673 lines
15 KiB
Plaintext
673 lines
15 KiB
Plaintext
|
|
||
|
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||
|
Used as a positional target for spotlights, etc.
|
||
|
*/
|
||
|
void() info_null =
|
||
|
{
|
||
|
remove(self);
|
||
|
};
|
||
|
|
||
|
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||
|
Used as a positional target for lightning.
|
||
|
*/
|
||
|
void() info_notnull =
|
||
|
{
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
float START_OFF = 1;
|
||
|
|
||
|
void() light_use =
|
||
|
{
|
||
|
if (self.spawnflags & START_OFF)
|
||
|
{
|
||
|
lightstyle(self.style, "m");
|
||
|
self.spawnflags = self.spawnflags - START_OFF;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
lightstyle(self.style, "a");
|
||
|
self.spawnflags = self.spawnflags + START_OFF;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
||
|
Non-displayed light.
|
||
|
Default light value is 300
|
||
|
Default style is 0
|
||
|
If targeted, it will toggle between on or off.
|
||
|
*/
|
||
|
void() light =
|
||
|
{
|
||
|
if (!self.targetname)
|
||
|
{ // inert light
|
||
|
remove(self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (self.style >= 32)
|
||
|
{
|
||
|
self.use = light_use;
|
||
|
if (self.spawnflags & START_OFF)
|
||
|
lightstyle(self.style, "a");
|
||
|
else
|
||
|
lightstyle(self.style, "m");
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
||
|
Non-displayed light.
|
||
|
Default light value is 300
|
||
|
Default style is 0
|
||
|
If targeted, it will toggle between on or off.
|
||
|
Makes steady fluorescent humming sound
|
||
|
*/
|
||
|
void() light_fluoro =
|
||
|
{
|
||
|
if (self.style >= 32)
|
||
|
{
|
||
|
self.use = light_use;
|
||
|
if (self.spawnflags & START_OFF)
|
||
|
lightstyle(self.style, "a");
|
||
|
else
|
||
|
lightstyle(self.style, "m");
|
||
|
}
|
||
|
|
||
|
precache_sound ("ambience/fl_hum1.wav");
|
||
|
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
|
||
|
Non-displayed light.
|
||
|
Default light value is 300
|
||
|
Default style is 10
|
||
|
Makes sparking, broken fluorescent sound
|
||
|
*/
|
||
|
void() light_fluorospark =
|
||
|
{
|
||
|
if (!self.style)
|
||
|
self.style = 10;
|
||
|
|
||
|
precache_sound ("ambience/buzz1.wav");
|
||
|
ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
|
||
|
Sphere globe light.
|
||
|
Default light value is 300
|
||
|
Default style is 0
|
||
|
*/
|
||
|
void() light_globe =
|
||
|
{
|
||
|
precache_model ("progs/s_light.spr");
|
||
|
setmodel (self, "progs/s_light.spr");
|
||
|
makestatic (self);
|
||
|
};
|
||
|
|
||
|
void() FireAmbient =
|
||
|
{
|
||
|
precache_sound ("ambience/fire1.wav");
|
||
|
// attenuate fast
|
||
|
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
|
||
|
Short wall torch
|
||
|
Default light value is 200
|
||
|
Default style is 0
|
||
|
*/
|
||
|
void() light_torch_small_walltorch =
|
||
|
{
|
||
|
precache_model ("progs/flame.mdl");
|
||
|
setmodel (self, "progs/flame.mdl");
|
||
|
FireAmbient ();
|
||
|
makestatic (self);
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
|
||
|
Large yellow flame ball
|
||
|
*/
|
||
|
void() light_flame_large_yellow =
|
||
|
{
|
||
|
precache_model ("progs/flame2.mdl");
|
||
|
setmodel (self, "progs/flame2.mdl");
|
||
|
self.frame = 1;
|
||
|
FireAmbient ();
|
||
|
makestatic (self);
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
||
|
Small yellow flame ball
|
||
|
*/
|
||
|
void() light_flame_small_yellow =
|
||
|
{
|
||
|
precache_model ("progs/flame2.mdl");
|
||
|
setmodel (self, "progs/flame2.mdl");
|
||
|
FireAmbient ();
|
||
|
makestatic (self);
|
||
|
};
|
||
|
|
||
|
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
|
||
|
Small white flame ball
|
||
|
*/
|
||
|
void() light_flame_small_white =
|
||
|
{
|
||
|
precache_model ("progs/flame2.mdl");
|
||
|
setmodel (self, "progs/flame2.mdl");
|
||
|
FireAmbient ();
|
||
|
makestatic (self);
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
|
||
|
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||
|
Lava Balls
|
||
|
*/
|
||
|
|
||
|
void() fire_fly;
|
||
|
void() fire_touch;
|
||
|
void() misc_fireball =
|
||
|
{
|
||
|
|
||
|
precache_model ("progs/lavaball.mdl");
|
||
|
self.classname = "fireball";
|
||
|
self.nextthink = time + (random() * 5);
|
||
|
self.think = fire_fly;
|
||
|
if (!self.speed)
|
||
|
self.speed == 1000;
|
||
|
};
|
||
|
|
||
|
void() fire_fly =
|
||
|
{
|
||
|
local entity fireball;
|
||
|
|
||
|
fireball = spawn();
|
||
|
fireball.solid = SOLID_TRIGGER;
|
||
|
fireball.movetype = MOVETYPE_TOSS;
|
||
|
fireball.velocity = '0 0 1000';
|
||
|
fireball.velocity_x = (random() * 100) - 50;
|
||
|
fireball.velocity_y = (random() * 100) - 50;
|
||
|
fireball.velocity_z = self.speed + (random() * 200);
|
||
|
fireball.classname = "fireball";
|
||
|
setmodel (fireball, "progs/lavaball.mdl");
|
||
|
setsize (fireball, '0 0 0', '0 0 0');
|
||
|
setorigin (fireball, self.origin);
|
||
|
fireball.nextthink = time + 5;
|
||
|
fireball.think = SUB_Remove;
|
||
|
fireball.touch = fire_touch;
|
||
|
|
||
|
self.nextthink = time + (random() * 5) + 3;
|
||
|
self.think = fire_fly;
|
||
|
};
|
||
|
|
||
|
|
||
|
void() fire_touch =
|
||
|
{
|
||
|
T_Damage (other, self, self, 20);
|
||
|
remove(self);
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
|
||
|
void() barrel_explode =
|
||
|
{
|
||
|
self.takedamage = DAMAGE_NO;
|
||
|
self.classname = "explo_box";
|
||
|
// did say self.owner
|
||
|
T_RadiusDamage (self, self, 160, world);
|
||
|
sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
|
||
|
particle (self.origin, '0 0 0', 75, 255);
|
||
|
|
||
|
self.origin_z = self.origin_z + 32;
|
||
|
BecomeExplosion ();
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
|
||
|
TESTING THING
|
||
|
*/
|
||
|
|
||
|
void() misc_explobox =
|
||
|
{
|
||
|
local float oldz;
|
||
|
|
||
|
self.solid = SOLID_BBOX;
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
precache_model ("maps/b_explob.bsp");
|
||
|
setmodel (self, "maps/b_explob.bsp");
|
||
|
precache_sound ("weapons/r_exp3.wav");
|
||
|
self.health = 20;
|
||
|
self.th_die = barrel_explode;
|
||
|
self.takedamage = DAMAGE_AIM;
|
||
|
|
||
|
self.origin_z = self.origin_z + 2;
|
||
|
oldz = self.origin_z;
|
||
|
droptofloor();
|
||
|
if (oldz - self.origin_z > 250)
|
||
|
{
|
||
|
dprint ("item fell out of level at ");
|
||
|
dprint (vtos(self.origin));
|
||
|
dprint ("\n");
|
||
|
remove(self);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
|
||
|
Smaller exploding box, REGISTERED ONLY
|
||
|
*/
|
||
|
|
||
|
void() misc_explobox2 =
|
||
|
{
|
||
|
local float oldz;
|
||
|
|
||
|
self.solid = SOLID_BBOX;
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
precache_model2 ("maps/b_exbox2.bsp");
|
||
|
setmodel (self, "maps/b_exbox2.bsp");
|
||
|
precache_sound ("weapons/r_exp3.wav");
|
||
|
self.health = 20;
|
||
|
self.th_die = barrel_explode;
|
||
|
self.takedamage = DAMAGE_AIM;
|
||
|
|
||
|
self.origin_z = self.origin_z + 2;
|
||
|
oldz = self.origin_z;
|
||
|
droptofloor();
|
||
|
if (oldz - self.origin_z > 250)
|
||
|
{
|
||
|
dprint ("item fell out of level at ");
|
||
|
dprint (vtos(self.origin));
|
||
|
dprint ("\n");
|
||
|
remove(self);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
float SPAWNFLAG_SUPERSPIKE = 1;
|
||
|
float SPAWNFLAG_LASER = 2;
|
||
|
|
||
|
void(vector org, vector vec) LaunchLaser;
|
||
|
|
||
|
void() spikeshooter_use =
|
||
|
{
|
||
|
if (self.spawnflags & SPAWNFLAG_LASER)
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||
|
LaunchLaser (self.origin, self.movedir);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
|
||
|
launch_spike (self.origin, self.movedir);
|
||
|
newmis.velocity = self.movedir * 500;
|
||
|
if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
|
||
|
newmis.touch = superspike_touch;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void() shooter_think =
|
||
|
{
|
||
|
spikeshooter_use ();
|
||
|
self.nextthink = time + self.wait;
|
||
|
newmis.velocity = self.movedir * 500;
|
||
|
};
|
||
|
|
||
|
|
||
|
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
|
||
|
When triggered, fires a spike in the direction set in QuakeEd.
|
||
|
Laser is only for REGISTERED.
|
||
|
*/
|
||
|
|
||
|
void() trap_spikeshooter =
|
||
|
{
|
||
|
SetMovedir ();
|
||
|
self.use = spikeshooter_use;
|
||
|
if (self.spawnflags & SPAWNFLAG_LASER)
|
||
|
{
|
||
|
precache_model2 ("progs/laser.mdl");
|
||
|
|
||
|
precache_sound2 ("enforcer/enfire.wav");
|
||
|
precache_sound2 ("enforcer/enfstop.wav");
|
||
|
}
|
||
|
else
|
||
|
precache_sound ("weapons/spike2.wav");
|
||
|
};
|
||
|
|
||
|
|
||
|
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
|
||
|
Continuously fires spikes.
|
||
|
"wait" time between spike (1.0 default)
|
||
|
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
|
||
|
*/
|
||
|
void() trap_shooter =
|
||
|
{
|
||
|
trap_spikeshooter ();
|
||
|
|
||
|
if (self.wait == 0)
|
||
|
self.wait = 1;
|
||
|
self.nextthink = self.nextthink + self.wait + self.ltime;
|
||
|
self.think = shooter_think;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
|
||
|
void() make_bubbles;
|
||
|
void() bubble_remove;
|
||
|
void() bubble_bob;
|
||
|
|
||
|
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||
|
|
||
|
testing air bubbles
|
||
|
*/
|
||
|
|
||
|
void() air_bubbles =
|
||
|
|
||
|
{
|
||
|
if (deathmatch)
|
||
|
{
|
||
|
remove (self);
|
||
|
return;
|
||
|
}
|
||
|
precache_model ("progs/s_bubble.spr");
|
||
|
self.nextthink = time + 1;
|
||
|
self.think = make_bubbles;
|
||
|
};
|
||
|
|
||
|
void() make_bubbles =
|
||
|
{
|
||
|
local entity bubble;
|
||
|
|
||
|
bubble = spawn();
|
||
|
setmodel (bubble, "progs/s_bubble.spr");
|
||
|
setorigin (bubble, self.origin);
|
||
|
bubble.movetype = MOVETYPE_NOCLIP;
|
||
|
bubble.solid = SOLID_NOT;
|
||
|
bubble.velocity = '0 0 15';
|
||
|
bubble.nextthink = time + 0.5;
|
||
|
bubble.think = bubble_bob;
|
||
|
bubble.touch = bubble_remove;
|
||
|
bubble.classname = "bubble";
|
||
|
bubble.frame = 0;
|
||
|
bubble.cnt = 0;
|
||
|
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||
|
self.nextthink = time + random() + 0.5;
|
||
|
self.think = make_bubbles;
|
||
|
};
|
||
|
|
||
|
void() bubble_split =
|
||
|
{
|
||
|
local entity bubble;
|
||
|
bubble = spawn();
|
||
|
setmodel (bubble, "progs/s_bubble.spr");
|
||
|
setorigin (bubble, self.origin);
|
||
|
bubble.movetype = MOVETYPE_NOCLIP;
|
||
|
bubble.solid = SOLID_NOT;
|
||
|
bubble.velocity = self.velocity;
|
||
|
bubble.nextthink = time + 0.5;
|
||
|
bubble.think = bubble_bob;
|
||
|
bubble.touch = bubble_remove;
|
||
|
bubble.classname = "bubble";
|
||
|
bubble.frame = 1;
|
||
|
bubble.cnt = 10;
|
||
|
setsize (bubble, '-8 -8 -8', '8 8 8');
|
||
|
self.frame = 1;
|
||
|
self.cnt = 10;
|
||
|
if (self.waterlevel != 3)
|
||
|
remove (self);
|
||
|
};
|
||
|
|
||
|
void() bubble_remove =
|
||
|
{
|
||
|
if (other.classname == self.classname)
|
||
|
{
|
||
|
// dprint ("bump");
|
||
|
return;
|
||
|
}
|
||
|
remove(self);
|
||
|
};
|
||
|
|
||
|
void() bubble_bob =
|
||
|
{
|
||
|
local float rnd1, rnd2, rnd3;
|
||
|
local vector vtmp1, modi;
|
||
|
|
||
|
self.cnt = self.cnt + 1;
|
||
|
if (self.cnt == 4)
|
||
|
bubble_split();
|
||
|
if (self.cnt == 20)
|
||
|
remove(self);
|
||
|
|
||
|
rnd1 = self.velocity_x + (-10 + (random() * 20));
|
||
|
rnd2 = self.velocity_y + (-10 + (random() * 20));
|
||
|
rnd3 = self.velocity_z + 10 + random() * 10;
|
||
|
|
||
|
if (rnd1 > 10)
|
||
|
rnd1 = 5;
|
||
|
if (rnd1 < -10)
|
||
|
rnd1 = -5;
|
||
|
|
||
|
if (rnd2 > 10)
|
||
|
rnd2 = 5;
|
||
|
if (rnd2 < -10)
|
||
|
rnd2 = -5;
|
||
|
|
||
|
if (rnd3 < 10)
|
||
|
rnd3 = 15;
|
||
|
if (rnd3 > 30)
|
||
|
rnd3 = 25;
|
||
|
|
||
|
self.velocity_x = rnd1;
|
||
|
self.velocity_y = rnd2;
|
||
|
self.velocity_z = rnd3;
|
||
|
|
||
|
self.nextthink = time + 0.5;
|
||
|
self.think = bubble_bob;
|
||
|
};
|
||
|
|
||
|
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
|
||
|
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
|
||
|
|
||
|
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
|
||
|
|
||
|
Just for the debugging level. Don't use
|
||
|
*/
|
||
|
|
||
|
void() viewthing =
|
||
|
|
||
|
{
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
self.solid = SOLID_NOT;
|
||
|
precache_model ("progs/player.mdl");
|
||
|
setmodel (self, "progs/player.mdl");
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
SIMPLE BMODELS
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
void() func_wall_use =
|
||
|
{ // change to alternate textures
|
||
|
self.frame = 1 - self.frame;
|
||
|
};
|
||
|
|
||
|
/*QUAKED func_wall (0 .5 .8) ?
|
||
|
This is just a solid wall if not inhibitted
|
||
|
*/
|
||
|
void() func_wall =
|
||
|
{
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||
|
self.solid = SOLID_BSP;
|
||
|
self.use = func_wall_use;
|
||
|
setmodel (self, self.model);
|
||
|
};
|
||
|
|
||
|
|
||
|
/*QUAKED func_illusionary (0 .5 .8) ?
|
||
|
A simple entity that looks solid but lets you walk through it.
|
||
|
*/
|
||
|
void() func_illusionary =
|
||
|
|
||
|
{
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = MOVETYPE_NONE;
|
||
|
self.solid = SOLID_NOT;
|
||
|
setmodel (self, self.model);
|
||
|
makestatic ();
|
||
|
};
|
||
|
|
||
|
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
|
||
|
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
|
||
|
*/
|
||
|
void() func_episodegate =
|
||
|
|
||
|
{
|
||
|
if (!(serverflags & self.spawnflags))
|
||
|
return; // can still enter episode
|
||
|
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||
|
self.solid = SOLID_BSP;
|
||
|
self.use = func_wall_use;
|
||
|
setmodel (self, self.model);
|
||
|
};
|
||
|
|
||
|
/*QUAKED func_bossgate (0 .5 .8) ?
|
||
|
This bmodel appears unless players have all of the episode sigils.
|
||
|
*/
|
||
|
void() func_bossgate =
|
||
|
|
||
|
{
|
||
|
if ( (serverflags & 15) == 15)
|
||
|
return; // all episodes completed
|
||
|
self.angles = '0 0 0';
|
||
|
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||
|
self.solid = SOLID_BSP;
|
||
|
self.use = func_wall_use;
|
||
|
setmodel (self, self.model);
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_suck_wind =
|
||
|
{
|
||
|
precache_sound ("ambience/suck1.wav");
|
||
|
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
|
||
|
};
|
||
|
|
||
|
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_drone =
|
||
|
{
|
||
|
precache_sound ("ambience/drone6.wav");
|
||
|
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
|
||
|
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_flouro_buzz =
|
||
|
{
|
||
|
precache_sound ("ambience/buzz1.wav");
|
||
|
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
|
||
|
};
|
||
|
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_drip =
|
||
|
{
|
||
|
precache_sound ("ambience/drip1.wav");
|
||
|
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_comp_hum =
|
||
|
{
|
||
|
precache_sound ("ambience/comp1.wav");
|
||
|
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
|
||
|
};
|
||
|
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_thunder =
|
||
|
{
|
||
|
precache_sound ("ambience/thunder1.wav");
|
||
|
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_light_buzz =
|
||
|
{
|
||
|
precache_sound ("ambience/fl_hum1.wav");
|
||
|
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_swamp1 =
|
||
|
{
|
||
|
precache_sound ("ambience/swamp1.wav");
|
||
|
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*/
|
||
|
void() ambient_swamp2 =
|
||
|
{
|
||
|
precache_sound ("ambience/swamp2.wav");
|
||
|
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
void() noise_think =
|
||
|
{
|
||
|
self.nextthink = time + 0.5;
|
||
|
sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||
|
sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
|
||
|
sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
|
||
|
sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
|
||
|
sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
|
||
|
sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
|
||
|
sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
|
||
|
};
|
||
|
|
||
|
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
|
||
|
|
||
|
For optimzation testing, starts a lot of sounds.
|
||
|
*/
|
||
|
|
||
|
void() misc_noisemaker =
|
||
|
|
||
|
{
|
||
|
precache_sound2 ("enforcer/enfire.wav");
|
||
|
precache_sound2 ("enforcer/enfstop.wav");
|
||
|
precache_sound2 ("enforcer/sight1.wav");
|
||
|
precache_sound2 ("enforcer/sight2.wav");
|
||
|
precache_sound2 ("enforcer/sight3.wav");
|
||
|
precache_sound2 ("enforcer/sight4.wav");
|
||
|
precache_sound2 ("enforcer/pain1.wav");
|
||
|
precache_sound2 ("enforcer/pain2.wav");
|
||
|
precache_sound2 ("enforcer/death1.wav");
|
||
|
precache_sound2 ("enforcer/idle1.wav");
|
||
|
|
||
|
self.nextthink = time + 0.1 + random();
|
||
|
self.think = noise_think;
|
||
|
};
|