Fix this to work with real Quiver qcc

This commit is contained in:
Marco Cawthorne 2022-07-21 21:49:17 -07:00
parent 0a76551e89
commit 63a785f5f1
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
41 changed files with 628 additions and 48 deletions

View File

View File

View File

View File

View File

2
defs.i
View File

@ -374,7 +374,7 @@ string (string s) precache_file = #68;
void (entity e) makestatic = #69;
void (string s) changelevel = #70;
void (string var, string val) cvar_set = #72;
void (entity client, string s, ...) centerprint = #73;
void (entity client, string s) centerprint = #73;
void (vector pos, string samp, float vol, float atten) ambientsound = #74;
string (string s) precache_model2 = #75;
string (string s) precache_sound2 = #76;

View File

View File

View File

@ -1,9 +1,5 @@
float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;
/*
@ -555,12 +551,6 @@ void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;
float SECRET_OPEN_ONCE = 1; // stays open
float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
float SECRET_NO_SHOOT = 8; // only opened by trigger
float SECRET_YES_SHOOT = 16; // shootable even if targeted
void () fd_secret_use =
{

View File

427
files.dat Normal file
View File

@ -0,0 +1,427 @@
225
1 items/r_item1.wav
1 items/r_item2.wav
1 items/health1.wav
1 misc/medkey.wav
1 misc/runekey.wav
2 misc/basekey.wav
1 items/protect.wav
1 items/protect2.wav
1 items/protect3.wav
1 items/suit.wav
1 items/suit2.wav
1 items/inv1.wav
1 items/inv2.wav
1 items/inv3.wav
1 items/damage.wav
1 items/damage2.wav
1 items/damage3.wav
1 weapons/r_exp3.wav
1 weapons/rocket1i.wav
1 weapons/sgun1.wav
1 weapons/guncock.wav
1 weapons/ric1.wav
1 weapons/ric2.wav
1 weapons/ric3.wav
1 weapons/spike2.wav
1 weapons/tink1.wav
1 weapons/grenade.wav
1 weapons/bounce.wav
1 weapons/shotgn2.wav
1 misc/menu1.wav
1 misc/menu2.wav
1 misc/menu3.wav
1 ambience/water1.wav
1 ambience/wind2.wav
1 demon/dland2.wav
1 misc/h2ohit1.wav
1 items/itembk2.wav
1 player/plyrjmp8.wav
1 player/land.wav
1 player/land2.wav
1 player/drown1.wav
1 player/drown2.wav
1 player/gasp1.wav
1 player/gasp2.wav
1 player/h2odeath.wav
1 misc/talk.wav
1 player/teledth1.wav
1 misc/r_tele1.wav
1 misc/r_tele2.wav
1 misc/r_tele3.wav
1 misc/r_tele4.wav
1 misc/r_tele5.wav
1 weapons/lock4.wav
1 weapons/pkup.wav
1 items/armor1.wav
1 weapons/lhit.wav
1 weapons/lstart.wav
1 misc/power.wav
1 player/gib.wav
1 player/udeath.wav
1 player/tornoff2.wav
1 player/pain1.wav
1 player/pain2.wav
1 player/pain3.wav
1 player/pain4.wav
1 player/pain5.wav
1 player/pain6.wav
1 player/death1.wav
1 player/death2.wav
1 player/death3.wav
1 player/death4.wav
1 player/death5.wav
1 weapons/ax1.wav
1 player/axhit1.wav
1 player/axhit2.wav
1 player/h2ojump.wav
1 player/slimbrn2.wav
1 player/inh2o.wav
1 player/inlava.wav
1 misc/outwater.wav
1 player/lburn1.wav
1 player/lburn2.wav
1 misc/water1.wav
1 misc/water2.wav
1 doors/medtry.wav
1 doors/meduse.wav
1 doors/runetry.wav
1 doors/runeuse.wav
1 doors/basetry.wav
1 doors/baseuse.wav
1 misc/null.wav
1 doors/drclos4.wav
1 doors/doormv1.wav
1 doors/hydro1.wav
1 doors/hydro2.wav
1 doors/stndr1.wav
1 doors/stndr2.wav
1 doors/ddoor1.wav
1 doors/ddoor2.wav
1 doors/latch2.wav
1 doors/winch2.wav
1 doors/airdoor1.wav
1 doors/airdoor2.wav
1 doors/basesec1.wav
1 doors/basesec2.wav
1 buttons/airbut1.wav
1 buttons/switch21.wav
1 buttons/switch02.wav
1 buttons/switch04.wav
1 misc/secret.wav
1 misc/trigger1.wav
1 ambience/hum1.wav
1 ambience/windfly.wav
1 plats/plat1.wav
1 plats/plat2.wav
1 plats/medplat1.wav
1 plats/medplat2.wav
1 plats/train2.wav
1 plats/train1.wav
1 ambience/fl_hum1.wav
1 ambience/buzz1.wav
1 ambience/fire1.wav
2 enforcer/enfire.wav
2 enforcer/enfstop.wav
1 ambience/suck1.wav
1 ambience/drone6.wav
1 ambience/drip1.wav
1 ambience/comp1.wav
1 ambience/thunder1.wav
1 ambience/swamp1.wav
1 ambience/swamp2.wav
2 enforcer/sight1.wav
2 enforcer/sight2.wav
2 enforcer/sight3.wav
2 enforcer/sight4.wav
2 enforcer/pain1.wav
2 enforcer/pain2.wav
2 enforcer/death1.wav
2 enforcer/idle1.wav
1 ogre/ogdrag.wav
1 ogre/ogdth.wav
1 ogre/ogidle.wav
1 ogre/ogidle2.wav
1 ogre/ogpain1.wav
1 ogre/ogsawatk.wav
1 ogre/ogwake.wav
1 demon/ddeath.wav
1 demon/dhit2.wav
1 demon/djump.wav
1 demon/dpain1.wav
1 demon/idle1.wav
1 demon/sight2.wav
1 shambler/sattck1.wav
1 shambler/sboom.wav
1 shambler/sdeath.wav
1 shambler/shurt2.wav
1 shambler/sidle.wav
1 shambler/ssight.wav
1 shambler/melee1.wav
1 shambler/melee2.wav
1 shambler/smack.wav
1 knight/kdeath.wav
1 knight/khurt.wav
1 knight/ksight.wav
1 knight/sword1.wav
1 knight/sword2.wav
1 knight/idle.wav
1 soldier/death1.wav
1 soldier/idle.wav
1 soldier/pain1.wav
1 soldier/pain2.wav
1 soldier/sattck1.wav
1 soldier/sight1.wav
1 wizard/hit.wav
1 wizard/wattack.wav
1 wizard/wdeath.wav
1 wizard/widle1.wav
1 wizard/widle2.wav
1 wizard/wpain.wav
1 wizard/wsight.wav
1 dog/dattack1.wav
1 dog/ddeath.wav
1 dog/dpain1.wav
1 dog/dsight.wav
1 dog/idle.wav
1 zombie/z_idle.wav
1 zombie/z_idle1.wav
1 zombie/z_shot1.wav
1 zombie/z_gib.wav
1 zombie/z_pain.wav
1 zombie/z_pain1.wav
1 zombie/z_fall.wav
1 zombie/z_miss.wav
1 zombie/z_hit.wav
1 zombie/idle_w2.wav
1 boss1/out1.wav
1 boss1/sight1.wav
1 boss1/throw.wav
1 boss1/pain.wav
1 boss1/death.wav
2 blob/death1.wav
2 blob/hit1.wav
2 blob/land1.wav
2 blob/sight1.wav
2 hknight/attack1.wav
2 hknight/death1.wav
2 hknight/pain1.wav
2 hknight/sight1.wav
1 hknight/hit.wav
2 hknight/slash1.wav
2 hknight/idle.wav
2 hknight/grunt.wav
2 fish/death.wav
2 fish/bite.wav
2 fish/idle.wav
2 shalrath/attack.wav
2 shalrath/attack2.wav
2 shalrath/death.wav
2 shalrath/idle.wav
2 shalrath/pain.wav
2 shalrath/sight.wav
2 boss2/death.wav
2 boss2/idle.wav
2 boss2/sight.wav
2 boss2/pop2.wav
95
1 maps/b_bh10.bsp
1 maps/b_bh100.bsp
1 maps/b_bh25.bsp
1 progs/armor.mdl
1 progs/g_shot.mdl
1 progs/g_nail.mdl
1 progs/g_nail2.mdl
1 progs/g_rock.mdl
1 progs/g_rock2.mdl
1 progs/g_light.mdl
1 maps/b_shell1.bsp
1 maps/b_shell0.bsp
1 maps/b_nail1.bsp
1 maps/b_nail0.bsp
1 maps/b_rock1.bsp
1 maps/b_rock0.bsp
1 maps/b_batt1.bsp
1 maps/b_batt0.bsp
1 progs/w_s_key.mdl
1 progs/m_s_key.mdl
2 progs/b_s_key.mdl
1 progs/w_g_key.mdl
1 progs/m_g_key.mdl
2 progs/b_g_key.mdl
1 progs/end1.mdl
2 progs/end2.mdl
2 progs/end3.mdl
2 progs/end4.mdl
1 progs/invulner.mdl
1 progs/suit.mdl
1 progs/invisibl.mdl
1 progs/quaddama.mdl
1 progs/player.mdl
1 progs/eyes.mdl
1 progs/h_player.mdl
1 progs/gib1.mdl
1 progs/gib2.mdl
1 progs/gib3.mdl
1 progs/s_bubble.spr
1 progs/s_explod.spr
1 progs/v_axe.mdl
1 progs/v_shot.mdl
1 progs/v_nail.mdl
1 progs/v_rock.mdl
1 progs/v_shot2.mdl
1 progs/v_nail2.mdl
1 progs/v_rock2.mdl
1 progs/bolt.mdl
1 progs/bolt2.mdl
1 progs/bolt3.mdl
1 progs/lavaball.mdl
1 progs/missile.mdl
1 progs/grenade.mdl
1 progs/spike.mdl
1 progs/s_spike.mdl
1 progs/backpack.mdl
1 progs/zom_gib.mdl
1 progs/v_light.mdl
2 progs/teleport.mdl
1 progs/s_light.spr
1 progs/flame.mdl
1 progs/flame2.mdl
1 maps/b_explob.bsp
2 maps/b_exbox2.bsp
2 progs/laser.mdl
1 progs/ogre.mdl
1 progs/h_ogre.mdl
1 progs/demon.mdl
1 progs/h_demon.mdl
1 progs/shambler.mdl
1 progs/s_light.mdl
1 progs/h_shams.mdl
1 progs/knight.mdl
1 progs/h_knight.mdl
1 progs/soldier.mdl
1 progs/h_guard.mdl
1 progs/wizard.mdl
1 progs/h_wizard.mdl
1 progs/w_spike.mdl
1 progs/h_dog.mdl
1 progs/dog.mdl
1 progs/zombie.mdl
1 progs/h_zombie.mdl
1 progs/boss.mdl
2 progs/tarbaby.mdl
2 progs/hknight.mdl
2 progs/k_spike.mdl
2 progs/h_hellkn.mdl
2 progs/fish.mdl
2 progs/shalrath.mdl
2 progs/h_shal.mdl
2 progs/v_spike.mdl
2 progs/enforcer.mdl
2 progs/h_mega.mdl
2 progs/oldone.mdl
104
1 progs.dat
1 gfx.wad
1 quake.rc
1 default.cfg
1 end1.bin
2 end2.bin
1 demo1.dem
1 demo2.dem
1 demo3.dem
1 gfx/palette.lmp
1 gfx/colormap.lmp
2 gfx/pop.lmp
1 gfx/complete.lmp
1 gfx/inter.lmp
1 gfx/ranking.lmp
1 gfx/vidmodes.lmp
1 gfx/finale.lmp
1 gfx/conback.lmp
1 gfx/qplaque.lmp
1 gfx/menudot1.lmp
1 gfx/menudot2.lmp
1 gfx/menudot3.lmp
1 gfx/menudot4.lmp
1 gfx/menudot5.lmp
1 gfx/menudot6.lmp
1 gfx/menuplyr.lmp
1 gfx/bigbox.lmp
1 gfx/dim_modm.lmp
1 gfx/dim_drct.lmp
1 gfx/dim_ipx.lmp
1 gfx/dim_tcp.lmp
1 gfx/dim_mult.lmp
1 gfx/mainmenu.lmp
1 gfx/box_tl.lmp
1 gfx/box_tm.lmp
1 gfx/box_tr.lmp
1 gfx/box_ml.lmp
1 gfx/box_mm.lmp
1 gfx/box_mm2.lmp
1 gfx/box_mr.lmp
1 gfx/box_bl.lmp
1 gfx/box_bm.lmp
1 gfx/box_br.lmp
1 gfx/sp_menu.lmp
1 gfx/ttl_sgl.lmp
1 gfx/ttl_main.lmp
1 gfx/ttl_cstm.lmp
1 gfx/mp_menu.lmp
1 gfx/netmen1.lmp
1 gfx/netmen2.lmp
1 gfx/netmen3.lmp
1 gfx/netmen4.lmp
1 gfx/netmen5.lmp
1 gfx/sell.lmp
1 gfx/help0.lmp
1 gfx/help1.lmp
1 gfx/help2.lmp
1 gfx/help3.lmp
1 gfx/help4.lmp
1 gfx/help5.lmp
1 gfx/pause.lmp
1 gfx/loading.lmp
1 gfx/p_option.lmp
1 gfx/p_load.lmp
1 gfx/p_save.lmp
1 gfx/p_multi.lmp
1 maps/start.bsp
1 maps/e1m1.bsp
1 maps/e1m2.bsp
1 maps/e1m3.bsp
1 maps/e1m4.bsp
1 maps/e1m5.bsp
1 maps/e1m6.bsp
1 maps/e1m7.bsp
1 maps/e1m8.bsp
2 maps/e2m1.bsp
2 maps/e2m2.bsp
2 maps/e2m3.bsp
2 maps/e2m4.bsp
2 maps/e2m5.bsp
2 maps/e2m6.bsp
2 maps/e2m7.bsp
2 maps/e3m1.bsp
2 maps/e3m2.bsp
2 maps/e3m3.bsp
2 maps/e3m4.bsp
2 maps/e3m5.bsp
2 maps/e3m6.bsp
2 maps/e3m7.bsp
2 maps/e4m1.bsp
2 maps/e4m2.bsp
2 maps/e4m3.bsp
2 maps/e4m4.bsp
2 maps/e4m5.bsp
2 maps/e4m6.bsp
2 maps/e4m7.bsp
2 maps/e4m8.bsp
2 maps/end.bsp
2 maps/dm1.bsp
2 maps/dm2.bsp
2 maps/dm3.bsp
2 maps/dm4.bsp
2 maps/dm5.bsp
2 maps/dm6.bsp

View File

View File

View File

View File

View File

View File

View File

View File

View File

@ -53,7 +53,7 @@ float movedist;
.void() th_stand;
.void() th_walk;
.void() th_die;
.void() th_pain;
.void(entity a, float b) th_pain;
string string_null;
.string mdl;

View File

View File

@ -6,7 +6,6 @@ void() plat_trigger_use;
void() plat_go_up;
void() plat_go_down;
void() plat_crush;
float PLAT_LOW_TRIGGER = 1;
void() plat_spawn_inside_trigger =
{

View File

167
progdefs.h Normal file
View File

@ -0,0 +1,167 @@
/* file generated by qcc, do not modify */
typedef struct
{ int pad[28];
int self;
int other;
int world;
float time;
float frametime;
float force_retouch;
string_t mapname;
string_t startspot;
float deathmatch;
float coop;
float teamplay;
float serverflags;
float total_secrets;
float total_monsters;
float found_secrets;
float killed_monsters;
float parm1;
float parm2;
float parm3;
float parm4;
float parm5;
float parm6;
float parm7;
float parm8;
float parm9;
float parm10;
float parm11;
float parm12;
float parm13;
float parm14;
float parm15;
float parm16;
vec3_t v_forward;
vec3_t v_up;
vec3_t v_right;
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vec3_t trace_endpos;
vec3_t trace_plane_normal;
float trace_plane_dist;
int trace_ent;
float trace_inopen;
float trace_inwater;
int msg_entity;
func_t main;
func_t StartFrame;
func_t PlayerPreThink;
func_t PlayerPostThink;
func_t ClientKill;
func_t ClientConnect;
func_t PutClientInServer;
func_t ClientDisconnect;
func_t SetNewParms;
func_t SetChangeParms;
} globalvars_t;
typedef struct
{
float modelindex;
vec3_t absmin;
vec3_t absmax;
float ltime;
float movetype;
float solid;
vec3_t origin;
vec3_t oldorigin;
vec3_t velocity;
vec3_t angles;
vec3_t avelocity;
vec3_t basevelocity;
vec3_t punchangle;
string_t classname;
string_t model;
float skin;
float body;
float effects;
float gravity;
float friction;
float light_level;
int sequence;
float animtime;
float frame;
float framerate;
int controller;
int blending;
vec3_t mins;
vec3_t maxs;
vec3_t size;
func_t touch;
func_t use;
func_t think;
func_t blocked;
float nextthink;
int groundentity;
float rendermode;
float renderamt;
vec3_t rendercolor;
float renderfx;
float health;
float frags;
int weapon;
int weapons;
string_t weaponmodel;
float weaponframe;
float currentammo;
int ammo_1;
int ammo_2;
int ammo_3;
int ammo_4;
int items;
int items2;
float takedamage;
int chain;
float deadflag;
vec3_t view_ofs;
int button;
float impulse;
float fixangle;
vec3_t v_angle;
float idealpitch;
float pitch_speed;
string_t netname;
int enemy;
float flags;
float colormap;
float team;
float max_health;
float teleport_time;
float armortype;
float armorvalue;
float waterlevel;
float watertype;
float ideal_yaw;
float yaw_speed;
int aiment;
int goalentity;
float spawnflags;
string_t target;
string_t targetname;
float dmg_take;
float dmg_save;
int dmg_inflictor;
int owner;
vec3_t movedir;
string_t message;
float sounds;
string_t noise;
string_t noise1;
string_t noise2;
string_t noise3;
float speed;
float dmg;
float dmgtime;
float air_finished;
float pain_finished;
float radsuit_finished;
float pContainingEntity;
float pSystemGlobals;
} entvars_t;
#define PROGHEADER_CRC 58783

View File

@ -1,36 +1,36 @@
../progs.dat
defs.i
defs.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
olddefs.i
subs.i
fight.i
ai.i
combat.i
items.i
weapons.i
world.i
client.i
player.i
monsters.i
doors.i
buttons.i
triggers.i
plats.i
misc.i
ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
ogre.i
demon.i
shambler.i
knight.i
soldier.i
wizard.i
dog.i
zombie.i
boss.i
tarbaby.qc // registered
hknight.qc // registered
fish.qc // registered
shalrath.qc // registered
enforcer.qc // registered
oldone.qc // registered
tarbaby.i // registered
hknight.i // registered
fish.i // registered
shalrath.i // registered
enforcer.i // registered
oldone.i // registered

BIN
qcc.exe Normal file

Binary file not shown.

View File

View File

@ -9,9 +9,6 @@ void() trigger_reactivate =
//=============================================================================
float SPAWNFLAG_NOMESSAGE = 1;
float SPAWNFLAG_NOTOUCH = 1;
// the wait time has passed, so set back up for another activation
void() multi_wait =
{

View File

View File

View File