1 void() info_player_deathmatch; // needed for the other spawnpoints
2 string ColoredTeamName(float t);
4 float DistributeEvenly_amount;
5 float DistributeEvenly_totalweight;
6 void DistributeEvenly_Init(float amount, float totalweight)
8 if(DistributeEvenly_amount)
10 dprint("DistributeEvenly_Init: UNFINISHED DISTRIBUTION (", ftos(DistributeEvenly_amount), " for ");
11 dprint(ftos(DistributeEvenly_totalweight), " left!)\n");
14 DistributeEvenly_amount = 0;
16 DistributeEvenly_amount = amount;
17 DistributeEvenly_totalweight = totalweight;
19 float DistributeEvenly_Get(float weight)
24 f = floor(0.5 + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
25 DistributeEvenly_totalweight -= weight;
26 DistributeEvenly_amount -= f;
30 void move_out_of_solid_expand(entity e, vector by)
33 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
36 if(trace_fraction < 1)
39 // adjust origin in the other direction...
40 e.origin = e.origin - by * (1 - trace_fraction);
44 void move_out_of_solid(entity e)
49 traceline(o, o, MOVE_WORLDONLY, e);
52 dprint("origin is in solid too! (", vtos(o), ")");
56 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
64 move_out_of_solid_expand(e, '1 0 0' * m0_x); e.mins_x = m0_x;
65 move_out_of_solid_expand(e, '1 0 0' * m1_x); e.maxs_x = m1_x;
66 move_out_of_solid_expand(e, '0 1 0' * m0_y); e.mins_y = m0_y;
67 move_out_of_solid_expand(e, '0 1 0' * m1_y); e.maxs_y = m1_y;
68 move_out_of_solid_expand(e, '0 0 1' * m0_z); e.mins_z = m0_z;
69 move_out_of_solid_expand(e, '0 0 1' * m1_z); e.maxs_z = m1_z;
70 setorigin(e, e.origin);
72 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
75 dprint("could not get out of solid (", vtos(o), ")\n");
80 #define FOR_EACH_CLIENT(v) for(v = world; (v = findflags(v, flags, FL_CLIENT)) != world; )
81 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
82 string STR_PLAYER = "player";
83 #define FOR_EACH_PLAYER(v) for(v = world; (v = find(v, classname, STR_PLAYER)) != world; )
84 #define FOR_EACH_REALPLAYER(v) FOR_EACH_PLAYER(v) if(clienttype(v) == CLIENTTYPE_REAL)
86 // change that to actually calling strcat when running on an engine without
87 // unlimited tempstrings:
88 // string strcat1(string s) = #115; // FRIK_FILE
89 #define strcat1(s) (s)
94 void(string s) bcenterprint
96 // TODO replace by MSG_ALL (would show it to spectators too, though)?
99 if(clienttype(head) == CLIENTTYPE_REAL)
100 centerprint(head, s);
103 void(string s, float check_dangerous) ServerConsoleEcho =
106 if (checkextension("DP_SV_PRINT"))
115 ch = substring(s, 0, 1);
116 if(ch != "\"" && ch != "\r" && ch != "\n")
118 s = substring(s, 1, strlen(s) - 1);
129 void(string s, float check_dangerous) GameLogEcho =
134 if(cvar("sv_eventlog_files"))
139 matches = cvar("sv_eventlog_files_counter") + 1;
140 cvar_set("sv_eventlog_files_counter", ftos(matches));
143 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
144 fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
145 logfile = fopen(fn, FILE_APPEND);
148 fputs(logfile, strcat(s, "\n"));
150 if(cvar("sv_eventlog_console"))
152 ServerConsoleEcho(s, check_dangerous);
159 // will be opened later
162 void() GameLogClose =
164 if(logfile_open && logfile >= 0)
171 void relocate_spawnpoint()
173 // nudge off the floor
174 setorigin(self, self.origin + '0 0 1');
176 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
177 if (trace_startsolid)
179 objerror("player spawn point in solid, mapper sucks!\n");
183 if(cvar("g_spawnpoints_autodrop"))
185 setsize(self, PL_MIN, PL_MAX);
190 #define strstr strstrofs
192 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
193 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
194 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
195 // BE CONSTANT OR strzoneD!
196 float(string haystack, string needle, float offset) strstr =
200 len = strlen(needle);
201 endpos = strlen(haystack) - len;
202 while(offset <= endpos)
204 found = substring(haystack, offset, len);
213 float NUM_NEAREST_ENTITIES = 4;
214 entity nearest_entity[NUM_NEAREST_ENTITIES];
215 float nearest_length[NUM_NEAREST_ENTITIES];
216 entity(vector point, .string field, string value, vector axismod) findnearest =
227 localhead = find(world, field, value);
230 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
231 dist = localhead.oldorigin;
233 dist = localhead.origin;
235 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
238 for(i = 0; i < num_nearest; ++i)
240 if(len < nearest_length[i])
244 // now i tells us where to insert at
245 // INSERTION SORT! YOU'VE SEEN IT! RUN!
246 if(i < NUM_NEAREST_ENTITIES)
248 for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
250 nearest_length[j + 1] = nearest_length[j];
251 nearest_entity[j + 1] = nearest_entity[j];
253 nearest_length[i] = len;
254 nearest_entity[i] = localhead;
255 if(num_nearest < NUM_NEAREST_ENTITIES)
256 num_nearest = num_nearest + 1;
259 localhead = find(localhead, field, value);
262 // now use the first one from our list that we can see
263 for(i = 0; i < num_nearest; ++i)
265 traceline(point, nearest_entity[i].origin, TRUE, world);
266 if(trace_fraction == 1)
270 dprint("Nearest point (");
271 dprint(nearest_entity[0].netname);
272 dprint(") is not visible, using a visible one.\n");
274 return nearest_entity[i];
281 dprint("Not seeing any location point, using nearest as fallback.\n");
283 dprint("Candidates were: ");
284 for(j = 0; j < num_nearest; ++j)
288 dprint(nearest_entity[j].netname);
293 return nearest_entity[0];
296 void() target_location =
298 self.classname = "target_location";
299 // location name in netname
300 // eventually support: count, teamgame selectors, line of sight?
303 void() info_location =
305 self.classname = "target_location";
306 self.message = self.netname;
309 string NearestLocation(vector p)
314 loc = findnearest(p, classname, "target_location", '1 1 1');
321 loc = findnearest(p, target, "###item###", '1 1 4');
328 string(string msg) formatmessage =
335 msg_save = strzone(msg);
341 break; // too many replacements
343 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
346 replacement = substring(msg_save, p, 2);
347 escape = substring(msg_save, p + 1, 1);
350 else if(escape == "a")
351 replacement = ftos(floor(self.armorvalue));
352 else if(escape == "h")
353 replacement = ftos(floor(self.health));
354 else if(escape == "l")
355 replacement = NearestLocation(self.origin);
356 else if(escape == "y")
357 replacement = NearestLocation(self.cursor_trace_endpos);
358 else if(escape == "d")
359 replacement = NearestLocation(self.death_origin);
360 else if(escape == "w")
365 wep = self.switchweapon;
368 replacement = W_Name(wep);
370 else if(escape == "W")
372 if(self.items & IT_SHELLS) replacement = "shells";
373 else if(self.items & IT_NAILS) replacement = "bullets";
374 else if(self.items & IT_ROCKETS) replacement = "rockets";
375 else if(self.items & IT_CELLS) replacement = "cells";
376 else replacement = "batteries"; // ;)
378 else if(escape == "x")
380 replacement = self.cursor_trace_ent.netname;
381 if(!replacement || !self.cursor_trace_ent)
382 replacement = "nothing";
384 else if(escape == "p")
386 if(self.last_selected_player)
387 replacement = self.last_selected_player.netname;
389 replacement = "(nobody)";
391 msg = strcat(substring(msg_save, 0, p), replacement);
392 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
394 msg_save = strzone(msg);
397 msg = strcat(msg_save, "");
408 >0: receives a cvar from name=argv(f) value=argv(f+1)
410 void GetCvars_handleString(float f, .string field, string name)
415 strunzone(self.field);
422 strunzone(self.field);
423 self.field = strzone(argv(f + 1));
427 stuffcmd(self, strcat("sendcvar ", name, "\n"));
429 void GetCvars_handleFloat(float f, .float field, string name)
437 self.field = stof(argv(f + 1));
440 stuffcmd(self, strcat("sendcvar ", name, "\n"));
442 void GetCvars(float f)
444 GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
445 GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
446 GetCvars_handleFloat(f, cvar_cl_zoomfactor, "cl_zoomfactor");
447 GetCvars_handleFloat(f, cvar_cl_zoomspeed, "cl_zoomspeed");
448 GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
449 GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
450 GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
451 GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
452 GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
453 GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
456 float fexists(string f)
459 fh = fopen(f, FILE_READ);
466 void backtrace(string msg)
469 dev = cvar("developer");
470 cvar_set("developer", "1");
472 dprint("--- CUT HERE ---\nWARNING: ");
475 remove(world); // isn't there any better way to cause a backtrace?
476 dprint("\n--- CUT UNTIL HERE ---\n");
477 cvar_set("developer", ftos(dev));
480 void DistributeFragsAmongTeam(entity p, float targetteam, float factor)
491 // p.frags = 0; // do not harm the new team!
492 // return; // won't distribute negative scores
498 f = ceil(factor * p.frags);
499 p.frags = p.frags - f;
502 FOR_EACH_PLAYER(head)
504 if(head.team == targetteam)
510 DistributeEvenly_Init(f, nTeam);
512 FOR_EACH_PLAYER(head)
514 if(head.team == targetteam)
515 head.frags = head.frags + DistributeEvenly_Get(1);
518 string Team_ColorCode(float teamid)
520 if(teamid == COLOR_TEAM1)
522 else if(teamid == COLOR_TEAM2)
524 else if(teamid == COLOR_TEAM3)
526 else if(teamid == COLOR_TEAM4)
531 string Team_ColorName(float t)
533 // fixme: Search for team entities and get their .netname's!
544 string Team_ColorNameLowerCase(float t)
546 // fixme: Search for team entities and get their .netname's!
559 string decolorize(string s)
568 ch1 = substring(s, 0, 1);
569 ch2 = substring(s, 1, 1);
574 out = strcat(out, "^^");
598 out = strcat(out, "^^");
600 s = substring(s, n, strlen(s) - n);
604 s = substring(s, 1, strlen(s) - 1);
605 out = strcat(out, ch1);
610 #define strdecolorize(s) decolorize(s)
611 #define strlennocol(s) strlen(decolorize(s))
614 #define CENTERPRIO_POINT 1
615 #define CENTERPRIO_SPAM 2
616 #define CENTERPRIO_REBALANCE 2
617 #define CENTERPRIO_VOTE 4
618 #define CENTERPRIO_NORMAL 5
619 #define CENTERPRIO_MAPVOTE 9
620 #define CENTERPRIO_ADMIN 99
621 .float centerprint_priority;
622 .float centerprint_expires;
623 void centerprint_atprio(entity e, float prio, string s)
625 if(intermission_running)
626 if(prio < CENTERPRIO_MAPVOTE)
628 if(time > e.centerprint_expires)
629 e.centerprint_priority = 0;
630 if(prio >= e.centerprint_priority)
632 e.centerprint_priority = prio;
633 e.centerprint_expires = time + e.cvar_scr_centertime;
634 centerprint_builtin(e, s);
637 void centerprint_expire(entity e, float prio)
639 if(prio == e.centerprint_priority)
641 e.centerprint_priority = 0;
642 centerprint_builtin(e, "");
645 void centerprint(entity e, string s)
647 centerprint_atprio(e, CENTERPRIO_NORMAL, s);
652 // decolorizes and team colors the player name when needed
653 string playername(entity p)
656 if(teams_matter && !intermission_running && p.classname == "player")
658 t = Team_ColorCode(p.team);
659 return strcat(t, strdecolorize(p.netname));
665 vector(vector m1, vector m2) randompos =
669 v_x = m2_x * random() + m1_x;
670 v_y = m2_y * random() + m1_y;
671 v_z = m2_z * random() + m1_z;
675 // requires that m2>m1 in all coordinates, and that m4>m3
676 float(vector m1, vector m2, vector m3, vector m4) boxesoverlap = {return m2_x >= m3_x && m1_x <= m4_x && m2_y >= m3_y && m1_y <= m4_y && m2_z >= m3_z && m1_z <= m4_z;};
678 // requires the same, but is a stronger condition
679 float(vector smins, vector smaxs, vector bmins, vector bmaxs) boxinsidebox = {return smins_x >= bmins_x && smaxs_x <= bmaxs_x && smins_y >= bmins_y && smaxs_y <= bmaxs_y && smins_z >= bmins_z && smaxs_z <= bmaxs_z;};
681 float g_pickup_shells;
682 float g_pickup_shells_max;
683 float g_pickup_nails;
684 float g_pickup_nails_max;
685 float g_pickup_rockets;
686 float g_pickup_rockets_max;
687 float g_pickup_cells;
688 float g_pickup_cells_max;
689 float g_pickup_armorsmall;
690 float g_pickup_armorsmall_max;
691 float g_pickup_armormedium;
692 float g_pickup_armormedium_max;
693 float g_pickup_armorlarge;
694 float g_pickup_armorlarge_max;
695 float g_pickup_healthsmall;
696 float g_pickup_healthsmall_max;
697 float g_pickup_healthmedium;
698 float g_pickup_healthmedium_max;
699 float g_pickup_healthlarge;
700 float g_pickup_healthlarge_max;
701 float g_pickup_healthmega;
702 float g_pickup_healthmega_max;
705 float start_switchweapon;
706 float start_ammo_shells;
707 float start_ammo_nails;
708 float start_ammo_rockets;
709 float start_ammo_cells;
711 float start_armorvalue;
713 void readlevelcvars(void)
715 sv_cheats = cvar("sv_cheats");
716 g_cloaked = cvar("g_cloaked");
717 g_footsteps = cvar("g_footsteps");
718 g_grappling_hook = cvar("g_grappling_hook");
719 g_instagib = cvar("g_instagib");
720 g_laserguided_missile = cvar("g_laserguided_missile");
721 g_midair = cvar("g_midair");
722 g_minstagib = cvar("g_minstagib");
723 g_nixnex = cvar("g_nixnex");
724 g_nixnex_with_laser = cvar("g_nixnex_with_laser");
725 g_norecoil = cvar("g_norecoil");
726 g_rocketarena = cvar("g_rocketarena");
727 g_vampire = cvar("g_vampire");
729 g_pickup_shells = cvar("g_pickup_shells");
730 g_pickup_shells_max = cvar("g_pickup_shells_max");
731 g_pickup_nails = cvar("g_pickup_nails");
732 g_pickup_nails_max = cvar("g_pickup_nails_max");
733 g_pickup_rockets = cvar("g_pickup_rockets");
734 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
735 g_pickup_cells = cvar("g_pickup_cells");
736 g_pickup_cells_max = cvar("g_pickup_cells_max");
737 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
738 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
739 g_pickup_armormedium = cvar("g_pickup_armormedium");
740 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
741 g_pickup_armorlarge = cvar("g_pickup_armorlarge");
742 g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max");
743 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
744 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
745 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
746 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
747 g_pickup_healthlarge = cvar("g_pickup_healthlarge");
748 g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max");
749 g_pickup_healthmega = cvar("g_pickup_healthmega");
750 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
752 // initialize starting values for players
754 start_switchweapon = 0;
755 start_ammo_shells = 0;
756 start_ammo_nails = 0;
757 start_ammo_rockets = 0;
758 start_ammo_cells = 0;
759 start_health = cvar("g_balance_health_start");
760 start_armorvalue = cvar("g_balance_armor_start");
764 start_items = IT_NEX;
765 start_switchweapon = WEP_NEX;
766 weapon_action(start_switchweapon, WR_PRECACHE);
767 start_ammo_cells = 999;
769 else if(g_rocketarena)
771 start_items = IT_ROCKET_LAUNCHER;
772 start_switchweapon = WEP_ROCKET_LAUNCHER;
773 weapon_action(start_switchweapon, WR_PRECACHE);
774 start_ammo_rockets = 999;
779 // will be done later
784 start_armorvalue = 0;
785 start_items = IT_NEX;
786 start_switchweapon = WEP_NEX;
787 weapon_action(start_switchweapon, WR_PRECACHE);
788 start_ammo_cells = cvar("g_minstagib_ammo_start");
789 g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
795 start_ammo_shells = cvar("g_lms_start_ammo_shells");
796 start_ammo_nails = cvar("g_lms_start_ammo_nails");
797 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
798 start_ammo_cells = cvar("g_lms_start_ammo_cells");
799 start_health = cvar("g_lms_start_health");
800 start_armorvalue = cvar("g_lms_start_armor");
802 else if (cvar("g_use_ammunition")) {
803 start_ammo_shells = cvar("g_start_ammo_shells");
804 start_ammo_nails = cvar("g_start_ammo_nails");
805 start_ammo_rockets = cvar("g_start_ammo_rockets");
806 start_ammo_cells = cvar("g_start_ammo_cells");
808 start_ammo_shells = cvar("g_pickup_shells_max");
809 start_ammo_nails = cvar("g_pickup_nails_max");
810 start_ammo_rockets = cvar("g_pickup_rockets_max");
811 start_ammo_cells = cvar("g_pickup_cells_max");
814 if (cvar("g_start_weapon_laser") || g_lms)
816 start_items = start_items | IT_LASER;
817 start_switchweapon = WEP_LASER;
818 weapon_action(start_switchweapon, WR_PRECACHE);
820 if (cvar("g_start_weapon_shotgun") || g_lms)
822 start_items = start_items | IT_SHOTGUN;
823 start_switchweapon = WEP_SHOTGUN;
824 weapon_action(start_switchweapon, WR_PRECACHE);
826 if (cvar("g_start_weapon_uzi") || g_lms)
828 start_items = start_items | IT_UZI;
829 start_switchweapon = WEP_UZI;
830 weapon_action(start_switchweapon, WR_PRECACHE);
832 if (cvar("g_start_weapon_grenadelauncher") || g_lms)
834 start_items = start_items | IT_GRENADE_LAUNCHER;
835 start_switchweapon = WEP_GRENADE_LAUNCHER;
836 weapon_action(start_switchweapon, WR_PRECACHE);
838 if (cvar("g_start_weapon_electro") || g_lms)
840 start_items = start_items | IT_ELECTRO;
841 start_switchweapon = WEP_ELECTRO;
842 weapon_action(start_switchweapon, WR_PRECACHE);
844 if (cvar("g_start_weapon_crylink") || g_lms)
846 start_items = start_items | IT_CRYLINK;
847 start_switchweapon = WEP_CRYLINK;
848 weapon_action(start_switchweapon, WR_PRECACHE);
850 if (cvar("g_start_weapon_nex") || g_lms)
852 start_items = start_items | IT_NEX;
853 start_switchweapon = WEP_NEX;
854 weapon_action(start_switchweapon, WR_PRECACHE);
856 if (cvar("g_start_weapon_hagar") || g_lms)
858 start_items = start_items | IT_HAGAR;
859 start_switchweapon = WEP_HAGAR;
860 weapon_action(start_switchweapon, WR_PRECACHE);
862 if (cvar("g_start_weapon_rocketlauncher") || g_lms)
864 start_items = start_items | IT_ROCKET_LAUNCHER;
865 start_switchweapon = WEP_ROCKET_LAUNCHER;
866 weapon_action(start_switchweapon, WR_PRECACHE);
872 // TODO sound pack system
875 string precache_sound_builtin (string s) = #19;
876 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
877 string precache_sound(string s)
879 return precache_sound_builtin(strcat(soundpack, s));
881 void play2(entity e, string filename)
883 stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
885 void sound(entity e, float chan, string samp, float vol, float atten)
887 sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
891 string precache_sound (string s) = #19;
892 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
893 void play2(entity e, string filename)
895 stuffcmd(e, strcat("play2 ", filename, "\n"));
898 void play2team(float t, string filename)
901 FOR_EACH_REALPLAYER(head)
904 play2(head, filename);
908 void PrecachePlayerSounds(string f);
909 void precache_all_models(string pattern)
911 float globhandle, i, n;
914 globhandle = search_begin(pattern, TRUE, FALSE);
917 n = search_getsize(globhandle);
918 for(i = 0; i < n; ++i)
920 //print(search_getfilename(globhandle, i), "\n");
921 f = search_getfilename(globhandle, i);
923 PrecachePlayerSounds(strcat(f, ".sounds"));
925 search_end(globhandle);
930 // gamemode related things
931 precache_model ("models/misc/chatbubble.spr");
932 precache_model ("models/misc/teambubble.spr");
935 precache_model ("models/runematch/curse.mdl");
936 precache_model ("models/runematch/rune.mdl");
939 // Precache all player models if desired
940 if (cvar("sv_precacheplayermodels"))
942 PrecachePlayerSounds("sound/player/default.sounds");
943 precache_all_models("models/player/*.zym");
944 precache_all_models("models/player/*.dpm");
945 precache_all_models("models/player/*.md3");
946 precache_all_models("models/player/*.psk");
947 //precache_model("models/player/carni.zym");
948 //precache_model("models/player/crash.zym");
949 //precache_model("models/player/grunt.zym");
950 //precache_model("models/player/headhunter.zym");
951 //precache_model("models/player/insurrectionist.zym");
952 //precache_model("models/player/jeandarc.zym");
953 //precache_model("models/player/lurk.zym");
954 //precache_model("models/player/lycanthrope.zym");
955 //precache_model("models/player/marine.zym");
956 //precache_model("models/player/nexus.zym");
957 //precache_model("models/player/pyria.zym");
958 //precache_model("models/player/shock.zym");
959 //precache_model("models/player/skadi.zym");
960 //precache_model("models/player/specop.zym");
961 //precache_model("models/player/visitant.zym");
966 precache_sound ("misc/footstep01.wav");
967 precache_sound ("misc/footstep02.wav");
968 precache_sound ("misc/footstep03.wav");
969 precache_sound ("misc/footstep04.wav");
970 precache_sound ("misc/footstep05.wav");
971 precache_sound ("misc/footstep06.wav");
974 // gore and miscellaneous sounds
975 //precache_sound ("misc/h2ohit.wav");
976 precache_model ("models/gibs/bloodyskull.md3");
977 precache_model ("models/gibs/chunk.mdl");
978 precache_model ("models/gibs/eye.md3");
979 precache_model ("models/gibs/gib1.md3");
980 precache_model ("models/gibs/gib1.mdl");
981 precache_model ("models/gibs/gib2.mdl");
982 precache_model ("models/gibs/gib3.mdl");
983 precache_model ("models/gibs/gib5.md3");
984 precache_model ("models/hook.md3");
985 precache_sound ("misc/armorimpact.wav");
986 precache_sound ("misc/bodyimpact1.wav");
987 precache_sound ("misc/bodyimpact2.wav");
988 precache_sound ("misc/gib.wav");
989 precache_sound ("misc/gib_splat01.wav");
990 precache_sound ("misc/gib_splat02.wav");
991 precache_sound ("misc/gib_splat03.wav");
992 precache_sound ("misc/gib_splat04.wav");
993 precache_sound ("misc/hit.wav");
994 precache_sound ("misc/hitground1.wav");
995 precache_sound ("misc/hitground2.wav");
996 precache_sound ("misc/hitground3.wav");
997 precache_sound ("misc/hitground4.wav");
998 precache_sound ("misc/null.wav");
999 precache_sound ("misc/spawn.wav");
1000 precache_sound ("misc/talk.wav");
1001 precache_sound ("misc/teleport.wav");
1002 precache_sound ("player/lava.wav");
1003 precache_sound ("player/slime.wav");
1005 // announcer sounds - male
1006 //precache_sound ("announcer/male/electrobitch.wav");
1007 precache_sound ("announcer/male/03kills.wav");
1008 precache_sound ("announcer/male/05kills.wav");
1009 precache_sound ("announcer/male/10kills.wav");
1010 precache_sound ("announcer/male/15kills.wav");
1011 precache_sound ("announcer/male/20kills.wav");
1012 precache_sound ("announcer/male/25kills.wav");
1013 precache_sound ("announcer/male/30kills.wav");
1014 precache_sound ("announcer/male/botlike.wav");
1015 precache_sound ("announcer/male/yoda.wav");
1017 // announcer sounds - robotic
1018 precache_sound ("announcer/robotic/1fragleft.wav");
1019 precache_sound ("announcer/robotic/1minuteremains.wav");
1020 precache_sound ("announcer/robotic/2fragsleft.wav");
1021 precache_sound ("announcer/robotic/3fragsleft.wav");
1024 precache_sound ("announcer/robotic/lastsecond.wav");
1025 precache_sound ("announcer/robotic/narrowly.wav");
1026 precache_sound ("announcer/robotic/1.wav");
1027 precache_sound ("announcer/robotic/2.wav");
1028 precache_sound ("announcer/robotic/3.wav");
1029 precache_sound ("announcer/robotic/4.wav");
1030 precache_sound ("announcer/robotic/5.wav");
1031 precache_sound ("announcer/robotic/6.wav");
1032 precache_sound ("announcer/robotic/7.wav");
1033 precache_sound ("announcer/robotic/8.wav");
1034 precache_sound ("announcer/robotic/9.wav");
1035 precache_sound ("announcer/robotic/10.wav");
1038 // common weapon precaches
1039 precache_sound ("weapons/weapon_switch.wav");
1040 precache_sound ("weapons/weaponpickup.wav");
1041 if (cvar("g_grappling_hook"))
1043 precache_sound ("weapons/hook_fire.wav"); // hook
1044 precache_sound ("weapons/hook_impact.wav"); // hook
1047 if (cvar("sv_precacheweapons") || g_nixnex)
1049 //precache weapon models/sounds
1052 while (wep <= WEP_LAST)
1054 weapon_action(wep, WR_PRECACHE);
1059 // plays music for the level if there is any
1062 precache_sound (self.noise);
1063 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);