10 game = cvar ("gamecfg"); // load game options
12 //precache_model ("progs/beam.mdl");
13 precache_model ("models/bullet.mdl");
14 precache_model ("models/casing_bronze.mdl");
15 precache_model ("models/casing_shell.mdl");
16 precache_model ("models/casing_steel.mdl");
17 precache_model ("models/ebomb.mdl");
18 precache_model ("models/elaser.mdl");
19 precache_model ("models/flash.md3");
20 precache_model ("models/gibs/bloodyskull.md3");
21 precache_model ("models/gibs/chunk.mdl");
22 precache_model ("models/gibs/eye.md3");
23 precache_model ("models/gibs/gib1.md3");
24 precache_model ("models/gibs/gib2.md3");
25 precache_model ("models/gibs/gib3.md3");
26 precache_model ("models/gibs/gib4.md3");
27 precache_model ("models/gibs/gib5.md3");
28 precache_model ("models/gibs/gib6.md3");
29 precache_model ("models/grenademodel.md3");
30 precache_model ("models/hagarmissile.mdl");
31 precache_model ("models/items/a_bullets.mdl");
32 precache_model ("models/items/a_cells.md3");
33 precache_model ("models/items/a_rockets.md3");
34 precache_model ("models/items/a_shells.md3");
35 precache_model ("models/items/g_a1.md3");
36 precache_model ("models/items/g_a25.md3");
37 precache_model ("models/items/g_h1.md3");
38 precache_model ("models/items/g_h25.md3");
39 precache_model ("models/items/g_h100.md3");
40 precache_model ("models/items/g_invincible.md3");
41 precache_model ("models/items/g_strength.md3");
42 precache_model ("models/laser.mdl");
43 precache_model ("models/misc/chatbubble.spr");
44 precache_model ("models/nexflash.md3");
45 precache_model ("models/plasma.mdl");
46 precache_model ("models/plasmatrail.mdl");
47 precache_model ("models/rocket.md3");
48 precache_model ("models/sprites/grenadeexplosion.spr32");
49 precache_model ("models/sprites/hagarexplosion.spr32");
50 precache_model ("models/sprites/muzzleflash.spr32");
51 //precache_model ("models/sprites/plasmahitwall.spr32");
52 //precache_model ("models/sprites/plasmashot.spr32");
53 precache_model ("models/sprites/rocketexplosion.spr32");
54 precache_model ("models/tracer.mdl");
55 precache_model ("models/uziflash.md3");
56 precache_model ("models/weapons/g_crylink.md3");
57 precache_model ("models/weapons/g_electro.md3");
58 precache_model ("models/weapons/g_gl.md3");
59 precache_model ("models/weapons/g_hagar.md3");
60 precache_model ("models/weapons/g_nex.md3");
61 precache_model ("models/weapons/g_rl.md3");
62 precache_model ("models/weapons/g_shotgun.md3");
63 precache_model ("models/weapons/g_uzi.md3");
64 precache_model ("models/weapons/v_crylink.md3");
65 precache_model ("models/weapons/v_electro.md3");
66 precache_model ("models/weapons/v_gl.md3");
67 precache_model ("models/weapons/v_hagar.md3");
68 precache_model ("models/weapons/v_laser.md3");
69 precache_model ("models/weapons/v_nex.md3");
70 precache_model ("models/weapons/v_rl.md3");
71 precache_model ("models/weapons/v_shotgun.md3");
72 precache_model ("models/weapons/v_uzi.md3");
73 precache_model ("models/weapons/w_crylink.zym");
74 precache_model ("models/weapons/w_electro.zym");
75 precache_model ("models/weapons/w_gl.zym");
76 precache_model ("models/weapons/w_hagar.zym");
77 precache_model ("models/weapons/w_laser.zym");
78 precache_model ("models/weapons/w_nex.zym");
79 precache_model ("models/weapons/w_rl.zym");
80 precache_model ("models/weapons/w_shotgun.zym");
81 precache_model ("models/weapons/w_uzi.zym");
82 precache_sound ("announcer/1fragleft.wav");
83 precache_sound ("announcer/1minuteremains.wav");
84 precache_sound ("announcer/2fragsleft.wav");
85 precache_sound ("announcer/3fragsleft.wav");
86 precache_sound ("announcer/welcometonexuiz.wav");
87 precache_sound ("misc/armor1.wav");
88 precache_sound ("misc/armor25.wav");
89 precache_sound ("misc/armorimpact.wav");
90 precache_sound ("misc/bodyimpact1.wav");
91 precache_sound ("misc/bodyimpact2.wav");
92 precache_sound ("misc/gib.wav");
93 precache_sound ("misc/gib_splat01.wav");
94 precache_sound ("misc/gib_splat02.wav");
95 precache_sound ("misc/gib_splat03.wav");
96 precache_sound ("misc/gib_splat04.wav");
97 //precache_sound ("misc/h2ohit.wav");
98 precache_sound ("misc/hit.wav");
99 precache_sound ("misc/hitground1.wav");
100 precache_sound ("misc/hitground2.wav");
101 precache_sound ("misc/hitground3.wav");
102 precache_sound ("misc/hitground4.wav");
103 precache_sound ("misc/itempickup.wav");
104 precache_sound ("misc/itemrespawn.wav");
105 precache_sound ("misc/jumppad.wav");
106 precache_sound ("misc/mediumhealth.wav");
107 precache_sound ("misc/megahealth.wav");
108 precache_sound ("misc/minihealth.wav");
109 precache_sound ("misc/powerup.wav");
110 precache_sound ("misc/talk.wav");
111 precache_sound ("misc/teleport.wav");
112 precache_sound ("plats/medplat1.wav");
113 precache_sound ("plats/medplat2.wav");
114 precache_sound ("player/lava.wav");
115 precache_sound ("player/slime.wav");
116 precache_sound ("weapons/crylink.wav");
117 precache_sound ("weapons/crylink2.wav");
118 precache_sound ("weapons/electro_fire.wav");
119 precache_sound ("weapons/electro_fly.wav");
120 precache_sound ("weapons/electro_impact.wav");
121 precache_sound ("weapons/grenade_bounce.wav");
122 precache_sound ("weapons/grenade_fire.wav");
123 precache_sound ("weapons/grenade_impact.wav");
124 precache_sound ("weapons/hagar_fire.wav");
125 precache_sound ("weapons/hagexp1.wav");
126 precache_sound ("weapons/hagexp2.wav");
127 precache_sound ("weapons/hagexp3.wav");
128 precache_sound ("weapons/lasergun_fire.wav");
129 precache_sound ("weapons/laserimpact.wav");
130 precache_sound ("weapons/nexfire.wav");
131 precache_sound ("weapons/neximpact.wav");
132 precache_sound ("weapons/ric1.wav");
133 precache_sound ("weapons/ric2.wav");
134 precache_sound ("weapons/ric3.wav");
135 precache_sound ("weapons/rocket_fire.wav");
136 precache_sound ("weapons/rocket_fly.wav");
137 precache_sound ("weapons/rocket_impact.wav");
138 precache_sound ("weapons/shotgun_fire.wav");
139 precache_sound ("weapons/tink1.wav");
140 precache_sound ("weapons/uzi_fire.wav");
141 precache_sound ("weapons/weapon_switch.wav");
142 precache_sound ("weapons/weaponpickup.wav");
146 // plays music for the level if there is any
149 precache_sound (self.noise);
150 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
156 // 1 FLICKER (first variety)
157 lightstyle(1, "mmnmmommommnonmmonqnmmo");
159 // 2 SLOW STRONG PULSE
160 lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
162 // 3 CANDLE (first variety)
163 lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
166 lightstyle(4, "mamamamamama");
169 lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
171 // 6 FLICKER (second variety)
172 lightstyle(6, "nmonqnmomnmomomno");
174 // 7 CANDLE (second variety)
175 lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
177 // 8 CANDLE (third variety)
178 lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
180 // 9 SLOW STROBE (fourth variety)
181 lightstyle(9, "aaaaaaaazzzzzzzz");
183 // 10 FLUORESCENT FLICKER
184 lightstyle(10, "mmamammmmammamamaaamammma");
186 // 11 SLOW PULSE NOT FADE TO BLACK
187 lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
189 // styles 32-62 are assigned by the light program for switchable lights
194 if (cvar("g_domination"))
204 // reads and alters data/maplist.cfg (sliding it one line), and returns a
205 // strzoned string containing the next map
206 #define MAPLIST "maplist.cfg"
207 string() Nex_RotateMapList =
210 local string lNextMap;
211 local string lCurrentMap;
212 local string lBuffer;
214 lHandle = fopen( MAPLIST, FILE_READ );
217 // restart the current map if no other map is not found
218 return strzone( mapname );
221 // get the first line that will be moved to the end later
222 lCurrentMap = strzone( fgets( lHandle ) );
225 // restart the current map if no other map is not found
226 return strzone( mapname );
229 // now get the second line which is the map that should be loaded next
230 lBuffer = fgets( lHandle );
231 // if there isnt a second line, nothing needs to be rotated
234 strunzone( lCurrentMap );
235 // restart the current map if no other map is not found
236 return strzone( mapname );
239 // since lBuffer holds the next map, it is assigned to nextmap
240 lNextMap = strzone( lBuffer );
242 // since fgets uses its own buffer we need to move lBuffer to a tempstring
243 // before reading the next line (or lBuffer will be lost)
244 lBuffer = strcat( lBuffer );
246 // read in the rest of the list
250 lLine = fgets( lHandle );
255 lBuffer = strcat( lBuffer, "\n", lLine );
258 lBuffer = strcat( lBuffer, "\n", lCurrentMap );
260 // dismiss lCurrentmap now
261 strunzone( lCurrentMap );
263 // and close the file handle
266 // open the maplist for output this one
267 lHandle = fopen( MAPLIST, FILE_WRITE );
269 // this shouldnt happen!
270 // print a warning/error message
271 dprint( "Couldn't open ", MAPLIST, " for output!\n" );
273 strunzone( lNextMap );
275 // we return the currently running map
276 return strzone( mapname );
279 fputs( lHandle, lBuffer );
287 float intermission_running;
288 float intermission_exittime;
289 float alreadychangedlevel;
294 local string nextmap;
295 //local float n, nummaps;
297 if (alreadychangedlevel)
299 alreadychangedlevel = TRUE;
300 if (cvar("samelevel")) // if samelevel is set, stay on same level
301 changelevel (mapname);
310 // restart current map if no cycle is found
311 nextmap = strzone(mapname);
312 fh = fopen("maplist.cfg", FILE_READ);
318 if (nextmap == mapname)
321 nextmap = strzone(line);
331 nextmap = strzone(line);
337 changelevel (nextmap);
341 //nextmap = Nex_RotateMapList();
342 //changelevel (nextmap);
343 //strunzone (nextmap);
346 s = cvar_string("g_maplist");
347 nummaps = tokenize(s);
348 // if no map list, restart current one
355 if (argv(n) == mapname)
364 changelevel (nextmap);
374 When the player presses attack or jump, change to the next level
377 void() IntermissionThink =
379 if (time < intermission_exittime)
382 if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
392 Returns the entity to view from
396 entity() FindIntermission =
401 // look for info_intermission first
402 spot = find (world, classname, "info_intermission");
404 { // pick a random one
408 spot = find (spot, classname, "info_intermission");
410 spot = find (spot, classname, "info_intermission");
416 // then look for the start position
417 spot = find (world, classname, "info_player_start");
421 // testinfo_player_start is only found in regioned levels
422 spot = find (world, classname, "testplayerstart");
426 // then look for the start position
427 spot = find (world, classname, "info_player_deathmatch");
431 //objerror ("FindIntermission: no spot");
437 ===============================================================================
441 ===============================================================================
445 go to the next level for deathmatch
446 only called if a time or frag limit has expired
452 intermission_running = 1;
454 // enforce a wait time before allowing changelevel
455 intermission_exittime = time + 5;
457 WriteByte (MSG_ALL, SVC_CDTRACK);
458 WriteByte (MSG_ALL, 3);
459 WriteByte (MSG_ALL, 3);
461 //pos = FindIntermission ();
463 other = find (world, classname, "player");
464 while (other != world)
466 //other.nextthink = time + 0.5;
467 other.takedamage = DAMAGE_NO;
468 other.solid = SOLID_NOT;
469 other.movetype = MOVETYPE_NONE;
470 other.angles = other.v_angle;
471 other.angles_x = other.angles_x * -1;
475 other.modelindex = 0;
476 other.weaponentity = world; // remove weapon model
477 other.view_ofs = '0 0 0';
478 other.angles = other.v_angle = pos.mangle;
481 other.angles = other.v_angle = pos.angles;
482 other.v_angle_x = other.v_angle_x * -1;
484 other.fixangle = TRUE; // turn this way immediately
485 setorigin (other, pos.origin);
488 other = find (other, classname, "player");
491 WriteByte (MSG_ALL, SVC_INTERMISSION);
498 Exit deathmatch games upon conditions
501 void() CheckRules_Player =
503 local float fraglimit;
505 if (gameover) // someone else quit the game already
508 fraglimit = cvar("fraglimit");
509 if (fraglimit && self.frags >= fraglimit)
516 float checkrules_oneminutewarning;
517 float checkrules_leaderfrags;
518 entity checkrules_leader;
524 Exit deathmatch games upon conditions
527 void() CheckRules_World =
529 local float timelimit;
530 local float fraglimit;
531 local float checkrules_oldleaderfrags;
532 local entity checkrules_oldleader;
535 if (intermission_running)
536 if (time >= intermission_exittime + 60)
542 if (gameover) // someone else quit the game already
545 timelimit = cvar("timelimit") * 60;
546 fraglimit = cvar("fraglimit");
548 if (timelimit && time >= timelimit)
554 if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
556 checkrules_oneminutewarning = TRUE;
557 sound(world, CHAN_AUTO, "announcer/1minuteremains.wav", 1, ATTN_NONE);
560 checkrules_oldleader = checkrules_leader;
561 checkrules_oldleaderfrags = checkrules_leaderfrags;
562 checkrules_leaderfrags = 0;
563 checkrules_leader = world;
564 head = findchain(classname, "player");
567 if (checkrules_leaderfrags < head.frags)
569 checkrules_leaderfrags = head.frags;
570 checkrules_leader = head;
574 if (checkrules_leaderfrags <= 0)
576 checkrules_leader = world;
577 checkrules_leaderfrags = 0;
579 checkrules_leaderfrags = floor(checkrules_leaderfrags);
580 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
582 if (checkrules_leaderfrags == fraglimit - 1)
583 sound(world, CHAN_AUTO, "announcer/1fragleft.wav", 1, ATTN_NONE);
584 else if (checkrules_leaderfrags == fraglimit - 2)
585 sound(world, CHAN_AUTO, "announcer/2fragsleft.wav", 1, ATTN_NONE);
586 else if (checkrules_leaderfrags == fraglimit - 3)
587 sound(world, CHAN_AUTO, "announcer/3fragsleft.wav", 1, ATTN_NONE);
589 // if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
590 // bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");