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);
111 string STR_PLAYER = "player";
112 string STR_SPECTATOR = "spectator";
113 string STR_OBSERVER = "observer";
116 #define FOR_EACH_CLIENT(v) for(v = world; (v = findflags(v, flags, FL_CLIENT)) != world; )
117 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
118 #define FOR_EACH_PLAYER(v) for(v = world; (v = find(v, classname, STR_PLAYER)) != world; )
119 #define FOR_EACH_REALPLAYER(v) FOR_EACH_PLAYER(v) if(clienttype(v) == CLIENTTYPE_REAL)
121 #define FOR_EACH_CLIENTSLOT(v) for(v = world; (v = nextent(v)) && (num_for_edict(v) <= maxclients); )
122 #define FOR_EACH_CLIENT(v) FOR_EACH_CLIENTSLOT(v) if(v.flags & FL_CLIENT)
123 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
124 #define FOR_EACH_PLAYER(v) FOR_EACH_CLIENT(v) if(v.classname == STR_PLAYER)
125 #define FOR_EACH_REALPLAYER(v) FOR_EACH_REALCLIENT(v) if(v.classname == STR_PLAYER)
128 // copies a string to a tempstring (so one can strunzone it)
129 string strcat1(string s) = #115; // FRIK_FILE
134 void bcenterprint(string s)
136 // TODO replace by MSG_ALL (would show it to spectators too, though)?
138 FOR_EACH_PLAYER(head)
139 if(clienttype(head) == CLIENTTYPE_REAL)
140 centerprint(head, s);
143 void GameLogEcho(string s)
148 if(cvar("sv_eventlog_files"))
153 matches = cvar("sv_eventlog_files_counter") + 1;
154 cvar_set("sv_eventlog_files_counter", ftos(matches));
157 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
158 fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
159 logfile = fopen(fn, FILE_APPEND);
160 fputs(logfile, ":logversion:2\n");
164 if(cvar("sv_eventlog_files_timestamps"))
165 fputs(logfile, strcat(":time:", strftime(TRUE, "%Y-%m-%d %H:%M:%S", "\n", s, "\n")));
167 fputs(logfile, strcat(s, "\n"));
170 if(cvar("sv_eventlog_console"))
179 // will be opened later
184 if(logfile_open && logfile >= 0)
191 float spawnpoint_nag;
192 void relocate_spawnpoint()
194 // nudge off the floor
195 setorigin(self, self.origin + '0 0 1');
197 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
198 if (trace_startsolid)
204 if(!move_out_of_solid(self))
205 objerror("could not get out of solid at all!");
206 print("^1NOTE: this map needs FIXING. Spawnpoint at ", vtos(o - '0 0 1'));
207 print(" needs to be moved out of solid, e.g. by '", ftos(self.origin_x - o_x));
208 print(" ", ftos(self.origin_y - o_y));
209 print(" ", ftos(self.origin_z - o_z), "'\n");
210 if(cvar("g_spawnpoints_auto_move_out_of_solid"))
213 print("\{1}^1NOTE: this map needs FIXING (it contains spawnpoints in solid, see server log)\n");
219 self.mins = self.maxs = '0 0 0';
220 objerror("player spawn point in solid, mapper sucks!\n");
225 if(cvar("g_spawnpoints_autodrop"))
227 setsize(self, PL_MIN, PL_MAX);
231 self.use = spawnpoint_use;
232 self.team_saved = self.team;
236 if(g_ctf || g_assault || g_onslaught || g_domination)
238 have_team_spawns = 1;
240 if(cvar("r_showbboxes"))
242 // show where spawnpoints point at too
243 makevectors(self.angles);
246 e.classname = "info_player_foo";
247 setorigin(e, self.origin + v_forward * 24);
248 setsize(e, '-8 -8 -8', '8 8 8');
249 e.solid = SOLID_TRIGGER;
253 #define strstr strstrofs
255 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
256 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
257 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
258 // BE CONSTANT OR strzoneD!
259 float strstr(string haystack, string needle, float offset)
263 len = strlen(needle);
264 endpos = strlen(haystack) - len;
265 while(offset <= endpos)
267 found = substring(haystack, offset, len);
276 float NUM_NEAREST_ENTITIES = 4;
277 entity nearest_entity[NUM_NEAREST_ENTITIES];
278 float nearest_length[NUM_NEAREST_ENTITIES];
279 entity findnearest(vector point, .string field, string value, vector axismod)
290 localhead = find(world, field, value);
293 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
294 dist = localhead.oldorigin;
296 dist = localhead.origin;
298 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
301 for(i = 0; i < num_nearest; ++i)
303 if(len < nearest_length[i])
307 // now i tells us where to insert at
308 // INSERTION SORT! YOU'VE SEEN IT! RUN!
309 if(i < NUM_NEAREST_ENTITIES)
311 for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
313 nearest_length[j + 1] = nearest_length[j];
314 nearest_entity[j + 1] = nearest_entity[j];
316 nearest_length[i] = len;
317 nearest_entity[i] = localhead;
318 if(num_nearest < NUM_NEAREST_ENTITIES)
319 num_nearest = num_nearest + 1;
322 localhead = find(localhead, field, value);
325 // now use the first one from our list that we can see
326 for(i = 0; i < num_nearest; ++i)
328 traceline(point, nearest_entity[i].origin, TRUE, world);
329 if(trace_fraction == 1)
333 dprint("Nearest point (");
334 dprint(nearest_entity[0].netname);
335 dprint(") is not visible, using a visible one.\n");
337 return nearest_entity[i];
344 dprint("Not seeing any location point, using nearest as fallback.\n");
346 dprint("Candidates were: ");
347 for(j = 0; j < num_nearest; ++j)
351 dprint(nearest_entity[j].netname);
356 return nearest_entity[0];
359 void spawnfunc_target_location()
361 self.classname = "target_location";
362 // location name in netname
363 // eventually support: count, teamgame selectors, line of sight?
366 void spawnfunc_info_location()
368 self.classname = "target_location";
369 self.message = self.netname;
372 string NearestLocation(vector p)
377 loc = findnearest(p, classname, "target_location", '1 1 1');
384 loc = findnearest(p, target, "###item###", '1 1 4');
391 string formatmessage(string msg)
398 msg_save = strzone(msg);
404 break; // too many replacements
406 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
409 replacement = substring(msg_save, p, 2);
410 escape = substring(msg_save, p + 1, 1);
413 else if(escape == "a")
414 replacement = ftos(floor(self.armorvalue));
415 else if(escape == "h")
416 replacement = ftos(floor(self.health));
417 else if(escape == "l")
418 replacement = NearestLocation(self.origin);
419 else if(escape == "y")
420 replacement = NearestLocation(self.cursor_trace_endpos);
421 else if(escape == "d")
422 replacement = NearestLocation(self.death_origin);
423 else if(escape == "w")
428 wep = self.switchweapon;
431 replacement = W_Name(wep);
433 else if(escape == "W")
435 if(self.items & IT_SHELLS) replacement = "shells";
436 else if(self.items & IT_NAILS) replacement = "bullets";
437 else if(self.items & IT_ROCKETS) replacement = "rockets";
438 else if(self.items & IT_CELLS) replacement = "cells";
439 else replacement = "batteries"; // ;)
441 else if(escape == "x")
443 replacement = self.cursor_trace_ent.netname;
444 if(!replacement || !self.cursor_trace_ent)
445 replacement = "nothing";
447 else if(escape == "p")
449 if(self.last_selected_player)
450 replacement = self.last_selected_player.netname;
452 replacement = "(nobody)";
454 msg = strcat(substring(msg_save, 0, p), replacement);
455 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
457 msg_save = strzone(msg);
460 msg = strcat(msg_save, "");
471 >0: receives a cvar from name=argv(f) value=argv(f+1)
473 void GetCvars_handleString(float f, .string field, string name)
478 strunzone(self.field);
485 strunzone(self.field);
486 self.field = strzone(argv(f + 1));
490 stuffcmd(self, strcat("sendcvar ", name, "\n"));
492 void GetCvars_handleString_Fixup(float f, .string field, string name, string(string) func)
494 GetCvars_handleString(f, field, name);
495 if(f >= 0) // also initialize to the fitting value for "" when sending cvars out
499 s = func(strcat1(self.field));
502 strunzone(self.field);
503 self.field = strzone(s);
507 void GetCvars_handleFloat(float f, .float field, string name)
515 self.field = stof(argv(f + 1));
518 stuffcmd(self, strcat("sendcvar ", name, "\n"));
520 string W_FixWeaponOrder_ForceComplete(string s);
521 string W_FixWeaponOrder_AllowIncomplete(string s);
522 void GetCvars(float f)
524 GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
525 GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
526 GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
527 GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
528 GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
529 GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
530 GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
531 GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
532 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriority, "cl_weaponpriority", W_FixWeaponOrder_ForceComplete);
533 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[0], "cl_weaponpriority0", W_FixWeaponOrder_AllowIncomplete);
534 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[1], "cl_weaponpriority1", W_FixWeaponOrder_AllowIncomplete);
535 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[2], "cl_weaponpriority2", W_FixWeaponOrder_AllowIncomplete);
536 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[3], "cl_weaponpriority3", W_FixWeaponOrder_AllowIncomplete);
537 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[4], "cl_weaponpriority4", W_FixWeaponOrder_AllowIncomplete);
538 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[5], "cl_weaponpriority5", W_FixWeaponOrder_AllowIncomplete);
539 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[6], "cl_weaponpriority6", W_FixWeaponOrder_AllowIncomplete);
540 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[7], "cl_weaponpriority7", W_FixWeaponOrder_AllowIncomplete);
541 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[8], "cl_weaponpriority8", W_FixWeaponOrder_AllowIncomplete);
542 GetCvars_handleString_Fixup(f, cvar_cl_weaponpriorities[9], "cl_weaponpriority9", W_FixWeaponOrder_AllowIncomplete);
545 float fexists(string f)
548 fh = fopen(f, FILE_READ);
555 void backtrace(string msg)
558 dev = cvar("developer");
559 cvar_set("developer", "1");
561 dprint("--- CUT HERE ---\nWARNING: ");
564 remove(world); // isn't there any better way to cause a backtrace?
565 dprint("\n--- CUT UNTIL HERE ---\n");
566 cvar_set("developer", ftos(dev));
569 string Team_ColorCode(float teamid)
571 if(teamid == COLOR_TEAM1)
573 else if(teamid == COLOR_TEAM2)
575 else if(teamid == COLOR_TEAM3)
577 else if(teamid == COLOR_TEAM4)
582 string Team_ColorName(float t)
584 // fixme: Search for team entities and get their .netname's!
595 string Team_ColorNameLowerCase(float t)
597 // fixme: Search for team entities and get their .netname's!
609 #define CENTERPRIO_POINT 1
610 #define CENTERPRIO_SPAM 2
611 #define CENTERPRIO_REBALANCE 2
612 #define CENTERPRIO_VOTE 4
613 #define CENTERPRIO_NORMAL 5
614 #define CENTERPRIO_MAPVOTE 9
615 #define CENTERPRIO_IDLEKICK 50
616 #define CENTERPRIO_ADMIN 99
617 .float centerprint_priority;
618 .float centerprint_expires;
619 void centerprint_atprio(entity e, float prio, string s)
621 if(intermission_running)
622 if(prio < CENTERPRIO_MAPVOTE)
624 if(time > e.centerprint_expires)
625 e.centerprint_priority = 0;
626 if(prio >= e.centerprint_priority)
628 e.centerprint_priority = prio;
629 if(timeoutStatus == 2)
630 e.centerprint_expires = time + (e.cvar_scr_centertime * TIMEOUT_SLOWMO_VALUE);
632 e.centerprint_expires = time + e.cvar_scr_centertime;
633 centerprint_builtin(e, s);
636 void centerprint_expire(entity e, float prio)
638 if(prio == e.centerprint_priority)
640 e.centerprint_priority = 0;
641 centerprint_builtin(e, "");
644 void centerprint(entity e, string s)
646 centerprint_atprio(e, CENTERPRIO_NORMAL, s);
651 // decolorizes and team colors the player name when needed
652 string playername(entity p)
655 if(teams_matter && !intermission_running && p.classname == "player")
657 t = Team_ColorCode(p.team);
658 return strcat(t, strdecolorize(p.netname));
664 vector randompos(vector m1, vector m2)
668 v_x = m2_x * random() + m1_x;
669 v_y = m2_y * random() + m1_y;
670 v_z = m2_z * random() + m1_z;
674 // requires that m2>m1 in all coordinates, and that m4>m3
675 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;};
677 // requires the same, but is a stronger condition
678 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;};
680 float g_pickup_shells;
681 float g_pickup_shells_max;
682 float g_pickup_nails;
683 float g_pickup_nails_max;
684 float g_pickup_rockets;
685 float g_pickup_rockets_max;
686 float g_pickup_cells;
687 float g_pickup_cells_max;
688 float g_pickup_armorsmall;
689 float g_pickup_armorsmall_max;
690 float g_pickup_armormedium;
691 float g_pickup_armormedium_max;
692 float g_pickup_armorlarge;
693 float g_pickup_armorlarge_max;
694 float g_pickup_healthsmall;
695 float g_pickup_healthsmall_max;
696 float g_pickup_healthmedium;
697 float g_pickup_healthmedium_max;
698 float g_pickup_healthlarge;
699 float g_pickup_healthlarge_max;
700 float g_pickup_healthmega;
701 float g_pickup_healthmega_max;
704 float start_switchweapon;
705 float start_ammo_shells;
706 float start_ammo_nails;
707 float start_ammo_rockets;
708 float start_ammo_cells;
710 float start_armorvalue;
712 entity get_weaponinfo(float w);
714 void readlevelcvars(void)
719 sv_cheats = cvar("sv_cheats");
720 sv_gentle = cvar("sv_gentle");
721 sv_foginterval = cvar("sv_foginterval");
722 g_cloaked = cvar("g_cloaked");
723 g_jump_grunt = cvar("g_jump_grunt");
724 g_footsteps = cvar("g_footsteps");
725 g_grappling_hook = cvar("g_grappling_hook");
726 g_laserguided_missile = cvar("g_laserguided_missile");
727 g_midair = cvar("g_midair");
728 g_minstagib = cvar("g_minstagib");
729 g_nixnex = cvar("g_nixnex");
730 g_nixnex_with_laser = cvar("g_nixnex_with_laser");
731 g_norecoil = cvar("g_norecoil");
732 g_rocketarena = cvar("g_rocketarena");
733 g_vampire = cvar("g_vampire");
734 g_tourney = cvar("g_tourney");
735 sv_maxidle = cvar("sv_maxidle");
736 sv_maxidle_spectatorsareidle = cvar("sv_maxidle_spectatorsareidle");
737 sv_pogostick = cvar("sv_pogostick");
738 sv_doublejump = cvar("sv_doublejump");
740 g_pickup_respawntime_short = cvar("g_pickup_respawntime_short");
741 g_pickup_respawntime_medium = cvar("g_pickup_respawntime_medium");
742 g_pickup_respawntime_long = cvar("g_pickup_respawntime_long");
743 g_pickup_respawntime_powerup = cvar("g_pickup_respawntime_powerup");
745 if(g_minstagib) g_nixnex = g_rocketarena = 0;
746 if(g_nixnex) g_rocketarena = 0;
748 g_pickup_shells = cvar("g_pickup_shells");
749 g_pickup_shells_max = cvar("g_pickup_shells_max");
750 g_pickup_nails = cvar("g_pickup_nails");
751 g_pickup_nails_max = cvar("g_pickup_nails_max");
752 g_pickup_rockets = cvar("g_pickup_rockets");
753 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
754 g_pickup_cells = cvar("g_pickup_cells");
755 g_pickup_cells_max = cvar("g_pickup_cells_max");
756 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
757 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
758 g_pickup_armormedium = cvar("g_pickup_armormedium");
759 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
760 g_pickup_armorlarge = cvar("g_pickup_armorlarge");
761 g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max");
762 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
763 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
764 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
765 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
766 g_pickup_healthlarge = cvar("g_pickup_healthlarge");
767 g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max");
768 g_pickup_healthmega = cvar("g_pickup_healthmega");
769 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
771 // initialize starting values for players
773 start_switchweapon = 0;
774 start_ammo_shells = 0;
775 start_ammo_nails = 0;
776 start_ammo_rockets = 0;
777 start_ammo_cells = 0;
778 start_health = cvar("g_balance_health_start");
779 start_armorvalue = cvar("g_balance_armor_start");
783 start_weapons = WEPBIT_ROCKET_LAUNCHER;
784 start_switchweapon = WEP_ROCKET_LAUNCHER;
785 weapon_action(start_switchweapon, WR_PRECACHE);
786 start_ammo_rockets = 999;
791 // will be done later
796 start_armorvalue = 0;
797 start_weapons = WEPBIT_MINSTANEX;
798 start_switchweapon = WEP_MINSTANEX;
799 weapon_action(start_switchweapon, WR_PRECACHE);
800 start_ammo_cells = cvar("g_minstagib_ammo_start");
801 g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
807 start_ammo_shells = cvar("g_lms_start_ammo_shells");
808 start_ammo_nails = cvar("g_lms_start_ammo_nails");
809 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
810 start_ammo_cells = cvar("g_lms_start_ammo_cells");
811 start_health = cvar("g_lms_start_health");
812 start_armorvalue = cvar("g_lms_start_armor");
815 start_ammo_shells = cvar("g_tourney_start_ammo_shells");
816 start_ammo_nails = cvar("g_tourney_start_ammo_nails");
817 start_ammo_rockets = cvar("g_tourney_start_ammo_rockets");
818 start_ammo_cells = cvar("g_tourney_start_ammo_cells");
819 start_health = cvar("g_tourney_start_health");
820 start_armorvalue = cvar("g_tourney_start_armor");
822 else if (cvar("g_use_ammunition")) {
823 start_ammo_shells = cvar("g_start_ammo_shells");
824 start_ammo_nails = cvar("g_start_ammo_nails");
825 start_ammo_rockets = cvar("g_start_ammo_rockets");
826 start_ammo_cells = cvar("g_start_ammo_cells");
828 start_ammo_shells = cvar("g_pickup_shells_max");
829 start_ammo_nails = cvar("g_pickup_nails_max");
830 start_ammo_rockets = cvar("g_pickup_rockets_max");
831 start_ammo_cells = cvar("g_pickup_cells_max");
834 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
836 e = get_weaponinfo(i);
839 if(((e.spawnflags & 1) && (g_lms || g_tourney)) || cvar(strcat("g_start_weapon_", e.netname)))
841 start_weapons |= e.weapons;
842 start_switchweapon = e.weapon;
843 weapon_action(e.weapon, WR_PRECACHE);
850 // TODO sound pack system
853 string precache_sound_builtin (string s) = #19;
854 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
855 string precache_sound(string s)
857 return precache_sound_builtin(strcat(soundpack, s));
859 void play2(entity e, string filename)
861 stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
863 void sound(entity e, float chan, string samp, float vol, float atten)
865 sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
870 string precache_sound (string s) = #19;
871 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
872 float precache_sound_index (string s) = #19;
874 void soundtoat(float dest, entity e, vector o, float chan, string samp, float vol, float atten)
877 WriteByte(dest, 27); // all bits except SND_LOOPING
878 WriteByte(dest, vol * 255);
879 WriteByte(dest, atten * 64);
880 WriteEntity(dest, e);
881 WriteByte(dest, chan);
882 WriteShort(dest, precache_sound_index(samp));
883 WriteCoord(dest, o_x);
884 WriteCoord(dest, o_y);
885 WriteCoord(dest, o_z);
887 void soundto(float dest, entity e, float chan, string samp, float vol, float atten)
890 o = e.origin + 0.5 * (e.mins + e.maxs);
891 soundtoat(dest, e, o, chan, samp, vol, atten);
893 void soundat(entity e, vector o, float chan, string samp, float vol, float atten)
895 soundtoat(MSG_BROADCAST, e, o, chan, samp, vol, atten);
898 void play2(entity e, string filename)
900 //stuffcmd(e, strcat("play2 ", filename, "\n"));
902 soundtoat(MSG_ONE, world, '0 0 0', CHAN_AUTO, filename, VOL_BASE, ATTN_NONE);
906 void announce(entity player, string msg)
908 if(time > player.announcetime)
909 if(clienttype(player) == CLIENTTYPE_REAL)
911 player.announcetime = time + 0.3;
916 void play2team(float t, string filename)
919 FOR_EACH_REALPLAYER(head)
922 play2(head, filename);
926 void play2all(string samp)
928 sound(world, CHAN_AUTO, samp, VOL_BASE, ATTN_NONE);
931 void PrecachePlayerSounds(string f);
932 void precache_all_models(string pattern)
934 float globhandle, i, n;
937 globhandle = search_begin(pattern, TRUE, FALSE);
940 n = search_getsize(globhandle);
941 for(i = 0; i < n; ++i)
943 //print(search_getfilename(globhandle, i), "\n");
944 f = search_getfilename(globhandle, i);
946 PrecachePlayerSounds(strcat(f, ".sounds"));
948 search_end(globhandle);
953 // gamemode related things
954 precache_model ("models/misc/chatbubble.spr");
955 precache_model ("models/misc/teambubble.spr");
958 precache_model ("models/runematch/curse.mdl");
959 precache_model ("models/runematch/rune.mdl");
962 // Precache all player models if desired
963 if (cvar("sv_precacheplayermodels"))
965 PrecachePlayerSounds("sound/player/default.sounds");
966 precache_all_models("models/player/*.zym");
967 precache_all_models("models/player/*.dpm");
968 precache_all_models("models/player/*.md3");
969 precache_all_models("models/player/*.psk");
970 //precache_model("models/player/carni.zym");
971 //precache_model("models/player/crash.zym");
972 //precache_model("models/player/grunt.zym");
973 //precache_model("models/player/headhunter.zym");
974 //precache_model("models/player/insurrectionist.zym");
975 //precache_model("models/player/jeandarc.zym");
976 //precache_model("models/player/lurk.zym");
977 //precache_model("models/player/lycanthrope.zym");
978 //precache_model("models/player/marine.zym");
979 //precache_model("models/player/nexus.zym");
980 //precache_model("models/player/pyria.zym");
981 //precache_model("models/player/shock.zym");
982 //precache_model("models/player/skadi.zym");
983 //precache_model("models/player/specop.zym");
984 //precache_model("models/player/visitant.zym");
989 PrecacheGlobalSound((globalsound_step = "misc/footstep0 6"));
990 PrecacheGlobalSound((globalsound_metalstep = "misc/metalfootstep0 6"));
993 // gore and miscellaneous sounds
994 //precache_sound ("misc/h2ohit.wav");
995 precache_model ("models/gibs/bloodyskull.md3");
996 precache_model ("models/gibs/chunk.mdl");
997 precache_model ("models/gibs/eye.md3");
998 precache_model ("models/gibs/gib1.md3");
999 precache_model ("models/gibs/gib2.md3");
1000 precache_model ("models/gibs/gib3.md3");
1001 precache_model ("models/gibs/gib4.md3");
1002 precache_model ("models/gibs/gib5.md3");
1003 precache_model ("models/gibs/gib6.md3");
1004 precache_model ("models/gibs/smallchest.md3");
1005 precache_model ("models/gibs/chest.md3");
1006 precache_model ("models/gibs/arm.md3");
1007 precache_model ("models/gibs/leg1.md3");
1008 precache_model ("models/gibs/leg2.md3");
1009 precache_model ("models/hook.md3");
1010 precache_sound ("misc/armorimpact.wav");
1011 precache_sound ("misc/bodyimpact1.wav");
1012 precache_sound ("misc/bodyimpact2.wav");
1013 precache_sound ("misc/gib.wav");
1014 precache_sound ("misc/gib_splat01.wav");
1015 precache_sound ("misc/gib_splat02.wav");
1016 precache_sound ("misc/gib_splat03.wav");
1017 precache_sound ("misc/gib_splat04.wav");
1018 precache_sound ("misc/hit.wav");
1019 PrecacheGlobalSound((globalsound_fall = "misc/hitground 4"));
1020 PrecacheGlobalSound((globalsound_metalfall = "misc/metalhitground 4"));
1021 precache_sound ("misc/null.wav");
1022 precache_sound ("misc/spawn.wav");
1023 precache_sound ("misc/talk.wav");
1024 precache_sound ("misc/teleport.wav");
1025 precache_sound ("player/lava.wav");
1026 precache_sound ("player/slime.wav");
1028 // announcer sounds - male
1029 //precache_sound ("announcer/male/electrobitch.wav");
1030 precache_sound ("announcer/male/03kills.wav");
1031 precache_sound ("announcer/male/05kills.wav");
1032 precache_sound ("announcer/male/10kills.wav");
1033 precache_sound ("announcer/male/15kills.wav");
1034 precache_sound ("announcer/male/20kills.wav");
1035 precache_sound ("announcer/male/25kills.wav");
1036 precache_sound ("announcer/male/30kills.wav");
1037 precache_sound ("announcer/male/botlike.wav");
1038 precache_sound ("announcer/male/yoda.wav");
1040 // announcer sounds - robotic
1041 precache_sound ("announcer/robotic/prepareforbattle.wav");
1042 precache_sound ("announcer/robotic/begin.wav");
1043 precache_sound ("announcer/robotic/timeoutcalled.wav");
1044 precache_sound ("announcer/robotic/1fragleft.wav");
1045 precache_sound ("announcer/robotic/1minuteremains.wav");
1046 precache_sound ("announcer/robotic/2fragsleft.wav");
1047 precache_sound ("announcer/robotic/3fragsleft.wav");
1050 precache_sound ("announcer/robotic/lastsecond.wav");
1051 precache_sound ("announcer/robotic/narrowly.wav");
1054 precache_model ("models/sprites/1.spr32");
1055 precache_model ("models/sprites/2.spr32");
1056 precache_model ("models/sprites/3.spr32");
1057 precache_model ("models/sprites/4.spr32");
1058 precache_model ("models/sprites/5.spr32");
1059 precache_model ("models/sprites/6.spr32");
1060 precache_model ("models/sprites/7.spr32");
1061 precache_model ("models/sprites/8.spr32");
1062 precache_model ("models/sprites/9.spr32");
1063 precache_model ("models/sprites/10.spr32");
1064 precache_sound ("announcer/robotic/1.ogg");
1065 precache_sound ("announcer/robotic/2.ogg");
1066 precache_sound ("announcer/robotic/3.ogg");
1067 precache_sound ("announcer/robotic/4.ogg");
1068 precache_sound ("announcer/robotic/5.ogg");
1069 precache_sound ("announcer/robotic/6.ogg");
1070 precache_sound ("announcer/robotic/7.ogg");
1071 precache_sound ("announcer/robotic/8.ogg");
1072 precache_sound ("announcer/robotic/9.ogg");
1073 precache_sound ("announcer/robotic/10.ogg");
1075 // common weapon precaches
1076 precache_sound ("weapons/weapon_switch.wav");
1077 precache_sound ("weapons/weaponpickup.wav");
1078 if (cvar("g_grappling_hook"))
1080 precache_sound ("weapons/hook_fire.wav"); // hook
1081 precache_sound ("weapons/hook_impact.wav"); // hook
1084 if (cvar("sv_precacheweapons") || g_nixnex)
1086 //precache weapon models/sounds
1089 while (wep <= WEP_LAST)
1091 weapon_action(wep, WR_PRECACHE);
1096 // plays music for the level if there is any
1099 precache_sound (self.noise);
1100 ambientsound ('0 0 0', self.noise, VOL_BASE, ATTN_NONE);
1104 // sorry, but using \ in macros breaks line numbers
1105 #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
1106 #define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
1107 #define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
1109 vector ExactTriggerHit_mins;
1110 vector ExactTriggerHit_maxs;
1111 float ExactTriggerHit_Recurse()
1117 tracebox('0 0 0', ExactTriggerHit_mins, ExactTriggerHit_maxs, '0 0 0', MOVE_NORMAL, other);
1120 if(trace_ent == self)
1125 se.solid = SOLID_NOT;
1126 f = ExactTriggerHit_Recurse();
1132 float ExactTriggerHit()
1136 if not(self.modelindex)
1140 self.solid = SOLID_BSP;
1141 ExactTriggerHit_mins = other.absmin;
1142 ExactTriggerHit_maxs = other.absmax;
1143 f = ExactTriggerHit_Recurse();
1149 // WARNING: this kills the trace globals
1150 #define EXACTTRIGGER_TOUCH if not(ExactTriggerHit()) return
1151 #define EXACTTRIGGER_INIT InitSolidBSPTrigger(); self.solid = SOLID_TRIGGER
1153 #define INITPRIO_FIRST 0
1154 #define INITPRIO_GAMETYPE 0
1155 #define INITPRIO_GAMETYPE_FALLBACK 1
1156 #define INITPRIO_FINDTARGET 10
1157 #define INITPRIO_SETLOCATION 90
1158 #define INITPRIO_LINKDOORS 91
1159 #define INITPRIO_LAST 99
1161 .void(void) initialize_entity;
1162 .float initialize_entity_order;
1163 .entity initialize_entity_next;
1164 entity initialize_entity_first;
1165 void InitializeEntity(entity e, void(void) func, float order)
1169 if(!e || e.initialize_entity)
1171 // make a proxy initializer entity
1175 e.classname = "initialize_entity";
1179 e.initialize_entity = func;
1180 e.initialize_entity_order = order;
1182 cur = initialize_entity_first;
1185 if(!cur || cur.initialize_entity_order > order)
1187 // insert between prev and cur
1189 prev.initialize_entity_next = e;
1191 initialize_entity_first = e;
1192 e.initialize_entity_next = cur;
1196 cur = cur.initialize_entity_next;
1199 void InitializeEntitiesRun()
1201 for(self = initialize_entity_first; self; )
1204 var void(void) func;
1205 e = self.initialize_entity_next;
1206 func = self.initialize_entity;
1207 self.initialize_entity_order = 0;
1208 self.initialize_entity = func_null;
1209 self.initialize_entity_next = world;
1210 if(self.classname == "initialize_entity")
1217 dprint("Delayed initialization: ", self.classname, "\n");
1221 initialize_entity_first = world;
1225 #define IFTARGETED if(!self.nottargeted && self.targetname != "")
1227 float power2of(float e)
1231 float log2of(float x)
1233 // NOTE: generated code
1308 // - basically func_assault_destructible for general gameplay use
1311 void () SUB_UseTargets, assault_destructible_use, SUB_Remove, SUB_Null;
1312 void LaunchDebris (string debrisname) =
1316 if (debrisname == "" || !debrisname)
1320 dbr.origin = self.origin;
1321 setmodel (dbr, debrisname );
1322 setsize (dbr, '0 0 0', '0 0 0');
1323 dbr.velocity_x = 70 * crandom();
1324 dbr.velocity_y = 70 * crandom();
1325 dbr.velocity_z = 140 + 70 * random();
1326 dbr.movetype = MOVETYPE_BOUNCE;
1327 dbr.solid = SOLID_BBOX;
1328 dbr.avelocity_x = random()*600;
1329 dbr.avelocity_y = random()*600;
1330 dbr.avelocity_z = random()*600;
1331 dbr.think = SUB_Remove;
1332 dbr.nextthink = time + 13 + random()*10;
1335 .string debris1, debris2, debris3;
1337 void func_breakable_destroy() {
1339 setmodel(self, self.mdl_dead);
1342 self.solid = SOLID_NOT;
1344 self.takedamage = DAMAGE_NO;
1346 // now throw around the debris
1347 LaunchDebris(self.debris1);
1348 LaunchDebris(self.debris2);
1349 LaunchDebris(self.debris3);
1353 self.event_damage = SUB_Null;
1356 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) {
1359 self.health = self.health - damage;
1360 // add pain effects?
1363 if(self.health < 0) {
1364 activator = attacker;
1365 func_breakable_destroy();
1369 // destructible walls that can be used to trigger target_objective_decrease
1370 void spawnfunc_func_breakable() {
1374 self.max_health = self.health;
1376 //self.cnt = 0; // not yet activated
1380 self.classname = "func_breakable";
1381 self.mdl = self.model;
1382 setmodel(self, self.mdl);
1384 self.solid = SOLID_BSP;
1386 // precache all the models
1388 precache_model(self.mdl_dead);
1390 precache_model(self.debris1);
1392 precache_model(self.debris2);
1394 precache_model(self.debris3);
1396 self.use = assault_destructible_use; // shared use function, b/c they woudl do the same thing anyways
1397 self.event_damage = func_breakable_damage;