#include "g_local.h" #include "stdlog.h" //WF24 StdLog #include "bot_procs.h"//ERASER #include "p_trail.h"//ERASER char *LoadEntFile(char *mapname, char *entities);//newent 5/99 void Create_All_Home_Bases (void);//WF34 typedef struct { char *name; void (*spawn)(edict_t *ent); } spawn_t; void SP_item_health (edict_t *self); void SP_item_health_small (edict_t *self); void SP_item_health_large (edict_t *self); void SP_item_health_mega (edict_t *self); void SP_info_player_start (edict_t *ent); void SP_info_player_deathmatch (edict_t *ent); void SP_info_player_coop (edict_t *ent); void SP_info_player_intermission (edict_t *ent); void SP_func_plat (edict_t *ent); void SP_func_rotating (edict_t *ent); void SP_func_button (edict_t *ent); void SP_func_door (edict_t *ent); void SP_func_door_secret (edict_t *ent); void SP_func_door_rotating (edict_t *ent); void SP_func_water (edict_t *ent); void SP_func_train (edict_t *ent); void SP_func_conveyor (edict_t *self); void SP_func_wall (edict_t *self); void SP_func_object (edict_t *self); void SP_func_explosive (edict_t *self); void SP_func_timer (edict_t *self); void SP_func_areaportal (edict_t *ent); void SP_func_clock (edict_t *ent); void SP_func_killbox (edict_t *ent); void SP_trigger_always (edict_t *ent); void SP_trigger_once (edict_t *ent); void SP_trigger_multiple (edict_t *ent); void SP_trigger_relay (edict_t *ent); void SP_trigger_push (edict_t *ent); void SP_trigger_hurt (edict_t *ent); void SP_trigger_key (edict_t *ent); void SP_trigger_counter (edict_t *ent); void SP_trigger_elevator (edict_t *ent); void SP_trigger_gravity (edict_t *ent); void SP_trigger_monsterjump (edict_t *ent); void SP_target_temp_entity (edict_t *ent); void SP_target_speaker (edict_t *ent); void SP_target_explosion (edict_t *ent); void SP_target_changelevel (edict_t *ent); void SP_target_secret (edict_t *ent); void SP_target_goal (edict_t *ent); void SP_target_splash (edict_t *ent); void SP_target_spawner (edict_t *ent); void SP_target_blaster (edict_t *ent); void SP_target_crosslevel_trigger (edict_t *ent); void SP_target_crosslevel_target (edict_t *ent); void SP_target_laser (edict_t *self); void SP_target_help (edict_t *ent); void SP_target_actor (edict_t *ent); void SP_target_lightramp (edict_t *self); void SP_target_earthquake (edict_t *ent); void SP_target_character (edict_t *ent); void SP_target_string (edict_t *ent); void SP_worldspawn (edict_t *ent); void SP_viewthing (edict_t *ent); void SP_light (edict_t *self); void SP_light_mine1 (edict_t *ent); void SP_light_mine2 (edict_t *ent); void SP_info_null (edict_t *self); void SP_info_notnull (edict_t *self); void SP_path_corner (edict_t *self); void SP_point_combat (edict_t *self); void SP_misc_explobox (edict_t *self); void SP_misc_banner (edict_t *self); void SP_misc_satellite_dish (edict_t *self); void SP_misc_actor (edict_t *self); void SP_misc_gib_arm (edict_t *self); void SP_misc_gib_leg (edict_t *self); void SP_misc_gib_head (edict_t *self); void SP_misc_insane (edict_t *self); void SP_misc_deadsoldier (edict_t *self); void SP_misc_viper (edict_t *self); void SP_misc_viper_bomb (edict_t *self); void SP_misc_bigviper (edict_t *self); void SP_misc_strogg_ship (edict_t *self); void SP_misc_teleporter (edict_t *self); void SP_misc_teleporter_dest (edict_t *self); void SP_misc_blackhole (edict_t *self); void SP_misc_eastertank (edict_t *self); void SP_misc_easterchick (edict_t *self); void SP_misc_easterchick2 (edict_t *self); void SP_monster_berserk (edict_t *self); void SP_monster_gladiator (edict_t *self); void SP_monster_gunner (edict_t *self); void SP_monster_infantry (edict_t *self); void SP_monster_soldier_light (edict_t *self); void SP_monster_soldier (edict_t *self); void SP_monster_soldier_ss (edict_t *self); void SP_monster_tank (edict_t *self); void SP_monster_medic (edict_t *self); void SP_monster_flipper (edict_t *self); void SP_monster_chick (edict_t *self); void SP_monster_parasite (edict_t *self); void SP_monster_flyer (edict_t *self); void SP_monster_brain (edict_t *self); void SP_monster_floater (edict_t *self); void SP_monster_hover (edict_t *self); void SP_monster_mutant (edict_t *self); void SP_monster_supertank (edict_t *self); void SP_monster_boss2 (edict_t *self); void SP_monster_jorg (edict_t *self); void SP_monster_boss3_stand (edict_t *self); void SP_monster_commander_body (edict_t *self); void SP_turret_breach (edict_t *self); void SP_turret_base (edict_t *self); void SP_turret_driver (edict_t *self); //WF34 -support for lmctf void SP_info_position (edict_t *self); void SP_item_flagreturn (edict_t *self); //WF34 void SP_rotating_light (edict_t *self);//Acrid lightcode 1/29/99 spawn_t spawns[] = { {"item_health", SP_item_health}, {"item_health_small", SP_item_health_small}, {"item_health_large", SP_item_health_large}, {"item_health_mega", SP_item_health_mega}, {"info_player_start", SP_info_player_start}, {"info_player_deathmatch", SP_info_player_deathmatch}, {"info_player_coop", SP_info_player_coop}, {"info_player_intermission", SP_info_player_intermission}, //ZOID {"info_player_team1", SP_info_player_team1}, {"info_player_team2", SP_info_player_team2}, //ZOID //WF34 - Support for LMCTF maps {"info_player_red", SP_info_player_team1}, {"info_player_blue", SP_info_player_team2}, {"info_position", SP_info_position}, // more WF {"item_flagreturn_team1", SP_item_flagreturn}, {"item_flagreturn_team2", SP_item_flagreturn}, //WF34 {"func_plat", SP_func_plat}, {"func_button", SP_func_button}, {"func_door", SP_func_door}, {"func_door_secret", SP_func_door_secret}, {"func_door_rotating", SP_func_door_rotating}, {"func_rotating", SP_func_rotating}, {"func_train", SP_func_train}, {"func_water", SP_func_water}, {"func_conveyor", SP_func_conveyor}, {"func_areaportal", SP_func_areaportal}, {"func_clock", SP_func_clock}, {"func_wall", SP_func_wall}, {"func_object", SP_func_object}, {"func_timer", SP_func_timer}, {"func_explosive", SP_func_explosive}, {"func_killbox", SP_func_killbox}, {"rotating_light", SP_rotating_light},//Acrid lightcode 1/29/99 {"trigger_always", SP_trigger_always}, {"trigger_once", SP_trigger_once}, {"trigger_multiple", SP_trigger_multiple}, {"trigger_relay", SP_trigger_relay}, {"trigger_push", SP_trigger_push}, {"trigger_hurt", SP_trigger_hurt}, {"trigger_key", SP_trigger_key}, {"trigger_counter", SP_trigger_counter}, {"trigger_elevator", SP_trigger_elevator}, {"trigger_gravity", SP_trigger_gravity}, {"trigger_monsterjump", SP_trigger_monsterjump}, {"target_temp_entity", SP_target_temp_entity}, {"target_speaker", SP_target_speaker}, {"target_explosion", SP_target_explosion}, {"target_changelevel", SP_target_changelevel}, {"target_secret", SP_target_secret}, {"target_goal", SP_target_goal}, {"target_splash", SP_target_splash}, {"target_spawner", SP_target_spawner}, {"target_blaster", SP_target_blaster}, {"target_crosslevel_trigger", SP_target_crosslevel_trigger}, {"target_crosslevel_target", SP_target_crosslevel_target}, {"target_laser", SP_target_laser}, {"target_help", SP_target_help}, #if 0 //WF24 remove monster code {"target_actor", SP_target_actor}, #endif {"target_lightramp", SP_target_lightramp}, {"target_earthquake", SP_target_earthquake}, {"target_character", SP_target_character}, {"target_string", SP_target_string}, {"worldspawn", SP_worldspawn}, {"viewthing", SP_viewthing}, {"light", SP_light}, {"light_mine1", SP_light_mine1}, {"light_mine2", SP_light_mine2}, {"info_null", SP_info_null}, {"func_group", SP_info_null}, {"info_notnull", SP_info_notnull}, {"path_corner", SP_path_corner}, {"point_combat", SP_point_combat}, {"misc_explobox", SP_misc_explobox}, {"misc_banner", SP_misc_banner}, //ZOID {"misc_ctf_banner", SP_misc_ctf_banner}, {"misc_ctf_small_banner", SP_misc_ctf_small_banner}, //ZOID {"misc_satellite_dish", SP_misc_satellite_dish}, #if 0 // remove monster code {"misc_actor", SP_misc_actor}, #endif {"misc_gib_arm", SP_misc_gib_arm}, {"misc_gib_leg", SP_misc_gib_leg}, {"misc_gib_head", SP_misc_gib_head}, #if 0 // remove monster code {"misc_insane", SP_misc_insane}, #endif {"misc_deadsoldier", SP_misc_deadsoldier}, {"misc_viper", SP_misc_viper}, {"misc_viper_bomb", SP_misc_viper_bomb}, {"misc_bigviper", SP_misc_bigviper}, {"misc_strogg_ship", SP_misc_strogg_ship}, {"misc_teleporter", SP_misc_teleporter}, {"misc_teleporter_dest", SP_misc_teleporter_dest}, //ZOID {"trigger_teleport", SP_trigger_teleport}, {"info_teleport_destination", SP_info_teleport_destination}, //ZOID {"misc_blackhole", SP_misc_blackhole}, {"misc_eastertank", SP_misc_eastertank}, {"misc_easterchick", SP_misc_easterchick}, {"misc_easterchick2", SP_misc_easterchick2}, #if 0 // remove monster code {"monster_berserk", SP_monster_berserk}, {"monster_gladiator", SP_monster_gladiator}, {"monster_gunner", SP_monster_gunner}, {"monster_infantry", SP_monster_infantry}, {"monster_soldier_light", SP_monster_soldier_light}, {"monster_soldier", SP_monster_soldier}, {"monster_soldier_ss", SP_monster_soldier_ss}, {"monster_tank", SP_monster_tank}, {"monster_tank_commander", SP_monster_tank}, {"monster_medic", SP_monster_medic}, {"monster_flipper", SP_monster_flipper}, {"monster_chick", SP_monster_chick}, {"monster_parasite", SP_monster_parasite}, {"monster_flyer", SP_monster_flyer}, {"monster_brain", SP_monster_brain}, {"monster_floater", SP_monster_floater}, {"monster_hover", SP_monster_hover}, {"monster_mutant", SP_monster_mutant}, {"monster_supertank", SP_monster_supertank}, {"monster_boss2", SP_monster_boss2}, {"monster_boss3_stand", SP_monster_boss3_stand}, {"monster_jorg", SP_monster_jorg}, {"monster_commander_body", SP_monster_commander_body}, {"turret_breach", SP_turret_breach}, {"turret_base", SP_turret_base}, {"turret_driver", SP_turret_driver}, #endif {NULL, NULL} }; /* =============== ED_CallSpawn Finds the spawn function for the entity and calls it =============== */ void ED_CallSpawn (edict_t *ent) { spawn_t *s; gitem_t *item; int i; if (!ent->classname) { gi.dprintf ("ED_CallSpawn: NULL classname\n"); return; } // check item spawn functions for (i=0,item=itemlist ; iclassname) continue; if (!strcmp(item->classname, ent->classname)) { // found it SpawnItem (ent, item); return; } } // check normal spawn functions for (s=spawns ; s->name ; s++) { if (!strcmp(s->name, ent->classname)) { // found it s->spawn (ent); return; } } gi.dprintf ("%s doesn't have a spawn function\n", ent->classname); } /* ============= ED_NewString ============= */ char *ED_NewString (char *string) { char *newb, *new_p; int i,l; l = strlen(string) + 1; newb = gi.TagMalloc (l, TAG_LEVEL); new_p = newb; for (i=0 ; i< l ; i++) { if (string[i] == '\\' && i < l-1) { i++; if (string[i] == 'n') *new_p++ = '\n'; else *new_p++ = '\\'; } else *new_p++ = string[i]; } return newb; } /* =============== ED_ParseField Takes a key/value pair and sets the binary values in an edict =============== */ void ED_ParseField (char *key, char *value, edict_t *ent) { field_t *f; byte *b; float v; vec3_t vec; for (f=fields ; f->name ; f++) { if (!(f->flags & FFL_NOSPAWN) && !Q_stricmp(f->name, key))//WF34 F->F & FFL { // found it if (f->flags & FFL_SPAWNTEMP) b = (byte *)&st; else b = (byte *)ent; switch (f->type) { case F_LSTRING: *(char **)(b+f->ofs) = ED_NewString (value); break; case F_VECTOR: sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]); ((float *)(b+f->ofs))[0] = vec[0]; ((float *)(b+f->ofs))[1] = vec[1]; ((float *)(b+f->ofs))[2] = vec[2]; break; case F_INT: *(int *)(b+f->ofs) = atoi(value); break; case F_FLOAT: *(float *)(b+f->ofs) = atof(value); break; case F_ANGLEHACK: v = atof(value); ((float *)(b+f->ofs))[0] = 0; ((float *)(b+f->ofs))[1] = v; ((float *)(b+f->ofs))[2] = 0; break; case F_IGNORE: break; } return; } } gi.dprintf ("%s is not a field\n", key); } /* ==================== ED_ParseEdict Parses an edict out of the given string, returning the new position ed should be a properly initialized empty edict. ==================== */ char *ED_ParseEdict (char *data, edict_t *ent) { qboolean init; char keyname[256]; char *com_token; init = false; memset (&st, 0, sizeof(st)); // go through all the dictionary pairs while (1) { // parse key com_token = COM_Parse (&data); if (com_token[0] == '}') break; if (!data) gi.error ("ED_ParseEntity: EOF without closing brace"); strncpy (keyname, com_token, sizeof(keyname)-1); // parse value com_token = COM_Parse (&data); if (!data) gi.error ("ED_ParseEntity: EOF without closing brace"); if (com_token[0] == '}') gi.error ("ED_ParseEntity: closing brace without data"); init = true; // keynames with a leading underscore are used for utility comments, // and are immediately discarded by quake if (keyname[0] == '_') continue; ED_ParseField (keyname, com_token, ent); } if (!init) memset (ent, 0, sizeof(*ent)); return data; } /* ================ G_FindTeams Chain together all entities with a matching team field. All but the first will have the FL_TEAMSLAVE flag set. All but the last will have the teamchain field set to the next one ================ */ void G_FindTeams (void) { edict_t *e, *e2, *chain; int i, j; int c, c2; c = 0; c2 = 0; for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++) { if (!e->inuse) continue; if (!e->team) continue; if (e->flags & FL_TEAMSLAVE) continue; chain = e; e->teammaster = e; c++; c2++; for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++) { if (!e2->inuse) continue; if (!e2->team) continue; if (e2->flags & FL_TEAMSLAVE) continue; if (!strcmp(e->team, e2->team)) { c2++; chain->teamchain = e2; e2->teammaster = e; chain = e2; e2->flags |= FL_TEAMSLAVE; } } } gi.dprintf ("%i teams with %i entities\n", c, c2); } //ERASER START void CheckNodeCalculation(edict_t *ent) { if (nodes_done || (trail_head >= 500)) // assume it's done if > 500 nodes { // if (bot_calc_nodes->value) // { gi.cvar_set("bot_calc_nodes", "0"); gi.dprintf("\nDynamic node-table generation DISABLED\n\n"); // } } else { // if (!bot_calc_nodes->value) // { gi.cvar_set("bot_calc_nodes", "1"); gi.dprintf("\nDynamic node-table generation ENABLED\n\n"); // } } G_FreeEdict(ent); } //ERASER END /* ============== SpawnEntities Creates a server's entity / program execution context by parsing textual entity definitions out of an ent file. ============== */ void SpawnEntities (char *mapname, char *entities, char *spawnpoint) { edict_t *ent; int inhibit; char *com_token; int i; float skill_level; skill_level = floor (skill->value); if (skill_level < 0) skill_level = 0; if (skill_level > 3) skill_level = 3; if (skill->value != skill_level) gi.cvar_forceset("skill", va("%f", skill_level)); SaveClientData (); gi.FreeTags (TAG_LEVEL); memset (&level, 0, sizeof(level)); memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0])); strncpy (level.mapname, mapname, sizeof(level.mapname)-1); strncpy (game.spawnpoint, spawnpoint, sizeof(game.spawnpoint)-1); // set client fields on player ents for (i=0 ; iclassname, "trigger_once") && !Q_stricmp(ent->model, "*27")) ent->spawnflags &= ~SPAWNFLAG_NOT_HARD; // remove things (except the world) from different skill levels or deathmatch if (ent != g_edicts) { if (deathmatch->value) { if ( ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH ) { G_FreeEdict (ent); inhibit++; continue; } } else { if ( /* ((coop->value) && (ent->spawnflags & SPAWNFLAG_NOT_COOP)) || */ ((skill->value == 0) && (ent->spawnflags & SPAWNFLAG_NOT_EASY)) || ((skill->value == 1) && (ent->spawnflags & SPAWNFLAG_NOT_MEDIUM)) || (((skill->value == 2) || (skill->value == 3)) && (ent->spawnflags & SPAWNFLAG_NOT_HARD)) ) { G_FreeEdict (ent); inhibit++; continue; } } ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH); } ED_CallSpawn (ent); } PlayerTrail_Init ();//ACRID MOVED WF34 gi.dprintf ("%i entities inhibited\n", inhibit); #ifdef DEBUG i = 1; ent = EDICT_NUM(i); while (i < globals.num_edicts) { if (ent->inuse != 0 || ent->inuse != 1) Com_DPrintf("Invalid entity %d\n", i); i++, ent++; } #endif G_FindTeams (); //ERASER START if (!G_Find(NULL, FOFS(classname), "item_flag_team1")) { // not a CTF level gi.cvar_forceset("ctf", "0"); } else // make sure CTF is enabled, since there is a flag { gi.cvar_forceset("ctf", "1"); // gi.cvar_forceset("grapple", "1"); if (ctf->value) { gi.configstring (CS_STATUSBAR, ctf_statusbar); //precaches //gi.imageindex("sbctf1"); //gi.imageindex("sbctf2"); gi.imageindex("i_ctf1"); gi.imageindex("i_ctf2"); gi.imageindex("i_ctf1d"); gi.imageindex("i_ctf2d"); gi.imageindex("i_ctf1t"); gi.imageindex("i_ctf2t"); gi.imageindex("i_ctfj"); } } //ERASER END //ZOID CTFSetupTechSpawn(); //ZOID //WF Create_All_Home_Bases (); sl_Logging( &gi, "The Weapons Factory" ); // StdLog sl_GameStart( &gi, level ); // StdLog //WF //ERASER START spawn an entity, that will decide whether or not to disable node calculation ent = G_Spawn(); ent->think = CheckNodeCalculation; ent->nextthink = level.time + 1.5; // give the items time to set their reachable nodes check_nodes_done = NULL; //ERASER END } //=================================================================== #if 0 // cursor positioning xl xr yb yt xv yv // drawing statpic pic num string // control if ifeq ifbit endif #endif char *single_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " " xv 262 " " num 2 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " ; char *dm_statusbar = "yb -24 " // health "xv 0 " "hnum " "xv 50 " "pic 0 " // ammo "if 2 " " xv 100 " " anum " " xv 150 " " pic 2 " "endif " // armor "if 4 " " xv 200 " " rnum " " xv 250 " " pic 4 " "endif " // selected item "if 6 " " xv 296 " " pic 6 " "endif " "yb -50 " // picked up item "if 7 " " xv 0 " " pic 7 " " xv 26 " " yb -42 " " stat_string 8 " " yb -50 " "endif " // timer "if 9 " " xv 246 " " num 2 10 " " xv 296 " " pic 9 " "endif " // help / weapon icon "if 11 " " xv 148 " " pic 11 " "endif " // frags "xr -50 " "yt 2 " "num 3 14" ; //ERASER START extern qboolean respawn_flag; extern int num_dm_spots; //ERASER END /*QUAKED worldspawn (0 0 0) ? Only used for the world. "sky" environment map name "skyaxis" vector axis for rotating sky "skyrotate" speed of rotation in degrees/second "sounds" music cd track number "gravity" 800 is default gravity "message" text to print at user logon */ void SP_worldspawn (edict_t *ent) { ent->movetype = MOVETYPE_PUSH; ent->solid = SOLID_BSP; ent->inuse = true; // since the world doesn't use G_Spawn() ent->s.modelindex = 1; // world model is always index 1 //--------------- //ERASER START num_players = 0; bot_count = 0; bot_frametime = 0.1; // set if using distributed thinking botdebug = 0; spawn_bots = 0; num_dm_spots = 0; paused = false; weapons_head = health_head = bonus_head = ammo_head = NULL; //ERASER END // reserve some spots for dead player bodies for coop / deathmatch InitBodyQue (); // set configstrings for items SetItemNames (); if (st.nextmap) strcpy (level.nextmap, st.nextmap); // make some data visible to the server if (ent->message && ent->message[0]) { gi.configstring (CS_NAME, ent->message); strncpy (level.level_name, ent->message, sizeof(level.level_name)); } else strncpy (level.level_name, level.mapname, sizeof(level.level_name)); if (st.sky && st.sky[0]) gi.configstring (CS_SKY, st.sky); else gi.configstring (CS_SKY, "unit1_"); gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) ); gi.configstring (CS_SKYAXIS, va("%f %f %f", st.skyaxis[0], st.skyaxis[1], st.skyaxis[2]) ); gi.configstring (CS_CDTRACK, va("%i", ent->sounds) ); gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) ); // status bar program if (deathmatch->value) //ZOID if (ctf->value) { gi.configstring (CS_STATUSBAR, ctf_statusbar); //precaches //gi.imageindex("sbctf1"); //gi.imageindex("sbctf2"); gi.imageindex("i_ctf1"); gi.imageindex("i_ctf2"); gi.imageindex("i_ctf1d"); gi.imageindex("i_ctf2d"); gi.imageindex("i_ctf1t"); gi.imageindex("i_ctf2t"); gi.imageindex("i_ctfj"); } else //ZOID gi.configstring (CS_STATUSBAR, dm_statusbar); else gi.configstring (CS_STATUSBAR, single_statusbar); //--------------- //ERASER START//FIXME ACRID // set ammo item lookups item_shells = FindItem("shells"); item_cells = FindItem("cells"); item_bullets = FindItem("bullets"); item_rockets = FindItem("rockets"); item_slugs = FindItem("slugs"); item_grenades = FindItem("grenades"); item_blaster = FindItem("Blaster"); item_shotgun = FindItem("shotgun"); item_supershotgun = FindItem("super shotgun"); item_machinegun = FindItem("machinegun"); item_chaingun = FindItem("chaingun"); item_grenadelauncher = FindItem("grenade launcher"); item_rocketlauncher = FindItem("rocket launcher"); item_railgun = FindItem("railgun"); item_hyperblaster = FindItem("hyperblaster"); item_bfg10k = FindItem("bfg10k"); //ACRID TEST NEW WF WEAPONS item_sniperrifle = FindItem("Sniper Rifle"); item_lightninggun = FindItem("Lightning Gun"); item_infecteddart = FindItem("Infected Dart Launcher"); item_pulsecannon = FindItem("Pulse Cannon"); item_needler = FindItem("Needler"); item_flamethrower = FindItem("FlameThrower"); item_telsacoil = FindItem("Telsa Coil"); item_pelletrocketlauncher = FindItem("Pellet Rocket Launcher"); item_rocketnapalmlauncher = FindItem("Rocket Napalm Launcher"); item_rocketclusterlauncher = FindItem("Cluster Rocket Launcher"); item_shc = FindItem("SHC Rifle"); item_handgrenades = FindItem("Grenades"); item_poisondart = FindItem("Poison Dart Launcher"); item_ak47 = FindItem("AK47"); item_pistol = FindItem("Pistol"); item_knife = FindItem("Knife"); //*item_sentryspot, *item_depotspot item_armordart = FindItem("Poison Dart Launcher"); item_stingerrocketlauncher = FindItem("Stinger Launcher"); //ACRID END NEW WF WEAPONS if (!respawn_flag) // only read in bots once, or team links for players will become corrupted { // read data from bots.cfg ReadBotConfig(); } else if (teamplay->value) // clear the scores { int i; for (i=0; iscore = 0; bot_teams[i]->last_grouping = 0; } } //ERASER END // help icon for statusbar gi.imageindex ("i_help"); level.pic_health = gi.imageindex ("i_health"); level.pic_damage = gi.imageindex ("damage"); level.pic_timeout = gi.imageindex ("timeout"); gi.imageindex ("help"); gi.imageindex ("inventory"); gi.imageindex ("field_3"); //compass 5/99 gi.imageindex ("north"); gi.imageindex ("northwest"); gi.imageindex ("northeast"); gi.imageindex ("west"); gi.imageindex ("east"); gi.imageindex ("southwest"); gi.imageindex ("southeast"); gi.imageindex ("south"); gi.imageindex ("up"); gi.imageindex ("down"); // gi.imageindex ("here"); if (!st.gravity) gi.cvar_set("sv_gravity", "800"); else gi.cvar_set("sv_gravity", st.gravity); snd_fry = gi.soundindex ("player/fry.wav"); // standing in lava / slime PrecacheItem (FindItem ("Blaster")); gi.soundindex ("player/lava1.wav"); gi.soundindex ("player/lava2.wav"); gi.soundindex ("misc/pc_up.wav"); gi.soundindex ("misc/talk1.wav"); gi.soundindex ("misc/udeath.wav"); // gibs gi.soundindex ("items/respawn1.wav"); // sexed sounds gi.soundindex ("*death1.wav"); gi.soundindex ("*death2.wav"); gi.soundindex ("*death3.wav"); gi.soundindex ("*death4.wav"); gi.soundindex ("*fall1.wav"); gi.soundindex ("*fall2.wav"); gi.soundindex ("*gurp1.wav"); // drowning damage gi.soundindex ("*gurp2.wav"); gi.soundindex ("*jump1.wav"); // player jump gi.soundindex ("*pain25_1.wav"); gi.soundindex ("*pain25_2.wav"); gi.soundindex ("*pain50_1.wav"); gi.soundindex ("*pain50_2.wav"); gi.soundindex ("*pain75_1.wav"); gi.soundindex ("*pain75_2.wav"); gi.soundindex ("*pain100_1.wav"); gi.soundindex ("*pain100_2.wav"); //ERASER START gi.soundindex ("player/female/death1.wav"); gi.soundindex ("player/female/death2.wav"); gi.soundindex ("player/female/death3.wav"); gi.soundindex ("player/female/death4.wav"); gi.soundindex ("player/female/fall1.wav"); gi.soundindex ("player/female/fall2.wav"); gi.soundindex ("player/female/gurp1.wav"); // drowning damage gi.soundindex ("player/female/gurp2.wav"); gi.soundindex ("player/female/jump1.wav"); // player jump gi.soundindex ("player/female/pain25_1.wav"); gi.soundindex ("player/female/pain25_2.wav"); gi.soundindex ("player/female/pain50_1.wav"); gi.soundindex ("player/female/pain50_2.wav"); gi.soundindex ("player/female/pain75_1.wav"); gi.soundindex ("player/female/pain75_2.wav"); gi.soundindex ("player/female/pain100_1.wav"); gi.soundindex ("player/female/pain100_2.wav"); //------------------- //ERASER END // sexed models//WF34 S // THIS ORDER MUST MATCH THE DEFINES IN g_local.h // you can add more, max 15 gi.modelindex ("#w_blaster.md2"); gi.modelindex ("#w_shotgun.md2"); gi.modelindex ("#w_sshotgun.md2"); gi.modelindex ("#w_machinegun.md2"); gi.modelindex ("#w_chaingun.md2"); gi.modelindex ("#a_grenades.md2"); gi.modelindex ("#w_glauncher.md2"); gi.modelindex ("#w_rlauncher.md2"); gi.modelindex ("#w_hyperblaster.md2"); gi.modelindex ("#w_railgun.md2"); gi.modelindex ("#w_bfg.md2"); gi.modelindex ("#w_grapple.md2");//TRY THIS ERASER //gi.modelindex ("#a_knife.md2"); gi.modelindex ("#w_knife.md2"); //WF34 E //------------------- gi.soundindex ("player/gasp1.wav"); // gasping for air gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping gi.soundindex ("player/watr_in.wav"); // feet hitting water gi.soundindex ("player/watr_out.wav"); // feet leaving water gi.soundindex ("player/watr_un.wav"); // head going underwater gi.soundindex ("player/u_breath1.wav"); gi.soundindex ("player/u_breath2.wav"); gi.soundindex ("items/pkup.wav"); // bonus item pickup gi.soundindex ("world/land.wav"); // landing thud gi.soundindex ("misc/h2ohit1.wav"); // landing splash gi.soundindex ("items/damage.wav"); gi.soundindex ("items/protect.wav"); gi.soundindex ("items/protect4.wav"); gi.soundindex ("weapons/noammo.wav"); gi.soundindex ("infantry/inflies1.wav"); sm_meat_index = gi.modelindex ("models/objects/gibs/sm_meat/tris.md2"); gi.modelindex ("models/objects/gibs/arm/tris.md2"); gi.modelindex ("models/objects/gibs/bone/tris.md2"); gi.modelindex ("models/objects/gibs/bone2/tris.md2"); gi.modelindex ("models/objects/gibs/chest/tris.md2"); gi.modelindex ("models/objects/gibs/skull/tris.md2"); gi.modelindex ("models/objects/gibs/head2/tris.md2"); //WF24 S //models gi.modelindex ("wfactory/models/decoys/female/tris.md2"); gi.modelindex ("wfactory/models/decoys/male/tris.md2"); gi.modelindex ("wfactory/models/decoys/cyborg/tris.md2"); gi.modelindex ("models/objects/flagbase/tris.md2"); gi.modelindex ("models/sentry/turret1/tris.md2"); gi.modelindex ("models/sentry/turret2/tris.md2"); gi.modelindex ("models/sentry/turret3/tris.md2"); gi.modelindex ("models/stand/tris.md2"); gi.modelindex ("models/flare/tris.md2"); gi.modelindex ("models/bolt/tris.md2"); gi.modelindex ("models/dart/tris.md2");//WF34 S gi.modelindex ("models/nailgun/tris.md2"); gi.modelindex ("models/sight/tris.md2"); gi.modelindex ("models/spike/tris.md2"); gi.modelindex ("models/weapons/v_sniper2/tris.md2"); gi.modelindex ("models/objects/grenade/tris.md2"); gi.modelindex ("models/objects/grenade2/tris.md2"); gi.modelindex ("models/objects/grenade3/tris.md2"); gi.modelindex ("models/objects/turretg/tris.md2");//WF34 E //ERASER START FIXME ACRID DUEL VIEWWEP???? // 3.15+ VWeap support /* gi.modelindex( "#w_blaster.md2"); gi.modelindex( "#w_shotgun.md2"); gi.modelindex( "#w_sshotgun.md2"); gi.modelindex( "#w_machinegun.md2"); gi.modelindex( "#w_chaingun.md2"); gi.modelindex( "#a_grenades.md2"); gi.modelindex( "#w_glauncher.md2"); gi.modelindex( "#w_rlauncher.md2"); gi.modelindex( "#w_hyperblaster.md2"); gi.modelindex( "#w_railgun.md2"); gi.modelindex( "#w_bfg.md2"); gi.modelindex( "#w_grapple.md2"); */ //ERASER END ACRID CO //WF34 Sounds gi.soundindex ("cdecoyof.wav"); gi.soundindex ("cdecoyon.wav"); gi.soundindex ("fdecoyof.wav"); gi.soundindex ("fdecoyon.wav"); gi.soundindex ("mdecoyof.wav"); gi.soundindex ("mdecoyon.wav"); gi.soundindex ("ctf/flagcap.wav"); gi.soundindex ("ctf/tech4.wav"); gi.soundindex ("darthit.wav"); gi.soundindex ("electric.wav"); gi.soundindex ("homelock.wav"); gi.soundindex ("jetfly.wav"); gi.soundindex ("jumppack.wav"); gi.soundindex ("lshoot.wav"); gi.soundindex ("misc/keyuse.wav"); gi.soundindex ("misc/lasfly.wav"); gi.soundindex ("needle.wav"); gi.soundindex ("scream.wav"); gi.soundindex ("soldier/solatck1.wav"); gi.soundindex ("soldier/solidle1.wav"); gi.soundindex ("soldier/solpain1.wav"); gi.soundindex ("soldier/solsght1.wav"); gi.soundindex ("soldier/solsrch1.wav"); gi.soundindex ("weapons/knifehit.wav"); gi.soundindex ("weapons/knifescream.wav"); gi.soundindex ("weapons/knifeswish.wav"); gi.soundindex ("weapons/disembowel.wav"); gi.soundindex ("weapons/rockfly.wav"); gi.soundindex ("world/airhiss1.wav"); gi.soundindex ("world/laser.wav"); gi.soundindex ("world/quake.wav"); //WF34 E // gi.imageindex (PIC_DOT); // gi.imageindex (PIC_INVDOT); // gi.imageindex (PIC_QUADDOT); // gi.imageindex (PIC_SCANNER); // gi.imageindex (PIC_LEFT); // gi.imageindex (PIC_RIGHT); // gi.imageindex (PIC_UP); // gi.imageindex (PIC_DOWN); // // Setup light animation tables. 'a' is total darkness, 'z' is doublebright. // // 0 normal gi.configstring(CS_LIGHTS+0, "m"); // 1 FLICKER (first variety) gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo"); // 2 SLOW STRONG PULSE gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); // 3 CANDLE (first variety) gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); // 4 FAST STROBE gi.configstring(CS_LIGHTS+4, "mamamamamama"); // 5 GENTLE PULSE 1 gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj"); // 6 FLICKER (second variety) gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno"); // 7 CANDLE (second variety) gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm"); // 8 CANDLE (third variety) gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); // 9 SLOW STROBE (fourth variety) gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz"); // 10 FLUORESCENT FLICKER gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma"); // 11 SLOW PULSE NOT FADE TO BLACK gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); // styles 32-62 are assigned by the light program for switchable lights // 63 testing gi.configstring(CS_LIGHTS+63, "a"); }