1 void() info_player_deathmatch; // needed for the other spawnpoints
3 string ColoredTeamName(float t);
5 float DistributeEvenly_amount;
6 float DistributeEvenly_totalweight;
7 void DistributeEvenly_Init(float amount, float totalweight)
9 if(DistributeEvenly_amount)
11 dprint("DistributeEvenly_Init: UNFINISHED DISTRIBUTION (", ftos(DistributeEvenly_amount), " for ");
12 dprint(ftos(DistributeEvenly_totalweight), " left!)\n");
15 DistributeEvenly_amount = 0;
17 DistributeEvenly_amount = amount;
18 DistributeEvenly_totalweight = totalweight;
20 float DistributeEvenly_Get(float weight)
25 f = floor(0.5 + DistributeEvenly_amount * weight / DistributeEvenly_totalweight);
26 DistributeEvenly_totalweight -= weight;
27 DistributeEvenly_amount -= f;
31 void move_out_of_solid_expand(entity e, vector by)
34 tracebox(e.origin, e.mins - '1 1 1' * eps, e.maxs + '1 1 1' * eps, e.origin + by, MOVE_WORLDONLY, e);
37 if(trace_fraction < 1)
40 // adjust origin in the other direction...
41 e.origin = e.origin - by * (1 - trace_fraction);
45 void move_out_of_solid(entity e)
50 traceline(o, o, MOVE_WORLDONLY, e);
53 dprint("origin is in solid too! (", vtos(o), ")");
57 tracebox(o, e.mins, e.maxs, o, MOVE_WORLDONLY, e);
65 move_out_of_solid_expand(e, '1 0 0' * m0_x); e.mins_x = m0_x;
66 move_out_of_solid_expand(e, '1 0 0' * m1_x); e.maxs_x = m1_x;
67 move_out_of_solid_expand(e, '0 1 0' * m0_y); e.mins_y = m0_y;
68 move_out_of_solid_expand(e, '0 1 0' * m1_y); e.maxs_y = m1_y;
69 move_out_of_solid_expand(e, '0 0 1' * m0_z); e.mins_z = m0_z;
70 move_out_of_solid_expand(e, '0 0 1' * m1_z); e.maxs_z = m1_z;
71 setorigin(e, e.origin);
73 tracebox(e.origin, e.mins, e.maxs, e.origin, MOVE_WORLDONLY, e);
76 dprint("could not get out of solid (", vtos(o), ")\n");
81 #define FOR_EACH_CLIENT(v) for(v = world; (v = findflags(v, flags, FL_CLIENT)) != world; )
82 #define FOR_EACH_REALCLIENT(v) FOR_EACH_CLIENT(v) if(clienttype(v) == CLIENTTYPE_REAL)
83 string STR_PLAYER = "player";
84 #define FOR_EACH_PLAYER(v) for(v = world; (v = find(v, classname, STR_PLAYER)) != world; )
85 #define FOR_EACH_REALPLAYER(v) FOR_EACH_PLAYER(v) if(clienttype(v) == CLIENTTYPE_REAL)
87 // change that to actually calling strcat when running on an engine without
88 // unlimited tempstrings:
89 // string strcat1(string s) = #115; // FRIK_FILE
90 #define strcat1(s) (s)
95 void(string s) bcenterprint
97 // TODO replace by MSG_ALL (would show it to spectators too, though)?
100 if(clienttype(head) == CLIENTTYPE_REAL)
101 centerprint(head, s);
104 void(string s, float check_dangerous) ServerConsoleEcho =
107 if (checkextension("DP_SV_PRINT"))
116 ch = substring(s, 0, 1);
117 if(ch != "\"" && ch != "\r" && ch != "\n")
119 s = substring(s, 1, strlen(s) - 1);
130 void(string s, float check_dangerous) GameLogEcho =
135 if(cvar("sv_eventlog_files"))
140 matches = cvar("sv_eventlog_files_counter") + 1;
141 cvar_set("sv_eventlog_files_counter", ftos(matches));
144 fn = strcat(substring("00000000", 0, 8 - strlen(fn)), fn);
145 fn = strcat(cvar_string("sv_eventlog_files_nameprefix"), fn, cvar_string("sv_eventlog_files_namesuffix"));
146 logfile = fopen(fn, FILE_APPEND);
149 fputs(logfile, strcat(s, "\n"));
151 if(cvar("sv_eventlog_console"))
153 ServerConsoleEcho(s, check_dangerous);
160 // will be opened later
163 void() GameLogClose =
165 if(logfile_open && logfile >= 0)
172 void relocate_spawnpoint()
174 // nudge off the floor
175 setorigin(self, self.origin + '0 0 1');
177 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, TRUE, self);
178 if (trace_startsolid)
180 objerror("player spawn point in solid, mapper sucks!\n");
184 if(cvar("g_spawnpoints_autodrop"))
186 setsize(self, PL_MIN, PL_MAX);
190 self.use = spawnpoint_use;
191 self.team_saved = self.team;
193 if(g_ctf || g_assault || g_onslaught)
195 have_team_spawns = 1;
198 #define strstr strstrofs
200 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
201 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
202 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
203 // BE CONSTANT OR strzoneD!
204 float(string haystack, string needle, float offset) strstr =
208 len = strlen(needle);
209 endpos = strlen(haystack) - len;
210 while(offset <= endpos)
212 found = substring(haystack, offset, len);
221 float NUM_NEAREST_ENTITIES = 4;
222 entity nearest_entity[NUM_NEAREST_ENTITIES];
223 float nearest_length[NUM_NEAREST_ENTITIES];
224 entity(vector point, .string field, string value, vector axismod) findnearest =
235 localhead = find(world, field, value);
238 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
239 dist = localhead.oldorigin;
241 dist = localhead.origin;
243 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
246 for(i = 0; i < num_nearest; ++i)
248 if(len < nearest_length[i])
252 // now i tells us where to insert at
253 // INSERTION SORT! YOU'VE SEEN IT! RUN!
254 if(i < NUM_NEAREST_ENTITIES)
256 for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
258 nearest_length[j + 1] = nearest_length[j];
259 nearest_entity[j + 1] = nearest_entity[j];
261 nearest_length[i] = len;
262 nearest_entity[i] = localhead;
263 if(num_nearest < NUM_NEAREST_ENTITIES)
264 num_nearest = num_nearest + 1;
267 localhead = find(localhead, field, value);
270 // now use the first one from our list that we can see
271 for(i = 0; i < num_nearest; ++i)
273 traceline(point, nearest_entity[i].origin, TRUE, world);
274 if(trace_fraction == 1)
278 dprint("Nearest point (");
279 dprint(nearest_entity[0].netname);
280 dprint(") is not visible, using a visible one.\n");
282 return nearest_entity[i];
289 dprint("Not seeing any location point, using nearest as fallback.\n");
291 dprint("Candidates were: ");
292 for(j = 0; j < num_nearest; ++j)
296 dprint(nearest_entity[j].netname);
301 return nearest_entity[0];
304 void() target_location =
306 self.classname = "target_location";
307 // location name in netname
308 // eventually support: count, teamgame selectors, line of sight?
311 void() info_location =
313 self.classname = "target_location";
314 self.message = self.netname;
317 string NearestLocation(vector p)
322 loc = findnearest(p, classname, "target_location", '1 1 1');
329 loc = findnearest(p, target, "###item###", '1 1 4');
336 string(string msg) formatmessage =
343 msg_save = strzone(msg);
349 break; // too many replacements
351 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
354 replacement = substring(msg_save, p, 2);
355 escape = substring(msg_save, p + 1, 1);
358 else if(escape == "a")
359 replacement = ftos(floor(self.armorvalue));
360 else if(escape == "h")
361 replacement = ftos(floor(self.health));
362 else if(escape == "l")
363 replacement = NearestLocation(self.origin);
364 else if(escape == "y")
365 replacement = NearestLocation(self.cursor_trace_endpos);
366 else if(escape == "d")
367 replacement = NearestLocation(self.death_origin);
368 else if(escape == "w")
373 wep = self.switchweapon;
376 replacement = W_Name(wep);
378 else if(escape == "W")
380 if(self.items & IT_SHELLS) replacement = "shells";
381 else if(self.items & IT_NAILS) replacement = "bullets";
382 else if(self.items & IT_ROCKETS) replacement = "rockets";
383 else if(self.items & IT_CELLS) replacement = "cells";
384 else replacement = "batteries"; // ;)
386 else if(escape == "x")
388 replacement = self.cursor_trace_ent.netname;
389 if(!replacement || !self.cursor_trace_ent)
390 replacement = "nothing";
392 else if(escape == "p")
394 if(self.last_selected_player)
395 replacement = self.last_selected_player.netname;
397 replacement = "(nobody)";
399 msg = strcat(substring(msg_save, 0, p), replacement);
400 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
402 msg_save = strzone(msg);
405 msg = strcat(msg_save, "");
416 >0: receives a cvar from name=argv(f) value=argv(f+1)
418 void GetCvars_handleString(float f, .string field, string name)
423 strunzone(self.field);
430 strunzone(self.field);
431 self.field = strzone(argv(f + 1));
435 stuffcmd(self, strcat("sendcvar ", name, "\n"));
437 void GetCvars_handleFloat(float f, .float field, string name)
445 self.field = stof(argv(f + 1));
448 stuffcmd(self, strcat("sendcvar ", name, "\n"));
450 void GetCvars(float f)
452 GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
453 GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
454 GetCvars_handleFloat(f, cvar_cl_zoomfactor, "cl_zoomfactor");
455 GetCvars_handleFloat(f, cvar_cl_zoomspeed, "cl_zoomspeed");
456 GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
457 GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
458 GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
459 GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
460 GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
461 GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
464 float fexists(string f)
467 fh = fopen(f, FILE_READ);
474 void backtrace(string msg)
477 dev = cvar("developer");
478 cvar_set("developer", "1");
480 dprint("--- CUT HERE ---\nWARNING: ");
483 remove(world); // isn't there any better way to cause a backtrace?
484 dprint("\n--- CUT UNTIL HERE ---\n");
485 cvar_set("developer", ftos(dev));
488 void DistributeFragsAmongTeam(entity p, float targetteam, float factor)
499 // p.frags = 0; // do not harm the new team!
500 // return; // won't distribute negative scores
506 f = ceil(factor * p.frags);
507 p.frags = p.frags - f;
510 FOR_EACH_PLAYER(head)
512 if(head.team == targetteam)
518 DistributeEvenly_Init(f, nTeam);
520 FOR_EACH_PLAYER(head)
522 if(head.team == targetteam)
523 head.frags = head.frags + DistributeEvenly_Get(1);
526 string Team_ColorCode(float teamid)
528 if(teamid == COLOR_TEAM1)
530 else if(teamid == COLOR_TEAM2)
532 else if(teamid == COLOR_TEAM3)
534 else if(teamid == COLOR_TEAM4)
539 string Team_ColorName(float t)
541 // fixme: Search for team entities and get their .netname's!
552 string Team_ColorNameLowerCase(float t)
554 // fixme: Search for team entities and get their .netname's!
567 string decolorize(string s)
576 ch1 = substring(s, 0, 1);
577 ch2 = substring(s, 1, 1);
582 out = strcat(out, "^^");
606 out = strcat(out, "^^");
608 s = substring(s, n, strlen(s) - n);
612 s = substring(s, 1, strlen(s) - 1);
613 out = strcat(out, ch1);
618 #define strdecolorize(s) decolorize(s)
619 #define strlennocol(s) strlen(decolorize(s))
622 #define CENTERPRIO_POINT 1
623 #define CENTERPRIO_SPAM 2
624 #define CENTERPRIO_REBALANCE 2
625 #define CENTERPRIO_VOTE 4
626 #define CENTERPRIO_NORMAL 5
627 #define CENTERPRIO_MAPVOTE 9
628 #define CENTERPRIO_ADMIN 99
629 .float centerprint_priority;
630 .float centerprint_expires;
631 void centerprint_atprio(entity e, float prio, string s)
633 if(intermission_running)
634 if(prio < CENTERPRIO_MAPVOTE)
636 if(time > e.centerprint_expires)
637 e.centerprint_priority = 0;
638 if(prio >= e.centerprint_priority)
640 e.centerprint_priority = prio;
641 e.centerprint_expires = time + e.cvar_scr_centertime;
642 centerprint_builtin(e, s);
645 void centerprint_expire(entity e, float prio)
647 if(prio == e.centerprint_priority)
649 e.centerprint_priority = 0;
650 centerprint_builtin(e, "");
653 void centerprint(entity e, string s)
655 centerprint_atprio(e, CENTERPRIO_NORMAL, s);
660 // decolorizes and team colors the player name when needed
661 string playername(entity p)
664 if(teams_matter && !intermission_running && p.classname == "player")
666 t = Team_ColorCode(p.team);
667 return strcat(t, strdecolorize(p.netname));
673 vector(vector m1, vector m2) randompos =
677 v_x = m2_x * random() + m1_x;
678 v_y = m2_y * random() + m1_y;
679 v_z = m2_z * random() + m1_z;
683 // requires that m2>m1 in all coordinates, and that m4>m3
684 float(vector m1, vector m2, vector m3, vector m4) boxesoverlap = {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;};
686 // requires the same, but is a stronger condition
687 float(vector smins, vector smaxs, vector bmins, vector bmaxs) boxinsidebox = {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;};
689 float g_pickup_shells;
690 float g_pickup_shells_max;
691 float g_pickup_nails;
692 float g_pickup_nails_max;
693 float g_pickup_rockets;
694 float g_pickup_rockets_max;
695 float g_pickup_cells;
696 float g_pickup_cells_max;
697 float g_pickup_armorsmall;
698 float g_pickup_armorsmall_max;
699 float g_pickup_armormedium;
700 float g_pickup_armormedium_max;
701 float g_pickup_armorlarge;
702 float g_pickup_armorlarge_max;
703 float g_pickup_healthsmall;
704 float g_pickup_healthsmall_max;
705 float g_pickup_healthmedium;
706 float g_pickup_healthmedium_max;
707 float g_pickup_healthlarge;
708 float g_pickup_healthlarge_max;
709 float g_pickup_healthmega;
710 float g_pickup_healthmega_max;
713 float start_switchweapon;
714 float start_ammo_shells;
715 float start_ammo_nails;
716 float start_ammo_rockets;
717 float start_ammo_cells;
719 float start_armorvalue;
721 void readlevelcvars(void)
723 sv_cheats = cvar("sv_cheats");
724 g_cloaked = cvar("g_cloaked");
725 g_footsteps = cvar("g_footsteps");
726 g_grappling_hook = cvar("g_grappling_hook");
727 g_instagib = cvar("g_instagib");
728 g_laserguided_missile = cvar("g_laserguided_missile");
729 g_midair = cvar("g_midair");
730 g_minstagib = cvar("g_minstagib");
731 g_nixnex = cvar("g_nixnex");
732 g_nixnex_with_laser = cvar("g_nixnex_with_laser");
733 g_norecoil = cvar("g_norecoil");
734 g_rocketarena = cvar("g_rocketarena");
735 g_vampire = cvar("g_vampire");
737 g_pickup_shells = cvar("g_pickup_shells");
738 g_pickup_shells_max = cvar("g_pickup_shells_max");
739 g_pickup_nails = cvar("g_pickup_nails");
740 g_pickup_nails_max = cvar("g_pickup_nails_max");
741 g_pickup_rockets = cvar("g_pickup_rockets");
742 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
743 g_pickup_cells = cvar("g_pickup_cells");
744 g_pickup_cells_max = cvar("g_pickup_cells_max");
745 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
746 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
747 g_pickup_armormedium = cvar("g_pickup_armormedium");
748 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
749 g_pickup_armorlarge = cvar("g_pickup_armorlarge");
750 g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max");
751 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
752 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
753 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
754 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
755 g_pickup_healthlarge = cvar("g_pickup_healthlarge");
756 g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max");
757 g_pickup_healthmega = cvar("g_pickup_healthmega");
758 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
760 // initialize starting values for players
762 start_switchweapon = 0;
763 start_ammo_shells = 0;
764 start_ammo_nails = 0;
765 start_ammo_rockets = 0;
766 start_ammo_cells = 0;
767 start_health = cvar("g_balance_health_start");
768 start_armorvalue = cvar("g_balance_armor_start");
772 start_items = IT_NEX;
773 start_switchweapon = WEP_NEX;
774 weapon_action(start_switchweapon, WR_PRECACHE);
775 start_ammo_cells = 999;
777 else if(g_rocketarena)
779 start_items = IT_ROCKET_LAUNCHER;
780 start_switchweapon = WEP_ROCKET_LAUNCHER;
781 weapon_action(start_switchweapon, WR_PRECACHE);
782 start_ammo_rockets = 999;
787 // will be done later
792 start_armorvalue = 0;
793 start_items = IT_NEX;
794 start_switchweapon = WEP_NEX;
795 weapon_action(start_switchweapon, WR_PRECACHE);
796 start_ammo_cells = cvar("g_minstagib_ammo_start");
797 g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
803 start_ammo_shells = cvar("g_lms_start_ammo_shells");
804 start_ammo_nails = cvar("g_lms_start_ammo_nails");
805 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
806 start_ammo_cells = cvar("g_lms_start_ammo_cells");
807 start_health = cvar("g_lms_start_health");
808 start_armorvalue = cvar("g_lms_start_armor");
810 else if (cvar("g_use_ammunition")) {
811 start_ammo_shells = cvar("g_start_ammo_shells");
812 start_ammo_nails = cvar("g_start_ammo_nails");
813 start_ammo_rockets = cvar("g_start_ammo_rockets");
814 start_ammo_cells = cvar("g_start_ammo_cells");
816 start_ammo_shells = cvar("g_pickup_shells_max");
817 start_ammo_nails = cvar("g_pickup_nails_max");
818 start_ammo_rockets = cvar("g_pickup_rockets_max");
819 start_ammo_cells = cvar("g_pickup_cells_max");
822 if (cvar("g_start_weapon_laser") || g_lms)
824 start_items = start_items | IT_LASER;
825 start_switchweapon = WEP_LASER;
826 weapon_action(start_switchweapon, WR_PRECACHE);
828 if (cvar("g_start_weapon_shotgun") || g_lms)
830 start_items = start_items | IT_SHOTGUN;
831 start_switchweapon = WEP_SHOTGUN;
832 weapon_action(start_switchweapon, WR_PRECACHE);
834 if (cvar("g_start_weapon_uzi") || g_lms)
836 start_items = start_items | IT_UZI;
837 start_switchweapon = WEP_UZI;
838 weapon_action(start_switchweapon, WR_PRECACHE);
840 if (cvar("g_start_weapon_grenadelauncher") || g_lms)
842 start_items = start_items | IT_GRENADE_LAUNCHER;
843 start_switchweapon = WEP_GRENADE_LAUNCHER;
844 weapon_action(start_switchweapon, WR_PRECACHE);
846 if (cvar("g_start_weapon_electro") || g_lms)
848 start_items = start_items | IT_ELECTRO;
849 start_switchweapon = WEP_ELECTRO;
850 weapon_action(start_switchweapon, WR_PRECACHE);
852 if (cvar("g_start_weapon_crylink") || g_lms)
854 start_items = start_items | IT_CRYLINK;
855 start_switchweapon = WEP_CRYLINK;
856 weapon_action(start_switchweapon, WR_PRECACHE);
858 if (cvar("g_start_weapon_nex") || g_lms)
860 start_items = start_items | IT_NEX;
861 start_switchweapon = WEP_NEX;
862 weapon_action(start_switchweapon, WR_PRECACHE);
864 if (cvar("g_start_weapon_hagar") || g_lms)
866 start_items = start_items | IT_HAGAR;
867 start_switchweapon = WEP_HAGAR;
868 weapon_action(start_switchweapon, WR_PRECACHE);
870 if (cvar("g_start_weapon_rocketlauncher") || g_lms)
872 start_items = start_items | IT_ROCKET_LAUNCHER;
873 start_switchweapon = WEP_ROCKET_LAUNCHER;
874 weapon_action(start_switchweapon, WR_PRECACHE);
880 // TODO sound pack system
883 string precache_sound_builtin (string s) = #19;
884 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
885 string precache_sound(string s)
887 return precache_sound_builtin(strcat(soundpack, s));
889 void play2(entity e, string filename)
891 stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
893 void sound(entity e, float chan, string samp, float vol, float atten)
895 sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
899 string precache_sound (string s) = #19;
900 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
901 void play2(entity e, string filename)
903 stuffcmd(e, strcat("play2 ", filename, "\n"));
906 void play2team(float t, string filename)
909 FOR_EACH_REALPLAYER(head)
912 play2(head, filename);
916 void PrecachePlayerSounds(string f);
917 void precache_all_models(string pattern)
919 float globhandle, i, n;
922 globhandle = search_begin(pattern, TRUE, FALSE);
925 n = search_getsize(globhandle);
926 for(i = 0; i < n; ++i)
928 //print(search_getfilename(globhandle, i), "\n");
929 f = search_getfilename(globhandle, i);
931 PrecachePlayerSounds(strcat(f, ".sounds"));
933 search_end(globhandle);
938 // gamemode related things
939 precache_model ("models/misc/chatbubble.spr");
940 precache_model ("models/misc/teambubble.spr");
943 precache_model ("models/runematch/curse.mdl");
944 precache_model ("models/runematch/rune.mdl");
947 // Precache all player models if desired
948 if (cvar("sv_precacheplayermodels"))
950 PrecachePlayerSounds("sound/player/default.sounds");
951 precache_all_models("models/player/*.zym");
952 precache_all_models("models/player/*.dpm");
953 precache_all_models("models/player/*.md3");
954 precache_all_models("models/player/*.psk");
955 //precache_model("models/player/carni.zym");
956 //precache_model("models/player/crash.zym");
957 //precache_model("models/player/grunt.zym");
958 //precache_model("models/player/headhunter.zym");
959 //precache_model("models/player/insurrectionist.zym");
960 //precache_model("models/player/jeandarc.zym");
961 //precache_model("models/player/lurk.zym");
962 //precache_model("models/player/lycanthrope.zym");
963 //precache_model("models/player/marine.zym");
964 //precache_model("models/player/nexus.zym");
965 //precache_model("models/player/pyria.zym");
966 //precache_model("models/player/shock.zym");
967 //precache_model("models/player/skadi.zym");
968 //precache_model("models/player/specop.zym");
969 //precache_model("models/player/visitant.zym");
974 precache_sound ("misc/footstep01.wav");
975 precache_sound ("misc/footstep02.wav");
976 precache_sound ("misc/footstep03.wav");
977 precache_sound ("misc/footstep04.wav");
978 precache_sound ("misc/footstep05.wav");
979 precache_sound ("misc/footstep06.wav");
982 // gore and miscellaneous sounds
983 //precache_sound ("misc/h2ohit.wav");
984 precache_model ("models/gibs/bloodyskull.md3");
985 precache_model ("models/gibs/chunk.mdl");
986 precache_model ("models/gibs/eye.md3");
987 precache_model ("models/gibs/gib1.md3");
988 precache_model ("models/gibs/gib1.mdl");
989 precache_model ("models/gibs/gib2.mdl");
990 precache_model ("models/gibs/gib3.mdl");
991 precache_model ("models/gibs/gib5.md3");
992 precache_model ("models/hook.md3");
993 precache_sound ("misc/armorimpact.wav");
994 precache_sound ("misc/bodyimpact1.wav");
995 precache_sound ("misc/bodyimpact2.wav");
996 precache_sound ("misc/gib.wav");
997 precache_sound ("misc/gib_splat01.wav");
998 precache_sound ("misc/gib_splat02.wav");
999 precache_sound ("misc/gib_splat03.wav");
1000 precache_sound ("misc/gib_splat04.wav");
1001 precache_sound ("misc/hit.wav");
1002 precache_sound ("misc/hitground1.wav");
1003 precache_sound ("misc/hitground2.wav");
1004 precache_sound ("misc/hitground3.wav");
1005 precache_sound ("misc/hitground4.wav");
1006 precache_sound ("misc/null.wav");
1007 precache_sound ("misc/spawn.wav");
1008 precache_sound ("misc/talk.wav");
1009 precache_sound ("misc/teleport.wav");
1010 precache_sound ("player/lava.wav");
1011 precache_sound ("player/slime.wav");
1013 // announcer sounds - male
1014 //precache_sound ("announcer/male/electrobitch.wav");
1015 precache_sound ("announcer/male/03kills.wav");
1016 precache_sound ("announcer/male/05kills.wav");
1017 precache_sound ("announcer/male/10kills.wav");
1018 precache_sound ("announcer/male/15kills.wav");
1019 precache_sound ("announcer/male/20kills.wav");
1020 precache_sound ("announcer/male/25kills.wav");
1021 precache_sound ("announcer/male/30kills.wav");
1022 precache_sound ("announcer/male/botlike.wav");
1023 precache_sound ("announcer/male/yoda.wav");
1025 // announcer sounds - robotic
1026 precache_sound ("announcer/robotic/1fragleft.wav");
1027 precache_sound ("announcer/robotic/1minuteremains.wav");
1028 precache_sound ("announcer/robotic/2fragsleft.wav");
1029 precache_sound ("announcer/robotic/3fragsleft.wav");
1032 precache_sound ("announcer/robotic/lastsecond.wav");
1033 precache_sound ("announcer/robotic/narrowly.wav");
1036 precache_model ("models/sprites/1.spr32");
1037 precache_model ("models/sprites/2.spr32");
1038 precache_model ("models/sprites/3.spr32");
1039 precache_model ("models/sprites/4.spr32");
1040 precache_model ("models/sprites/5.spr32");
1041 precache_model ("models/sprites/6.spr32");
1042 precache_model ("models/sprites/7.spr32");
1043 precache_model ("models/sprites/8.spr32");
1044 precache_model ("models/sprites/9.spr32");
1045 precache_model ("models/sprites/10.spr32");
1046 precache_sound ("announcer/robotic/1.ogg");
1047 precache_sound ("announcer/robotic/2.ogg");
1048 precache_sound ("announcer/robotic/3.ogg");
1049 precache_sound ("announcer/robotic/4.ogg");
1050 precache_sound ("announcer/robotic/5.ogg");
1051 precache_sound ("announcer/robotic/6.ogg");
1052 precache_sound ("announcer/robotic/7.ogg");
1053 precache_sound ("announcer/robotic/8.ogg");
1054 precache_sound ("announcer/robotic/9.ogg");
1055 precache_sound ("announcer/robotic/10.ogg");
1057 // common weapon precaches
1058 precache_sound ("weapons/weapon_switch.wav");
1059 precache_sound ("weapons/weaponpickup.wav");
1060 if (cvar("g_grappling_hook"))
1062 precache_sound ("weapons/hook_fire.wav"); // hook
1063 precache_sound ("weapons/hook_impact.wav"); // hook
1066 if (cvar("sv_precacheweapons") || g_nixnex)
1068 //precache weapon models/sounds
1071 while (wep <= WEP_LAST)
1073 weapon_action(wep, WR_PRECACHE);
1078 // plays music for the level if there is any
1081 precache_sound (self.noise);
1082 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);