = fire_fly; + if (!self.speed) + self.speed == 1000; +}; + +void() fire_fly = +{ +local entity fireball; + + fireball = spawn(); + fireball.solid = SOLID_TRIGGER; + fireball.movetype = MOVETYPE_TOSS; + fireball.velocity = '0 0 1000'; + fireball.velocity_x = (random() * 100) - 50; + fireball.velocity_y = (random() * 100) - 50; + fireball.velocity_z = self.speed + (random() * 200); + fireball.classname = "fireball"; + setmodel (fireball, "progs/lavaball.mdl"); + setsize (fireball, '0 0 0', '0 0 0'); + setorigin (fireball, self.origin); + fireball.nextthink = time + 5; + fireball.think = SUB_Remove; + fireball.touch = fire_touch; + + self.nextthink = time + (random() * 5) + 3; + self.think = fire_fly; +}; + + +void() fire_touch = +{ + T_Damage (other, self, self, 20); + remove(self); +}; + +//============================================================================ + + +void() barrel_explode = +{ + self.takedamage = DAMAGE_NO; + self.classname = "explo_box"; + // did say self.owner + T_RadiusDamage (self, self, 160, world, ""); + WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); + WriteByte (MSG_MULTICAST, TE_EXPLOSION); + WriteCoord (MSG_MULTICAST, self.origin_x); + WriteCoord (MSG_MULTICAST, self.origin_y); + WriteCoord (MSG_MULTICAST, self.origin_z+32); + multicast (self.origin, MULTICAST_PHS); + remove (self); +}; + + + +/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64) +TESTING THING +*/ + +void() misc_explobox = +{ + local float oldz; + + self.solid = SOLID_BBOX; + self.movetype = MOVETYPE_NONE; + precache_model ("maps/b_explob.bsp"); + setmodel (self, "maps/b_explob.bsp"); + setsize (self, '0 0 0', '32 32 64'); + precache_sound ("weapons/r_exp3.wav"); + self.health = 20; + self.th_die = barrel_explode; + self.takedamage = DAMAGE_AIM; + + self.origin_z = self.origin_z + 2; + oldz = self.origin_z; + droptofloor(); + if (oldz - self.origin_z > 250) + { + dprint ("item fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + } +}; + + + + +/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64) +Smaller exploding box, REGISTERED ONLY +*/ + +void() misc_explobox2 = +{ + local float oldz; + + self.solid = SOLID_BBOX; + self.movetype = MOVETYPE_NONE; + precache_model2 ("maps/b_exbox2.bsp"); + setmodel (self, "maps/b_exbox2.bsp"); + setsize (self, '0 0 0', '32 32 32'); + precache_sound ("weapons/r_exp3.wav"); + self.health = 20; + self.th_die = barrel_explode; + self.takedamage = DAMAGE_AIM; + + self.origin_z = self.origin_z + 2; + oldz = self.origin_z; + droptofloor(); + if (oldz - self.origin_z > 250) + { + dprint ("item fell out of level at "); + dprint (vtos(self.origin)); + dprint ("\n"); + remove(self); + } +}; + +//============================================================================ + +float SPAWNFLAG_SUPERSPIKE = 1; +float SPAWNFLAG_LASER = 2; + +void() Laser_Touch = +{ + local vector org; + + if (other == self.owner) + return; // don't explode on owner + + if (pointcontents(self.origin) == CONTENT_SKY) + { + remove(self); + return; + } + + sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC); + org = self.origin - 8*normalize(self.velocity); + + if (other.health) + { + SpawnBlood (org, 15); + other.deathtype = "laser"; + T_Damage (other, self, self.owner, 15); + } + else + { + WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); + WriteByte (MSG_MULTICAST, TE_GUNSHOT); + WriteByte (MSG_MULTICAST, 5); + WriteCoord (MSG_MULTICAST, org_x); + WriteCoord (MSG_MULTICAST, org_y); + WriteCoord (MSG_MULTICAST, org_z); + multicast (org, MULTICAST_PVS); + } + + remove(self); +}; + +void(vector org, vector vec) LaunchLaser = +{ + local vector vec; + + if (self.classname == "monster_enforcer") + sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM); + + vec = normalize(vec); + + newmis = spawn(); + newmis.owner = self; + newmis.movetype = MOVETYPE_FLY; + newmis.solid = SOLID_BBOX; + newmis.effects = EF_DIMLIGHT; + + setmodel (newmis, "progs/laser.mdl"); + setsize (newmis, '0 0 0', '0 0 0'); + + setorigin (newmis, org); + + newmis.velocity = vec * 600; + newmis.angles = vectoangles(newmis.velocity); + + newmis.nextthink = time + 5; + newmis.think = SUB_Remove; + newmis.touch = Laser_Touch; +}; + +void() spikeshooter_use = +{ + if (self.spawnflags & SPAWNFLAG_LASER) + { + sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM); + LaunchLaser (self.origin, self.movedir); + } + else + { + sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM); + launch_spike (self.origin, self.movedir); + newmis.velocity = self.movedir * 500; + if (self.spawnflags & SPAWNFLAG_SUPERSPIKE) + newmis.touch = superspike_touch; + } +}; + +void() shooter_think = +{ + spikeshooter_use (); + self.nextthink = time + self.wait; + newmis.velocity = self.movedir * 500; +}; + + +/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser +When triggered, fires a spike in the direction set in QuakeEd. +Laser is only for REGISTERED. +*/ + +void() trap_spikeshooter = +{ + SetMovedir (); + self.use = spikeshooter_use; + if (self.spawnflags & SPAWNFLAG_LASER) + { + precache_model2 ("progs/laser.mdl"); + + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + } + else + precache_sound ("weapons/spike2.wav"); +}; + + +/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser +Continuously fires spikes. +"wait" time between spike (1.0 default) +"nextthink" delay before firing first spike, so multiple shooters can be stagered. +*/ +void() trap_shooter = +{ + trap_spikeshooter (); + + if (self.wait == 0) + self.wait = 1; + self.nextthink = self.nextthink + self.wait + self.ltime; + self.think = shooter_think; +}; + + + +/* +=============================================================================== + + +=============================================================================== +*/ + + +void() make_bubbles; +void() bubble_remove; +void() bubble_bob; + +/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) + +testing air bubbles +*/ + +void() air_bubbles = +{ + remove (self); +}; + +void() make_bubbles = +{ +local entity bubble; + + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.origin); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = '0 0 15'; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.touch = bubble_remove; + bubble.classname = "bubble"; + bubble.frame = 0; + bubble.cnt = 0; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.nextthink = time + random() + 0.5; + self.think = make_bubbles; +}; + +void() bubble_split = +{ +local entity bubble; + bubble = spawn(); + setmodel (bubble, "progs/s_bubble.spr"); + setorigin (bubble, self.origin); + bubble.movetype = MOVETYPE_NOCLIP; + bubble.solid = SOLID_NOT; + bubble.velocity = self.velocity; + bubble.nextthink = time + 0.5; + bubble.think = bubble_bob; + bubble.touch = bubble_remove; + bubble.classname = "bubble"; + bubble.frame = 1; + bubble.cnt = 10; + setsize (bubble, '-8 -8 -8', '8 8 8'); + self.frame = 1; + self.cnt = 10; + if (self.waterlevel != 3) + remove (self); +}; + +void() bubble_remove = +{ + if (other.classname == self.classname) + { +// dprint ("bump"); + return; + } + remove(self); +}; + +void() bubble_bob = +{ +local float rnd1, rnd2, rnd3; +local vector vtmp1, modi; + + self.cnt = self.cnt + 1; + if (self.cnt == 4) + bubble_split(); + if (self.cnt == 20) + remove(self); + + rnd1 = self.velocity_x + (-10 + (random() * 20)); + rnd2 = self.velocity_y + (-10 + (random() * 20)); + rnd3 = self.velocity_z + 10 + random() * 10; + + if (rnd1 > 10) + rnd1 = 5; + if (rnd1 < -10) + rnd1 = -5; + + if (rnd2 > 10) + rnd2 = 5; + if (rnd2 < -10) + rnd2 = -5; + + if (rnd3 < 10) + rnd3 = 15; + if (rnd3 > 30) + rnd3 = 25; + + self.velocity_x = rnd1; + self.velocity_y = rnd2; + self.velocity_z = rnd3; + + self.nextthink = time + 0.5; + self.think = bubble_bob; +}; + +/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~> +~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/ + +/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) + +Just for the debugging level. Don't use +*/ + +void() viewthing = + +{ + self.movetype = MOVETYPE_NONE; + self.solid = SOLID_NOT; + precache_model ("progs/player.mdl"); + setmodel (self, "progs/player.mdl"); +}; + + +/* +============================================================================== + +SIMPLE BMODELS + +============================================================================== +*/ + +void() func_wall_use = +{ // change to alternate textures + self.frame = 1 - self.frame; +}; + +/*QUAKED func_wall (0 .5 .8) ? +This is just a solid wall if not inhibitted +*/ +void() func_wall = +{ + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + + +/*QUAKED func_illusionary (0 .5 .8) ? +A simple entity that looks solid but lets you walk through it. +*/ +void() func_illusionary = + +{ + self.angles = '0 0 0'; + self.movetype = MOVETYPE_NONE; + self.solid = SOLID_NOT; + setmodel (self, self.model); + makestatic (); +}; + +/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 +This bmodel will appear if the episode has allready been completed, so players can't reenter it. +*/ +void() func_episodegate = + +{ + if (!(serverflags & self.spawnflags)) + return; // can still enter episode + + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + +/*QUAKED func_bossgate (0 .5 .8) ? +This bmodel appears unless players have all of the episode sigils. +*/ +void() func_bossgate = + +{ + if ( (serverflags & 15) == 15) + return; // all episodes completed + self.angles = '0 0 0'; + self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything + self.solid = SOLID_BSP; + self.use = func_wall_use; + setmodel (self, self.model); +}; + +//============================================================================ +/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_suck_wind = +{ + precache_sound ("ambience/suck1.wav"); + ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC); +}; + +/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_drone = +{ + precache_sound ("ambience/drone6.wav"); + ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC); +}; + +/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_flouro_buzz = +{ + precache_sound ("ambience/buzz1.wav"); + ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC); +}; +/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_drip = +{ + precache_sound ("ambience/drip1.wav"); + ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_comp_hum = +{ + precache_sound ("ambience/comp1.wav"); + ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC); +}; +/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_thunder = +{ + precache_sound ("ambience/thunder1.wav"); + ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_light_buzz = +{ + precache_sound ("ambience/fl_hum1.wav"); + ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_swamp1 = +{ + precache_sound ("ambience/swamp1.wav"); + ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC); +}; +/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) +*/ +void() ambient_swamp2 = +{ + precache_sound ("ambience/swamp2.wav"); + ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC); +}; + +//============================================================================ + +void() noise_think = +{ + self.nextthink = time + 0.5; + sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM); + sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM); + sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM); + sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM); + sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM); + sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM); + sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM); +}; + +/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) + +For optimzation testing, starts a lot of sounds. +*/ + +void() misc_noisemaker = + +{ + precache_sound2 ("enforcer/enfire.wav"); + precache_sound2 ("enforcer/enfstop.wav"); + precache_sound2 ("enforcer/sight1.wav"); + precache_sound2 ("enforcer/sight2.wav"); + precache_sound2 ("enforcer/sight3.wav"); + precache_sound2 ("enforcer/sight4.wav"); + precache_sound2 ("enforcer/pain1.wav"); + precache_sound2 ("enforcer/pain2.wav"); + precache_sound2 ("enforcer/death1.wav"); + precache_sound2 ("enforcer/idle1.wav"); + + self.nextthink = time + 0.1 + random(); + self.think = noise_think; +}; |
