6 game = cvar ("gamecfg"); // load game options
8 // Precache all player models
9 // Workaround for "invisible players"
10 precache_model("models/player/carni.zym");
11 precache_model("models/player/crash.zym");
12 precache_model("models/player/grunt.zym");
13 precache_model("models/player/headhunter.zym");
14 precache_model("models/player/insurrectionist.zym");
15 precache_model("models/player/jeandarc.zym");
16 precache_model("models/player/lurk.zym");
17 precache_model("models/player/lycanthrope.zym");
18 precache_model("models/player/marine.zym");
19 precache_model("models/player/nexus.zym");
20 precache_model("models/player/pyria.zym");
21 precache_model("models/player/shock.zym");
22 precache_model("models/player/skadi.zym");
23 precache_model("models/player/specop.zym");
24 precache_model("models/player/visitant.zym");
26 //precache_model ("progs/beam.mdl");
27 precache_model ("models/bullet.mdl");
28 precache_model ("models/casing_bronze.mdl");
29 precache_model ("models/casing_shell.mdl");
30 precache_model ("models/casing_steel.mdl");
31 precache_model ("models/ebomb.mdl");
32 precache_model ("models/elaser.mdl");
33 precache_model ("models/flash.md3");
34 precache_model ("models/gibs/bloodyskull.md3");
35 precache_model ("models/gibs/chunk.mdl");
36 precache_model ("models/gibs/eye.md3");
37 precache_model ("models/gibs/gib1.md3");
38 precache_model ("models/gibs/gib2.md3");
39 precache_model ("models/gibs/gib3.md3");
40 precache_model ("models/gibs/gib4.md3");
41 precache_model ("models/gibs/gib5.md3");
42 precache_model ("models/gibs/gib6.md3");
43 precache_model ("models/grenademodel.md3");
44 precache_model ("models/hagarmissile.mdl");
45 precache_model ("models/items/a_bullets.mdl");
46 precache_model ("models/items/a_cells.md3");
47 precache_model ("models/items/a_rockets.md3");
48 precache_model ("models/items/a_shells.md3");
49 precache_model ("models/items/g_a1.md3");
50 precache_model ("models/items/g_a25.md3");
51 precache_model ("models/items/g_h1.md3");
52 precache_model ("models/items/g_h25.md3");
53 precache_model ("models/items/g_h100.md3");
54 precache_model ("models/items/g_invincible.md3");
55 precache_model ("models/items/g_strength.md3");
56 precache_model ("models/laser.mdl");
57 precache_model ("models/misc/chatbubble.spr");
58 precache_model ("models/nexflash.md3");
59 precache_model ("models/plasma.mdl");
60 precache_model ("models/plasmatrail.mdl");
61 precache_model ("models/rocket.md3");
62 precache_model ("models/sprites/grenadeexplosion.spr32");
63 precache_model ("models/sprites/hagarexplosion.spr32");
64 precache_model ("models/sprites/muzzleflash.spr32");
65 //precache_model ("models/sprites/plasmahitwall.spr32");
66 //precache_model ("models/sprites/plasmashot.spr32");
67 precache_model ("models/sprites/rocketexplosion.spr32");
68 precache_model ("models/tracer.mdl");
69 precache_model ("models/uziflash.md3");
70 precache_model ("models/weapons/g_crylink.md3");
71 precache_model ("models/weapons/g_electro.md3");
72 precache_model ("models/weapons/g_gl.md3");
73 precache_model ("models/weapons/g_hagar.md3");
74 precache_model ("models/weapons/g_nex.md3");
75 precache_model ("models/weapons/g_rl.md3");
76 precache_model ("models/weapons/g_shotgun.md3");
77 precache_model ("models/weapons/g_uzi.md3");
78 precache_model ("models/weapons/v_crylink.md3");
79 precache_model ("models/weapons/v_electro.md3");
80 precache_model ("models/weapons/v_gl.md3");
81 precache_model ("models/weapons/v_hagar.md3");
82 precache_model ("models/weapons/v_laser.md3");
83 precache_model ("models/weapons/v_nex.md3");
84 precache_model ("models/weapons/v_rl.md3");
85 precache_model ("models/weapons/v_shotgun.md3");
86 precache_model ("models/weapons/v_uzi.md3");
87 precache_model ("models/weapons/w_crylink.zym");
88 precache_model ("models/weapons/w_electro.zym");
89 precache_model ("models/weapons/w_gl.zym");
90 precache_model ("models/weapons/w_hagar.zym");
91 precache_model ("models/weapons/w_laser.zym");
92 precache_model ("models/weapons/w_nex.zym");
93 precache_model ("models/weapons/w_rl.zym");
94 precache_model ("models/weapons/w_shotgun.zym");
95 precache_model ("models/weapons/w_uzi.zym");
96 precache_sound ("announcer/1fragleft.wav");
97 precache_sound ("announcer/1minuteremains.wav");
98 precache_sound ("announcer/2fragsleft.wav");
99 precache_sound ("announcer/3fragsleft.wav");
100 precache_sound ("announcer/welcometonexuiz.wav");
101 precache_sound ("misc/armor1.wav");
102 precache_sound ("misc/armor25.wav");
103 precache_sound ("misc/armorimpact.wav");
104 precache_sound ("misc/bodyimpact1.wav");
105 precache_sound ("misc/bodyimpact2.wav");
106 precache_sound ("misc/gib.wav");
107 precache_sound ("misc/gib_splat01.wav");
108 precache_sound ("misc/gib_splat02.wav");
109 precache_sound ("misc/gib_splat03.wav");
110 precache_sound ("misc/gib_splat04.wav");
111 //precache_sound ("misc/h2ohit.wav");
112 precache_sound ("misc/hit.wav");
113 precache_sound ("misc/hitground1.wav");
114 precache_sound ("misc/hitground2.wav");
115 precache_sound ("misc/hitground3.wav");
116 precache_sound ("misc/hitground4.wav");
117 precache_sound ("misc/itempickup.wav");
118 precache_sound ("misc/itemrespawn.wav");
119 precache_sound ("misc/jumppad.wav");
120 precache_sound ("misc/mediumhealth.wav");
121 precache_sound ("misc/megahealth.wav");
122 precache_sound ("misc/minihealth.wav");
123 precache_sound ("misc/powerup.wav");
124 precache_sound ("misc/talk.wav");
125 precache_sound ("misc/teleport.wav");
126 precache_sound ("plats/medplat1.wav");
127 precache_sound ("plats/medplat2.wav");
128 precache_sound ("player/lava.wav");
129 precache_sound ("player/slime.wav");
130 precache_sound ("weapons/crylink.wav");
131 precache_sound ("weapons/crylink2.wav");
132 precache_sound ("weapons/electro_fire.wav");
133 precache_sound ("weapons/electro_fly.wav");
134 precache_sound ("weapons/electro_impact.wav");
135 precache_sound ("weapons/grenade_bounce.wav");
136 precache_sound ("weapons/grenade_fire.wav");
137 precache_sound ("weapons/grenade_impact.wav");
138 precache_sound ("weapons/hagar_fire.wav");
139 precache_sound ("weapons/hagexp1.wav");
140 precache_sound ("weapons/hagexp2.wav");
141 precache_sound ("weapons/hagexp3.wav");
142 precache_sound ("weapons/lasergun_fire.wav");
143 precache_sound ("weapons/laserimpact.wav");
144 precache_sound ("weapons/nexfire.wav");
145 precache_sound ("weapons/neximpact.wav");
146 precache_sound ("weapons/ric1.wav");
147 precache_sound ("weapons/ric2.wav");
148 precache_sound ("weapons/ric3.wav");
149 precache_sound ("weapons/rocket_fire.wav");
150 precache_sound ("weapons/rocket_fly.wav");
151 precache_sound ("weapons/rocket_impact.wav");
152 precache_sound ("weapons/shotgun_fire.wav");
153 precache_sound ("weapons/tink1.wav");
154 precache_sound ("weapons/uzi_fire.wav");
155 precache_sound ("weapons/weapon_switch.wav");
156 precache_sound ("weapons/weaponpickup.wav");
160 // plays music for the level if there is any
163 precache_sound (self.noise);
164 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);
170 // 1 FLICKER (first variety)
171 lightstyle(1, "mmnmmommommnonmmonqnmmo");
173 // 2 SLOW STRONG PULSE
174 lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
176 // 3 CANDLE (first variety)
177 lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
180 lightstyle(4, "mamamamamama");
183 lightstyle(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
185 // 6 FLICKER (second variety)
186 lightstyle(6, "nmonqnmomnmomomno");
188 // 7 CANDLE (second variety)
189 lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm");
191 // 8 CANDLE (third variety)
192 lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
194 // 9 SLOW STROBE (fourth variety)
195 lightstyle(9, "aaaaaaaazzzzzzzz");
197 // 10 FLUORESCENT FLICKER
198 lightstyle(10, "mmamammmmammamamaaamammma");
200 // 11 SLOW PULSE NOT FADE TO BLACK
201 lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
203 // styles 32-62 are assigned by the light program for switchable lights
208 if (cvar("g_domination"))
218 // reads and alters data/maplist.cfg (sliding it one line), and returns a
219 // strzoned string containing the next map
220 #define MAPLIST "maplist.cfg"
221 string() Nex_RotateMapList =
224 local string lNextMap;
225 local string lCurrentMap;
226 local string lBuffer;
228 lHandle = fopen( MAPLIST, FILE_READ );
231 // restart the current map if no other map is not found
232 return strzone( mapname );
235 // get the first line that will be moved to the end later
236 lCurrentMap = strzone( fgets( lHandle ) );
239 // restart the current map if no other map is not found
240 return strzone( mapname );
243 // now get the second line which is the map that should be loaded next
244 lBuffer = fgets( lHandle );
245 // if there isnt a second line, nothing needs to be rotated
248 strunzone( lCurrentMap );
249 // restart the current map if no other map is not found
250 return strzone( mapname );
253 // since lBuffer holds the next map, it is assigned to nextmap
254 lNextMap = strzone( lBuffer );
256 // since fgets uses its own buffer we need to move lBuffer to a tempstring
257 // before reading the next line (or lBuffer will be lost)
258 lBuffer = strcat( lBuffer );
260 // read in the rest of the list
264 lLine = fgets( lHandle );
269 lBuffer = strcat( lBuffer, "\n", lLine );
272 lBuffer = strcat( lBuffer, "\n", lCurrentMap );
274 // dismiss lCurrentmap now
275 strunzone( lCurrentMap );
277 // and close the file handle
280 // open the maplist for output this one
281 lHandle = fopen( MAPLIST, FILE_WRITE );
283 // this shouldnt happen!
284 // print a warning/error message
285 dprint( "Couldn't open ", MAPLIST, " for output!\n" );
287 strunzone( lNextMap );
289 // we return the currently running map
290 return strzone( mapname );
293 fputs( lHandle, lBuffer );
301 float intermission_running;
302 float intermission_exittime;
303 float alreadychangedlevel;
308 //local string nextmap;
309 //local float n, nummaps;
311 if (alreadychangedlevel)
313 alreadychangedlevel = TRUE;
314 if (cvar("samelevel")) // if samelevel is set, stay on same level
315 changelevel (mapname);
319 local float lCurrent;
322 lSize = tokenize( cvar_string( "g_maplist" ) );
323 lCurrent = cvar( "g_maplist_index" );
325 lCurrent = lCurrent + 1;
326 if( lCurrent >= lSize ) {
330 cvar_set( "g_maplist_index", ftos( lCurrent ) );
331 changelevel( argv( lCurrent ) );
339 // restart current map if no cycle is found
340 nextmap = strzone(mapname);
341 fh = fopen("maplist.cfg", FILE_READ);
347 if (nextmap == mapname)
350 nextmap = strzone(line);
360 nextmap = strzone(line);
366 changelevel (nextmap);
367 strunzone(nextmap);*/
370 //nextmap = Nex_RotateMapList();
371 //changelevel (nextmap);
372 //strunzone (nextmap);
375 s = cvar_string("g_maplist");
376 nummaps = tokenize(s);
377 // if no map list, restart current one
384 if (argv(n) == mapname)
393 changelevel (nextmap);
403 When the player presses attack or jump, change to the next level
406 void() IntermissionThink =
408 if (time < intermission_exittime)
411 if (time < intermission_exittime + 10 && !self.button0 && !self.button1 && !self.button2 && !self.button3)
421 Returns the entity to view from
425 entity() FindIntermission =
430 // look for info_intermission first
431 spot = find (world, classname, "info_intermission");
433 { // pick a random one
437 spot = find (spot, classname, "info_intermission");
439 spot = find (spot, classname, "info_intermission");
445 // then look for the start position
446 spot = find (world, classname, "info_player_start");
450 // testinfo_player_start is only found in regioned levels
451 spot = find (world, classname, "testplayerstart");
455 // then look for the start position
456 spot = find (world, classname, "info_player_deathmatch");
460 //objerror ("FindIntermission: no spot");
466 ===============================================================================
470 ===============================================================================
474 go to the next level for deathmatch
475 only called if a time or frag limit has expired
481 intermission_running = 1;
483 // enforce a wait time before allowing changelevel
484 intermission_exittime = time + 5;
486 WriteByte (MSG_ALL, SVC_CDTRACK);
487 WriteByte (MSG_ALL, 3);
488 WriteByte (MSG_ALL, 3);
490 //pos = FindIntermission ();
492 other = find (world, classname, "player");
493 while (other != world)
495 //other.nextthink = time + 0.5;
496 other.takedamage = DAMAGE_NO;
497 other.solid = SOLID_NOT;
498 other.movetype = MOVETYPE_NONE;
499 other.angles = other.v_angle;
500 other.angles_x = other.angles_x * -1;
504 other.modelindex = 0;
505 other.weaponentity = world; // remove weapon model
506 other.view_ofs = '0 0 0';
507 other.angles = other.v_angle = pos.mangle;
510 other.angles = other.v_angle = pos.angles;
511 other.v_angle_x = other.v_angle_x * -1;
513 other.fixangle = TRUE; // turn this way immediately
514 setorigin (other, pos.origin);
517 other = find (other, classname, "player");
520 WriteByte (MSG_ALL, SVC_INTERMISSION);
527 Exit deathmatch games upon conditions
530 void() CheckRules_Player =
532 local float fraglimit;
534 if (gameover) // someone else quit the game already
537 fraglimit = cvar("fraglimit");
538 if (fraglimit && self.frags >= fraglimit)
545 float checkrules_oneminutewarning;
546 float checkrules_leaderfrags;
547 entity checkrules_leader;
553 Exit deathmatch games upon conditions
556 void() CheckRules_World =
558 local float timelimit;
559 local float fraglimit;
560 local float checkrules_oldleaderfrags;
561 local entity checkrules_oldleader;
564 if (intermission_running)
565 if (time >= intermission_exittime + 60)
571 if (gameover) // someone else quit the game already
574 timelimit = cvar("timelimit") * 60;
575 fraglimit = cvar("fraglimit");
577 if (timelimit && time >= timelimit)
583 if (!checkrules_oneminutewarning && timelimit && time > timelimit - 60)
585 checkrules_oneminutewarning = TRUE;
586 sound(world, CHAN_AUTO, "announcer/1minuteremains.wav", 1, ATTN_NONE);
589 checkrules_oldleader = checkrules_leader;
590 checkrules_oldleaderfrags = checkrules_leaderfrags;
591 checkrules_leaderfrags = 0;
592 checkrules_leader = world;
593 head = findchain(classname, "player");
596 if (checkrules_leaderfrags < head.frags)
598 checkrules_leaderfrags = head.frags;
599 checkrules_leader = head;
603 if (checkrules_leaderfrags <= 0)
605 checkrules_leader = world;
606 checkrules_leaderfrags = 0;
608 checkrules_leaderfrags = floor(checkrules_leaderfrags);
609 if (checkrules_leaderfrags != checkrules_oldleaderfrags)
611 if (checkrules_leaderfrags == fraglimit - 1)
612 sound(world, CHAN_AUTO, "announcer/1fragleft.wav", 1, ATTN_NONE);
613 else if (checkrules_leaderfrags == fraglimit - 2)
614 sound(world, CHAN_AUTO, "announcer/2fragsleft.wav", 1, ATTN_NONE);
615 else if (checkrules_leaderfrags == fraglimit - 3)
616 sound(world, CHAN_AUTO, "announcer/3fragsleft.wav", 1, ATTN_NONE);
618 // if (checkrules_leader != checkrules_oldleader)// && checkrules_leaderfrags > checkrules_oldleaderfrags)
619 // bprint("^1",checkrules_leader.netname, " has taken the lead with ", ftos(checkrules_leaderfrags), " frags\n");