1
2void() InitBodyQue;
3
4
5void() main =
6{
7	dprint ("main function\n");
8
9// these are just commands the the prog compiler to copy these files
10
11	precache_file ("progs.dat");
12	precache_file ("gfx.wad");
13	precache_file ("quake.rc");
14	precache_file ("default.cfg");
15
16	precache_file ("end1.bin");
17	precache_file2 ("end2.bin");
18
19	precache_file ("demo1.dem");
20	precache_file ("demo2.dem");
21	precache_file ("demo3.dem");
22
23//
24// these are all of the lumps from the cached.ls files
25//
26	precache_file ("gfx/palette.lmp");
27	precache_file ("gfx/colormap.lmp");
28
29	precache_file2 ("gfx/pop.lmp");
30
31	precache_file ("gfx/complete.lmp");
32	precache_file ("gfx/inter.lmp");
33
34	precache_file ("gfx/ranking.lmp");
35	precache_file ("gfx/vidmodes.lmp");
36	precache_file ("gfx/finale.lmp");
37	precache_file ("gfx/conback.lmp");
38	precache_file ("gfx/qplaque.lmp");
39
40	precache_file ("gfx/menudot1.lmp");
41	precache_file ("gfx/menudot2.lmp");
42	precache_file ("gfx/menudot3.lmp");
43	precache_file ("gfx/menudot4.lmp");
44	precache_file ("gfx/menudot5.lmp");
45	precache_file ("gfx/menudot6.lmp");
46
47	precache_file ("gfx/menuplyr.lmp");
48	precache_file ("gfx/bigbox.lmp");
49	precache_file ("gfx/dim_modm.lmp");
50	precache_file ("gfx/dim_drct.lmp");
51	precache_file ("gfx/dim_ipx.lmp");
52	precache_file ("gfx/dim_tcp.lmp");
53	precache_file ("gfx/dim_mult.lmp");
54	precache_file ("gfx/mainmenu.lmp");
55
56	precache_file ("gfx/box_tl.lmp");
57	precache_file ("gfx/box_tm.lmp");
58	precache_file ("gfx/box_tr.lmp");
59
60	precache_file ("gfx/box_ml.lmp");
61	precache_file ("gfx/box_mm.lmp");
62	precache_file ("gfx/box_mm2.lmp");
63	precache_file ("gfx/box_mr.lmp");
64
65	precache_file ("gfx/box_bl.lmp");
66	precache_file ("gfx/box_bm.lmp");
67	precache_file ("gfx/box_br.lmp");
68
69	precache_file ("gfx/sp_menu.lmp");
70	precache_file ("gfx/ttl_sgl.lmp");
71	precache_file ("gfx/ttl_main.lmp");
72	precache_file ("gfx/ttl_cstm.lmp");
73
74	precache_file ("gfx/mp_menu.lmp");
75
76	precache_file ("gfx/netmen1.lmp");
77	precache_file ("gfx/netmen2.lmp");
78	precache_file ("gfx/netmen3.lmp");
79	precache_file ("gfx/netmen4.lmp");
80	precache_file ("gfx/netmen5.lmp");
81
82	precache_file ("gfx/sell.lmp");
83
84	precache_file ("gfx/help0.lmp");
85	precache_file ("gfx/help1.lmp");
86	precache_file ("gfx/help2.lmp");
87	precache_file ("gfx/help3.lmp");
88	precache_file ("gfx/help4.lmp");
89	precache_file ("gfx/help5.lmp");
90
91	precache_file ("gfx/pause.lmp");
92	precache_file ("gfx/loading.lmp");
93
94	precache_file ("gfx/p_option.lmp");
95	precache_file ("gfx/p_load.lmp");
96	precache_file ("gfx/p_save.lmp");
97	precache_file ("gfx/p_multi.lmp");
98
99// sounds loaded by C code
100	precache_sound ("misc/menu1.wav");
101	precache_sound ("misc/menu2.wav");
102	precache_sound ("misc/menu3.wav");
103
104	precache_sound ("ambience/water1.wav");
105	precache_sound ("ambience/wind2.wav");
106
107// shareware
108	precache_file ("maps/start.bsp");
109
110	precache_file ("maps/e1m1.bsp");
111	precache_file ("maps/e1m2.bsp");
112	precache_file ("maps/e1m3.bsp");
113	precache_file ("maps/e1m4.bsp");
114	precache_file ("maps/e1m5.bsp");
115	precache_file ("maps/e1m6.bsp");
116	precache_file ("maps/e1m7.bsp");
117	precache_file ("maps/e1m8.bsp");
118
119// registered
120	precache_file2 ("gfx/pop.lmp");
121
122	precache_file2 ("maps/e2m1.bsp");
123	precache_file2 ("maps/e2m2.bsp");
124	precache_file2 ("maps/e2m3.bsp");
125	precache_file2 ("maps/e2m4.bsp");
126	precache_file2 ("maps/e2m5.bsp");
127	precache_file2 ("maps/e2m6.bsp");
128	precache_file2 ("maps/e2m7.bsp");
129
130	precache_file2 ("maps/e3m1.bsp");
131	precache_file2 ("maps/e3m2.bsp");
132	precache_file2 ("maps/e3m3.bsp");
133	precache_file2 ("maps/e3m4.bsp");
134	precache_file2 ("maps/e3m5.bsp");
135	precache_file2 ("maps/e3m6.bsp");
136	precache_file2 ("maps/e3m7.bsp");
137
138	precache_file2 ("maps/e4m1.bsp");
139	precache_file2 ("maps/e4m2.bsp");
140	precache_file2 ("maps/e4m3.bsp");
141	precache_file2 ("maps/e4m4.bsp");
142	precache_file2 ("maps/e4m5.bsp");
143	precache_file2 ("maps/e4m6.bsp");
144	precache_file2 ("maps/e4m7.bsp");
145	precache_file2 ("maps/e4m8.bsp");
146
147	precache_file2 ("maps/end.bsp");
148
149	precache_file2 ("maps/dm1.bsp");
150	precache_file2 ("maps/dm2.bsp");
151	precache_file2 ("maps/dm3.bsp");
152	precache_file2 ("maps/dm4.bsp");
153	precache_file2 ("maps/dm5.bsp");
154	precache_file2 ("maps/dm6.bsp");
155};
156
157
158entity	lastspawn;
159
160//=======================
161/*QUAKED worldspawn (0 0 0) ?
162Only used for the world entity.
163Set message to the level name.
164Set sounds to the cd track to play.
165
166World Types:
1670: medieval
1681: metal
1692: base
170*/
171//=======================
172void() worldspawn =
173{
174	lastspawn = world;
175	InitBodyQue ();
176
177// custom map attributes
178	if (self.model == "maps/e1m8.bsp")
179		cvar_set ("sv_gravity", "100");
180	else
181		cvar_set ("sv_gravity", "800");
182
183// the area based ambient sounds MUST be the first precache_sounds
184
185// player precaches
186	W_Precache ();			// get weapon precaches
187
188// sounds used from C physics code
189	precache_sound ("demon/dland2.wav");		// landing thud
190	precache_sound ("misc/h2ohit1.wav");		// landing splash
191
192// setup precaches allways needed
193	precache_sound ("items/itembk2.wav");		// item respawn sound
194	precache_sound ("player/plyrjmp8.wav");		// player jump
195	precache_sound ("player/land.wav");			// player landing
196	precache_sound ("player/land2.wav");		// player hurt landing
197	precache_sound ("player/drown1.wav");		// drowning pain
198	precache_sound ("player/drown2.wav");		// drowning pain
199	precache_sound ("player/gasp1.wav");		// gasping for air
200	precache_sound ("player/gasp2.wav");		// taking breath
201	precache_sound ("player/h2odeath.wav");		// drowning death
202
203	precache_sound ("misc/talk.wav");			// talk
204	precache_sound ("player/teledth1.wav");		// telefrag
205	precache_sound ("misc/r_tele1.wav");		// teleport sounds
206	precache_sound ("misc/r_tele2.wav");
207	precache_sound ("misc/r_tele3.wav");
208	precache_sound ("misc/r_tele4.wav");
209	precache_sound ("misc/r_tele5.wav");
210	precache_sound ("weapons/lock4.wav");		// ammo pick up
211	precache_sound ("weapons/pkup.wav");		// weapon up
212	precache_sound ("items/armor1.wav");		// armor up
213	precache_sound ("weapons/lhit.wav");		//lightning
214	precache_sound ("weapons/lstart.wav");		//lightning start
215	precache_sound ("items/damage3.wav");
216
217	precache_sound ("misc/power.wav");			//lightning for boss
218
219// player gib sounds
220	precache_sound ("player/gib.wav");			// player gib sound
221	precache_sound ("player/udeath.wav");		// player gib sound
222	precache_sound ("player/tornoff2.wav");		// gib sound
223
224// player pain sounds
225
226	precache_sound ("player/pain1.wav");
227	precache_sound ("player/pain2.wav");
228	precache_sound ("player/pain3.wav");
229	precache_sound ("player/pain4.wav");
230	precache_sound ("player/pain5.wav");
231	precache_sound ("player/pain6.wav");
232
233// player death sounds
234	precache_sound ("player/death1.wav");
235	precache_sound ("player/death2.wav");
236	precache_sound ("player/death3.wav");
237	precache_sound ("player/death4.wav");
238	precache_sound ("player/death5.wav");
239
240// ax sounds
241	precache_sound ("weapons/ax1.wav");			// ax swoosh
242	precache_sound ("player/axhit1.wav");		// ax hit meat
243	precache_sound ("player/axhit2.wav");		// ax hit world
244
245	precache_sound ("player/h2ojump.wav");		// player jumping into water
246	precache_sound ("player/slimbrn2.wav");		// player enter slime
247	precache_sound ("player/inh2o.wav");		// player enter water
248	precache_sound ("player/inlava.wav");		// player enter lava
249	precache_sound ("misc/outwater.wav");		// leaving water sound
250
251	precache_sound ("player/lburn1.wav");		// lava burn
252	precache_sound ("player/lburn2.wav");		// lava burn
253
254	precache_sound ("misc/water1.wav");			// swimming
255	precache_sound ("misc/water2.wav");			// swimming
256
257	precache_model ("progs/player.mdl");
258	precache_model ("progs/eyes.mdl");
259	precache_model ("progs/h_player.mdl");
260	precache_model ("progs/gib1.mdl");
261	precache_model ("progs/gib2.mdl");
262	precache_model ("progs/gib3.mdl");
263
264	precache_model ("progs/s_bubble.spr");	// drowning bubbles
265	precache_model ("progs/s_explod.spr");	// sprite explosion
266
267	precache_model ("progs/v_axe.mdl");
268	precache_model ("progs/v_shot.mdl");
269	precache_model ("progs/v_nail.mdl");
270	precache_model ("progs/v_rock.mdl");
271	precache_model ("progs/v_shot2.mdl");
272	precache_model ("progs/v_nail2.mdl");
273	precache_model ("progs/v_rock2.mdl");
274
275	precache_model ("progs/bolt.mdl");		// for lightning gun
276	precache_model ("progs/bolt2.mdl");		// for lightning gun
277	precache_model ("progs/bolt3.mdl");		// for boss shock
278	precache_model ("progs/lavaball.mdl");	// for testing
279
280	precache_model ("progs/missile.mdl");
281	precache_model ("progs/grenade.mdl");
282	precache_model ("progs/spike.mdl");
283	precache_model ("progs/s_spike.mdl");
284
285	precache_model ("progs/backpack.mdl");
286
287	precache_model ("progs/zom_gib.mdl");
288
289	precache_model ("progs/v_light.mdl");
290
291
292//
293// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
294//
295
296	// 0 normal
297	lightstyle(0, "m");
298
299	// 1 FLICKER (first variety)
300	lightstyle(1, "mmnmmommommnonmmonqnmmo");
301
302	// 2 SLOW STRONG PULSE
303	lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
304
305	// 3 CANDLE (first variety)
306	lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
307
308	// 4 FAST STROBE
309	lightstyle(4, "mamamamamama");
310
311	// 5 GENTLE PULSE 1
312	lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
313
314	// 6 FLICKER (second variety)
315	lightstyle(6, "nmonqnmomnmomomno");
316
317	// 7 CANDLE (second variety)
318	lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
319
320	// 8 CANDLE (third variety)
321	lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
322
323	// 9 SLOW STROBE (fourth variety)
324	lightstyle(9, "aaaaaaaazzzzzzzz");
325
326	// 10 FLUORESCENT FLICKER
327	lightstyle(10, "mmamammmmammamamaaamammma");
328
329	// 11 SLOW PULSE NOT FADE TO BLACK
330	lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
331
332	// styles 32-62 are assigned by the light program for switchable lights
333
334	// 63 testing
335	lightstyle(63, "a");
336};
337
338void() StartFrame =
339{
340	teamplay = cvar("teamplay");
341	skill = cvar("skill");
342	framecount = framecount + 1;
343};
344
345/*
346==============================================================================
347
348BODY QUE
349
350==============================================================================
351*/
352
353entity	bodyque_head;
354
355void() bodyque =
356{	// just here so spawn functions don't complain after the world
357	// creates bodyques
358};
359
360void() InitBodyQue =
361{
362	local entity	e;
363
364	bodyque_head = spawn();
365	bodyque_head.classname = "bodyque";
366	bodyque_head.owner = spawn();
367	bodyque_head.owner.classname = "bodyque";
368	bodyque_head.owner.owner = spawn();
369	bodyque_head.owner.owner.classname = "bodyque";
370	bodyque_head.owner.owner.owner = spawn();
371	bodyque_head.owner.owner.owner.classname = "bodyque";
372	bodyque_head.owner.owner.owner.owner = bodyque_head;
373};
374
375
376// make a body que entry for the given ent so the ent can be
377// respawned elsewhere
378void(entity ent) CopyToBodyQue =
379{
380	bodyque_head.angles = ent.angles;
381	bodyque_head.model = ent.model;
382	bodyque_head.modelindex = ent.modelindex;
383	bodyque_head.frame = ent.frame;
384	bodyque_head.colormap = ent.colormap;
385	bodyque_head.movetype = ent.movetype;
386	bodyque_head.velocity = ent.velocity;
387	bodyque_head.flags = 0;
388	setorigin (bodyque_head, ent.origin);
389	setsize (bodyque_head, ent.mins, ent.maxs);
390	bodyque_head = bodyque_head.owner;
391};
392
393
394