1 void() spawnfunc_info_player_deathmatch; // needed for the other spawnpoints
3 string ColoredTeamName(float t);
5 float RandomSelection_totalweight;
6 float RandomSelection_best_priority;
7 entity RandomSelection_chosen_ent;
8 float RandomSelection_chosen_float;
9 void RandomSelection_Init()
11 RandomSelection_totalweight = 0;
12 RandomSelection_chosen_ent = world;
13 RandomSelection_chosen_float = 0;
14 RandomSelection_best_priority = -1;
16 void RandomSelection_Add(entity e, float f, float weight, float priority)
18 if(priority > RandomSelection_best_priority)
20 RandomSelection_best_priority = priority;
21 RandomSelection_chosen_ent = e;
22 RandomSelection_chosen_float = f;
23 RandomSelection_totalweight = weight;
25 else if(priority == RandomSelection_best_priority)
27 RandomSelection_totalweight += weight;
28 if(random() * RandomSelection_totalweight <= weight)
30 RandomSelection_chosen_ent = e;
31 RandomSelection_chosen_float = f;
36 float DistributeEvenly_amount;
37 float DistributeEvenly_totalweight;
38 void DistributeEvenly_Init(float amount, float totalweight)
40 if(DistributeEvenly_amount)
42 dprint("DistributeEvenly_Init: UNFINISHED DISTRIBUTION (", ftos(DistributeEvenly_amount), " for ");
43 dprint(ftos(DistributeEvenly_totalweight), " left!)\n");
46 DistributeEvenly_amount = 0;
48 DistributeEvenly_amount = amount;
49 DistributeEvenly_totalweight = totalweight;
51 float DistributeEvenly_Get(float weight)
56 f = floor(0.5 + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
57 DistributeEvenly_totalweight -= weight;
58 DistributeEvenly_amount -= f;
62 void move_out_of_solid_expand(entity e, vector by)
65 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
68 if(trace_fraction < 1)
71 // adjust origin in the other direction...
72 e.origin = e.origin - by * (1 - trace_fraction);
76 float move_out_of_solid(entity e)
81 traceline(o, o, MOVE_WORLDONLY, e);
85 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
93 move_out_of_solid_expand(e, '1 0 0' * m0_x); e.mins_x = m0_x;
94 move_out_of_solid_expand(e, '1 0 0' * m1_x); e.maxs_x = m1_x;
95 move_out_of_solid_expand(e, '0 1 0' * m0_y); e.mins_y = m0_y;
96 move_out_of_solid_expand(e, '0 1 0' * m1_y); e.maxs_y = m1_y;
97 move_out_of_solid_expand(e, '0 0 1' * m0_z); e.mins_z = m0_z;
98 move_out_of_solid_expand(e, '0 0 1' * m1_z); e.maxs_z = m1_z;
99 setorigin(e, e.origin);
101 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
108 string STR_PLAYER = "player";
109 string STR_SPECTATOR = "spectator";
110 string STR_OBSERVER = "observer";
113 #define FOR_EACH_CLIENT(v) for(v = world; (v = findflags(v, flags, FL_CLIENT)) != world; )
114 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
115 #define FOR_EACH_PLAYER(v) for(v = world; (v = find(v, classname, STR_PLAYER)) != world; )
116 #define FOR_EACH_REALPLAYER(v) FOR_EACH_PLAYER(v) if(clienttype(v) == CLIENTTYPE_REAL)
118 #define FOR_EACH_CLIENTSLOT(v) for(v = world; (v = nextent(v)) && (num_for_edict(v) <= maxclients); )
119 #define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if(v.flags & FL_CLIENT)
120 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
121 #define FOR_EACH_PLAYER(v) FOR_EACH_CLIENT(v) if(v.classname == STR_PLAYER)
122 #define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(v.classname == STR_PLAYER)
125 // copies a string to a tempstring (so one can strunzone it)
126 string strcat1(string s) = #115; // FRIK_FILE
131 void bcenterprint(string s)
133 // TODO replace by MSG_ALL (would show it to spectators too, though)?
135 FOR_EACH_PLAYER(head)
136 if(clienttype(head) == CLIENTTYPE_REAL)
137 centerprint(head, s);
140 void GameLogEcho(string s)
145 if(cvar("sv_eventlog_files"))
150 matches = cvar("sv_eventlog_files_counter") + 1;
151 cvar_set("sv_eventlog_files_counter", ftos(matches));
154 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
155 fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
156 logfile = fopen(fn, FILE_APPEND);
157 fputs(logfile, ":logversion:2\n");
161 if(cvar("sv_eventlog_files_timestamps"))
162 fputs(logfile, strcat(":time:", strftime(TRUE, "%Y-%m-%d %H:%M:%S", "\n", s, "\n")));
164 fputs(logfile, strcat(s, "\n"));
167 if(cvar("sv_eventlog_console"))
176 // will be opened later
181 if(logfile_open && logfile >= 0)
188 float spawnpoint_nag;
189 void relocate_spawnpoint()
191 // nudge off the floor
192 setorigin(self, self.origin + '0 0 1');
194 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
195 if (trace_startsolid)
201 if(!move_out_of_solid(self))
202 objerror("could not get out of solid at all!");
203 print("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
204 print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
205 print(" ", ftos(self.origin_y - o_y));
206 print(" ", ftos(self.origin_z - o_z), "'\n");
207 if(cvar("g_spawnpoints_auto_move_out_of_solid"))
210 print("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
216 self.mins = self.maxs = '0 0 0';
217 objerror("player spawn point in solid, mapper sucks!\n");
222 if(cvar("g_spawnpoints_autodrop"))
224 setsize(self, PL_MIN, PL_MAX);
228 self.use = spawnpoint_use;
229 self.team_saved = self.team;
233 if(g_ctf || g_assault || g_onslaught || g_domination)
235 have_team_spawns = 1;
237 if(cvar("r_showbboxes"))
239 // show where spawnpoints point at too
240 makevectors(self.angles);
243 e.classname = "info_player_foo";
244 setorigin(e, self.origin + v_forward * 24);
245 setsize(e, '-8 -8 -8', '8 8 8');
246 e.solid = SOLID_TRIGGER;
250 #define strstr strstrofs
252 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
253 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
254 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
255 // BE CONSTANT OR strzoneD!
256 float strstr(string haystack, string needle, float offset)
260 len = strlen(needle);
261 endpos = strlen(haystack) - len;
262 while(offset <= endpos)
264 found = substring(haystack, offset, len);
273 float NUM_NEAREST_ENTITIES = 4;
274 entity nearest_entity[NUM_NEAREST_ENTITIES];
275 float nearest_length[NUM_NEAREST_ENTITIES];
276 entity findnearest(vector point, .string field, string value, vector axismod)
287 localhead = find(world, field, value);
290 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
291 dist = localhead.oldorigin;
293 dist = localhead.origin;
295 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
298 for(i = 0; i < num_nearest; ++i)
300 if(len < nearest_length[i])
304 // now i tells us where to insert at
305 // INSERTION SORT! YOU'VE SEEN IT! RUN!
306 if(i < NUM_NEAREST_ENTITIES)
308 for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
310 nearest_length[j + 1] = nearest_length[j];
311 nearest_entity[j + 1] = nearest_entity[j];
313 nearest_length[i] = len;
314 nearest_entity[i] = localhead;
315 if(num_nearest < NUM_NEAREST_ENTITIES)
316 num_nearest = num_nearest + 1;
319 localhead = find(localhead, field, value);
322 // now use the first one from our list that we can see
323 for(i = 0; i < num_nearest; ++i)
325 traceline(point, nearest_entity[i].origin, TRUE, world);
326 if(trace_fraction == 1)
330 dprint("Nearest point (");
331 dprint(nearest_entity[0].netname);
332 dprint(") is not visible, using a visible one.\n");
334 return nearest_entity[i];
341 dprint("Not seeing any location point, using nearest as fallback.\n");
343 dprint("Candidates were: ");
344 for(j = 0; j < num_nearest; ++j)
348 dprint(nearest_entity[j].netname);
353 return nearest_entity[0];
356 void spawnfunc_target_location()
358 self.classname = "target_location";
359 // location name in netname
360 // eventually support: count, teamgame selectors, line of sight?
363 void spawnfunc_info_location()
365 self.classname = "target_location";
366 self.message = self.netname;
369 string NearestLocation(vector p)
374 loc = findnearest(p, classname, "target_location", '1 1 1');
381 loc = findnearest(p, target, "###item###", '1 1 4');
388 string formatmessage(string msg)
395 msg_save = strzone(msg);
401 break; // too many replacements
403 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
406 replacement = substring(msg_save, p, 2);
407 escape = substring(msg_save, p + 1, 1);
410 else if(escape == "a")
411 replacement = ftos(floor(self.armorvalue));
412 else if(escape == "h")
413 replacement = ftos(floor(self.health));
414 else if(escape == "l")
415 replacement = NearestLocation(self.origin);
416 else if(escape == "y")
417 replacement = NearestLocation(self.cursor_trace_endpos);
418 else if(escape == "d")
419 replacement = NearestLocation(self.death_origin);
420 else if(escape == "w")
425 wep = self.switchweapon;
428 replacement = W_Name(wep);
430 else if(escape == "W")
432 if(self.items & IT_SHELLS) replacement = "shells";
433 else if(self.items & IT_NAILS) replacement = "bullets";
434 else if(self.items & IT_ROCKETS) replacement = "rockets";
435 else if(self.items & IT_CELLS) replacement = "cells";
436 else replacement = "batteries"; // ;)
438 else if(escape == "x")
440 replacement = self.cursor_trace_ent.netname;
441 if(!replacement || !self.cursor_trace_ent)
442 replacement = "nothing";
444 else if(escape == "p")
446 if(self.last_selected_player)
447 replacement = self.last_selected_player.netname;
449 replacement = "(nobody)";
451 msg = strcat(substring(msg_save, 0, p), replacement);
452 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
454 msg_save = strzone(msg);
457 msg = strcat(msg_save, "");
468 >0: receives a cvar from name=argv(f) value=argv(f+1)
470 void GetCvars_handleString(float f, .string field, string name)
475 strunzone(self.field);
482 strunzone(self.field);
483 self.field = strzone(argv(f + 1));
487 stuffcmd(self, strcat("sendcvar ", name, "\n"));
489 void GetCvars_handleString_Fixup(float f, .string field, string name, string(string) func)
491 GetCvars_handleString(f, field, name);
492 if(f >= 0) // also initialize to the fitting value for "" when sending cvars out
496 s = func(strcat1(self.field));
499 strunzone(self.field);
500 self.field = strzone(s);
504 void GetCvars_handleFloat(float f, .float field, string name)
512 self.field = stof(argv(f + 1));
515 stuffcmd(self, strcat("sendcvar ", name, "\n"));
517 string W_FixWeaponOrder_ForceComplete(string s);
518 string W_FixWeaponOrder_AllowIncomplete(string s);
519 void GetCvars(float f)
521 GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
522 GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
523 GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
524 GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
525 GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
526 GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
527 GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
528 GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
529 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete);
530 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
531 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
532 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
533 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
534 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
535 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
536 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
537 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
538 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
539 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
542 float fexists(string f)
545 fh = fopen(f, FILE_READ);
552 void backtrace(string msg)
555 dev = cvar("developer");
556 cvar_set("developer", "1");
558 dprint("--- CUT HERE ---\nWARNING: ");
561 remove(world); // isn't there any better way to cause a backtrace?
562 dprint("\n--- CUT UNTIL HERE ---\n");
563 cvar_set("developer", ftos(dev));
566 string Team_ColorCode(float teamid)
568 if(teamid == COLOR_TEAM1)
570 else if(teamid == COLOR_TEAM2)
572 else if(teamid == COLOR_TEAM3)
574 else if(teamid == COLOR_TEAM4)
579 string Team_ColorName(float t)
581 // fixme: Search for team entities and get their .netname's!
592 string Team_ColorNameLowerCase(float t)
594 // fixme: Search for team entities and get their .netname's!
606 #define CENTERPRIO_POINT 1
607 #define CENTERPRIO_SPAM 2
608 #define CENTERPRIO_REBALANCE 2
609 #define CENTERPRIO_VOTE 4
610 #define CENTERPRIO_NORMAL 5
611 #define CENTERPRIO_MAPVOTE 9
612 #define CENTERPRIO_IDLEKICK 50
613 #define CENTERPRIO_ADMIN 99
614 .float centerprint_priority;
615 .float centerprint_expires;
616 void centerprint_atprio(entity e, float prio, string s)
618 if(intermission_running)
619 if(prio < CENTERPRIO_MAPVOTE)
621 if(time > e.centerprint_expires)
622 e.centerprint_priority = 0;
623 if(prio >= e.centerprint_priority)
625 e.centerprint_priority = prio;
626 if(timeoutStatus == 2)
627 e.centerprint_expires = time + (e.cvar_scr_centertime * TIMEOUT_SLOWMO_VALUE);
629 e.centerprint_expires = time + e.cvar_scr_centertime;
630 centerprint_builtin(e, s);
633 void centerprint_expire(entity e, float prio)
635 if(prio == e.centerprint_priority)
637 e.centerprint_priority = 0;
638 centerprint_builtin(e, "");
641 void centerprint(entity e, string s)
643 centerprint_atprio(e, CENTERPRIO_NORMAL, s);
648 // decolorizes and team colors the player name when needed
649 string playername(entity p)
652 if(teams_matter && !intermission_running && p.classname == "player")
654 t = Team_ColorCode(p.team);
655 return strcat(t, strdecolorize(p.netname));
661 vector randompos(vector m1, vector m2)
665 v_x = m2_x * random() + m1_x;
666 v_y = m2_y * random() + m1_y;
667 v_z = m2_z * random() + m1_z;
671 // requires that m2>m1 in all coordinates, and that m4>m3
672 float boxesoverlap(vector m1, vector m2, vector m3, vector m4) {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;};
674 // requires the same, but is a stronger condition
675 float boxinsidebox(vector smins, vector smaxs, vector bmins, vector bmaxs) {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;};
677 float g_pickup_shells;
678 float g_pickup_shells_max;
679 float g_pickup_nails;
680 float g_pickup_nails_max;
681 float g_pickup_rockets;
682 float g_pickup_rockets_max;
683 float g_pickup_cells;
684 float g_pickup_cells_max;
685 float g_pickup_armorsmall;
686 float g_pickup_armorsmall_max;
687 float g_pickup_armormedium;
688 float g_pickup_armormedium_max;
689 float g_pickup_armorlarge;
690 float g_pickup_armorlarge_max;
691 float g_pickup_healthsmall;
692 float g_pickup_healthsmall_max;
693 float g_pickup_healthmedium;
694 float g_pickup_healthmedium_max;
695 float g_pickup_healthlarge;
696 float g_pickup_healthlarge_max;
697 float g_pickup_healthmega;
698 float g_pickup_healthmega_max;
701 float start_switchweapon;
702 float start_ammo_shells;
703 float start_ammo_nails;
704 float start_ammo_rockets;
705 float start_ammo_cells;
707 float start_armorvalue;
709 entity get_weaponinfo(float w);
711 void readlevelcvars(void)
716 sv_cheats = cvar("sv_cheats");
717 sv_gentle = cvar("sv_gentle");
718 sv_foginterval = cvar("sv_foginterval");
719 g_cloaked = cvar("g_cloaked");
720 g_jump_grunt = cvar("g_jump_grunt");
721 g_footsteps = cvar("g_footsteps");
722 g_grappling_hook = cvar("g_grappling_hook");
723 g_laserguided_missile = cvar("g_laserguided_missile");
724 g_midair = cvar("g_midair");
725 g_minstagib = cvar("g_minstagib");
726 g_nixnex = cvar("g_nixnex");
727 g_nixnex_with_laser = cvar("g_nixnex_with_laser");
728 g_norecoil = cvar("g_norecoil");
729 g_rocketarena = cvar("g_rocketarena");
730 g_vampire = cvar("g_vampire");
731 g_tourney = cvar("g_tourney");
732 sv_maxidle = cvar("sv_maxidle");
733 sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
734 sv_pogostick = cvar("sv_pogostick");
735 sv_doublejump = cvar("sv_doublejump");
737 if(g_minstagib) g_nixnex = g_rocketarena = 0;
738 if(g_nixnex) g_rocketarena = 0;
740 g_pickup_shells = cvar("g_pickup_shells");
741 g_pickup_shells_max = cvar("g_pickup_shells_max");
742 g_pickup_nails = cvar("g_pickup_nails");
743 g_pickup_nails_max = cvar("g_pickup_nails_max");
744 g_pickup_rockets = cvar("g_pickup_rockets");
745 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
746 g_pickup_cells = cvar("g_pickup_cells");
747 g_pickup_cells_max = cvar("g_pickup_cells_max");
748 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
749 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
750 g_pickup_armormedium = cvar("g_pickup_armormedium");
751 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
752 g_pickup_armorlarge = cvar("g_pickup_armorlarge");
753 g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max");
754 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
755 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
756 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
757 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
758 g_pickup_healthlarge = cvar("g_pickup_healthlarge");
759 g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max");
760 g_pickup_healthmega = cvar("g_pickup_healthmega");
761 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
763 // initialize starting values for players
765 start_switchweapon = 0;
766 start_ammo_shells = 0;
767 start_ammo_nails = 0;
768 start_ammo_rockets = 0;
769 start_ammo_cells = 0;
770 start_health = cvar("g_balance_health_start");
771 start_armorvalue = cvar("g_balance_armor_start");
775 start_weapons = WEPBIT_ROCKET_LAUNCHER;
776 start_switchweapon = WEP_ROCKET_LAUNCHER;
777 weapon_action(start_switchweapon, WR_PRECACHE);
778 start_ammo_rockets = 999;
783 // will be done later
788 start_armorvalue = 0;
789 start_weapons = WEPBIT_MINSTANEX;
790 start_switchweapon = WEP_MINSTANEX;
791 weapon_action(start_switchweapon, WR_PRECACHE);
792 start_ammo_cells = cvar("g_minstagib_ammo_start");
793 g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
799 start_ammo_shells = cvar("g_lms_start_ammo_shells");
800 start_ammo_nails = cvar("g_lms_start_ammo_nails");
801 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
802 start_ammo_cells = cvar("g_lms_start_ammo_cells");
803 start_health = cvar("g_lms_start_health");
804 start_armorvalue = cvar("g_lms_start_armor");
807 start_ammo_shells = cvar("g_tourney_start_ammo_shells");
808 start_ammo_nails = cvar("g_tourney_start_ammo_nails");
809 start_ammo_rockets = cvar("g_tourney_start_ammo_rockets");
810 start_ammo_cells = cvar("g_tourney_start_ammo_cells");
811 start_health = cvar("g_tourney_start_health");
812 start_armorvalue = cvar("g_tourney_start_armor");
814 else if (cvar("g_use_ammunition")) {
815 start_ammo_shells = cvar("g_start_ammo_shells");
816 start_ammo_nails = cvar("g_start_ammo_nails");
817 start_ammo_rockets = cvar("g_start_ammo_rockets");
818 start_ammo_cells = cvar("g_start_ammo_cells");
820 start_ammo_shells = cvar("g_pickup_shells_max");
821 start_ammo_nails = cvar("g_pickup_nails_max");
822 start_ammo_rockets = cvar("g_pickup_rockets_max");
823 start_ammo_cells = cvar("g_pickup_cells_max");
826 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
828 e = get_weaponinfo(i);
831 if(!(e.items & IT_SUPERWEAPON && (g_lms || g_tourney)) || cvar(strcat("g_start_weapon_", e.netname)))
833 start_weapons |= e.weapons;
834 start_switchweapon = e.weapon;
835 weapon_action(e.weapon, WR_PRECACHE);
842 // TODO sound pack system
845 string precache_sound_builtin (string s) = #19;
846 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
847 string precache_sound(string s)
849 return precache_sound_builtin(strcat(soundpack, s));
851 void play2(entity e, string filename)
853 stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
855 void sound(entity e, float chan, string samp, float vol, float atten)
857 sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
862 string precache_sound (string s) = #19;
863 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
864 float precache_sound_index (string s) = #19;
866 void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten)
869 WriteByte(dest, 27); // all bits except SND_LOOPING
870 WriteByte(dest, vol * 255);
871 WriteByte(dest, atten * 64);
872 WriteEntity(dest, e);
873 WriteByte(dest, chan);
874 WriteShort(dest, precache_sound_index(samp));
875 WriteCoord(dest, o_x);
876 WriteCoord(dest, o_y);
877 WriteCoord(dest, o_z);
879 void soundto(float dest, entity e, float chan, string samp, float vol, float atten)
882 o = e.origin + 0.5 * (e.mins + e.maxs);
883 soundtoat(dest, e, o, chan, samp, vol, atten);
885 void soundat(entity e, vector o, float chan, string samp, float vol, float atten)
887 soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten);
890 void play2(entity e, string filename)
892 //stuffcmd(e, strcat("play2 ", filename, "\n"));
894 soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);
898 void announce(entity player, string msg)
900 if(time > player.announcetime)
901 if(clienttype(player) == CLIENTTYPE_REAL)
903 player.announcetime = time + 0.3;
908 void play2team(float t, string filename)
911 FOR_EACH_REALPLAYER(head)
914 play2(head, filename);
918 void play2all(string samp)
920 sound(world, CHAN_AUTO, samp, VOL_BASE, ATTN_NONE);
923 void PrecachePlayerSounds(string f);
924 void precache_all_models(string pattern)
926 float globhandle, i, n;
929 globhandle = search_begin(pattern, TRUE, FALSE);
932 n = search_getsize(globhandle);
933 for(i = 0; i < n; ++i)
935 //print(search_getfilename(globhandle, i), "\n");
936 f = search_getfilename(globhandle, i);
938 PrecachePlayerSounds(strcat(f, ".sounds"));
940 search_end(globhandle);
945 // gamemode related things
946 precache_model ("models/misc/chatbubble.spr");
947 precache_model ("models/misc/teambubble.spr");
950 precache_model ("models/runematch/curse.mdl");
951 precache_model ("models/runematch/rune.mdl");
954 // Precache all player models if desired
955 if (cvar("sv_precacheplayermodels"))
957 PrecachePlayerSounds("sound/player/default.sounds");
958 precache_all_models("models/player/*.zym");
959 precache_all_models("models/player/*.dpm");
960 precache_all_models("models/player/*.md3");
961 precache_all_models("models/player/*.psk");
962 //precache_model("models/player/carni.zym");
963 //precache_model("models/player/crash.zym");
964 //precache_model("models/player/grunt.zym");
965 //precache_model("models/player/headhunter.zym");
966 //precache_model("models/player/insurrectionist.zym");
967 //precache_model("models/player/jeandarc.zym");
968 //precache_model("models/player/lurk.zym");
969 //precache_model("models/player/lycanthrope.zym");
970 //precache_model("models/player/marine.zym");
971 //precache_model("models/player/nexus.zym");
972 //precache_model("models/player/pyria.zym");
973 //precache_model("models/player/shock.zym");
974 //precache_model("models/player/skadi.zym");
975 //precache_model("models/player/specop.zym");
976 //precache_model("models/player/visitant.zym");
981 PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));
982 PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));
985 // gore and miscellaneous sounds
986 //precache_sound ("misc/h2ohit.wav");
987 precache_model ("models/gibs/bloodyskull.md3");
988 precache_model ("models/gibs/chunk.mdl");
989 precache_model ("models/gibs/eye.md3");
990 precache_model ("models/gibs/gib1.md3");
991 precache_model ("models/gibs/gib2.md3");
992 precache_model ("models/gibs/gib3.md3");
993 precache_model ("models/gibs/gib4.md3");
994 precache_model ("models/gibs/gib5.md3");
995 precache_model ("models/gibs/gib6.md3");
996 precache_model ("models/gibs/smallchest.md3");
997 precache_model ("models/gibs/chest.md3");
998 precache_model ("models/gibs/arm.md3");
999 precache_model ("models/gibs/leg1.md3");
1000 precache_model ("models/gibs/leg2.md3");
1001 precache_model ("models/hook.md3");
1002 precache_sound ("misc/armorimpact.wav");
1003 precache_sound ("misc/bodyimpact1.wav");
1004 precache_sound ("misc/bodyimpact2.wav");
1005 precache_sound ("misc/gib.wav");
1006 precache_sound ("misc/gib_splat01.wav");
1007 precache_sound ("misc/gib_splat02.wav");
1008 precache_sound ("misc/gib_splat03.wav");
1009 precache_sound ("misc/gib_splat04.wav");
1010 precache_sound ("misc/hit.wav");
1011 PrecacheGlobalSound((globalsound_fall = "misc/hitground 4"));
1012 PrecacheGlobalSound((globalsound_metalfall = "misc/metalhitground 4"));
1013 precache_sound ("misc/null.wav");
1014 precache_sound ("misc/spawn.wav");
1015 precache_sound ("misc/talk.wav");
1016 precache_sound ("misc/teleport.wav");
1017 precache_sound ("player/lava.wav");
1018 precache_sound ("player/slime.wav");
1020 // announcer sounds - male
1021 //precache_sound ("announcer/male/electrobitch.wav");
1022 precache_sound ("announcer/male/03kills.wav");
1023 precache_sound ("announcer/male/05kills.wav");
1024 precache_sound ("announcer/male/10kills.wav");
1025 precache_sound ("announcer/male/15kills.wav");
1026 precache_sound ("announcer/male/20kills.wav");
1027 precache_sound ("announcer/male/25kills.wav");
1028 precache_sound ("announcer/male/30kills.wav");
1029 precache_sound ("announcer/male/botlike.wav");
1030 precache_sound ("announcer/male/yoda.wav");
1032 // announcer sounds - robotic
1033 precache_sound ("announcer/robotic/prepareforbattle.wav");
1034 precache_sound ("announcer/robotic/begin.wav");
1035 precache_sound ("announcer/robotic/timeoutcalled.wav");
1036 precache_sound ("announcer/robotic/1fragleft.wav");
1037 precache_sound ("announcer/robotic/1minuteremains.wav");
1038 precache_sound ("announcer/robotic/2fragsleft.wav");
1039 precache_sound ("announcer/robotic/3fragsleft.wav");
1042 precache_sound ("announcer/robotic/lastsecond.wav");
1043 precache_sound ("announcer/robotic/narrowly.wav");
1046 precache_model ("models/sprites/1.spr32");
1047 precache_model ("models/sprites/2.spr32");
1048 precache_model ("models/sprites/3.spr32");
1049 precache_model ("models/sprites/4.spr32");
1050 precache_model ("models/sprites/5.spr32");
1051 precache_model ("models/sprites/6.spr32");
1052 precache_model ("models/sprites/7.spr32");
1053 precache_model ("models/sprites/8.spr32");
1054 precache_model ("models/sprites/9.spr32");
1055 precache_model ("models/sprites/10.spr32");
1056 precache_sound ("announcer/robotic/1.ogg");
1057 precache_sound ("announcer/robotic/2.ogg");
1058 precache_sound ("announcer/robotic/3.ogg");
1059 precache_sound ("announcer/robotic/4.ogg");
1060 precache_sound ("announcer/robotic/5.ogg");
1061 precache_sound ("announcer/robotic/6.ogg");
1062 precache_sound ("announcer/robotic/7.ogg");
1063 precache_sound ("announcer/robotic/8.ogg");
1064 precache_sound ("announcer/robotic/9.ogg");
1065 precache_sound ("announcer/robotic/10.ogg");
1067 // common weapon precaches
1068 precache_sound ("weapons/weapon_switch.wav");
1069 precache_sound ("weapons/weaponpickup.wav");
1070 if (cvar("g_grappling_hook"))
1072 precache_sound ("weapons/hook_fire.wav"); // hook
1073 precache_sound ("weapons/hook_impact.wav"); // hook
1076 if (cvar("sv_precacheweapons") || g_nixnex)
1078 //precache weapon models/sounds
1081 while (wep <= WEP_LAST)
1083 weapon_action(wep, WR_PRECACHE);
1088 // plays music for the level if there is any
1091 precache_sound (self.noise);
1092 ambientsound ('0 0 0', self.noise, VOL_BASE, ATTN_NONE);
1096 // sorry, but using \ in macros breaks line numbers
1097 #define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
1098 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
1099 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
1101 vector ExactTriggerHit_mins;
1102 vector ExactTriggerHit_maxs;
1103 float ExactTriggerHit_Recurse()
1109 tracebox('0 0 0', ExactTriggerHit_mins, ExactTriggerHit_maxs, '0 0 0', MOVE_NORMAL, other);
1112 if(trace_ent == self)
1117 se.solid = SOLID_NOT;
1118 f = ExactTriggerHit_Recurse();
1124 float ExactTriggerHit()
1128 if not(self.modelindex)
1132 self.solid = SOLID_BSP;
1133 ExactTriggerHit_mins = other.absmin;
1134 ExactTriggerHit_maxs = other.absmax;
1135 f = ExactTriggerHit_Recurse();
1141 // WARNING: this kills the trace globals
1142 #define EXACTTRIGGER_TOUCH if not(ExactTriggerHit()) return
1143 #define EXACTTRIGGER_INIT InitSolidBSPTrigger(); self.solid = SOLID_TRIGGER
1145 #define INITPRIO_FIRST 0
1146 #define INITPRIO_GAMETYPE 0
1147 #define INITPRIO_GAMETYPE_FALLBACK 1
1148 #define INITPRIO_FINDTARGET 10
1149 #define INITPRIO_SETLOCATION 90
1150 #define INITPRIO_LINKDOORS 91
1151 #define INITPRIO_LAST 99
1153 .void(void) initialize_entity;
1154 .float initialize_entity_order;
1155 .entity initialize_entity_next;
1156 entity initialize_entity_first;
1157 void InitializeEntity(entity e, void(void) func, float order)
1161 if(!e || e.initialize_entity)
1163 // make a proxy initializer entity
1167 e.classname = "initialize_entity";
1171 e.initialize_entity = func;
1172 e.initialize_entity_order = order;
1174 cur = initialize_entity_first;
1177 if(!cur || cur.initialize_entity_order > order)
1179 // insert between prev and cur
1181 prev.initialize_entity_next = e;
1183 initialize_entity_first = e;
1184 e.initialize_entity_next = cur;
1188 cur = cur.initialize_entity_next;
1191 void InitializeEntitiesRun()
1193 for(self = initialize_entity_first; self; )
1196 var void(void) func;
1197 e = self.initialize_entity_next;
1198 func = self.initialize_entity;
1199 self.initialize_entity_order = 0;
1200 self.initialize_entity = func_null;
1201 self.initialize_entity_next = world;
1202 if(self.classname == "initialize_entity")
1209 dprint("Delayed initialization: ", self.classname, "\n");
1213 initialize_entity_first = world;
1217 #define IFTARGETED if(!self.nottargeted && self.targetname != "")
1219 float power2of(float e)
1223 float log2of(float x)
1225 // NOTE: generated code
1300 // - basically func_assault_destructible for general gameplay use
1303 void () SUB_UseTargets, assault_destructible_use, SUB_Remove, SUB_Null;
1304 void LaunchDebris (string debrisname) =
1308 if (debrisname == "" || !debrisname)
1312 dbr.origin = self.origin;
1313 setmodel (dbr, debrisname );
1314 setsize (dbr, '0 0 0', '0 0 0');
1315 dbr.velocity_x = 70 * crandom();
1316 dbr.velocity_y = 70 * crandom();
1317 dbr.velocity_z = 140 + 70 * random();
1318 dbr.movetype = MOVETYPE_BOUNCE;
1319 dbr.solid = SOLID_BBOX;
1320 dbr.avelocity_x = random()*600;
1321 dbr.avelocity_y = random()*600;
1322 dbr.avelocity_z = random()*600;
1323 dbr.think = SUB_Remove;
1324 dbr.nextthink = time + 13 + random()*10;
1327 .string debris1, debris2, debris3;
1329 void func_breakable_destroy() {
1331 setmodel(self, self.mdl_dead);
1334 self.solid = SOLID_NOT;
1336 self.takedamage = DAMAGE_NO;
1338 // now throw around the debris
1339 LaunchDebris(self.debris1);
1340 LaunchDebris(self.debris2);
1341 LaunchDebris(self.debris3);
1345 self.event_damage = SUB_Null;
1348 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) {
1351 self.health = self.health - damage;
1352 // add pain effects?
1355 if(self.health < 0) {
1356 activator = attacker;
1357 func_breakable_destroy();
1361 // destructible walls that can be used to trigger target_objective_decrease
1362 void spawnfunc_func_breakable() {
1366 self.max_health = self.health;
1368 //self.cnt = 0; // not yet activated
1372 self.classname = "func_breakable";
1373 self.mdl = self.model;
1374 setmodel(self, self.mdl);
1376 self.solid = SOLID_BSP;
1378 // precache all the models
1380 precache_model(self.mdl_dead);
1382 precache_model(self.debris1);
1384 precache_model(self.debris2);
1386 precache_model(self.debris3);
1388 self.use = assault_destructible_use; // shared use function, b/c they woudl do the same thing anyways
1389 self.event_damage = func_breakable_damage;