summaryrefslogtreecommitdiff
path: root/src/baseq2/g_spawn.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/baseq2/g_spawn.c')
-rw-r--r--src/baseq2/g_spawn.c709
1 files changed, 344 insertions, 365 deletions
diff --git a/src/baseq2/g_spawn.c b/src/baseq2/g_spawn.c
index 6ebf279..2979095 100644
--- a/src/baseq2/g_spawn.c
+++ b/src/baseq2/g_spawn.c
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@@ -22,7 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
typedef struct {
char *name;
- void (*spawn)(edict_t *ent);
+ void (*spawn)(edict_t *ent);
} spawn_func_t;
typedef struct {
@@ -31,122 +31,122 @@ typedef struct {
fieldtype_t type;
} spawn_field_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);
+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);
static const spawn_func_t spawn_funcs[] = {
{"item_health", SP_item_health},
@@ -338,40 +338,37 @@ ED_CallSpawn
Finds the spawn function for the entity and calls it
===============
*/
-void ED_CallSpawn (edict_t *ent)
+void ED_CallSpawn(edict_t *ent)
{
const spawn_func_t *s;
gitem_t *item;
int i;
- if (!ent->classname)
- {
- gi.dprintf ("ED_CallSpawn: NULL classname\n");
+ if (!ent->classname) {
+ gi.dprintf("ED_CallSpawn: NULL classname\n");
return;
}
// check item spawn functions
- for (i=0,item=itemlist ; i<game.num_items ; i++,item++)
- {
+ for (i = 0, item = itemlist ; i < game.num_items ; i++, item++) {
if (!item->classname)
continue;
- if (!strcmp(item->classname, ent->classname))
- { // found it
- SpawnItem (ent, item);
+ if (!strcmp(item->classname, ent->classname)) {
+ // found it
+ SpawnItem(ent, item);
return;
}
}
// check normal spawn functions
- for (s=spawn_funcs ; s->name ; s++)
- {
- if (!strcmp(s->name, ent->classname))
- { // found it
- s->spawn (ent);
+ for (s = spawn_funcs ; 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);
+ gi.dprintf("%s doesn't have a spawn function\n", ent->classname);
}
/*
@@ -379,31 +376,28 @@ void ED_CallSpawn (edict_t *ent)
ED_NewString
=============
*/
-static char *ED_NewString (const char *string)
+static char *ED_NewString(const char *string)
{
char *newb, *new_p;
- int i,l;
-
+ int i, l;
+
l = strlen(string) + 1;
- newb = gi.TagMalloc (l, TAG_LEVEL);
+ newb = gi.TagMalloc(l, TAG_LEVEL);
new_p = newb;
- for (i=0 ; i< l ; i++)
- {
- if (string[i] == '\\' && i < l-1)
- {
+ for (i = 0 ; i < l ; i++) {
+ if (string[i] == '\\' && i < l - 1) {
i++;
if (string[i] == 'n')
*new_p++ = '\n';
else
*new_p++ = '\\';
- }
- else
+ } else
*new_p++ = string[i];
}
-
+
return newb;
}
@@ -418,41 +412,39 @@ Takes a key/value pair and sets the binary values
in an edict
===============
*/
-static qboolean ED_ParseField (const spawn_field_t *fields, const char *key, const char *value, byte *b)
+static qboolean ED_ParseField(const spawn_field_t *fields, const char *key, const char *value, byte *b)
{
const spawn_field_t *f;
float v;
vec3_t vec;
- for (f=fields ; f->name ; f++)
- {
- if (!Q_stricmp(f->name, key))
- { // found it
- switch (f->type)
- {
+ for (f = fields ; f->name ; f++) {
+ if (!Q_stricmp(f->name, key)) {
+ // found it
+ switch (f->type) {
case F_LSTRING:
- *(char **)(b+f->ofs) = ED_NewString (value);
+ *(char **)(b + f->ofs) = ED_NewString(value);
break;
case F_VECTOR:
- if( sscanf (value, "%f %f %f", &vec[0], &vec[1], &vec[2]) != 3 ) {
- gi.dprintf( "%s: couldn't parse '%s'\n", __func__, key );
- VectorClear( vec );
+ if (sscanf(value, "%f %f %f", &vec[0], &vec[1], &vec[2]) != 3) {
+ gi.dprintf("%s: couldn't parse '%s'\n", __func__, key);
+ VectorClear(vec);
}
- ((float *)(b+f->ofs))[0] = vec[0];
- ((float *)(b+f->ofs))[1] = vec[1];
- ((float *)(b+f->ofs))[2] = 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);
+ *(int *)(b + f->ofs) = atoi(value);
break;
case F_FLOAT:
- *(float *)(b+f->ofs) = atof(value);
+ *(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;
+ ((float *)(b + f->ofs))[0] = 0;
+ ((float *)(b + f->ofs))[1] = v;
+ ((float *)(b + f->ofs))[2] = 0;
break;
case F_IGNORE:
break;
@@ -473,48 +465,47 @@ Parses an edict out of the given string, returning the new position
ed should be a properly initialized empty edict.
====================
*/
-void ED_ParseEdict (const char **data, edict_t *ent)
+void ED_ParseEdict(const char **data, edict_t *ent)
{
qboolean init;
char *key, *value;
init = qfalse;
- memset (&st, 0, sizeof(st));
+ memset(&st, 0, sizeof(st));
// go through all the dictionary pairs
- while (1)
- {
- // parse key
- key = COM_Parse (data);
+ while (1) {
+ // parse key
+ key = COM_Parse(data);
if (key[0] == '}')
break;
if (!*data)
- gi.error ("%s: EOF without closing brace", __func__);
+ gi.error("%s: EOF without closing brace", __func__);
- // parse value
- value = COM_Parse (data);
+ // parse value
+ value = COM_Parse(data);
if (!*data)
- gi.error ("%s: EOF without closing brace", __func__);
+ gi.error("%s: EOF without closing brace", __func__);
if (value[0] == '}')
- gi.error ("%s: closing brace without data", __func__);
+ gi.error("%s: closing brace without data", __func__);
- init = qtrue;
+ init = qtrue;
- // keynames with a leading underscore are used for utility comments,
- // and are immediately discarded by quake
+ // keynames with a leading underscore are used for utility comments,
+ // and are immediately discarded by quake
if (key[0] == '_')
continue;
- if( !ED_ParseField( spawn_fields, key, value, ( byte * )ent ) ) {
- if( !ED_ParseField( temp_fields, key, value, ( byte * )&st ) ) {
- gi.dprintf ("%s: %s is not a field\n", __func__, key);
+ if (!ED_ParseField(spawn_fields, key, value, (byte *)ent)) {
+ if (!ED_ParseField(temp_fields, key, value, (byte *)&st)) {
+ gi.dprintf("%s: %s is not a field\n", __func__, key);
}
}
}
if (!init)
- memset (ent, 0, sizeof(*ent));
+ memset(ent, 0, sizeof(*ent));
}
@@ -528,7 +519,7 @@ 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)
+void G_FindTeams(void)
{
edict_t *e, *e2, *chain;
int i, j;
@@ -536,8 +527,7 @@ void G_FindTeams (void)
c = 0;
c2 = 0;
- for (i=1, e=g_edicts+i ; i < globals.num_edicts ; i++,e++)
- {
+ for (i = 1, e = g_edicts + i ; i < globals.num_edicts ; i++, e++) {
if (!e->inuse)
continue;
if (!e->team)
@@ -548,16 +538,14 @@ void G_FindTeams (void)
e->teammaster = e;
c++;
c2++;
- for (j=i+1, e2=e+1 ; j < globals.num_edicts ; j++,e2++)
- {
+ 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))
- {
+ if (!strcmp(e->team, e2->team)) {
c2++;
chain->teamchain = e2;
e2->teammaster = e;
@@ -567,7 +555,7 @@ void G_FindTeams (void)
}
}
- gi.dprintf ("%i teams with %i entities\n", c, c2);
+ gi.dprintf("%i teams with %i entities\n", c, c2);
}
/*
@@ -578,7 +566,7 @@ Creates a server's entity / program execution context by
parsing textual entity definitions out of an ent file.
==============
*/
-void SpawnEntities (const char *mapname, const char *entities, const char *spawnpoint)
+void SpawnEntities(const char *mapname, const char *entities, const char *spawnpoint)
{
edict_t *ent;
int inhibit;
@@ -586,7 +574,7 @@ void SpawnEntities (const char *mapname, const char *entities, const char *spawn
int i;
float skill_level;
- skill_level = floor (skill->value);
+ skill_level = floor(skill->value);
if (skill_level < 0)
skill_level = 0;
if (skill_level > 3)
@@ -594,76 +582,69 @@ void SpawnEntities (const char *mapname, const char *entities, const char *spawn
if (skill->value != skill_level)
gi.cvar_forceset("skill", va("%f", skill_level));
- SaveClientData ();
+ SaveClientData();
- gi.FreeTags (TAG_LEVEL);
+ gi.FreeTags(TAG_LEVEL);
- memset (&level, 0, sizeof(level));
- memset (g_edicts, 0, game.maxentities * sizeof (g_edicts[0]));
+ 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);
+ 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 ; i<game.maxclients ; i++)
- g_edicts[i+1].client = game.clients + i;
+ for (i = 0 ; i < game.maxclients ; i++)
+ g_edicts[i + 1].client = game.clients + i;
ent = NULL;
inhibit = 0;
// parse ents
- while (1)
- {
- // parse the opening brace
- com_token = COM_Parse (&entities);
+ while (1) {
+ // parse the opening brace
+ com_token = COM_Parse(&entities);
if (!entities)
break;
if (com_token[0] != '{')
- gi.error ("ED_LoadFromFile: found %s when expecting {",com_token);
+ gi.error("ED_LoadFromFile: found %s when expecting {", com_token);
if (!ent)
ent = g_edicts;
else
- ent = G_Spawn ();
- ED_ParseEdict (&entities, ent);
+ ent = G_Spawn();
+ ED_ParseEdict(&entities, ent);
// yet another map hack
if (!Q_stricmp(level.mapname, "command") && !Q_stricmp(ent->classname, "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);
+ if (ent != g_edicts) {
+ if (deathmatch->value) {
+ if (ent->spawnflags & SPAWNFLAG_NOT_DEATHMATCH) {
+ G_FreeEdict(ent);
inhibit++;
continue;
}
- }
- else
- {
+ } 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;
- }
+ ) {
+ G_FreeEdict(ent);
+ inhibit++;
+ continue;
+ }
}
- ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY|SPAWNFLAG_NOT_MEDIUM|SPAWNFLAG_NOT_HARD|SPAWNFLAG_NOT_COOP|SPAWNFLAG_NOT_DEATHMATCH);
+ ent->spawnflags &= ~(SPAWNFLAG_NOT_EASY | SPAWNFLAG_NOT_MEDIUM | SPAWNFLAG_NOT_HARD | SPAWNFLAG_NOT_COOP | SPAWNFLAG_NOT_DEATHMATCH);
}
- ED_CallSpawn (ent);
- }
+ ED_CallSpawn(ent);
+ }
- gi.dprintf ("%i entities inhibited\n", inhibit);
+ gi.dprintf("%i entities inhibited\n", inhibit);
#ifdef DEBUG
i = 1;
@@ -675,38 +656,38 @@ void SpawnEntities (const char *mapname, const char *entities, const char *spawn
}
#endif
- G_FindTeams ();
+ G_FindTeams();
- PlayerTrail_Init ();
+ PlayerTrail_Init();
}
//===================================================================
#if 0
- // cursor positioning
- xl <value>
- xr <value>
- yb <value>
- yt <value>
- xv <value>
- yv <value>
-
- // drawing
- statpic <name>
- pic <stat>
- num <fieldwidth> <stat>
- string <stat>
-
- // control
- if <stat>
- ifeq <stat> <value>
- ifbit <stat> <value>
- endif
+// cursor positioning
+xl <value>
+xr <value>
+yb <value>
+yt <value>
+xv <value>
+yv <value>
+
+// drawing
+statpic <name>
+pic <stat>
+num <fieldwidth> <stat>
+string <stat>
+
+// control
+if <stat>
+ifeq <stat> <value>
+ifbit <stat> <value>
+endif
#endif
-static const char single_statusbar[] =
+static const char single_statusbar[] =
"yb -24 "
// health
@@ -757,7 +738,7 @@ static const char single_statusbar[] =
" pic 9 "
"endif "
-// help / weapon icon
+// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
@@ -815,7 +796,7 @@ static const char dm_statusbar[] =
" pic 9 "
"endif "
-// help / weapon icon
+// help / weapon icon
"if 11 "
" xv 148 "
" pic 11 "
@@ -828,18 +809,18 @@ static const char dm_statusbar[] =
// spectator
"if 17 "
- "xv 0 "
- "yb -58 "
- "string2 \"SPECTATOR MODE\" "
+"xv 0 "
+"yb -58 "
+"string2 \"SPECTATOR MODE\" "
"endif "
// chase camera
"if 16 "
- "xv 0 "
- "yb -68 "
- "string \"Chasing\" "
- "xv 64 "
- "stat_string 16 "
+"xv 0 "
+"yb -68 "
+"string \"Chasing\" "
+"xv 64 "
+"stat_string 16 "
"endif "
;
@@ -854,7 +835,7 @@ Only used for the world.
"gravity" 800 is default gravity
"message" text to print at user logon
*/
-void SP_worldspawn (edict_t *ent)
+void SP_worldspawn(edict_t *ent)
{
ent->movetype = MOVETYPE_PUSH;
ent->solid = SOLID_BSP;
@@ -864,182 +845,180 @@ void SP_worldspawn (edict_t *ent)
//---------------
// reserve some spots for dead player bodies for coop / deathmatch
- InitBodyQue ();
+ InitBodyQue();
// set configstrings for items
- SetItemNames ();
+ SetItemNames();
if (st.nextmap)
- strcpy (level.nextmap, 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 (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);
+ gi.configstring(CS_SKY, st.sky);
else
- gi.configstring (CS_SKY, "unit1_");
+ gi.configstring(CS_SKY, "unit1_");
- gi.configstring (CS_SKYROTATE, va("%f", st.skyrotate) );
+ 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_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_CDTRACK, va("%i", ent->sounds));
- gi.configstring (CS_MAXCLIENTS, va("%i", (int)(maxclients->value) ) );
+ gi.configstring(CS_MAXCLIENTS, va("%i", (int)(maxclients->value)));
// status bar program
if (deathmatch->value)
- gi.configstring (CS_STATUSBAR, dm_statusbar);
+ gi.configstring(CS_STATUSBAR, dm_statusbar);
else
- gi.configstring (CS_STATUSBAR, single_statusbar);
+ gi.configstring(CS_STATUSBAR, single_statusbar);
//---------------
// help icon for statusbar
- gi.imageindex ("i_help");
- level.pic_health = gi.imageindex ("i_health");
- gi.imageindex ("help");
- gi.imageindex ("field_3");
+ gi.imageindex("i_help");
+ level.pic_health = gi.imageindex("i_health");
+ gi.imageindex("help");
+ gi.imageindex("field_3");
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
+ snd_fry = gi.soundindex("player/fry.wav"); // standing in lava / slime
- PrecacheItem (FindItem ("Blaster"));
+ PrecacheItem(FindItem("Blaster"));
- gi.soundindex ("player/lava1.wav");
- gi.soundindex ("player/lava2.wav");
+ gi.soundindex("player/lava1.wav");
+ gi.soundindex("player/lava2.wav");
- gi.soundindex ("misc/pc_up.wav");
- gi.soundindex ("misc/talk1.wav");
+ gi.soundindex("misc/pc_up.wav");
+ gi.soundindex("misc/talk1.wav");
- gi.soundindex ("misc/udeath.wav");
+ gi.soundindex("misc/udeath.wav");
// gibs
- gi.soundindex ("items/respawn1.wav");
+ 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");
+ 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");
// sexed models
// 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_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.soundindex ("player/gasp1.wav"); // gasping for air
- gi.soundindex ("player/gasp2.wav"); // head breaking surface, not gasping
+ 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_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/watr_un.wav"); // head going underwater
-
- gi.soundindex ("player/u_breath1.wav");
- gi.soundindex ("player/u_breath2.wav");
+ 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/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("items/damage.wav");
+ gi.soundindex("items/protect.wav");
+ gi.soundindex("items/protect4.wav");
+ gi.soundindex("weapons/noammo.wav");
- gi.soundindex ("infantry/inflies1.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");
+ 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");
//
// Setup light animation tables. 'a' is total darkness, 'z' is doublebright.
//
// 0 normal
- gi.configstring(CS_LIGHTS+0, "m");
-
+ gi.configstring(CS_LIGHTS + 0, "m");
+
// 1 FLICKER (first variety)
- gi.configstring(CS_LIGHTS+1, "mmnmmommommnonmmonqnmmo");
-
+ gi.configstring(CS_LIGHTS + 1, "mmnmmommommnonmmonqnmmo");
+
// 2 SLOW STRONG PULSE
- gi.configstring(CS_LIGHTS+2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
-
+ gi.configstring(CS_LIGHTS + 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
+
// 3 CANDLE (first variety)
- gi.configstring(CS_LIGHTS+3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
-
+ gi.configstring(CS_LIGHTS + 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
+
// 4 FAST STROBE
- gi.configstring(CS_LIGHTS+4, "mamamamamama");
-
+ gi.configstring(CS_LIGHTS + 4, "mamamamamama");
+
// 5 GENTLE PULSE 1
- gi.configstring(CS_LIGHTS+5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
-
+ gi.configstring(CS_LIGHTS + 5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj");
+
// 6 FLICKER (second variety)
- gi.configstring(CS_LIGHTS+6, "nmonqnmomnmomomno");
-
+ gi.configstring(CS_LIGHTS + 6, "nmonqnmomnmomomno");
+
// 7 CANDLE (second variety)
- gi.configstring(CS_LIGHTS+7, "mmmaaaabcdefgmmmmaaaammmaamm");
-
+ gi.configstring(CS_LIGHTS + 7, "mmmaaaabcdefgmmmmaaaammmaamm");
+
// 8 CANDLE (third variety)
- gi.configstring(CS_LIGHTS+8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
-
+ gi.configstring(CS_LIGHTS + 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
+
// 9 SLOW STROBE (fourth variety)
- gi.configstring(CS_LIGHTS+9, "aaaaaaaazzzzzzzz");
-
+ gi.configstring(CS_LIGHTS + 9, "aaaaaaaazzzzzzzz");
+
// 10 FLUORESCENT FLICKER
- gi.configstring(CS_LIGHTS+10, "mmamammmmammamamaaamammma");
+ gi.configstring(CS_LIGHTS + 10, "mmamammmmammamamaaamammma");
// 11 SLOW PULSE NOT FADE TO BLACK
- gi.configstring(CS_LIGHTS+11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
-
+ 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");
+ gi.configstring(CS_LIGHTS + 63, "a");
}