5 // Precache all player models
6 // Workaround for "invisible players"
7 precache_model("models/player/carni.zym");
8 precache_model("models/player/crash.zym");
9 precache_model("models/player/grunt.zym");
10 precache_model("models/player/headhunter.zym");
11 precache_model("models/player/insurrectionist.zym");
12 precache_model("models/player/jeandarc.zym");
13 precache_model("models/player/lurk.zym");
14 precache_model("models/player/lycanthrope.zym");
15 precache_model("models/player/marine.zym");
16 precache_model("models/player/nexus.zym");
17 precache_model("models/player/pyria.zym");
18 precache_model("models/player/shock.zym");
19 precache_model("models/player/skadi.zym");
20 precache_model("models/player/specop.zym");
21 precache_model("models/player/visitant.zym");
23 //precache_model ("progs/beam.mdl");
24 precache_model ("models/bullet.mdl");
25 precache_model ("models/casing_bronze.mdl");
26 precache_model ("models/casing_shell.mdl");
27 precache_model ("models/casing_steel.mdl");
28 precache_model ("models/ebomb.mdl");
29 precache_model ("models/elaser.mdl");
30 precache_model ("models/flash.md3");
31 precache_model ("models/gibs/bloodyskull.md3");
32 precache_model ("models/gibs/chunk.mdl");
33 precache_model ("models/gibs/eye.md3");
34 precache_model ("models/gibs/gib1.md3");
35 precache_model ("models/gibs/gib2.md3");
36 precache_model ("models/gibs/gib3.md3");
37 precache_model ("models/gibs/gib4.md3");
38 precache_model ("models/gibs/gib5.md3");
39 precache_model ("models/gibs/gib6.md3");
40 precache_model ("models/grenademodel.md3");
41 precache_model ("models/hagarmissile.mdl");
42 precache_model ("models/items/a_bullets.mdl");
43 precache_model ("models/items/a_cells.md3");
44 precache_model ("models/items/a_rockets.md3");
45 precache_model ("models/items/a_shells.md3");
46 precache_model ("models/items/g_a1.md3");
47 precache_model ("models/items/g_a25.md3");
48 precache_model ("models/items/g_h1.md3");
49 precache_model ("models/items/g_h25.md3");
50 precache_model ("models/items/g_h100.md3");
51 precache_model ("models/items/g_invincible.md3");
52 precache_model ("models/items/g_strength.md3");
53 precache_model ("models/laser.mdl");
54 precache_model ("models/misc/chatbubble.spr");
55 precache_model ("models/nexflash.md3");
56 precache_model ("models/plasma.mdl");
57 precache_model ("models/plasmatrail.mdl");
58 precache_model ("models/rocket.md3");
59 precache_model ("models/sprites/grenadeexplosion.spr32");
60 precache_model ("models/sprites/hagarexplosion.spr32");
61 precache_model ("models/sprites/muzzleflash.spr32");
62 precache_model ("models/sprites/electrocombo.spr32");
63 //precache_model ("models/sprites/plasmahitwall.spr32");
64 //precache_model ("models/sprites/plasmashot.spr32");
65 precache_model ("models/sprites/rocketexplosion.spr32");
66 precache_model ("models/tracer.mdl");
67 precache_model ("models/uziflash.md3");
68 precache_model ("models/weapons/g_crylink.md3");
69 precache_model ("models/weapons/g_electro.md3");
70 precache_model ("models/weapons/g_gl.md3");
71 precache_model ("models/weapons/g_hagar.md3");
72 precache_model ("models/weapons/g_nex.md3");
73 precache_model ("models/weapons/g_rl.md3");
74 precache_model ("models/weapons/g_shotgun.md3");
75 precache_model ("models/weapons/g_uzi.md3");
76 precache_model ("models/weapons/v_crylink.md3");
77 precache_model ("models/weapons/v_electro.md3");
78 precache_model ("models/weapons/v_gl.md3");
79 precache_model ("models/weapons/v_hagar.md3");
80 precache_model ("models/weapons/v_laser.md3");
81 precache_model ("models/weapons/v_nex.md3");
82 precache_model ("models/weapons/v_rl.md3");
83 precache_model ("models/weapons/v_shotgun.md3");
84 precache_model ("models/weapons/v_uzi.md3");
85 precache_model ("models/weapons/w_crylink.zym");
86 precache_model ("models/weapons/w_electro.zym");
87 precache_model ("models/weapons/w_gl.zym");
88 precache_model ("models/weapons/w_hagar.zym");
89 precache_model ("models/weapons/w_laser.zym");
90 precache_model ("models/weapons/w_nex.zym");
91 precache_model ("models/weapons/w_rl.zym");
92 precache_model ("models/weapons/w_shotgun.zym");
93 precache_model ("models/weapons/w_uzi.zym");
95 // laser for laser-guided weapons
96 precache_model ("models/laser_dot.mdl");
98 precache_sound ("announcer/1fragleft.wav");
99 precache_sound ("announcer/1minuteremains.wav");
100 precache_sound ("announcer/2fragsleft.wav");
101 precache_sound ("announcer/3fragsleft.wav");
102 precache_sound ("announcer/welcometonexuiz.wav");
103 precache_sound ("misc/armor1.wav");
104 precache_sound ("misc/armor25.wav");
105 precache_sound ("misc/armorimpact.wav");
106 precache_sound ("misc/bodyimpact1.wav");
107 precache_sound ("misc/bodyimpact2.wav");
108 precache_sound ("misc/gib.wav");
109 precache_sound ("misc/gib_splat01.wav");
110 precache_sound ("misc/gib_splat02.wav");
111 precache_sound ("misc/gib_splat03.wav");
112 precache_sound ("misc/gib_splat04.wav");
113 //precache_sound ("misc/h2ohit.wav");
114 precache_sound ("misc/hit.wav");
115 precache_sound ("misc/hitground1.wav");
116 precache_sound ("misc/hitground2.wav");
117 precache_sound ("misc/hitground3.wav");
118 precache_sound ("misc/hitground4.wav");
119 precache_sound ("misc/itempickup.wav");
120 precache_sound ("misc/itemrespawn.wav");
121 precache_sound ("misc/jumppad.wav");
122 precache_sound ("misc/mediumhealth.wav");
123 precache_sound ("misc/megahealth.wav");
124 precache_sound ("misc/minihealth.wav");
125 precache_sound ("misc/powerup.wav");
126 precache_sound ("misc/talk.wav");
127 precache_sound ("misc/teleport.wav");
128 precache_sound ("plats/medplat1.wav");
129 precache_sound ("plats/medplat2.wav");
130 precache_sound ("player/lava.wav");
131 precache_sound ("player/slime.wav");
132 precache_sound ("weapons/crylink.ogg");
133 precache_sound ("weapons/crylink2.ogg");
134 precache_sound ("weapons/electro_bounce.ogg");
135 precache_sound ("weapons/electro_fire.ogg");
136 precache_sound ("weapons/electro_fire2.ogg");
137 precache_sound ("weapons/electro_fly.wav");
138 precache_sound ("weapons/electro_impact.ogg");
139 precache_sound ("weapons/electro_impact_combo.ogg");
140 precache_sound ("weapons/grenade_bounce.ogg");
141 precache_sound ("weapons/grenade_fire.ogg");
142 precache_sound ("weapons/grenade_impact.ogg");
143 precache_sound ("weapons/hagar_fire.ogg");
144 precache_sound ("weapons/hagexp1.ogg");
145 precache_sound ("weapons/hagexp2.ogg");
146 precache_sound ("weapons/hagexp3.ogg");
147 precache_sound ("weapons/lasergun_fire.ogg");
148 precache_sound ("weapons/laserimpact.ogg");
149 precache_sound ("weapons/nexfire.ogg");
150 precache_sound ("weapons/neximpact.ogg");
151 precache_sound ("weapons/ric1.wav");
152 precache_sound ("weapons/ric2.wav");
153 precache_sound ("weapons/ric3.wav");
154 precache_sound ("weapons/rocket_fire.wav");
155 precache_sound ("weapons/rocket_fly.wav");
156 precache_sound ("weapons/rocket_impact.wav");
157 precache_sound ("weapons/shotgun_fire.wav");
158 precache_sound ("weapons/tink1.wav");
159 precache_sound ("weapons/uzi_fire.wav");
160 precache_sound ("weapons/weapon_switch.wav");
161 precache_sound ("weapons/weaponpickup.wav");
165 // plays music for the level if there is any
168 precache_sound (self.noise);
169 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
175 // 1 FLICKER (first variety)
176 lightstyle(1, "mmnmmommommnonmmonqnmmo");
178 // 2 SLOW STRONG PULSE
179 lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
181 // 3 CANDLE (first variety)
182 lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
185 lightstyle(4, "mamamamamama");
188 lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
190 // 6 FLICKER (second variety)
191 lightstyle(6, "nmonqnmomnmomomno");
193 // 7 CANDLE (second variety)
194 lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
196 // 8 CANDLE (third variety)
197 lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
199 // 9 SLOW STROBE (fourth variety)
200 lightstyle(9, "aaaaaaaazzzzzzzz");
202 // 10 FLUORESCENT FLICKER
203 lightstyle(10, "mmamammmmammamamaaamammma");
205 // 11 SLOW PULSE NOT FADE TO BLACK
206 lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
208 // styles 32-62 are assigned by the light program for switchable lights
214 //if (cvar("g_domination"))
224 // reads and alters data/maplist.cfg (sliding it one line), and returns a
225 // strzoned string containing the next map
226 string() Nex_RotateMapList =
229 local string lNextMap;
230 local string lCurrentMap;
231 local string lBuffer;
233 lHandle = fopen( "maplist.cfg", FILE_READ );
236 // restart the current map if no other map is not found
237 return strzone( mapname );
240 // get the first line that will be moved to the end later
241 lCurrentMap = strzone( fgets( lHandle ) );
244 // restart the current map if no other map is not found
245 return strzone( mapname );
248 // now get the second line which is the map that should be loaded next
249 lBuffer = fgets( lHandle );
250 // if there isnt a second line, nothing needs to be rotated
253 strunzone( lCurrentMap );
254 // restart the current map if no other map is not found
255 return strzone( mapname );
258 // since lBuffer holds the next map, it is assigned to nextmap
259 lNextMap = strzone( lBuffer );
261 // since fgets uses its own buffer we need to move lBuffer to a tempstring
262 // before reading the next line (or lBuffer will be lost)
263 lBuffer = strcat( lBuffer );
265 // read in the rest of the list
269 lLine = fgets( lHandle );
274 lBuffer = strcat( lBuffer, "\n", lLine );
277 lBuffer = strcat( lBuffer, "\n", lCurrentMap );
279 // dismiss lCurrentmap now
280 strunzone( lCurrentMap );
282 // and close the file handle
285 // open the maplist for output this one
286 lHandle = fopen( "maplist.cfg", FILE_WRITE );
288 // this shouldnt happen!
289 // print a warning/error message
290 dprint( "Couldn't open ", "maplist.cfg", " for output!\n" );
292 strunzone( lNextMap );
294 // we return the currently running map
295 return strzone( mapname );
298 fputs( lHandle, lBuffer );
307 //local string nextmap;
308 //local float n, nummaps;
311 if (alreadychangedlevel)
313 alreadychangedlevel = TRUE;
315 // if an exit cfg is defined by exiting map, exec it.
316 exit_cfg = cvar_string("exit_cfg");
318 localcmd(strcat("exec \"", exit_cfg, "\"\n"));
323 if (cvar("samelevel")) // if samelevel is set, stay on same level
325 localcmd(strcat("exec \"maps/", mapname, ".mapcfg\"\n"));
326 //changelevel (mapname);
331 local float lCurrent;
334 lSize = tokenize( cvar_string( "g_maplist" ) );
335 lCurrent = cvar( "g_maplist_index" );
337 lCurrent = lCurrent + 1;
338 if( lCurrent >= lSize ) {
342 cvar_set( "g_maplist_index", ftos( lCurrent ) );
345 localcmd(strcat("exec \"maps/", argv( lCurrent ), ".mapcfg\"\n"));
346 //changelevel( argv( lCurrent ) );
356 // restart current map if no cycle is found
357 nextmap = strzone(mapname);
358 fh = fopen("maplist.cfg", FILE_READ);
364 if (nextmap == mapname)
367 nextmap = strzone(line);
377 nextmap = strzone(line);
383 changelevel (nextmap);
384 strunzone(nextmap);*/
387 //nextmap = Nex_RotateMapList();
388 //changelevel (nextmap);
389 //strunzone (nextmap);
392 s = cvar_string("g_maplist");
393 nummaps = tokenize(s);
394 // if no map list, restart current one
401 if (argv(n) == mapname)
410 changelevel (nextmap);
420 When the player presses attack or jump, change to the next level
423 void() IntermissionThink =
425 if (time < intermission_exittime)
428 if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
438 Returns the entity to view from
442 entity() FindIntermission =
447 // look for info_intermission first
448 spot = find (world, classname, "info_intermission");
450 { // pick a random one
454 spot = find (spot, classname, "info_intermission");
456 spot = find (spot, classname, "info_intermission");
462 // then look for the start position
463 spot = find (world, classname, "info_player_start");
467 // testinfo_player_start is only found in regioned levels
468 spot = find (world, classname, "testplayerstart");
472 // then look for the start position
473 spot = find (world, classname, "info_player_deathmatch");
477 //objerror ("FindIntermission: no spot");
483 ===============================================================================
487 ===============================================================================
491 go to the next level for deathmatch
492 only called if a time or frag limit has expired
498 intermission_running = 1;
500 // enforce a wait time before allowing changelevel
501 intermission_exittime = time + 5;
503 WriteByte (MSG_ALL, SVC_CDTRACK);
504 WriteByte (MSG_ALL, 3);
505 WriteByte (MSG_ALL, 3);
507 //pos = FindIntermission ();
509 other = find (world, classname, "player");
510 while (other != world)
512 //other.nextthink = time + 0.5;
513 other.takedamage = DAMAGE_NO;
514 other.solid = SOLID_NOT;
515 other.movetype = MOVETYPE_NONE;
516 other.angles = other.v_angle;
517 other.angles_x = other.angles_x * -1;
521 other.modelindex = 0;
522 other.weaponentity = world; // remove weapon model
523 other.view_ofs = '0 0 0';
524 other.angles = other.v_angle = pos.mangle;
527 other.angles = other.v_angle = pos.angles;
528 other.v_angle_x = other.v_angle_x * -1;
530 other.fixangle = TRUE; // turn this way immediately
531 setorigin (other, pos.origin);
534 other = find (other, classname, "player");
537 WriteByte (MSG_ALL, SVC_INTERMISSION);
544 Exit deathmatch games upon conditions
547 void() CheckRules_Player =
549 local float fraglimit;
551 if (gameover) // someone else quit the game already
554 // fixme: don't check players; instead check dom_team and ctf_team entities
556 fraglimit = cvar("fraglimit");
558 if(cvar("g_domination"))
560 // fixme: check team frags, not players!
561 if (fraglimit && self.frags >= fraglimit)
569 if (fraglimit && self.frags >= fraglimit)
577 float checkrules_oneminutewarning;
578 float checkrules_leaderfrags;
579 entity checkrules_leader;
585 Exit deathmatch games upon conditions
588 void() CheckRules_World =
590 local float timelimit;
591 local float fraglimit;
592 local float checkrules_oldleaderfrags;
593 local entity checkrules_oldleader;
596 if (intermission_running)
597 if (time >= intermission_exittime + 60)
603 if (gameover) // someone else quit the game already
606 timelimit = cvar("timelimit") * 60;
607 fraglimit = cvar("fraglimit");
609 if (timelimit && time >= timelimit)
615 if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
617 checkrules_oneminutewarning = TRUE;
618 sound(world, CHAN_AUTO, "announcer/1minuteremains.wav", 1, ATTN_NONE);
621 checkrules_oldleader = checkrules_leader;
622 checkrules_oldleaderfrags = checkrules_leaderfrags;
623 checkrules_leaderfrags = 0;
624 checkrules_leader = world;
625 head = findchain(classname, "player");
628 if (checkrules_leaderfrags < head.frags)
630 checkrules_leaderfrags = head.frags;
631 checkrules_leader = head;
635 if (checkrules_leaderfrags <= 0)
637 checkrules_leader = world;
638 checkrules_leaderfrags = 0;
640 checkrules_leaderfrags = floor(checkrules_leaderfrags);
641 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
643 if (checkrules_leaderfrags == fraglimit - 1)
644 sound(world, CHAN_AUTO, "announcer/1fragleft.wav", 1, ATTN_NONE);
645 else if (checkrules_leaderfrags == fraglimit - 2)
646 sound(world, CHAN_AUTO, "announcer/2fragsleft.wav", 1, ATTN_NONE);
647 else if (checkrules_leaderfrags == fraglimit - 3)
648 sound(world, CHAN_AUTO, "announcer/3fragsleft.wav", 1, ATTN_NONE);
650 // if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
651 // bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");