7 game = cvar ("gamecfg"); // load game options
9 // Precache all player models
10 // Workaround for "invisible players"
11 precache_model("models/player/carni.zym");
12 precache_model("models/player/crash.zym");
13 precache_model("models/player/grunt.zym");
14 precache_model("models/player/headhunter.zym");
15 precache_model("models/player/insurrectionist.zym");
16 precache_model("models/player/jeandarc.zym");
17 precache_model("models/player/lurk.zym");
18 precache_model("models/player/lycanthrope.zym");
19 precache_model("models/player/marine.zym");
20 precache_model("models/player/nexus.zym");
21 precache_model("models/player/pyria.zym");
22 precache_model("models/player/shock.zym");
23 precache_model("models/player/skadi.zym");
24 precache_model("models/player/specop.zym");
25 precache_model("models/player/visitant.zym");
27 //precache_model ("progs/beam.mdl");
28 precache_model ("models/bullet.mdl");
29 precache_model ("models/casing_bronze.mdl");
30 precache_model ("models/casing_shell.mdl");
31 precache_model ("models/casing_steel.mdl");
32 precache_model ("models/ebomb.mdl");
33 precache_model ("models/elaser.mdl");
34 precache_model ("models/flash.md3");
35 precache_model ("models/gibs/bloodyskull.md3");
36 precache_model ("models/gibs/chunk.mdl");
37 precache_model ("models/gibs/eye.md3");
38 precache_model ("models/gibs/gib1.md3");
39 precache_model ("models/gibs/gib2.md3");
40 precache_model ("models/gibs/gib3.md3");
41 precache_model ("models/gibs/gib4.md3");
42 precache_model ("models/gibs/gib5.md3");
43 precache_model ("models/gibs/gib6.md3");
44 precache_model ("models/grenademodel.md3");
45 precache_model ("models/hagarmissile.mdl");
46 precache_model ("models/items/a_bullets.mdl");
47 precache_model ("models/items/a_cells.md3");
48 precache_model ("models/items/a_rockets.md3");
49 precache_model ("models/items/a_shells.md3");
50 precache_model ("models/items/g_a1.md3");
51 precache_model ("models/items/g_a25.md3");
52 precache_model ("models/items/g_h1.md3");
53 precache_model ("models/items/g_h25.md3");
54 precache_model ("models/items/g_h100.md3");
55 precache_model ("models/items/g_invincible.md3");
56 precache_model ("models/items/g_strength.md3");
57 precache_model ("models/laser.mdl");
58 precache_model ("models/misc/chatbubble.spr");
59 precache_model ("models/nexflash.md3");
60 precache_model ("models/plasma.mdl");
61 precache_model ("models/plasmatrail.mdl");
62 precache_model ("models/rocket.md3");
63 precache_model ("models/sprites/grenadeexplosion.spr32");
64 precache_model ("models/sprites/hagarexplosion.spr32");
65 precache_model ("models/sprites/muzzleflash.spr32");
66 //precache_model ("models/sprites/plasmahitwall.spr32");
67 //precache_model ("models/sprites/plasmashot.spr32");
68 precache_model ("models/sprites/rocketexplosion.spr32");
69 precache_model ("models/tracer.mdl");
70 precache_model ("models/uziflash.md3");
71 precache_model ("models/weapons/g_crylink.md3");
72 precache_model ("models/weapons/g_electro.md3");
73 precache_model ("models/weapons/g_gl.md3");
74 precache_model ("models/weapons/g_hagar.md3");
75 precache_model ("models/weapons/g_nex.md3");
76 precache_model ("models/weapons/g_rl.md3");
77 precache_model ("models/weapons/g_shotgun.md3");
78 precache_model ("models/weapons/g_uzi.md3");
79 precache_model ("models/weapons/v_crylink.md3");
80 precache_model ("models/weapons/v_electro.md3");
81 precache_model ("models/weapons/v_gl.md3");
82 precache_model ("models/weapons/v_hagar.md3");
83 precache_model ("models/weapons/v_laser.md3");
84 precache_model ("models/weapons/v_nex.md3");
85 precache_model ("models/weapons/v_rl.md3");
86 precache_model ("models/weapons/v_shotgun.md3");
87 precache_model ("models/weapons/v_uzi.md3");
88 precache_model ("models/weapons/w_crylink.zym");
89 precache_model ("models/weapons/w_electro.zym");
90 precache_model ("models/weapons/w_gl.zym");
91 precache_model ("models/weapons/w_hagar.zym");
92 precache_model ("models/weapons/w_laser.zym");
93 precache_model ("models/weapons/w_nex.zym");
94 precache_model ("models/weapons/w_rl.zym");
95 precache_model ("models/weapons/w_shotgun.zym");
96 precache_model ("models/weapons/w_uzi.zym");
97 precache_sound ("announcer/1fragleft.wav");
98 precache_sound ("announcer/1minuteremains.wav");
99 precache_sound ("announcer/2fragsleft.wav");
100 precache_sound ("announcer/3fragsleft.wav");
101 precache_sound ("announcer/welcometonexuiz.wav");
102 precache_sound ("misc/armor1.wav");
103 precache_sound ("misc/armor25.wav");
104 precache_sound ("misc/armorimpact.wav");
105 precache_sound ("misc/bodyimpact1.wav");
106 precache_sound ("misc/bodyimpact2.wav");
107 precache_sound ("misc/gib.wav");
108 precache_sound ("misc/gib_splat01.wav");
109 precache_sound ("misc/gib_splat02.wav");
110 precache_sound ("misc/gib_splat03.wav");
111 precache_sound ("misc/gib_splat04.wav");
112 //precache_sound ("misc/h2ohit.wav");
113 precache_sound ("misc/hit.wav");
114 precache_sound ("misc/hitground1.wav");
115 precache_sound ("misc/hitground2.wav");
116 precache_sound ("misc/hitground3.wav");
117 precache_sound ("misc/hitground4.wav");
118 precache_sound ("misc/itempickup.wav");
119 precache_sound ("misc/itemrespawn.wav");
120 precache_sound ("misc/jumppad.wav");
121 precache_sound ("misc/mediumhealth.wav");
122 precache_sound ("misc/megahealth.wav");
123 precache_sound ("misc/minihealth.wav");
124 precache_sound ("misc/powerup.wav");
125 precache_sound ("misc/talk.wav");
126 precache_sound ("misc/teleport.wav");
127 precache_sound ("plats/medplat1.wav");
128 precache_sound ("plats/medplat2.wav");
129 precache_sound ("player/lava.wav");
130 precache_sound ("player/slime.wav");
131 precache_sound ("weapons/crylink.wav");
132 precache_sound ("weapons/crylink2.wav");
133 precache_sound ("weapons/electro_fire.wav");
134 precache_sound ("weapons/electro_fly.wav");
135 precache_sound ("weapons/electro_impact.wav");
136 precache_sound ("weapons/grenade_bounce.wav");
137 precache_sound ("weapons/grenade_fire.wav");
138 precache_sound ("weapons/grenade_impact.wav");
139 precache_sound ("weapons/hagar_fire.wav");
140 precache_sound ("weapons/hagexp1.wav");
141 precache_sound ("weapons/hagexp2.wav");
142 precache_sound ("weapons/hagexp3.wav");
143 precache_sound ("weapons/lasergun_fire.wav");
144 precache_sound ("weapons/laserimpact.wav");
145 precache_sound ("weapons/nexfire.wav");
146 precache_sound ("weapons/neximpact.wav");
147 precache_sound ("weapons/ric1.wav");
148 precache_sound ("weapons/ric2.wav");
149 precache_sound ("weapons/ric3.wav");
150 precache_sound ("weapons/rocket_fire.wav");
151 precache_sound ("weapons/rocket_fly.wav");
152 precache_sound ("weapons/rocket_impact.wav");
153 precache_sound ("weapons/shotgun_fire.wav");
154 precache_sound ("weapons/tink1.wav");
155 precache_sound ("weapons/uzi_fire.wav");
156 precache_sound ("weapons/weapon_switch.wav");
157 precache_sound ("weapons/weaponpickup.wav");
161 // plays music for the level if there is any
164 precache_sound (self.noise);
165 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
171 // 1 FLICKER (first variety)
172 lightstyle(1, "mmnmmommommnonmmonqnmmo");
174 // 2 SLOW STRONG PULSE
175 lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
177 // 3 CANDLE (first variety)
178 lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
181 lightstyle(4, "mamamamamama");
184 lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
186 // 6 FLICKER (second variety)
187 lightstyle(6, "nmonqnmomnmomomno");
189 // 7 CANDLE (second variety)
190 lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
192 // 8 CANDLE (third variety)
193 lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
195 // 9 SLOW STROBE (fourth variety)
196 lightstyle(9, "aaaaaaaazzzzzzzz");
198 // 10 FLUORESCENT FLICKER
199 lightstyle(10, "mmamammmmammamamaaamammma");
201 // 11 SLOW PULSE NOT FADE TO BLACK
202 lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
204 // styles 32-62 are assigned by the light program for switchable lights
209 if (cvar("g_domination"))
219 // reads and alters data/maplist.cfg (sliding it one line), and returns a
220 // strzoned string containing the next map
221 #define MAPLIST "maplist.cfg"
222 string() Nex_RotateMapList =
225 local string lNextMap;
226 local string lCurrentMap;
227 local string lBuffer;
229 lHandle = fopen( MAPLIST, FILE_READ );
232 // restart the current map if no other map is not found
233 return strzone( mapname );
236 // get the first line that will be moved to the end later
237 lCurrentMap = strzone( fgets( lHandle ) );
240 // restart the current map if no other map is not found
241 return strzone( mapname );
244 // now get the second line which is the map that should be loaded next
245 lBuffer = fgets( lHandle );
246 // if there isnt a second line, nothing needs to be rotated
249 strunzone( lCurrentMap );
250 // restart the current map if no other map is not found
251 return strzone( mapname );
254 // since lBuffer holds the next map, it is assigned to nextmap
255 lNextMap = strzone( lBuffer );
257 // since fgets uses its own buffer we need to move lBuffer to a tempstring
258 // before reading the next line (or lBuffer will be lost)
259 lBuffer = strcat( lBuffer );
261 // read in the rest of the list
265 lLine = fgets( lHandle );
270 lBuffer = strcat( lBuffer, "\n", lLine );
273 lBuffer = strcat( lBuffer, "\n", lCurrentMap );
275 // dismiss lCurrentmap now
276 strunzone( lCurrentMap );
278 // and close the file handle
281 // open the maplist for output this one
282 lHandle = fopen( MAPLIST, FILE_WRITE );
284 // this shouldnt happen!
285 // print a warning/error message
286 dprint( "Couldn't open ", MAPLIST, " for output!\n" );
288 strunzone( lNextMap );
290 // we return the currently running map
291 return strzone( mapname );
294 fputs( lHandle, lBuffer );
302 float intermission_running;
303 float intermission_exittime;
304 float alreadychangedlevel;
309 //local string nextmap;
310 //local float n, nummaps;
312 if (alreadychangedlevel)
314 alreadychangedlevel = TRUE;
315 if (cvar("samelevel")) // if samelevel is set, stay on same level
316 changelevel (mapname);
320 local float lCurrent;
323 lSize = tokenize( cvar_string( "g_maplist" ) );
324 lCurrent = cvar( "g_maplist_index" );
326 lCurrent = lCurrent + 1;
327 if( lCurrent >= lSize ) {
331 cvar_set( "g_maplist_index", ftos( lCurrent ) );
332 changelevel( argv( lCurrent ) );
340 // restart current map if no cycle is found
341 nextmap = strzone(mapname);
342 fh = fopen("maplist.cfg", FILE_READ);
348 if (nextmap == mapname)
351 nextmap = strzone(line);
361 nextmap = strzone(line);
367 changelevel (nextmap);
368 strunzone(nextmap);*/
371 //nextmap = Nex_RotateMapList();
372 //changelevel (nextmap);
373 //strunzone (nextmap);
376 s = cvar_string("g_maplist");
377 nummaps = tokenize(s);
378 // if no map list, restart current one
385 if (argv(n) == mapname)
394 changelevel (nextmap);
404 When the player presses attack or jump, change to the next level
407 void() IntermissionThink =
409 if (time < intermission_exittime)
412 if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
422 Returns the entity to view from
426 entity() FindIntermission =
431 // look for info_intermission first
432 spot = find (world, classname, "info_intermission");
434 { // pick a random one
438 spot = find (spot, classname, "info_intermission");
440 spot = find (spot, classname, "info_intermission");
446 // then look for the start position
447 spot = find (world, classname, "info_player_start");
451 // testinfo_player_start is only found in regioned levels
452 spot = find (world, classname, "testplayerstart");
456 // then look for the start position
457 spot = find (world, classname, "info_player_deathmatch");
461 //objerror ("FindIntermission: no spot");
467 ===============================================================================
471 ===============================================================================
475 go to the next level for deathmatch
476 only called if a time or frag limit has expired
482 intermission_running = 1;
484 // enforce a wait time before allowing changelevel
485 intermission_exittime = time + 5;
487 WriteByte (MSG_ALL, SVC_CDTRACK);
488 WriteByte (MSG_ALL, 3);
489 WriteByte (MSG_ALL, 3);
491 //pos = FindIntermission ();
493 other = find (world, classname, "player");
494 while (other != world)
496 //other.nextthink = time + 0.5;
497 other.takedamage = DAMAGE_NO;
498 other.solid = SOLID_NOT;
499 other.movetype = MOVETYPE_NONE;
500 other.angles = other.v_angle;
501 other.angles_x = other.angles_x * -1;
505 other.modelindex = 0;
506 other.weaponentity = world; // remove weapon model
507 other.view_ofs = '0 0 0';
508 other.angles = other.v_angle = pos.mangle;
511 other.angles = other.v_angle = pos.angles;
512 other.v_angle_x = other.v_angle_x * -1;
514 other.fixangle = TRUE; // turn this way immediately
515 setorigin (other, pos.origin);
518 other = find (other, classname, "player");
521 WriteByte (MSG_ALL, SVC_INTERMISSION);
528 Exit deathmatch games upon conditions
531 void() CheckRules_Player =
533 local float fraglimit;
535 if (gameover) // someone else quit the game already
538 fraglimit = cvar("fraglimit");
539 if (fraglimit && self.frags >= fraglimit)
546 float checkrules_oneminutewarning;
547 float checkrules_leaderfrags;
548 entity checkrules_leader;
554 Exit deathmatch games upon conditions
557 void() CheckRules_World =
559 local float timelimit;
560 local float fraglimit;
561 local float checkrules_oldleaderfrags;
562 local entity checkrules_oldleader;
565 if (intermission_running)
566 if (time >= intermission_exittime + 60)
572 if (gameover) // someone else quit the game already
575 timelimit = cvar("timelimit") * 60;
576 fraglimit = cvar("fraglimit");
578 if (timelimit && time >= timelimit)
584 if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
586 checkrules_oneminutewarning = TRUE;
587 sound(world, CHAN_AUTO, "announcer/1minuteremains.wav", 1, ATTN_NONE);
590 checkrules_oldleader = checkrules_leader;
591 checkrules_oldleaderfrags = checkrules_leaderfrags;
592 checkrules_leaderfrags = 0;
593 checkrules_leader = world;
594 head = findchain(classname, "player");
597 if (checkrules_leaderfrags < head.frags)
599 checkrules_leaderfrags = head.frags;
600 checkrules_leader = head;
604 if (checkrules_leaderfrags <= 0)
606 checkrules_leader = world;
607 checkrules_leaderfrags = 0;
609 checkrules_leaderfrags = floor(checkrules_leaderfrags);
610 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
612 if (checkrules_leaderfrags == fraglimit - 1)
613 sound(world, CHAN_AUTO, "announcer/1fragleft.wav", 1, ATTN_NONE);
614 else if (checkrules_leaderfrags == fraglimit - 2)
615 sound(world, CHAN_AUTO, "announcer/2fragsleft.wav", 1, ATTN_NONE);
616 else if (checkrules_leaderfrags == fraglimit - 3)
617 sound(world, CHAN_AUTO, "announcer/3fragsleft.wav", 1, ATTN_NONE);
619 // if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
620 // bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");