]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/gamec/g_world.c
Got rid of third attack and replaced it with a zoom
[divverent/nexuiz.git] / qcsrc / gamec / g_world.c
1 entity  lastspawn;
2
3 void worldspawn (void)
4 {
5         lastspawn = world;
6         BotInit();
7
8         game = cvar ("gamecfg");        // load game options
9
10         if (game & GAME_LOW_GRAVITY)
11                 localcmd ("sv_gravity 200\n");
12         else
13                 localcmd ("sv_gravity 800\n");
14
15         precache_model ("models/player/marine.zym");
16         precache_model ("models/player/specop.zym");
17         precache_model ("models/player/mulder.zym");
18         precache_model ("models/player/insurrectionist.zym");
19         precache_model ("models/player/fshock.zym");
20
21         precache_model ("models/weapons/g_uzi.md3");
22         precache_model ("models/weapons/g_shotgun.md3");
23         precache_model ("models/weapons/g_gl.md3");
24         precache_model ("models/weapons/g_electro.md3");
25         precache_model ("models/weapons/g_crylink.md3");
26         precache_model ("models/weapons/g_nex.md3");
27         precache_model ("models/weapons/g_hagar.md3");
28         precache_model ("models/weapons/g_rl.md3");
29         
30         precache_model ("models/sprites/plasmahitwall.spr32");
31         precache_model ("models/sprites/muzzleflash.spr32");
32         precache_model ("models/sprites/plasmashot.spr32");
33         precache_model ("models/sprites/dpexplosion1.spr32");
34         precache_model ("models/sprites/dpexplosion2.spr32");
35         precache_model ("models/sprites/bubbles.spr");
36
37         precache_model ("models/grenademodel.md3");
38         precache_model ("models/hagarmissile.mdl");
39         precache_model ("models/rocketmissile.mdl");
40         precache_model ("models/bullet.mdl");
41         precache_model ("models/casing_bronze.mdl");
42         precache_model ("models/casing_shell.mdl");
43         precache_model ("models/casing_steel.mdl");
44         precache_model ("models/beam.mdl");
45         precache_model ("models/flash.md3");
46         precache_model ("models/laser.mdl");
47         precache_model ("models/elaser.mdl");
48         precache_model ("models/ebomb.mdl");
49         precache_model ("models/plasma.mdl");
50         precache_model ("models/fire.mdl");
51         
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         
56         precache_model ("models/items/g_a1.md3");
57         precache_model ("models/items/g_a25.md3");
58         
59         precache_model ("models/weapons/w_uzi.zym");
60         precache_model ("models/weapons/w_laser.zym");
61         precache_model ("models/weapons/w_shotgun.zym");
62         precache_model ("models/weapons/w_gl.zym");
63         precache_model ("models/weapons/w_electro.zym");
64         precache_model ("models/weapons/w_crylink.zym");
65         precache_model ("models/weapons/w_nex.zym");
66         precache_model ("models/weapons/w_hagar.zym");
67         precache_model ("models/weapons/w_rl.zym");
68         
69         precache_model ("models/items/a_shells.md3");
70         precache_model ("models/items/a_cells.md3");
71         precache_model ("models/items/a_rockets.md3");
72         precache_model ("models/items/a_bullets.zym");
73         
74         precache_model ("models/items/g_strength.zym");
75         precache_model ("models/items/g_invincible.zym");
76         precache_model ("models/items/g_slowmo.zym");
77         precache_model ("models/items/g_speed.zym");
78         
79         precache_model ("models/gibs/eye.md3");
80         precache_model ("models/gibs/gib1.md3");
81         precache_model ("models/gibs/gib2.mdl");
82         precache_model ("models/gibs/gib3.mdl");
83         precache_model ("models/gibs/gib4.mdl");
84         precache_model ("models/gibs/bloodyskull.md3");
85
86         precache_sound ("weapons/lasergun_fire.wav");
87         precache_sound ("weapons/laserimpact.wav");
88         precache_sound ("weapons/uzi_fire.wav");
89         precache_sound ("weapons/shotgun_fire.wav");
90         precache_sound ("weapons/grenade_fire.wav");
91         precache_sound ("weapons/grenade_impact.wav");
92         precache_sound ("weapons/grenade_bounce.wav");
93         precache_sound ("weapons/nexfire.wav");
94         precache_sound ("weapons/neximpact.wav");
95         precache_sound ("weapons/electro_fire.wav");
96         precache_sound ("weapons/rocket_fire.wav");
97         precache_sound ("weapons/rocket_impact.wav");
98         precache_sound ("weapons/hagar_fire.wav");
99         precache_sound ("weapons/hagar_fire2.wav");
100         precache_sound ("weapons/hagexp1.wav");
101         precache_sound ("weapons/hagexp2.wav");
102         precache_sound ("weapons/hagexp3.wav");
103         precache_sound ("weapons/ric1.wav");
104         precache_sound ("weapons/ric2.wav");
105         precache_sound ("weapons/ric3.wav");
106         precache_sound ("weapons/weaponpickup.wav");
107         precache_sound ("weapons/crylink.wav");
108         precache_sound ("weapons/crylink2.wav");
109         precache_sound ("weapons/plasmahit.wav");
110         precache_sound ("weapons/uzi_fire_secondary.wav");
111         precache_sound ("weapons/tink1.wav");
112         
113         precache_sound ("misc/itempickup.wav");
114         precache_sound ("misc/bodyimpact1.wav");
115         precache_sound ("misc/bodyimpact2.wav");
116         precache_sound ("misc/enemyimpact.wav");
117         precache_sound ("misc/teleport.wav");
118         precache_sound ("misc/megahealth.wav");
119         precache_sound ("misc/mediumhealth.wav");
120         precache_sound ("misc/gib.wav");
121         precache_sound ("misc/jumppad.wav");
122         precache_sound ("misc/talk.wav");  // temp
123
124         precache_sound ("misc/itemrespawn.wav");
125         
126         precache_sound ("player/hitground1.wav");
127         precache_sound ("player/hitground2.wav");
128         precache_sound ("demon/dland2.wav");
129
130
131         // plays music for the level if there is any
132         if (self.noise)
133         {
134                 precache_sound (self.noise);
135                 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
136         }
137
138 }
139
140 void light (void)
141 {
142         makestatic (self);
143 }