#include "g_local.h" typedef struct { char *name; void (*spawn)(edict_t *ent); } spawn_t; void SP_item_health (edict_t *self); void SP_item_health_small (edict_t *self); void SP_item_health_large (edict_t *self); void SP_item_health_mega (edict_t *self); void SP_info_player_start (edict_t *ent); void SP_info_player_deathmatch (edict_t *ent); void SP_info_player_coop (edict_t *ent); void SP_info_player_intermission (edict_t *ent); void SP_func_plat (edict_t *ent); void SP_func_rotating (edict_t *ent); void SP_func_button (edict_t *ent); void SP_func_door (edict_t *ent); void SP_func_door_secret (edict_t *ent); void SP_func_door_rotating (edict_t *ent); void SP_func_water (edict_t *ent); void SP_func_train (edict_t *ent); void SP_func_conveyor (edict_t *self); void SP_func_wall (edict_t *self); void SP_func_object (edict_t *self); void SP_func_explosive (edict_t *self); void SP_func_timer (edict_t *self); void SP_func_areaportal (edict_t *ent); void SP_func_clock (edict_t *ent); void SP_func_killbox (edict_t *ent); void SP_trigger_always (edict_t *ent); void SP_trigger_once (edict_t *ent); void SP_trigger_multiple (edict_t *ent); void SP_trigger_relay (edict_t *ent); void SP_trigger_push (edict_t *ent); void SP_trigger_hurt (edict_t *ent); void SP_trigger_key (edict_t *ent); void SP_trigger_counter (edict_t *ent); void SP_trigger_elevator (edict_t *ent); void SP_trigger_gravity (edict_t *ent); void SP_trigger_monsterjump (edict_t *ent); void SP_target_temp_entity (edict_t *ent); void SP_target_speaker (edict_t *ent); void SP_target_explosion (edict_t *ent); void SP_target_changelevel (edict_t *ent); void SP_target_secret (edict_t *ent); void SP_target_goal (edict_t *ent); void SP_target_splash (edict_t *ent); void SP_target_spawner (edict_t *ent); void SP_target_blaster (edict_t *ent); void SP_target_crosslevel_trigger (edict_t *ent); void SP_target_crosslevel_target (edict_t *ent); void SP_target_laser (edict_t *self); void SP_target_help (edict_t *ent); void SP_target_actor (edict_t *ent); void SP_target_lightramp (edict_t *self); void SP_target_earthquake (edict_t *ent); void SP_target_character (edict_t *ent); void SP_target_string (edict_t *ent); void SP_worldspawn (edict_t *ent); void SP_viewthing (edict_t *ent); void SP_light (edict_t *self); void SP_light_mine1 (edict_t *ent); void SP_light_mine2 (edict_t *ent); void SP_info_null (edict_t *self); void SP_info_notnull (edict_t *self); void SP_path_corner (edict_t *self); void SP_point_combat (edict_t *self); void SP_misc_explobox (edict_t *self); void SP_misc_banner (edict_t *self); void SP_misc_satellite_dish (edict_t *self); void SP_misc_actor (edict_t *self); void SP_misc_gib_arm (edict_t *self); void SP_misc_gib_leg (edict_t *self); void SP_misc_gib_head (edict_t *self); void SP_misc_insane (edict_t *self); void SP_misc_deadsoldier (edict_t *self); void SP_misc_viper (edict_t *self); void SP_misc_viper_bomb (edict_t *self); void SP_misc_bigviper (edict_t *self); void SP_misc_strogg_ship (edict_t *self); void SP_misc_teleporter (edict_t *self); void SP_misc_teleporter_dest (edict_t *self); void SP_misc_blackhole (edict_t *self); void SP_misc_eastertank (edict_t *self); void SP_misc_easterchick (edict_t *self); void SP_misc_easterchick2 (edict_t *self); void SP_monster_berserk (edict_t *self); void SP_monster_gladiator (edict_t *self); void SP_monster_gunner (edict_t *self); void SP_monster_infantry (edict_t *self); void SP_monster_soldier_light (edict_t *self); void SP_monster_soldier (edict_t *self); void SP_monster_soldier_ss (edict_t *self); void SP_monster_tank (edict_t *self); void SP_monster_medic (edict_t *self); void SP_monster_flipper (edict_t *self); void SP_monster_chick (edict_t *self); void SP_monster_parasite (edict_t *self); void SP_monster_flyer (edict_t *self); void SP_monster_brain (edict_t *self); void SP_monster_floater (edict_t *self); void SP_monster_hover (edict_t *self); void SP_monster_mutant (edict_t *self); void SP_monster_supertank (edict_t *self); void SP_monster_boss2 (edict_t *self); void SP_monster_jorg (edict_t *self); void SP_monster_boss3_stand (edict_t *self); void SP_monster_commander_body (edict_t *self); void SP_turret_breach (edict_t *self); void SP_turret_base (edict_t *self); void SP_turret_driver (edict_t *self); //=========== //ROGUE void SP_func_plat2 (edict_t *ent); void SP_func_door_secret2(edict_t *ent); void SP_func_force_wall(edict_t *ent); void SP_info_player_coop_lava (edict_t *self); void SP_info_teleport_destination (edict_t *self); void SP_trigger_teleport (edict_t *self); void SP_trigger_disguise (edict_t *self); void SP_monster_stalker (edict_t *self); void SP_monster_turret (edict_t *self); void SP_target_steam (edict_t *self); void SP_target_anger (edict_t *self); void SP_target_killplayers (edict_t *self); // PMM - still experimental! void SP_target_blacklight (edict_t *self); void SP_target_orb (edict_t *self); // pmm //void SP_target_spawn (edict_t *self); void SP_hint_path (edict_t *self); void SP_monster_carrier (edict_t *self); void SP_monster_widow (edict_t *self); void SP_monster_widow2 (edict_t *self); void SP_dm_tag_token (edict_t *self); void SP_dm_dball_goal (edict_t *self); void SP_dm_dball_ball (edict_t *self); void SP_dm_dball_team1_start (edict_t *self); void SP_dm_dball_team2_start (edict_t *self); void SP_dm_dball_ball_start (edict_t *self); void SP_dm_dball_speed_change (edict_t *self); void SP_monster_kamikaze (edict_t *self); //void SP_monster_chick2 (edict_t *self); void SP_turret_invisible_brain (edict_t *self); void SP_xatrix_item (edict_t *self); void SP_misc_nuke_core (edict_t *self); //ROGUE //=========== spawn_t spawns[] = { {"item_health", SP_item_health}, {"item_health_small", SP_item_health_small}, {"item_health_large", SP_item_health_large}, {"item_health_mega", SP_item_health_mega}, {"info_player_start", SP_info_player_start}, {"info_player_deathmatch", SP_info_player_deathmatch}, {"info_player_coop", SP_info_player_coop}, {"info_player_intermission", SP_info_player_intermission}, {"func_plat", SP_func_plat}, {"func_button", SP_func_button}, {"func_door", SP_func_door}, {"func_door_secret", SP_func_door_secret}, {"func_door_rotating", SP_func_door_rotating}, {"func_rotating", SP_func_rotating}, {"func_train", SP_func_train}, {"func_water", SP_func_water}, {"func_conveyor", SP_func_conveyor}, {"func_areaportal", SP_func_areaportal}, {"func_clock", SP_func_clock}, {"func_wall", SP_func_wall}, {"func_object", SP_func_object}, {"func_timer", SP_func_timer}, {"func_explosive", SP_func_explosive}, {"func_killbox", SP_func_killbox}, {"trigger_always", SP_trigger_always}, {"trigger_once", SP_trigger_once}, {"trigger_multiple", SP_trigger_multiple}, {"trigger_relay", SP_trigger_relay}, {"trigger_push", SP_trigger_push}, {"trigger_hurt", SP_trigger_hurt}, {"trigger_key", SP_trigger_key}, {"trigger_counter", SP_trigger_counter}, {"trigger_elevator", SP_trigger_elevator}, {"trigger_gravity", SP_trigger_gravity}, {"trigger_monsterjump", SP_trigger_monsterjump}, {"target_temp_entity", SP_target_temp_entity}, {"target_speaker", SP_target_speaker}, {"target_explosion", SP_target_explosion}, {"target_changelevel", SP_target_changelevel}, {"target_secret", SP_target_secret}, {"target_goal", SP_target_goal}, {"target_splash", SP_target_splash}, {"target_spawner", SP_target_spawner}, {"target_blaster", SP_target_blaster}, {"target_crosslevel_trigger", SP_target_crosslevel_trigger}, {"target_crosslevel_target", SP_target_crosslevel_target}, {"target_laser", SP_target_laser}, {"target_help", SP_target_help}, {"target_actor", SP_target_actor}, {"target_lightramp", SP_target_lightramp}, {"target_earthquake", SP_target_earthquake}, {"target_character", SP_target_character}, {"target_string", SP_target_string}, {"worldspawn", SP_worldspawn}, {"viewthing", SP_viewthing}, {"light", SP_light}, {"light_mine1", SP_light_mine1}, {"light_mine2", SP_light_mine2}, {"info_null", SP_info_null}, {"func_group", SP_info_null}, {"info_notnull", SP_info_notnull}, {"path_corner", SP_path_corner}, {"point_combat", SP_point_combat}, {"misc_explobox", SP_misc_explobox}, {"misc_banner", SP_misc_banner}, {"misc_satellite_dish", SP_misc_satellite_dish}, {"misc_actor", SP_misc_actor}, {"misc_gib_arm", SP_misc_gib_arm}, {"misc_gib_leg", SP_misc_gib_leg}, {"misc_gib_head", SP_misc_gib_head}, {"misc_insane", SP_misc_insane}, {"misc_deadsoldier", SP_misc_deadsoldier}, {"misc_viper", SP_misc_viper}, {"misc_viper_bomb", SP_misc_viper_bomb}, {"misc_bigviper", SP_misc_bigviper}, {"misc_strogg_ship", SP_misc_strogg_ship}, {"misc_teleporter", SP_misc_teleporter}, {"misc_teleporter_dest", SP_misc_teleporter_dest}, {"misc_blackhole", SP_misc_blackhole}, {"misc_eastertank", SP_misc_eastertank}, {"misc_easterchick", SP_misc_easterchick}, {"misc_easterchick2", SP_misc_easterchick2}, {"monster_berserk", SP_monster_berserk}, {"monster_gladiator", SP_monster_gladiator}, {"monster_gunner", SP_monster_gunner}, {"monster_infantry", SP_monster_infantry}, {"monster_soldier_light", SP_monster_soldier_light}, {"monster_soldier", SP_monster_soldier}, {"monster_soldier_ss", SP_monster_soldier_ss}, {"monster_tank", SP_monster_tank}, {"monster_tank_commander", SP_monster_tank}, {"monster_medic", SP_monster_medic}, {"monster_flipper", SP_monster_flipper}, {"monster_chick", SP_monster_chick}, {"monster_parasite", SP_monster_parasite}, {"monster_flyer", SP_monster_flyer}, {"monster_brain", SP_monster_brain}, {"monster_floater", SP_monster_floater}, {"monster_hover", SP_monster_hover}, {"monster_mutant", SP_monster_mutant}, {"monster_supertank", SP_monster_supertank}, {"monster_boss2", SP_monster_boss2}, {"monster_boss3_stand", SP_monster_boss3_stand}, {"monster_jorg", SP_monster_jorg}, {"monster_commander_body", SP_monster_commander_body}, {"turret_breach", SP_turret_breach}, {"turret_base", SP_turret_base}, {"turret_driver", SP_turret_driver}, //============== //ROGUE {"func_plat2", SP_func_plat2}, {"func_door_secret2", SP_func_door_secret2}, {"func_force_wall", SP_func_force_wall}, {"trigger_teleport", SP_trigger_teleport}, {"trigger_disguise", SP_trigger_disguise}, {"info_teleport_destination", SP_info_teleport_destination}, {"info_player_coop_lava", SP_info_player_coop_lava}, {"monster_stalker", SP_monster_stalker}, {"monster_turret", SP_monster_turret}, {"target_steam", SP_target_steam}, {"target_anger", SP_target_anger}, // {"target_spawn", SP_target_spawn}, {"target_killplayers", SP_target_killplayers}, // PMM - experiment {"target_blacklight", SP_target_blacklight}, {"target_orb", SP_target_orb}, // pmm {"monster_daedalus", SP_monster_hover}, {"hint_path", SP_hint_path}, {"monster_carrier", SP_monster_carrier}, {"monster_widow", SP_monster_widow}, {"monster_widow2", SP_monster_widow2}, {"monster_medic_commander", SP_monster_medic}, {"dm_tag_token", SP_dm_tag_token}, {"dm_dball_goal", SP_dm_dball_goal}, {"dm_dball_ball", SP_dm_dball_ball}, {"dm_dball_team1_start", SP_dm_dball_team1_start}, {"dm_dball_team2_start", SP_dm_dball_team2_start}, {"dm_dball_ball_start", SP_dm_dball_ball_start}, {"dm_dball_speed_change", SP_dm_dball_speed_change}, {"monster_kamikaze", SP_monster_kamikaze}, // {"monster_chick2", SP_monster_chick2}, {"turret_invisible_brain", SP_turret_invisible_brain}, {"misc_nuke_core", SP_misc_nuke_core}, {"ammo_magslug", SP_xatrix_item}, {"ammo_trap", SP_xatrix_item}, {"item_quadfire", SP_xatrix_item}, {"weapon_boomer", SP_xatrix_item}, {"weapon_phalanx", SP_xatrix_item}, //ROGUE //============== {NULL, NULL} }; /* =============== ED_CallSpawn Finds the spawn function for the entity and calls it =============== */ void ED_CallSpawn (edict_t *ent) { spawn_t *s; gitem_t *item; int i; if (!ent->classname) { gi.dprintf ("ED_CallSpawn: NULL classname\n"); return; } //PGM - do this before calling the spawn function so it can be overridden. #ifdef ROGUE_GRAVITY ent->gravityVector[0] = 0.0; ent->gravityVector[1] = 0.0; ent->gravityVector[2] = -1.0; #endif //PGM // FIXME - PMM classnames hack if (!strcmp(ent->classname, "weapon_nailgun")) ent->classname = (FindItem("ETF Rifle"))->classname; if (!strcmp(ent->classname, "ammo_nails")) ent->classname = (FindItem("Flechettes"))->classname; if (!strcmp(ent->classname, "weapon_heatbeam")) ent->classname = (FindItem("Plasma Beam"))->classname; // pmm // check item spawn functions for (i=0,item=itemlist ; iclassname) continue; if (!strcmp(item->classname, ent->classname)) { // found it SpawnItem (ent, item); return; } } // check normal spawn functions for (s=spawns ; s->name ; s++) { if (!strcmp(s->name, ent->classname)) { // found it s->spawn (ent); return; } } gi.dprintf ("%s doesn't have a spawn function\n", ent->classname); } /* ============= ED_NewString ============= */ char *ED_NewString (char *string) { char *newb, *new_p; int i,l; l = strlen(string) + 1; newb = gi.TagMalloc (l, TAG_LEVEL); new_p = newb; for (i=0 ; i< l ; i++) { if (string[i] == '\\' && i < l-1) { i++; if (string[i] == 'n') *new_p++ = '\n'; else *new_p++ = '\\'; } else *new_p++ = string[i]; } return newb; } /* =============== ED_ParseField Takes a key/value pair and sets the binary values in an edict =============== */ void ED_ParseField (char *key, char *value, edict_t *ent) { field_t *f; byte *b; float v; vec3_t vec; for (f=fields ; f->name ; f++) { if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key)) { // found it if (f->flags & FFL_SPAWNTEMP) b = (byte *)&st; else b = (byte *)ent; switch (f->type) { case F_LSTRING: *(char **)(b+f->ofs) = ED_NewString (value); break; case F_VECTOR: sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); ((float *)(b+f->ofs))[0] = vec[0]; ((float *)(b+f->ofs))[1] = vec[1]; ((float *)(b+f->ofs))[2] = vec[2]; break; case F_INT: *(int *)(b+f->ofs) = atoi(value); break; case F_FLOAT: *(float *)(b+f->ofs) = atof(value); break; case F_ANGLEHACK: v = atof(value); ((float *)(b+f->ofs))[0] = 0; ((float *)(b+f->ofs))[1] = v; ((float *)(b+f->ofs))[2] = 0; break; case F_IGNORE: break; } return; } } gi.dprintf ("%s is not a field\n", key); } /* ==================== ED_ParseEdict Parses an edict out of the given string, returning the new position ed should be a properly initialized empty edict. ==================== */ char *ED_ParseEdict (char *data, edict_t *ent) { qboolean init; char keyname[256]; char *com_token; init = false; memset (&st, 0, sizeof(st)); // go through all the dictionary pairs while (1) { // parse key com_token = COM_Parse (&data); if (com_token[0] == '}') break; if (!data) gi.error ("ED_ParseEntity: EOF without closing brace"); strncpy (keyname, com_token, sizeof(keyname)-1); // parse value com_token = COM_Parse (&data); if (!data) gi.error ("ED_ParseEntity: EOF without closing brace"); if (com_token[0] == '}') gi.error ("ED_ParseEntity: closing brace without data"); init = true; // keynames with a leading underscore are used for utility comments, // and are immediately discarded by quake if (keyname[0] == '_') continue; ED_ParseField (keyname, com_token, ent); } if (!init) memset (ent, 0, sizeof(*ent)); return data; } /* ================ G_FindTeams Chain together all entities with a matching team field. All but the first will have the FL_TEAMSLAVE flag set. All but the last will have the teamchain field set to the next one ================ */ void G_FixTeams (void) { edict_t *e, *e2, *chain; int i, j; int c, c2; c = 0; c2 = 0; for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++) { if (!e->inuse) continue; if (!e->team) continue; if (!strcmp(e->classname, "func_train")) { if(e->flags & FL_TEAMSLAVE) { chain = e; e->teammaster = e; e->teamchain = NULL; e->flags &= ~FL_TEAMSLAVE; c++; c2++; for (j=1, e2=g_edicts+j ; j < globals.num_edicts ; j++,e2++) { if (e2 == e) continue; if (!e2->inuse) continue; if (!e2->team) continue; if (!strcmp(e->team, e2->team)) { c2++; chain->teamchain = e2; e2->teammaster = e; e2->teamchain = NULL; chain = e2; e2->flags |= FL_TEAMSLAVE; e2->movetype = MOVETYPE_PUSH; e2->speed = e->speed; } } } } } gi.dprintf ("%i teams repaired\n", c); } void G_FindTeams (void) { edict_t *e, *e2, *chain; int i, j; int c, c2; c = 0; c2 = 0; for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++) { if (!e->inuse) continue; if (!e->team) continue; if (e->flags & FL_TEAMSLAVE) continue; chain = e; e->teammaster = e; c++; c2++; for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++) { if (!e2->inuse) continue; if (!e2->team) continue; if (e2->flags & FL_TEAMSLAVE) continue; if (!strcmp(e->team, e2->team)) { c2++; chain->teamchain = e2; e2->teammaster = e; chain = e2; e2->flags |= FL_TEAMSLAVE; } } } G_FixTeams(); gi.dprintf ("%i teams with %i entities\n", c, c2); } /* ============== SpawnEntities Creates a server's entity / program execution context by parsing textual entity definitions out of an ent file. ============== */ void SpawnEntities (char *mapname, char *entities, char *spawnpoint) { edict_t *ent; int inhibit; char *com_token; int i; float skill_level; skill_level = floor (skill->value); if (skill_level < 0) skill_level = 0; if (skill_level > 3) skill_level = 3; if (skill->value != skill_level) gi.cvar_forceset("skill", va("%f", skill_level)); SaveClientData (); gi.FreeTags (TAG_LEVEL); memset (&level, 0, sizeof(level)); memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0])); strncpy (level.mapname, mapname, sizeof(level.mapname)-1); strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1); // set client fields on player ents for (i=0 ; iclassname, "trigger_once") && !Q_stricmp(ent->model, "*27")) ent->spawnflags &= ~SPAWNFLAG_NOT_HARD; // ROGUE //ahh, the joys of map hacks .. if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_door_rotating") && ent->targetname && !Q_stricmp(ent->targetname, "t265")) ent->spawnflags &= ~SPAWNFLAG_NOT_COOP; if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "trigger_always") && ent->target && !Q_stricmp(ent->target, "t265")) ent->spawnflags |= SPAWNFLAG_NOT_COOP; if (!Q_stricmp(level.mapname, "rhangar2") && !Q_stricmp(ent->classname, "func_wall") && !Q_stricmp(ent->model, "*15")) ent->spawnflags |= SPAWNFLAG_NOT_COOP; // rogue // remove things (except the world) from different skill levels or deathmatch if (ent != g_edicts) { if (deathmatch->value) { if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH ) { G_FreeEdict (ent); inhibit++; continue; } } else if(coop->value) { if (ent->spawnflags & SPAWNFLAG_NOT_COOP) { G_FreeEdict (ent); inhibit++; continue; } // stuff marked !easy & !med & !hard are coop only, all levels if(!((ent->spawnflags & SPAWNFLAG_NOT_EASY) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { if( ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { G_FreeEdict (ent); inhibit++; continue; } } } else { if ( /*((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */ ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { G_FreeEdict (ent); inhibit++; continue; } } ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH); } //PGM - do this before calling the spawn function so it can be overridden. #ifdef ROGUE_GRAVITY ent->gravityVector[0] = 0.0; ent->gravityVector[1] = 0.0; ent->gravityVector[2] = -1.0; #endif //PGM ED_CallSpawn (ent); ent->s.renderfx |= RF_IR_VISIBLE; //PGM } gi.dprintf ("%i entities inhibited\n", inhibit); #ifdef DEBUG i = 1; ent = EDICT_NUM(i); while (i < globals.num_edicts) { if (ent->inuse != 0 || ent->inuse != 1) Com_DPrintf("Invalid entity %d\n", i); i++, ent++; } #endif G_FindTeams (); PlayerTrail_Init (); //ROGUE if(deathmatch->value) { if(randomrespawn && randomrespawn->value) PrecacheForRandomRespawn(); } else { InitHintPaths(); // if there aren't hintpaths on this map, enable quick aborts } //ROGUE // ROGUE -- allow dm games to do init stuff right before game starts. if(deathmatch->value && gamerules && gamerules->value) { if(DMGame.PostInitSetup) DMGame.PostInitSetup (); } // ROGUE } //=================================================================== #if 0 // cursor positioning xl xr yb yt xv yv // drawing statpic pic num string // control if ifeq ifbit endif #endif char *single_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " " xv 262 " " num 2 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " ; char *dm_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " " xv 246 " " num 2 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // frags "xr -50 " "yt 2 " "num 3 14 " // spectator "if 17 " "xv 0 " "yb -58 " "string2 \"SPECTATOR MODE\" " "endif " // chase camera "if 16 " "xv 0 " "yb -68 " "string \"Chasing\" " "xv 64 " "stat_string 16 " "endif " ; /*QUAKED worldspawn (0 0 0) ? Only used for the world. "sky" environment map name "skyaxis" vector axis for rotating sky "skyrotate" speed of rotation in degrees/second "sounds" music cd track number "gravity" 800 is default gravity "message" text to print at user logon */ void SP_worldspawn (edict_t *ent) { ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_BSP; ent->inuse = true; // since the world doesn't use G_Spawn() ent->s.modelindex = 1; // world model is always index 1 //--------------- // reserve some spots for dead player bodies for coop / deathmatch InitBodyQue (); // set configstrings for items SetItemNames (); if (st.nextmap) strcpy (level.nextmap, st.nextmap); // make some data visible to the server if (ent->message && ent->message[0]) { gi.configstring (CS_NAME, ent->message); strncpy (level.level_name, ent->message, sizeof(level.level_name)); } else strncpy (level.level_name, level.mapname, sizeof(level.level_name)); if (st.sky && st.sky[0]) gi.configstring (CS_SKY, st.sky); else gi.configstring (CS_SKY, "unit1_"); gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) ); gi.configstring (CS_SKYAXIS, va("%f %f %f", st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) ); gi.configstring (CS_CDTRACK, va("%i", ent->sounds) ); gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) ); // status bar program if (deathmatch->value) gi.configstring (CS_STATUSBAR, dm_statusbar); else gi.configstring (CS_STATUSBAR, single_statusbar); //--------------- // help icon for statusbar gi.imageindex ("i_help"); level.pic_health = gi.imageindex ("i_health"); gi.imageindex ("help"); gi.imageindex ("field_3"); if (!st.gravity) gi.cvar_set("sv_gravity", "800"); else gi.cvar_set("sv_gravity", st.gravity); snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime PrecacheItem (FindItem ("Blaster")); gi.soundindex ("player/lava1.wav"); gi.soundindex ("player/lava2.wav"); gi.soundindex ("misc/pc_up.wav"); gi.soundindex ("misc/talk1.wav"); gi.soundindex ("misc/udeath.wav"); // gibs gi.soundindex ("items/respawn1.wav"); // sexed sounds gi.soundindex ("*death1.wav"); gi.soundindex ("*death2.wav"); gi.soundindex ("*death3.wav"); gi.soundindex ("*death4.wav"); gi.soundindex ("*fall1.wav"); gi.soundindex ("*fall2.wav"); gi.soundindex ("*gurp1.wav"); // drowning damage gi.soundindex ("*gurp2.wav"); gi.soundindex ("*jump1.wav"); // player jump gi.soundindex ("*pain25_1.wav"); gi.soundindex ("*pain25_2.wav"); gi.soundindex ("*pain50_1.wav"); gi.soundindex ("*pain50_2.wav"); gi.soundindex ("*pain75_1.wav"); gi.soundindex ("*pain75_2.wav"); gi.soundindex ("*pain100_1.wav"); gi.soundindex ("*pain100_2.wav"); // sexed models // THIS ORDER MUST MATCH THE DEFINES IN g_local.h // you can add more, max 19 (pete change) // these models are only loaded in coop or deathmatch. not singleplayer. if (coop->value || deathmatch->value) { gi.modelindex ("#w_blaster.md2"); gi.modelindex ("#w_shotgun.md2"); gi.modelindex ("#w_sshotgun.md2"); gi.modelindex ("#w_machinegun.md2"); gi.modelindex ("#w_chaingun.md2"); gi.modelindex ("#a_grenades.md2"); gi.modelindex ("#w_glauncher.md2"); gi.modelindex ("#w_rlauncher.md2"); gi.modelindex ("#w_hyperblaster.md2"); gi.modelindex ("#w_railgun.md2"); gi.modelindex ("#w_bfg.md2"); gi.modelindex ("#w_disrupt.md2"); // PGM gi.modelindex ("#w_etfrifle.md2"); // PGM gi.modelindex ("#w_plasma.md2"); // PGM gi.modelindex ("#w_plauncher.md2"); // PGM gi.modelindex ("#w_chainfist.md2"); // PGM } //------------------- gi.soundindex ("player/gasp1.wav"); // gasping for air gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping gi.soundindex ("player/watr_in.wav"); // feet hitting water gi.soundindex ("player/watr_out.wav"); // feet leaving water gi.soundindex ("player/watr_un.wav"); // head going underwater gi.soundindex ("player/u_breath1.wav"); gi.soundindex ("player/u_breath2.wav"); gi.soundindex ("items/pkup.wav"); // bonus item pickup gi.soundindex ("world/land.wav"); // landing thud gi.soundindex ("misc/h2ohit1.wav"); // landing splash gi.soundindex ("items/damage.wav"); // ROGUE - double damage gi.soundindex ("misc/ddamage1.wav"); // rogue gi.soundindex ("items/protect.wav"); gi.soundindex ("items/protect4.wav"); gi.soundindex ("weapons/noammo.wav"); gi.soundindex ("infantry/inflies1.wav"); sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); gi.modelindex ("models/objects/gibs/arm/tris.md2"); gi.modelindex ("models/objects/gibs/bone/tris.md2"); gi.modelindex ("models/objects/gibs/bone2/tris.md2"); gi.modelindex ("models/objects/gibs/chest/tris.md2"); gi.modelindex ("models/objects/gibs/skull/tris.md2"); gi.modelindex ("models/objects/gibs/head2/tris.md2"); // // Setup light animation tables. 'a' is total darkness, 'z' is doublebright. // // 0 normal gi.configstring(CS_LIGHTS+0, "m"); // 1 FLICKER (first variety) gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE gi.configstring(CS_LIGHTS+4, "mamamamamama"); // 5 GENTLE PULSE 1 gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing gi.configstring(CS_LIGHTS+63, "a"); } // //ROGUE // // // Monster spawning code // // Used by the carrier, the medic_commander, and the black widow // // The sequence to create a flying monster is: // // FindSpawnPoint - tries to find suitable spot to spawn the monster in // CreateFlyMonster - this verifies the point as good and creates the monster // To create a ground walking monster: // // FindSpawnPoint - same thing // CreateGroundMonster - this checks the volume and makes sure the floor under the volume is suitable // // FIXME - for the black widow, if we want the stalkers coming in on the roof, we'll have to tweak some things // // CreateMonster // edict_t *CreateMonster(vec3_t origin, vec3_t angles, char *classname) { edict_t *newEnt; newEnt = G_Spawn(); VectorCopy(origin, newEnt->s.origin); VectorCopy(angles, newEnt->s.angles); newEnt->classname = ED_NewString (classname); newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT; VectorSet(newEnt->gravityVector, 0, 0, -1); ED_CallSpawn(newEnt); newEnt->s.renderfx |= RF_IR_VISIBLE; return newEnt; } edict_t *CreateFlyMonster (vec3_t origin, vec3_t angles, vec3_t mins, vec3_t maxs, char *classname) { if (!mins || !maxs || VectorCompare (mins, vec3_origin) || VectorCompare (maxs, vec3_origin)) { DetermineBBox (classname, mins, maxs); } if (!CheckSpawnPoint(origin, mins, maxs)) return NULL; return (CreateMonster (origin, angles, classname)); } // This is just a wrapper for CreateMonster that looks down height # of CMUs and sees if there // are bad things down there or not // // this is from m_move.c #define STEPSIZE 18 edict_t *CreateGroundMonster (vec3_t origin, vec3_t angles, vec3_t entMins, vec3_t entMaxs, char *classname, int height) { // trace_t tr; edict_t *newEnt; // vec3_t start, stop; // int failure = 0; // vec3_t mins, maxs; // int x, y; // float mid, bottom; vec3_t mins, maxs; // if they don't provide us a bounding box, figure it out if (!entMins || !entMaxs || VectorCompare (entMins, vec3_origin) || VectorCompare (entMaxs, vec3_origin)) { DetermineBBox (classname, mins, maxs); } else { VectorCopy (entMins, mins); VectorCopy (entMaxs, maxs); } // check the ground to make sure it's there, it's relatively flat, and it's not toxic if (!CheckGroundSpawnPoint(origin, mins, maxs, height, -1)) return NULL; newEnt = CreateMonster (origin, angles, classname); if (!newEnt) return NULL; return newEnt; } // FindSpawnPoint // PMM - this is used by the medic commander (possibly by the carrier) to find a good spawn point // if the startpoint is bad, try above the startpoint for a bit qboolean FindSpawnPoint (vec3_t startpoint, vec3_t mins, vec3_t maxs, vec3_t spawnpoint, float maxMoveUp) { trace_t tr; float height; vec3_t top; height = maxs[2] - mins[2]; tr = gi.trace (startpoint, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID|CONTENTS_PLAYERCLIP); if((tr.startsolid || tr.allsolid) || (tr.ent != world)) { // if ( ((tr.ent->svflags & SVF_MONSTER) && (tr.ent->health <= 0)) || // (tr.ent->svflags & SVF_DAMAGEABLE) ) // { // T_Damage (tr.ent, self, self, vec3_origin, self->enemy->s.origin, // pain_normal, hurt, 0, 0, MOD_UNKNOWN); VectorCopy (startpoint, top); top[2] += maxMoveUp; /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (top); gi.WritePosition (startpoint); gi.multicast (startpoint, MULTICAST_ALL); */ tr = gi.trace (top, mins, maxs, startpoint, NULL, MASK_MONSTERSOLID); if (tr.startsolid || tr.allsolid) { // if ((g_showlogic) && (g_showlogic->value)) // if (tr.ent) // gi.dprintf("FindSpawnPoint: failed to find a point -- blocked by %s\n", tr.ent->classname); // else // gi.dprintf("FindSpawnPoint: failed to find a point\n"); return false; } else { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("FindSpawnPoint: %s -> %s\n", vtos (startpoint), vtos (tr.endpos)); VectorCopy (tr.endpos, spawnpoint); return true; } } else { VectorCopy (startpoint, spawnpoint); return true; } } // FIXME - all of this needs to be tweaked to handle the new gravity rules // if we ever want to spawn stuff on the roof // // CheckSpawnPoint // // PMM - checks volume to make sure we can spawn a monster there (is it solid?) // // This is all fliers should need qboolean CheckSpawnPoint (vec3_t origin, vec3_t mins, vec3_t maxs) { trace_t tr; if (!mins || !maxs || VectorCompare(mins, vec3_origin) || VectorCompare (maxs, vec3_origin)) { return false; } tr = gi.trace (origin, mins, maxs, origin, NULL, MASK_MONSTERSOLID); if(tr.startsolid || tr.allsolid) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("createmonster in wall. removing\n"); return false; } if (tr.ent != world) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("createmonster in entity %s\n", tr.ent->classname); return false; } return true; } // // CheckGroundSpawnPoint // // PMM - used for walking monsters // checks: // 1) is there a ground within the specified height of the origin? // 2) is the ground non-water? // 3) is the ground flat enough to walk on? // qboolean CheckGroundSpawnPoint (vec3_t origin, vec3_t entMins, vec3_t entMaxs, float height, float gravity) { trace_t tr; vec3_t start, stop; int failure = 0; vec3_t mins, maxs; int x, y; float mid, bottom; if (!CheckSpawnPoint (origin, entMins, entMaxs)) return false; // FIXME - this is too conservative about angled surfaces VectorCopy (origin, stop); // FIXME - gravity vector stop[2] = origin[2] + entMins[2] - height; /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (origin); gi.WritePosition (stop); gi.multicast (start, MULTICAST_ALL); */ tr = gi.trace (origin, entMins, entMaxs, stop, NULL, MASK_MONSTERSOLID | MASK_WATER); // it's not going to be all solid or start solid, since that's checked above if ((tr.fraction < 1) && (tr.contents & MASK_MONSTERSOLID)) { // we found a non-water surface down there somewhere. now we need to check to make sure it's not too sloped // // algorithm straight out of m_move.c:M_CheckBottom() // // first, do the midpoint trace VectorAdd (tr.endpos, entMins, mins); VectorAdd (tr.endpos, entMaxs, maxs); // first, do the easy flat check // #ifdef ROGUE_GRAVITY // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors if(gravity > 0) start[2] = maxs[2] + 1; else start[2] = mins[2] - 1; #else start[2] = mins[2] - 1; #endif for (x=0 ; x<=1 ; x++) { for (y=0 ; y<=1 ; y++) { start[0] = x ? maxs[0] : mins[0]; start[1] = y ? maxs[1] : mins[1]; if (gi.pointcontents (start) != CONTENTS_SOLID) goto realcheck; } } // if it passed all four above checks, we're done return true; realcheck: // check it for real start[0] = stop[0] = (mins[0] + maxs[0])*0.5; start[1] = stop[1] = (mins[1] + maxs[1])*0.5; start[2] = mins[2]; tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID); if (tr.fraction == 1.0) return false; mid = bottom = tr.endpos[2]; #ifdef ROGUE_GRAVITY if(gravity < 0) { start[2] = mins[2]; stop[2] = start[2] - STEPSIZE - STEPSIZE; mid = bottom = tr.endpos[2] + entMins[2]; } else { start[2] = maxs[2]; stop[2] = start[2] + STEPSIZE + STEPSIZE; mid = bottom = tr.endpos[2] - entMaxs[2]; } #else stop[2] = start[2] - 2*STEPSIZE; mid = bottom = tr.endpos[2] + entMins[2]; #endif for (x=0 ; x<=1 ; x++) for (y=0 ; y<=1 ; y++) { start[0] = stop[0] = x ? maxs[0] : mins[0]; start[1] = stop[1] = y ? maxs[1] : mins[1]; /* gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_DEBUGTRAIL); gi.WritePosition (start); gi.WritePosition (stop); gi.multicast (start, MULTICAST_ALL); */ tr = gi.trace (start, vec3_origin, vec3_origin, stop, NULL, MASK_MONSTERSOLID); //PGM #ifdef ROGUE_GRAVITY // FIXME - this will only handle 0,0,1 and 0,0,-1 gravity vectors if(gravity > 0) { if (tr.fraction != 1.0 && tr.endpos[2] < bottom) bottom = tr.endpos[2]; if (tr.fraction == 1.0 || tr.endpos[2] - mid > STEPSIZE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("spawn - rejecting due to uneven ground\n"); return false; } } else { if (tr.fraction != 1.0 && tr.endpos[2] > bottom) bottom = tr.endpos[2]; if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE) { // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf ("spawn - rejecting due to uneven ground\n"); return false; } } #else if (tr.fraction != 1.0 && tr.endpos[2] > bottom) bottom = tr.endpos[2]; if (tr.fraction == 1.0 || mid - tr.endpos[2] > STEPSIZE) { return false; } #endif } return true; // we can land on it, it's ok } // otherwise, it's either water (bad) or not there (too far) // if we're here, it's bad below // if ((g_showlogic) && (g_showlogic->value)) // { // if (tr.fraction < 1) // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("groundmonster would fall into water/slime/lava\n"); // else // if ((g_showlogic) && (g_showlogic->value)) // gi.dprintf("groundmonster would fall too far\n"); // } return false; } void DetermineBBox (char *classname, vec3_t mins, vec3_t maxs) { // FIXME - cache this stuff edict_t *newEnt; newEnt = G_Spawn(); VectorCopy(vec3_origin, newEnt->s.origin); VectorCopy(vec3_origin, newEnt->s.angles); newEnt->classname = ED_NewString (classname); newEnt->monsterinfo.aiflags |= AI_DO_NOT_COUNT; ED_CallSpawn(newEnt); VectorCopy (newEnt->mins, mins); VectorCopy (newEnt->maxs, maxs); G_FreeEdict (newEnt); } // **************************** // SPAWNGROW stuff // **************************** #define SPAWNGROW_LIFESPAN 0.3 void spawngrow_think (edict_t *self) { int i; for (i=0; i<2; i++) { self->s.angles[0] = rand()%360; self->s.angles[1] = rand()%360; self->s.angles[2] = rand()%360; } if ((level.time < self->wait) && (self->s.frame < 2)) self->s.frame++; if (level.time >= self->wait) { if (self->s.effects & EF_SPHERETRANS) { G_FreeEdict (self); return; } else if (self->s.frame > 0) self->s.frame--; else { G_FreeEdict (self); return; } } self->nextthink += FRAMETIME; } void SpawnGrow_Spawn (vec3_t startpos, int size) { edict_t *ent; int i; float lifespan; ent = G_Spawn(); VectorCopy(startpos, ent->s.origin); for (i=0; i<2; i++) { ent->s.angles[0] = rand()%360; ent->s.angles[1] = rand()%360; ent->s.angles[2] = rand()%360; } ent->solid = SOLID_NOT; // ent->s.renderfx = RF_FULLBRIGHT | RF_IR_VISIBLE; ent->s.renderfx = RF_IR_VISIBLE; ent->movetype = MOVETYPE_NONE; ent->classname = "spawngro"; if (size <= 1) { lifespan = SPAWNGROW_LIFESPAN; ent->s.modelindex = gi.modelindex("models/items/spawngro2/tris.md2"); } else if (size == 2) { ent->s.modelindex = gi.modelindex("models/items/spawngro3/tris.md2"); lifespan = 2; } else { ent->s.modelindex = gi.modelindex("models/items/spawngro/tris.md2"); lifespan = SPAWNGROW_LIFESPAN; } ent->think = spawngrow_think; ent->wait = level.time + lifespan; ent->nextthink = level.time + FRAMETIME; if (size != 2) ent->s.effects |= EF_SPHERETRANS; gi.linkentity (ent); } // **************************** // WidowLeg stuff // **************************** #define MAX_LEGSFRAME 23 #define LEG_WAIT_TIME 1 void ThrowMoreStuff (edict_t *self, vec3_t point); void ThrowSmallStuff (edict_t *self, vec3_t point); void ThrowWidowGibLoc (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, qboolean fade); void ThrowWidowGibSized (edict_t *self, char *gibname, int damage, int type, vec3_t startpos, int hitsound, qboolean fade); void widowlegs_think (edict_t *self) { vec3_t offset; vec3_t point; vec3_t f,r,u; if (self->s.frame == 17) { VectorSet (offset, 11.77, -7.24, 23.31); AngleVectors (self->s.angles, f, r, u); G_ProjectSource2 (self->s.origin, offset, f, r, u, point); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (point); gi.multicast (point, MULTICAST_ALL); ThrowSmallStuff (self, point); } if (self->s.frame < MAX_LEGSFRAME) { self->s.frame++; self->nextthink = level.time + FRAMETIME; return; } else if (self->wait == 0) { self->wait = level.time + LEG_WAIT_TIME; } if (level.time > self->wait) { AngleVectors (self->s.angles, f, r, u); VectorSet (offset, -65.6, -8.44, 28.59); G_ProjectSource2 (self->s.origin, offset, f, r, u, point); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (point); gi.multicast (point, MULTICAST_ALL); ThrowSmallStuff (self, point); ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true); ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true); VectorSet (offset, -1.04, -51.18, 7.04); G_ProjectSource2 (self->s.origin, offset, f, r, u, point); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (point); gi.multicast (point, MULTICAST_ALL); ThrowSmallStuff (self, point); ThrowWidowGibSized (self, "models/monsters/blackwidow/gib1/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true); ThrowWidowGibSized (self, "models/monsters/blackwidow/gib2/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true); ThrowWidowGibSized (self, "models/monsters/blackwidow/gib3/tris.md2", 80 + (int)(random()*20.0), GIB_METALLIC, point, 0, true); G_FreeEdict (self); return; } if ((level.time > (self->wait - 0.5)) && (self->count == 0)) { self->count = 1; AngleVectors (self->s.angles, f, r, u); VectorSet (offset, 31, -88.7, 10.96); G_ProjectSource2 (self->s.origin, offset, f, r, u, point); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (point); gi.multicast (point, MULTICAST_ALL); // ThrowSmallStuff (self, point); VectorSet (offset, -12.67, -4.39, 15.68); G_ProjectSource2 (self->s.origin, offset, f, r, u, point); gi.WriteByte (svc_temp_entity); gi.WriteByte (TE_EXPLOSION1); gi.WritePosition (point); gi.multicast (point, MULTICAST_ALL); // ThrowSmallStuff (self, point); self->nextthink = level.time + FRAMETIME; return; } self->nextthink = level.time + FRAMETIME; } void Widowlegs_Spawn (vec3_t startpos, vec3_t angles) { edict_t *ent; ent = G_Spawn(); VectorCopy(startpos, ent->s.origin); VectorCopy(angles, ent->s.angles); ent->solid = SOLID_NOT; ent->s.renderfx = RF_IR_VISIBLE; ent->movetype = MOVETYPE_NONE; ent->classname = "widowlegs"; ent->s.modelindex = gi.modelindex("models/monsters/legs/tris.md2"); ent->think = widowlegs_think; ent->nextthink = level.time + FRAMETIME; gi.linkentity (ent); }