1 void() info_player_deathmatch; // needed for the other spawnpoints
2 void() onslaught_spawnpoint_use; // when in Onslaught mode, spawnpoitns are triggered to change teams.
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);
189 if (game == 10/*GAME_ONSLAUGHT*/) // xavior: game modes should be defined in defs.. leaving this here temp
190 self.use = onslaught_spawnpoint_use;
193 #define strstr strstrofs
195 // NOTE: DO NOT USE THIS FUNCTION TOO OFTEN.
196 // IT WILL MOST PROBABLY DESTROY _ALL_ OTHER TEMP
197 // STRINGS AND TAKE QUITE LONG. haystack and needle MUST
198 // BE CONSTANT OR strzoneD!
199 float(string haystack, string needle, float offset) strstr =
203 len = strlen(needle);
204 endpos = strlen(haystack) - len;
205 while(offset <= endpos)
207 found = substring(haystack, offset, len);
216 float NUM_NEAREST_ENTITIES = 4;
217 entity nearest_entity[NUM_NEAREST_ENTITIES];
218 float nearest_length[NUM_NEAREST_ENTITIES];
219 entity(vector point, .string field, string value, vector axismod) findnearest =
230 localhead = find(world, field, value);
233 if((localhead.items == IT_KEY1 || localhead.items == IT_KEY2) && localhead.target == "###item###")
234 dist = localhead.oldorigin;
236 dist = localhead.origin;
238 dist = dist_x * axismod_x * '1 0 0' + dist_y * axismod_y * '0 1 0' + dist_z * axismod_z * '0 0 1';
241 for(i = 0; i < num_nearest; ++i)
243 if(len < nearest_length[i])
247 // now i tells us where to insert at
248 // INSERTION SORT! YOU'VE SEEN IT! RUN!
249 if(i < NUM_NEAREST_ENTITIES)
251 for(j = NUM_NEAREST_ENTITIES - 1; j >= i; --j)
253 nearest_length[j + 1] = nearest_length[j];
254 nearest_entity[j + 1] = nearest_entity[j];
256 nearest_length[i] = len;
257 nearest_entity[i] = localhead;
258 if(num_nearest < NUM_NEAREST_ENTITIES)
259 num_nearest = num_nearest + 1;
262 localhead = find(localhead, field, value);
265 // now use the first one from our list that we can see
266 for(i = 0; i < num_nearest; ++i)
268 traceline(point, nearest_entity[i].origin, TRUE, world);
269 if(trace_fraction == 1)
273 dprint("Nearest point (");
274 dprint(nearest_entity[0].netname);
275 dprint(") is not visible, using a visible one.\n");
277 return nearest_entity[i];
284 dprint("Not seeing any location point, using nearest as fallback.\n");
286 dprint("Candidates were: ");
287 for(j = 0; j < num_nearest; ++j)
291 dprint(nearest_entity[j].netname);
296 return nearest_entity[0];
299 void() target_location =
301 self.classname = "target_location";
302 // location name in netname
303 // eventually support: count, teamgame selectors, line of sight?
306 void() info_location =
308 self.classname = "target_location";
309 self.message = self.netname;
312 string NearestLocation(vector p)
317 loc = findnearest(p, classname, "target_location", '1 1 1');
324 loc = findnearest(p, target, "###item###", '1 1 4');
331 string(string msg) formatmessage =
338 msg_save = strzone(msg);
344 break; // too many replacements
346 p = strstr(msg_save, "%", p); // NOTE: this destroys msg as it's a tempstring!
349 replacement = substring(msg_save, p, 2);
350 escape = substring(msg_save, p + 1, 1);
353 else if(escape == "a")
354 replacement = ftos(floor(self.armorvalue));
355 else if(escape == "h")
356 replacement = ftos(floor(self.health));
357 else if(escape == "l")
358 replacement = NearestLocation(self.origin);
359 else if(escape == "y")
360 replacement = NearestLocation(self.cursor_trace_endpos);
361 else if(escape == "d")
362 replacement = NearestLocation(self.death_origin);
363 else if(escape == "w")
368 wep = self.switchweapon;
371 replacement = W_Name(wep);
373 else if(escape == "W")
375 if(self.items & IT_SHELLS) replacement = "shells";
376 else if(self.items & IT_NAILS) replacement = "bullets";
377 else if(self.items & IT_ROCKETS) replacement = "rockets";
378 else if(self.items & IT_CELLS) replacement = "cells";
379 else replacement = "batteries"; // ;)
381 else if(escape == "x")
383 replacement = self.cursor_trace_ent.netname;
384 if(!replacement || !self.cursor_trace_ent)
385 replacement = "nothing";
387 else if(escape == "p")
389 if(self.last_selected_player)
390 replacement = self.last_selected_player.netname;
392 replacement = "(nobody)";
394 msg = strcat(substring(msg_save, 0, p), replacement);
395 msg = strcat(msg, substring(msg_save, p+2, strlen(msg_save) - (p+2)));
397 msg_save = strzone(msg);
400 msg = strcat(msg_save, "");
411 >0: receives a cvar from name=argv(f) value=argv(f+1)
413 void GetCvars_handleString(float f, .string field, string name)
418 strunzone(self.field);
425 strunzone(self.field);
426 self.field = strzone(argv(f + 1));
430 stuffcmd(self, strcat("sendcvar ", name, "\n"));
432 void GetCvars_handleFloat(float f, .float field, string name)
440 self.field = stof(argv(f + 1));
443 stuffcmd(self, strcat("sendcvar ", name, "\n"));
445 void GetCvars(float f)
447 GetCvars_handleFloat(f, autoswitch, "cl_autoswitch");
448 GetCvars_handleFloat(f, cvar_cl_hidewaypoints, "cl_hidewaypoints");
449 GetCvars_handleFloat(f, cvar_cl_zoomfactor, "cl_zoomfactor");
450 GetCvars_handleFloat(f, cvar_cl_zoomspeed, "cl_zoomspeed");
451 GetCvars_handleFloat(f, cvar_cl_playerdetailreduction, "cl_playerdetailreduction");
452 GetCvars_handleFloat(f, cvar_cl_nogibs, "cl_nogibs");
453 GetCvars_handleFloat(f, cvar_scr_centertime, "scr_centertime");
454 GetCvars_handleFloat(f, cvar_cl_shownames, "cl_shownames");
455 GetCvars_handleString(f, cvar_g_nexuizversion, "g_nexuizversion");
456 GetCvars_handleFloat(f, cvar_cl_handicap, "cl_handicap");
459 float fexists(string f)
462 fh = fopen(f, FILE_READ);
469 void backtrace(string msg)
472 dev = cvar("developer");
473 cvar_set("developer", "1");
475 dprint("--- CUT HERE ---\nWARNING: ");
478 remove(world); // isn't there any better way to cause a backtrace?
479 dprint("\n--- CUT UNTIL HERE ---\n");
480 cvar_set("developer", ftos(dev));
483 void DistributeFragsAmongTeam(entity p, float targetteam, float factor)
494 // p.frags = 0; // do not harm the new team!
495 // return; // won't distribute negative scores
501 f = ceil(factor * p.frags);
502 p.frags = p.frags - f;
505 FOR_EACH_PLAYER(head)
507 if(head.team == targetteam)
513 DistributeEvenly_Init(f, nTeam);
515 FOR_EACH_PLAYER(head)
517 if(head.team == targetteam)
518 head.frags = head.frags + DistributeEvenly_Get(1);
521 string Team_ColorCode(float teamid)
523 if(teamid == COLOR_TEAM1)
525 else if(teamid == COLOR_TEAM2)
527 else if(teamid == COLOR_TEAM3)
529 else if(teamid == COLOR_TEAM4)
534 string Team_ColorName(float t)
536 // fixme: Search for team entities and get their .netname's!
547 string Team_ColorNameLowerCase(float t)
549 // fixme: Search for team entities and get their .netname's!
562 string decolorize(string s)
571 ch1 = substring(s, 0, 1);
572 ch2 = substring(s, 1, 1);
577 out = strcat(out, "^^");
601 out = strcat(out, "^^");
603 s = substring(s, n, strlen(s) - n);
607 s = substring(s, 1, strlen(s) - 1);
608 out = strcat(out, ch1);
613 #define strdecolorize(s) decolorize(s)
614 #define strlennocol(s) strlen(decolorize(s))
617 #define CENTERPRIO_POINT 1
618 #define CENTERPRIO_SPAM 2
619 #define CENTERPRIO_REBALANCE 2
620 #define CENTERPRIO_VOTE 4
621 #define CENTERPRIO_NORMAL 5
622 #define CENTERPRIO_MAPVOTE 9
623 #define CENTERPRIO_ADMIN 99
624 .float centerprint_priority;
625 .float centerprint_expires;
626 void centerprint_atprio(entity e, float prio, string s)
628 if(intermission_running)
629 if(prio < CENTERPRIO_MAPVOTE)
631 if(time > e.centerprint_expires)
632 e.centerprint_priority = 0;
633 if(prio >= e.centerprint_priority)
635 e.centerprint_priority = prio;
636 e.centerprint_expires = time + e.cvar_scr_centertime;
637 centerprint_builtin(e, s);
640 void centerprint_expire(entity e, float prio)
642 if(prio == e.centerprint_priority)
644 e.centerprint_priority = 0;
645 centerprint_builtin(e, "");
648 void centerprint(entity e, string s)
650 centerprint_atprio(e, CENTERPRIO_NORMAL, s);
655 // decolorizes and team colors the player name when needed
656 string playername(entity p)
659 if(teams_matter && !intermission_running && p.classname == "player")
661 t = Team_ColorCode(p.team);
662 return strcat(t, strdecolorize(p.netname));
668 vector(vector m1, vector m2) randompos =
672 v_x = m2_x * random() + m1_x;
673 v_y = m2_y * random() + m1_y;
674 v_z = m2_z * random() + m1_z;
678 // requires that m2>m1 in all coordinates, and that m4>m3
679 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;};
681 // requires the same, but is a stronger condition
682 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;};
684 float g_pickup_shells;
685 float g_pickup_shells_max;
686 float g_pickup_nails;
687 float g_pickup_nails_max;
688 float g_pickup_rockets;
689 float g_pickup_rockets_max;
690 float g_pickup_cells;
691 float g_pickup_cells_max;
692 float g_pickup_armorsmall;
693 float g_pickup_armorsmall_max;
694 float g_pickup_armormedium;
695 float g_pickup_armormedium_max;
696 float g_pickup_armorlarge;
697 float g_pickup_armorlarge_max;
698 float g_pickup_healthsmall;
699 float g_pickup_healthsmall_max;
700 float g_pickup_healthmedium;
701 float g_pickup_healthmedium_max;
702 float g_pickup_healthlarge;
703 float g_pickup_healthlarge_max;
704 float g_pickup_healthmega;
705 float g_pickup_healthmega_max;
708 float start_switchweapon;
709 float start_ammo_shells;
710 float start_ammo_nails;
711 float start_ammo_rockets;
712 float start_ammo_cells;
714 float start_armorvalue;
716 void readlevelcvars(void)
718 sv_cheats = cvar("sv_cheats");
719 g_cloaked = cvar("g_cloaked");
720 g_footsteps = cvar("g_footsteps");
721 g_grappling_hook = cvar("g_grappling_hook");
722 g_instagib = cvar("g_instagib");
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");
732 g_pickup_shells = cvar("g_pickup_shells");
733 g_pickup_shells_max = cvar("g_pickup_shells_max");
734 g_pickup_nails = cvar("g_pickup_nails");
735 g_pickup_nails_max = cvar("g_pickup_nails_max");
736 g_pickup_rockets = cvar("g_pickup_rockets");
737 g_pickup_rockets_max = cvar("g_pickup_rockets_max");
738 g_pickup_cells = cvar("g_pickup_cells");
739 g_pickup_cells_max = cvar("g_pickup_cells_max");
740 g_pickup_armorsmall = cvar("g_pickup_armorsmall");
741 g_pickup_armorsmall_max = cvar("g_pickup_armorsmall_max");
742 g_pickup_armormedium = cvar("g_pickup_armormedium");
743 g_pickup_armormedium_max = cvar("g_pickup_armormedium_max");
744 g_pickup_armorlarge = cvar("g_pickup_armorlarge");
745 g_pickup_armorlarge_max = cvar("g_pickup_armorlarge_max");
746 g_pickup_healthsmall = cvar("g_pickup_healthsmall");
747 g_pickup_healthsmall_max = cvar("g_pickup_healthsmall_max");
748 g_pickup_healthmedium = cvar("g_pickup_healthmedium");
749 g_pickup_healthmedium_max = cvar("g_pickup_healthmedium_max");
750 g_pickup_healthlarge = cvar("g_pickup_healthlarge");
751 g_pickup_healthlarge_max = cvar("g_pickup_healthlarge_max");
752 g_pickup_healthmega = cvar("g_pickup_healthmega");
753 g_pickup_healthmega_max = cvar("g_pickup_healthmega_max");
755 // initialize starting values for players
757 start_switchweapon = 0;
758 start_ammo_shells = 0;
759 start_ammo_nails = 0;
760 start_ammo_rockets = 0;
761 start_ammo_cells = 0;
762 start_health = cvar("g_balance_health_start");
763 start_armorvalue = cvar("g_balance_armor_start");
767 start_items = IT_NEX;
768 start_switchweapon = WEP_NEX;
769 weapon_action(start_switchweapon, WR_PRECACHE);
770 start_ammo_cells = 999;
772 else if(g_rocketarena)
774 start_items = IT_ROCKET_LAUNCHER;
775 start_switchweapon = WEP_ROCKET_LAUNCHER;
776 weapon_action(start_switchweapon, WR_PRECACHE);
777 start_ammo_rockets = 999;
782 // will be done later
787 start_armorvalue = 0;
788 start_items = IT_NEX;
789 start_switchweapon = WEP_NEX;
790 weapon_action(start_switchweapon, WR_PRECACHE);
791 start_ammo_cells = cvar("g_minstagib_ammo_start");
792 g_minstagib_invis_alpha = cvar("g_minstagib_invis_alpha");
798 start_ammo_shells = cvar("g_lms_start_ammo_shells");
799 start_ammo_nails = cvar("g_lms_start_ammo_nails");
800 start_ammo_rockets = cvar("g_lms_start_ammo_rockets");
801 start_ammo_cells = cvar("g_lms_start_ammo_cells");
802 start_health = cvar("g_lms_start_health");
803 start_armorvalue = cvar("g_lms_start_armor");
805 else if (cvar("g_use_ammunition")) {
806 start_ammo_shells = cvar("g_start_ammo_shells");
807 start_ammo_nails = cvar("g_start_ammo_nails");
808 start_ammo_rockets = cvar("g_start_ammo_rockets");
809 start_ammo_cells = cvar("g_start_ammo_cells");
811 start_ammo_shells = cvar("g_pickup_shells_max");
812 start_ammo_nails = cvar("g_pickup_nails_max");
813 start_ammo_rockets = cvar("g_pickup_rockets_max");
814 start_ammo_cells = cvar("g_pickup_cells_max");
817 if (cvar("g_start_weapon_laser") || g_lms)
819 start_items = start_items | IT_LASER;
820 start_switchweapon = WEP_LASER;
821 weapon_action(start_switchweapon, WR_PRECACHE);
823 if (cvar("g_start_weapon_shotgun") || g_lms)
825 start_items = start_items | IT_SHOTGUN;
826 start_switchweapon = WEP_SHOTGUN;
827 weapon_action(start_switchweapon, WR_PRECACHE);
829 if (cvar("g_start_weapon_uzi") || g_lms)
831 start_items = start_items | IT_UZI;
832 start_switchweapon = WEP_UZI;
833 weapon_action(start_switchweapon, WR_PRECACHE);
835 if (cvar("g_start_weapon_grenadelauncher") || g_lms)
837 start_items = start_items | IT_GRENADE_LAUNCHER;
838 start_switchweapon = WEP_GRENADE_LAUNCHER;
839 weapon_action(start_switchweapon, WR_PRECACHE);
841 if (cvar("g_start_weapon_electro") || g_lms)
843 start_items = start_items | IT_ELECTRO;
844 start_switchweapon = WEP_ELECTRO;
845 weapon_action(start_switchweapon, WR_PRECACHE);
847 if (cvar("g_start_weapon_crylink") || g_lms)
849 start_items = start_items | IT_CRYLINK;
850 start_switchweapon = WEP_CRYLINK;
851 weapon_action(start_switchweapon, WR_PRECACHE);
853 if (cvar("g_start_weapon_nex") || g_lms)
855 start_items = start_items | IT_NEX;
856 start_switchweapon = WEP_NEX;
857 weapon_action(start_switchweapon, WR_PRECACHE);
859 if (cvar("g_start_weapon_hagar") || g_lms)
861 start_items = start_items | IT_HAGAR;
862 start_switchweapon = WEP_HAGAR;
863 weapon_action(start_switchweapon, WR_PRECACHE);
865 if (cvar("g_start_weapon_rocketlauncher") || g_lms)
867 start_items = start_items | IT_ROCKET_LAUNCHER;
868 start_switchweapon = WEP_ROCKET_LAUNCHER;
869 weapon_action(start_switchweapon, WR_PRECACHE);
875 // TODO sound pack system
878 string precache_sound_builtin (string s) = #19;
879 void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8;
880 string precache_sound(string s)
882 return precache_sound_builtin(strcat(soundpack, s));
884 void play2(entity e, string filename)
886 stuffcmd(e, strcat("play2 ", soundpack, filename, "\n"));
888 void sound(entity e, float chan, string samp, float vol, float atten)
890 sound_builtin(e, chan, strcat(soundpack, samp), vol, atten);
894 string precache_sound (string s) = #19;
895 void(entity e, float chan, string samp, float vol, float atten) sound = #8;
896 void play2(entity e, string filename)
898 stuffcmd(e, strcat("play2 ", filename, "\n"));
901 void play2team(float t, string filename)
904 FOR_EACH_REALPLAYER(head)
907 play2(head, filename);
911 void PrecachePlayerSounds(string f);
912 void precache_all_models(string pattern)
914 float globhandle, i, n;
917 globhandle = search_begin(pattern, TRUE, FALSE);
920 n = search_getsize(globhandle);
921 for(i = 0; i < n; ++i)
923 //print(search_getfilename(globhandle, i), "\n");
924 f = search_getfilename(globhandle, i);
926 PrecachePlayerSounds(strcat(f, ".sounds"));
928 search_end(globhandle);
933 // gamemode related things
934 precache_model ("models/misc/chatbubble.spr");
935 precache_model ("models/misc/teambubble.spr");
938 precache_model ("models/runematch/curse.mdl");
939 precache_model ("models/runematch/rune.mdl");
942 // Precache all player models if desired
943 if (cvar("sv_precacheplayermodels"))
945 PrecachePlayerSounds("sound/player/default.sounds");
946 precache_all_models("models/player/*.zym");
947 precache_all_models("models/player/*.dpm");
948 precache_all_models("models/player/*.md3");
949 precache_all_models("models/player/*.psk");
950 //precache_model("models/player/carni.zym");
951 //precache_model("models/player/crash.zym");
952 //precache_model("models/player/grunt.zym");
953 //precache_model("models/player/headhunter.zym");
954 //precache_model("models/player/insurrectionist.zym");
955 //precache_model("models/player/jeandarc.zym");
956 //precache_model("models/player/lurk.zym");
957 //precache_model("models/player/lycanthrope.zym");
958 //precache_model("models/player/marine.zym");
959 //precache_model("models/player/nexus.zym");
960 //precache_model("models/player/pyria.zym");
961 //precache_model("models/player/shock.zym");
962 //precache_model("models/player/skadi.zym");
963 //precache_model("models/player/specop.zym");
964 //precache_model("models/player/visitant.zym");
969 precache_sound ("misc/footstep01.wav");
970 precache_sound ("misc/footstep02.wav");
971 precache_sound ("misc/footstep03.wav");
972 precache_sound ("misc/footstep04.wav");
973 precache_sound ("misc/footstep05.wav");
974 precache_sound ("misc/footstep06.wav");
977 // gore and miscellaneous sounds
978 //precache_sound ("misc/h2ohit.wav");
979 precache_model ("models/gibs/bloodyskull.md3");
980 precache_model ("models/gibs/chunk.mdl");
981 precache_model ("models/gibs/eye.md3");
982 precache_model ("models/gibs/gib1.md3");
983 precache_model ("models/gibs/gib1.mdl");
984 precache_model ("models/gibs/gib2.mdl");
985 precache_model ("models/gibs/gib3.mdl");
986 precache_model ("models/gibs/gib5.md3");
987 precache_model ("models/hook.md3");
988 precache_sound ("misc/armorimpact.wav");
989 precache_sound ("misc/bodyimpact1.wav");
990 precache_sound ("misc/bodyimpact2.wav");
991 precache_sound ("misc/gib.wav");
992 precache_sound ("misc/gib_splat01.wav");
993 precache_sound ("misc/gib_splat02.wav");
994 precache_sound ("misc/gib_splat03.wav");
995 precache_sound ("misc/gib_splat04.wav");
996 precache_sound ("misc/hit.wav");
997 precache_sound ("misc/hitground1.wav");
998 precache_sound ("misc/hitground2.wav");
999 precache_sound ("misc/hitground3.wav");
1000 precache_sound ("misc/hitground4.wav");
1001 precache_sound ("misc/null.wav");
1002 precache_sound ("misc/spawn.wav");
1003 precache_sound ("misc/talk.wav");
1004 precache_sound ("misc/teleport.wav");
1005 precache_sound ("player/lava.wav");
1006 precache_sound ("player/slime.wav");
1008 // announcer sounds - male
1009 //precache_sound ("announcer/male/electrobitch.wav");
1010 precache_sound ("announcer/male/03kills.wav");
1011 precache_sound ("announcer/male/05kills.wav");
1012 precache_sound ("announcer/male/10kills.wav");
1013 precache_sound ("announcer/male/15kills.wav");
1014 precache_sound ("announcer/male/20kills.wav");
1015 precache_sound ("announcer/male/25kills.wav");
1016 precache_sound ("announcer/male/30kills.wav");
1017 precache_sound ("announcer/male/botlike.wav");
1018 precache_sound ("announcer/male/yoda.wav");
1020 // announcer sounds - robotic
1021 precache_sound ("announcer/robotic/1fragleft.wav");
1022 precache_sound ("announcer/robotic/1minuteremains.wav");
1023 precache_sound ("announcer/robotic/2fragsleft.wav");
1024 precache_sound ("announcer/robotic/3fragsleft.wav");
1027 precache_sound ("announcer/robotic/lastsecond.wav");
1028 precache_sound ("announcer/robotic/narrowly.wav");
1029 precache_sound ("announcer/robotic/1.wav");
1030 precache_sound ("announcer/robotic/2.wav");
1031 precache_sound ("announcer/robotic/3.wav");
1032 precache_sound ("announcer/robotic/4.wav");
1033 precache_sound ("announcer/robotic/5.wav");
1034 precache_sound ("announcer/robotic/6.wav");
1035 precache_sound ("announcer/robotic/7.wav");
1036 precache_sound ("announcer/robotic/8.wav");
1037 precache_sound ("announcer/robotic/9.wav");
1038 precache_sound ("announcer/robotic/10.wav");
1041 // common weapon precaches
1042 precache_sound ("weapons/weapon_switch.wav");
1043 precache_sound ("weapons/weaponpickup.wav");
1044 if (cvar("g_grappling_hook"))
1046 precache_sound ("weapons/hook_fire.wav"); // hook
1047 precache_sound ("weapons/hook_impact.wav"); // hook
1050 if (cvar("sv_precacheweapons") || g_nixnex)
1052 //precache weapon models/sounds
1055 while (wep <= WEP_LAST)
1057 weapon_action(wep, WR_PRECACHE);
1062 // plays music for the level if there is any
1065 precache_sound (self.noise);
1066 ambientsound ('0 0 0', self.noise, 1.00, ATTN_NONE);