def item_armorInv(*qwp_extra): qc.self.touch = armor_touch engine.precache_model('progs/armor.mdl') qc.self.setmodel('progs/armor.mdl') qc.self.skin = 2 qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def misc_fireball(*qwp_extra): engine.precache_model('progs/lavaball.mdl') qc.self.classname = 'fireball' qc.self.nextthink = qc.time + (random.random() * 5) qc.self.think = fire_fly if not qc.self.speed: qc.self.speed == 1000
def weapon_lightning(*qwp_extra): engine.precache_model('progs/g_light.mdl') qc.self.setmodel('progs/g_light.mdl') qc.self.weapon = 3 qc.self.netname = 'Thunderbolt' qc.self.touch = weapon_touch qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def weapon_supershotgun(*qwp_extra): engine.precache_model('progs/g_shot.mdl') qc.self.setmodel('progs/g_shot.mdl') qc.self.weapon = defs.IT_SUPER_SHOTGUN qc.self.netname = 'Double-barrelled Shotgun' qc.self.touch = weapon_touch qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def weapon_supernailgun(*qwp_extra): engine.precache_model('progs/g_nail2.mdl') qc.self.setmodel('progs/g_nail2.mdl') qc.self.weapon = defs.IT_SUPER_NAILGUN qc.self.netname = 'Super Nailgun' qc.self.touch = weapon_touch qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def weapon_rocketlauncher(*qwp_extra): engine.precache_model('progs/g_rock2.mdl') qc.self.setmodel('progs/g_rock2.mdl') qc.self.weapon = 3 qc.self.netname = 'Rocket Launcher' qc.self.touch = weapon_touch qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def weapon_grenadelauncher(*qwp_extra): if defs.deathmatch <= 3: engine.precache_model('progs/g_rock.mdl') qc.self.setmodel('progs/g_rock.mdl') qc.self.weapon = 3 qc.self.netname = 'Grenade Launcher' qc.self.touch = weapon_touch qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def weapon_nailgun(*qwp_extra): if defs.deathmatch <= 3: engine.precache_model('progs/g_nail.mdl') qc.self.setmodel('progs/g_nail.mdl') qc.self.weapon = defs.IT_NAILGUN qc.self.netname = 'nailgun' qc.self.touch = weapon_touch qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 56)) StartItem()
def trap_spikeshooter(*qwp_extra): subs.SetMovedir() qc.self.use = spikeshooter_use if qc.self.spawnflags & SPAWNFLAG_LASER: engine.precache_model('progs/laser.mdl') engine.precache_sound('enforcer/enfire.wav') engine.precache_sound('enforcer/enfstop.wav') else: engine.precache_sound('weapons/spike2.wav')
def item_artifact_envirosuit(*qwp_extra): qc.self.touch = powerup_touch engine.precache_model('progs/suit.mdl') engine.precache_sound('items/suit.wav') engine.precache_sound('items/suit2.wav') qc.self.noise = 'items/suit.wav' qc.self.setmodel('progs/suit.mdl') qc.self.netname = 'Biosuit' qc.self.items = defs.IT_SUIT qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32)) StartItem()
def item_artifact_invisibility(*qwp_extra): qc.self.touch = powerup_touch engine.precache_model('progs/invisibl.mdl') engine.precache_sound('items/inv1.wav') engine.precache_sound('items/inv2.wav') engine.precache_sound('items/inv3.wav') qc.self.noise = 'items/inv1.wav' qc.self.setmodel('progs/invisibl.mdl') qc.self.netname = 'Ring of Shadows' qc.self.items = defs.IT_INVISIBILITY qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32)) StartItem()
def item_artifact_invulnerability(*qwp_extra): qc.self.touch = powerup_touch engine.precache_model('progs/invulner.mdl') engine.precache_sound('items/protect.wav') engine.precache_sound('items/protect2.wav') engine.precache_sound('items/protect3.wav') qc.self.noise = 'items/protect.wav' qc.self.setmodel('progs/invulner.mdl') qc.self.netname = 'Pentagram of Protection' qc.self.items = defs.IT_INVULNERABILITY qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32)) StartItem()
def item_artifact_super_damage(*qwp_extra): qc.self.touch = powerup_touch engine.precache_model('progs/quaddama.mdl') engine.precache_sound('items/damage.wav') engine.precache_sound('items/damage2.wav') engine.precache_sound('items/damage3.wav') qc.self.noise = 'items/damage.wav' qc.self.setmodel('progs/quaddama.mdl') qc.self.netname = 'Quad Damage' qc.self.items = defs.IT_QUAD qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32)) StartItem()
def item_rockets(*qwp_extra): qc.self.touch = ammo_touch if qc.self.spawnflags & WEAPON_BIG2: engine.precache_model('maps/b_rock1.bsp') qc.self.setmodel('maps/b_rock1.bsp') qc.self.aflag = 10 else: engine.precache_model('maps/b_rock0.bsp') qc.self.setmodel('maps/b_rock0.bsp') qc.self.aflag = 5 qc.self.weapon = 3 qc.self.netname = 'rockets' qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56)) StartItem()
def item_cells(*qwp_extra): qc.self.touch = ammo_touch if qc.self.spawnflags & WEAPON_BIG2: engine.precache_model('maps/b_batt1.bsp') qc.self.setmodel('maps/b_batt1.bsp') qc.self.aflag = 12 else: engine.precache_model('maps/b_batt0.bsp') qc.self.setmodel('maps/b_batt0.bsp') qc.self.aflag = 6 qc.self.weapon = 4 qc.self.netname = 'cells' qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56)) StartItem()
def item_spikes(*qwp_extra): qc.self.touch = ammo_touch if qc.self.spawnflags & WEAPON_BIG2: engine.precache_model('maps/b_nail1.bsp') qc.self.setmodel('maps/b_nail1.bsp') qc.self.aflag = 50 else: engine.precache_model('maps/b_nail0.bsp') qc.self.setmodel('maps/b_nail0.bsp') qc.self.aflag = 25 qc.self.weapon = 2 qc.self.netname = 'nails' qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56)) StartItem()
def item_flag_team1(*qwp_extra): if not defs.deathmatch or not (engine.cvar("teamplay") & TEAM_CAPTURE_FLAG): qc.self.remove() return qc.self.steam = TEAM_COLOR1 qc.self.items = defs.IT_KEY2 engine.precache_model("progs/flag.mdl") qc.self.setmodel("progs/flag.mdl") qc.self.skin = 0 engine.precache_sound("misc/flagtk.wav") # flag taken engine.precache_sound("misc/flagcap.wav") # flag capture engine.precache_sound("doors/runetry.wav") qc.self.noise = "misc/flagtk.wav" qc.self.noise1 = "doors/runetry.wav" qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 74)) qc.self.nextthink = qc.time + 0.2 # items start after other solids qc.self.think = place_flag
def misc_explobox2(*qwp_extra): qc.self.solid = defs.SOLID_BBOX qc.self.movetype = defs.MOVETYPE_NONE engine.precache_model('maps/b_exbox2.bsp') qc.self.setmodel('maps/b_exbox2.bsp') qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 32)) engine.precache_sound('weapons/r_exp3.wav') qc.self.health = 20 qc.self.th_die = barrel_explode qc.self.takedamage = defs.DAMAGE_AIM qc.self.origin %= Vector(None, None, qc.self.origin.z + 2) oldz = qc.self.origin.z qc.droptofloor() if oldz - qc.self.origin.z > 250: engine.dprint('item fell out of level at ') engine.dprint(str(qc.self.origin)) engine.dprint('\012') qc.self.remove()
def item_shells(*qwp_extra): if defs.deathmatch == 4: return qc.self.touch = ammo_touch if qc.self.spawnflags & WEAPON_BIG2: engine.precache_model('maps/b_shell1.bsp') qc.self.setmodel('maps/b_shell1.bsp') qc.self.aflag = 40 else: engine.precache_model('maps/b_shell0.bsp') qc.self.setmodel('maps/b_shell0.bsp') qc.self.aflag = 20 qc.self.weapon = 1 qc.self.netname = 'shells' qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56)) StartItem()
def item_flag_team1(*qwp_extra): if not defs.deathmatch or not (engine.cvar('teamplay') & TEAM_CAPTURE_FLAG): qc.self.remove() return qc.self.steam = TEAM_COLOR1 qc.self.items = defs.IT_KEY2 engine.precache_model('progs/flag.mdl') qc.self.setmodel('progs/flag.mdl') qc.self.skin = 0 engine.precache_sound('misc/flagtk.wav') # flag taken engine.precache_sound('misc/flagcap.wav') # flag capture engine.precache_sound('doors/runetry.wav') qc.self.noise = 'misc/flagtk.wav' qc.self.noise1 = 'doors/runetry.wav' qc.setsize(qc.self, Vector(-16, -16, 0), Vector(16, 16, 74)) qc.self.nextthink = qc.time + 0.2 # items start after other solids qc.self.think = place_flag
def item_health(*qwp_extra): qc.self.touch = health_touch if qc.self.spawnflags & H_ROTTEN: engine.precache_model('maps/b_bh10.bsp') engine.precache_sound('items/r_item1.wav') qc.self.setmodel('maps/b_bh10.bsp') qc.self.noise = 'items/r_item1.wav' qc.self.healamount = 15 qc.self.healtype = 0 elif qc.self.spawnflags & H_MEGA: engine.precache_model('maps/b_bh100.bsp') engine.precache_sound('items/r_item2.wav') qc.self.setmodel('maps/b_bh100.bsp') qc.self.noise = 'items/r_item2.wav' qc.self.healamount = 100 qc.self.healtype = 2 else: engine.precache_model('maps/b_bh25.bsp') engine.precache_sound('items/health1.wav') qc.self.setmodel('maps/b_bh25.bsp') qc.self.noise = 'items/health1.wav' qc.self.healamount = 25 qc.self.healtype = 1 qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56)) StartItem()
def misc_teleporttrain(*qwp_extra): if not qc.self.speed: qc.self.speed = 100 if not qc.self.target: qc.objerror('func_train without a target') qc.self.cnt = 1 qc.self.solid = defs.SOLID_NOT qc.self.movetype = defs.MOVETYPE_PUSH qc.self.blocked = train_blocked qc.self.use = train_use qc.self.avelocity = Vector(100, 200, 300) qc.self.noise = ('misc/null.wav') engine.precache_sound('misc/null.wav') qc.self.noise1 = ('misc/null.wav') engine.precache_sound('misc/null.wav') engine.precache_model('progs/teleport.mdl') qc.self.setmodel('progs/teleport.mdl') qc.setsize(qc.self, qc.self.mins, qc.self.maxs) qc.setorigin(qc.self, qc.self.origin) # start trains on the second frame, to make sure their targets have had # a chance to spawn qc.self.nextthink = qc.self.ltime + 0.1 qc.self.think = func_train_find
def item_sigil(*qwp_extra): if not qc.self.spawnflags: qc.objerror('no spawnflags') engine.precache_sound('misc/runekey.wav') qc.self.noise = 'misc/runekey.wav' if qc.self.spawnflags & 1: engine.precache_model('progs/end1.mdl') qc.self.setmodel('progs/end1.mdl') if qc.self.spawnflags & 2: engine.precache_model('progs/end2.mdl') qc.self.setmodel('progs/end2.mdl') if qc.self.spawnflags & 4: engine.precache_model('progs/end3.mdl') qc.self.setmodel('progs/end3.mdl') if qc.self.spawnflags & 8: engine.precache_model('progs/end4.mdl') qc.self.setmodel('progs/end4.mdl') qc.self.touch = sigil_touch qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32)) StartItem()
def item_key2(*qwp_extra): if qc.world.worldtype == 0: engine.precache_model('progs/w_g_key.mdl') qc.self.setmodel('progs/w_g_key.mdl') qc.self.netname = 'gold key' if qc.world.worldtype == 1: engine.precache_model('progs/m_g_key.mdl') qc.self.setmodel('progs/m_g_key.mdl') qc.self.netname = 'gold runekey' if qc.world.worldtype == 2: engine.precache_model('progs/b_g_key.mdl') qc.self.setmodel('progs/b_g_key.mdl') qc.self.netname = 'gold keycard' key_setsounds() qc.self.touch = key_touch qc.self.items = defs.IT_KEY2 qc.setsize(qc.self, Vector(-16, -16, -24), Vector(16, 16, 32)) StartItem()
def worldspawn(*qwp_extra): global lastspawn lastspawn = qc.world InitBodyQue() # custom map attributes if qc.self.model == 'maps/e1m8.bsp': engine.cvar_set('sv_gravity', '100') else: engine.cvar_set('sv_gravity', '800') # the area based ambient sounds MUST be the first precache_sounds # player precaches weapons.W_Precache() # get weapon precaches # sounds used from C physics code engine.precache_sound('demon/dland2.wav') # landing thud engine.precache_sound('misc/h2ohit1.wav') # landing splash # setup precaches allways needed engine.precache_sound('items/itembk2.wav') # item respawn sound engine.precache_sound('player/plyrjmp8.wav') # player jump engine.precache_sound('player/land.wav') # player landing engine.precache_sound('player/land2.wav') # player hurt landing engine.precache_sound('player/drown1.wav') # drowning pain engine.precache_sound('player/drown2.wav') # drowning pain engine.precache_sound('player/gasp1.wav') # gasping for air engine.precache_sound('player/gasp2.wav') # taking breath engine.precache_sound('player/h2odeath.wav') # drowning death engine.precache_sound('misc/talk.wav') # talk engine.precache_sound('player/teledth1.wav') # telefrag engine.precache_sound('misc/r_tele1.wav') # teleport sounds engine.precache_sound('misc/r_tele2.wav') engine.precache_sound('misc/r_tele3.wav') engine.precache_sound('misc/r_tele4.wav') engine.precache_sound('misc/r_tele5.wav') engine.precache_sound('weapons/lock4.wav') # ammo pick up engine.precache_sound('weapons/pkup.wav') # weapon up engine.precache_sound('items/armor1.wav') # armor up engine.precache_sound('weapons/lhit.wav') # lightning engine.precache_sound('weapons/lstart.wav') # lightning start engine.precache_sound('items/damage3.wav') engine.precache_sound('misc/power.wav') # lightning for boss # player gib sounds engine.precache_sound('player/gib.wav') # player gib sound engine.precache_sound('player/udeath.wav') # player gib sound engine.precache_sound('player/tornoff2.wav') # gib sound # player pain sounds engine.precache_sound('player/pain1.wav') engine.precache_sound('player/pain2.wav') engine.precache_sound('player/pain3.wav') engine.precache_sound('player/pain4.wav') engine.precache_sound('player/pain5.wav') engine.precache_sound('player/pain6.wav') # player death sounds engine.precache_sound('player/death1.wav') engine.precache_sound('player/death2.wav') engine.precache_sound('player/death3.wav') engine.precache_sound('player/death4.wav') engine.precache_sound('player/death5.wav') engine.precache_sound('boss1/sight1.wav') # ax sounds engine.precache_sound('weapons/ax1.wav') # ax swoosh engine.precache_sound('player/axhit1.wav') # ax hit meat engine.precache_sound('player/axhit2.wav') # ax hit world engine.precache_sound('player/h2ojump.wav') # player jumping into water engine.precache_sound('player/slimbrn2.wav') # player enter slime engine.precache_sound('player/inh2o.wav') # player enter water engine.precache_sound('player/inlava.wav') # player enter lava engine.precache_sound('misc/outwater.wav') # leaving water sound engine.precache_sound('player/lburn1.wav') # lava burn engine.precache_sound('player/lburn2.wav') # lava burn engine.precache_sound('misc/water1.wav') # swimming engine.precache_sound('misc/water2.wav') # swimming # Invulnerability sounds engine.precache_sound('items/protect.wav') engine.precache_sound('items/protect2.wav') engine.precache_sound('items/protect3.wav') engine.precache_model('progs/player.mdl') engine.precache_model('progs/eyes.mdl') engine.precache_model('progs/h_player.mdl') engine.precache_model('progs/gib1.mdl') engine.precache_model('progs/gib2.mdl') engine.precache_model('progs/gib3.mdl') engine.precache_model('progs/s_bubble.spr') # drowning bubbles engine.precache_model('progs/s_explod.spr') # sprite explosion engine.precache_model('progs/v_axe.mdl') engine.precache_model('progs/v_shot.mdl') engine.precache_model('progs/v_nail.mdl') engine.precache_model('progs/v_rock.mdl') engine.precache_model('progs/v_shot2.mdl') engine.precache_model('progs/v_nail2.mdl') engine.precache_model('progs/v_rock2.mdl') engine.precache_model('progs/bolt.mdl') # for lightning gun engine.precache_model('progs/bolt2.mdl') # for lightning gun engine.precache_model('progs/bolt3.mdl') # for boss shock engine.precache_model('progs/lavaball.mdl') # for testing engine.precache_model('progs/missile.mdl') engine.precache_model('progs/grenade.mdl') engine.precache_model('progs/spike.mdl') engine.precache_model('progs/s_spike.mdl') engine.precache_model('progs/backpack.mdl') engine.precache_model('progs/zom_gib.mdl') engine.precache_model('progs/v_light.mdl') # # Setup light animation tables. 'a' is total darkness, 'z' is maxbright. # # 0 normal engine.lightstyle(0, 'm') # 1 FLICKER (first variety) engine.lightstyle(1, 'mmnmmommommnonmmonqnmmo') # 2 SLOW STRONG PULSE engine.lightstyle(2, 'abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba') # 3 CANDLE (first variety) engine.lightstyle(3, 'mmmmmaaaaammmmmaaaaaabcdefgabcdefg') # 4 FAST STROBE engine.lightstyle(4, 'mamamamamama') # 5 GENTLE PULSE 1 engine.lightstyle(5, 'jklmnopqrstuvwxyzyxwvutsrqponmlkj') # 6 FLICKER (second variety) engine.lightstyle(6, 'nmonqnmomnmomomno') # 7 CANDLE (second variety) engine.lightstyle(7, 'mmmaaaabcdefgmmmmaaaammmaamm') # 8 CANDLE (third variety) engine.lightstyle(8, 'mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa') # 9 SLOW STROBE (fourth variety) engine.lightstyle(9, 'aaaaaaaazzzzzzzz') # 10 FLUORESCENT FLICKER engine.lightstyle(10, 'mmamammmmammamamaaamammma') # 11 SLOW PULSE NOT FADE TO BLACK engine.lightstyle(11, 'abcdefghijklmnopqrrqponmlkjihgfedcba') # styles 32-62 are assigned by the light program for switchable lights # 63 testing engine.lightstyle(63, 'a')
def item_weapon(*qwp_extra): qc.self.touch = ammo_touch if qc.self.spawnflags & WEAPON_SHOTGUN: if qc.self.spawnflags & WEAPON_BIG: engine.precache_model('maps/b_shell1.bsp') qc.self.setmodel('maps/b_shell1.bsp') qc.self.aflag = 40 else: engine.precache_model('maps/b_shell0.bsp') qc.self.setmodel('maps/b_shell0.bsp') qc.self.aflag = 20 qc.self.weapon = 1 qc.self.netname = 'shells' if qc.self.spawnflags & WEAPON_SPIKES: if qc.self.spawnflags & WEAPON_BIG: engine.precache_model('maps/b_nail1.bsp') qc.self.setmodel('maps/b_nail1.bsp') qc.self.aflag = 40 else: engine.precache_model('maps/b_nail0.bsp') qc.self.setmodel('maps/b_nail0.bsp') qc.self.aflag = 20 qc.self.weapon = 2 qc.self.netname = 'spikes' if qc.self.spawnflags & WEAPON_ROCKET: if qc.self.spawnflags & WEAPON_BIG: engine.precache_model('maps/b_rock1.bsp') qc.self.setmodel('maps/b_rock1.bsp') qc.self.aflag = 10 else: engine.precache_model('maps/b_rock0.bsp') qc.self.setmodel('maps/b_rock0.bsp') qc.self.aflag = 5 qc.self.weapon = 3 qc.self.netname = 'rockets' qc.setsize(qc.self, Vector(0, 0, 0), Vector(32, 32, 56)) StartItem()
def light_flame_large_yellow(*qwp_extra): engine.precache_model('progs/flame2.mdl') qc.self.setmodel('progs/flame2.mdl') qc.self.frame = 1 FireAmbient() qc.self.makestatic()
def light_flame_small_white(*qwp_extra): engine.precache_model('progs/flame2.mdl') qc.self.setmodel('progs/flame2.mdl') FireAmbient() qc.self.makestatic()
def viewthing(*qwp_extra): qc.self.movetype = defs.MOVETYPE_NONE qc.self.solid = defs.SOLID_NOT engine.precache_model('progs/player.mdl') qc.self.setmodel('progs/player.mdl')
def light_globe(*qwp_extra): engine.precache_model('progs/s_light.spr') qc.self.setmodel('progs/s_light.spr') qc.self.makestatic()
def StartRuneSpawn(*qwp_extra): if defs.runespawned or defs.gamestart: return defs.runespawned = 1 engine.precache_model('progs/end1.mdl') engine.precache_model('progs/end2.mdl') engine.precache_model('progs/end3.mdl') engine.precache_model('progs/end4.mdl') engine.precache_model('progs/m_s_key.mdl') engine.precache_model('progs/m_g_key.mdl') engine.precache_sound('rune/rune1.wav') engine.precache_sound('rune/rune2.wav') engine.precache_sound('rune/rune22.wav') # special rune and quad combo engine.precache_sound('rune/rune3.wav') engine.precache_sound('rune/rune4.wav') # spawn the runes rspawn = qc.spawn() rspawn.nextthink = qc.time + 0.1 rspawn.think = SpawnRunes
def worldspawn(*qwp_extra): global lastspawn lastspawn = qc.world defs.runespawn = qc.world defs.runespawned = 0 InitBodyQue() # custom map attributes # can't change gravity in QuakeWorld # # if (self.model == "maps/e1m8.bsp") # cvar_set ("sv_gravity", "100"); # else # cvar_set ("sv_gravity", "800"); # if qc.self.model == 'maps/ctfstart.bsp' or qc.self.model == 'maps/start.bsp': defs.gamestart = 1 else: defs.gamestart = 0 # the area based ambient sounds MUST be the first precache_sounds # player precaches weapons.W_Precache() # get weapon precaches # sounds used from C physics code engine.precache_sound('demon/dland2.wav') # landing thud engine.precache_sound('misc/h2ohit1.wav') # landing splash # setup precaches allways needed engine.precache_sound('items/itembk2.wav') # item respawn sound engine.precache_sound('player/plyrjmp8.wav') # player jump engine.precache_sound('player/land.wav') # player landing engine.precache_sound('player/land2.wav') # player hurt landing engine.precache_sound('player/drown1.wav') # drowning pain engine.precache_sound('player/drown2.wav') # drowning pain engine.precache_sound('player/gasp1.wav') # gasping for air engine.precache_sound('player/gasp2.wav') # taking breath engine.precache_sound('player/h2odeath.wav') # drowning death engine.precache_sound('misc/talk.wav') # talk engine.precache_sound('player/teledth1.wav') # telefrag engine.precache_sound('misc/r_tele1.wav') # teleport sounds engine.precache_sound('misc/r_tele2.wav') engine.precache_sound('misc/r_tele3.wav') engine.precache_sound('misc/r_tele4.wav') engine.precache_sound('misc/r_tele5.wav') engine.precache_sound('weapons/lock4.wav') # ammo pick up engine.precache_sound('weapons/pkup.wav') # weapon up engine.precache_sound('items/armor1.wav') # armor up engine.precache_sound('weapons/lhit.wav') # lightning engine.precache_sound('weapons/lstart.wav') # lightning start engine.precache_sound('items/damage3.wav') engine.precache_sound('misc/power.wav') # lightning for boss # player gib sounds engine.precache_sound('player/gib.wav') # player gib sound engine.precache_sound('player/udeath.wav') # player gib sound engine.precache_sound('player/tornoff2.wav') # gib sound # player pain sounds engine.precache_sound('player/pain1.wav') engine.precache_sound('player/pain2.wav') engine.precache_sound('player/pain3.wav') engine.precache_sound('player/pain4.wav') engine.precache_sound('player/pain5.wav') engine.precache_sound('player/pain6.wav') # player death sounds engine.precache_sound('player/death1.wav') engine.precache_sound('player/death2.wav') engine.precache_sound('player/death3.wav') engine.precache_sound('player/death4.wav') engine.precache_sound('player/death5.wav') # ax sounds engine.precache_sound('weapons/ax1.wav') # ax swoosh engine.precache_sound('player/axhit1.wav') # ax hit meat engine.precache_sound('player/axhit2.wav') # ax hit world engine.precache_sound('hknight/hit.wav') # ZOID: hook launch engine.precache_sound('player/h2ojump.wav') # player jumping into water engine.precache_sound('player/slimbrn2.wav') # player enter slime engine.precache_sound('player/inh2o.wav') # player enter water engine.precache_sound('player/inlava.wav') # player enter lava engine.precache_sound('misc/outwater.wav') # leaving water sound engine.precache_sound('player/lburn1.wav') # lava burn engine.precache_sound('player/lburn2.wav') # lava burn engine.precache_sound('misc/water1.wav') # swimming engine.precache_sound('misc/water2.wav') # swimming engine.precache_model('progs/player.mdl') engine.precache_model('progs/h_player.mdl') engine.precache_model('progs/eyes.mdl') engine.precache_model('progs/gib1.mdl') engine.precache_model('progs/gib2.mdl') engine.precache_model('progs/gib3.mdl') engine.precache_model('progs/s_bubble.spr') # drowning bubbles engine.precache_model('progs/s_explod.spr') # sprite explosion engine.precache_model('progs/v_axe.mdl') engine.precache_model('progs/v_shot.mdl') engine.precache_model('progs/v_nail.mdl') engine.precache_model('progs/v_rock.mdl') engine.precache_model('progs/v_shot2.mdl') engine.precache_model('progs/v_nail2.mdl') engine.precache_model('progs/v_rock2.mdl') engine.precache_model('progs/v_star.mdl') # precache grapple (Wedge) engine.precache_model('progs/bit.mdl') # precache grapple (Wedge) engine.precache_model('progs/star.mdl') # precache grapple (Wedge) engine.precache_model('progs/bolt.mdl') # for lightning gun engine.precache_model('progs/bolt2.mdl') # for lightning gun engine.precache_model('progs/bolt3.mdl') # for boss shock engine.precache_model('progs/lavaball.mdl') # for testing engine.precache_model('progs/missile.mdl') engine.precache_model('progs/grenade.mdl') engine.precache_model('progs/spike.mdl') engine.precache_model('progs/s_spike.mdl') engine.precache_model('progs/backpack.mdl') engine.precache_model('progs/zom_gib.mdl') engine.precache_model('progs/v_light.mdl') # # Setup light animation tables. 'a' is total darkness, 'z' is maxbright. # # 0 normal engine.lightstyle(0, 'm') # 1 FLICKER (first variety) engine.lightstyle(1, 'mmnmmommommnonmmonqnmmo') # 2 SLOW STRONG PULSE engine.lightstyle(2, 'abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba') # 3 CANDLE (first variety) engine.lightstyle(3, 'mmmmmaaaaammmmmaaaaaabcdefgabcdefg') # 4 FAST STROBE engine.lightstyle(4, 'mamamamamama') # 5 GENTLE PULSE 1 engine.lightstyle(5, 'jklmnopqrstuvwxyzyxwvutsrqponmlkj') # 6 FLICKER (second variety) engine.lightstyle(6, 'nmonqnmomnmomomno') # 7 CANDLE (second variety) engine.lightstyle(7, 'mmmaaaabcdefgmmmmaaaammmaamm') # 8 CANDLE (third variety) engine.lightstyle(8, 'mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa') # 9 SLOW STROBE (fourth variety) engine.lightstyle(9, 'aaaaaaaazzzzzzzz') # 10 FLUORESCENT FLICKER engine.lightstyle(10, 'mmamammmmammamamaaamammma') # 11 SLOW PULSE NOT FADE TO BLACK engine.lightstyle(11, 'abcdefghijklmnopqrrqponmlkjihgfedcba') # styles 32-62 are assigned by the light program for switchable lights # 63 testing engine.lightstyle(63, 'a')
def W_Precache(*qwp_extra): engine.precache_sound('hknight/hit.wav') # flamethrower engine.precache_sound('weapons/r_exp3.wav') # new rocket explosion engine.precache_sound('weapons/rocket1i.wav') # spike gun engine.precache_sound('weapons/sgun1.wav') engine.precache_sound('weapons/guncock.wav') # player shotgun engine.precache_sound('weapons/ric1.wav') # ricochet (used in c code) engine.precache_sound('weapons/ric2.wav') # ricochet (used in c code) engine.precache_sound('weapons/ric3.wav') # ricochet (used in c code) engine.precache_sound('weapons/spike2.wav') # super spikes engine.precache_sound('weapons/tink1.wav') # spikes tink (used in c code) engine.precache_sound('weapons/grenade.wav') # grenade launcher engine.precache_sound('weapons/bounce.wav') # grenade bounce engine.precache_sound('weapons/shotgn2.wav') # super shotgun # grapple sounds (wedge) engine.precache_sound('weapons/chain1.wav') engine.precache_sound('weapons/chain2.wav') engine.precache_sound('weapons/chain3.wav') engine.precache_sound('weapons/bounce2.wav') engine.precache_sound('blob/land1.wav') # ZOID: # normally the weapon models are precached in the individual item # creation routines. But since we've added impulse 21 we can drop # weapons at any time. Must precache all weapon models. engine.precache_model('progs/g_shot.mdl') engine.precache_model('progs/g_nail.mdl') engine.precache_model('progs/g_nail2.mdl') engine.precache_model('progs/g_rock.mdl') engine.precache_model('progs/g_rock2.mdl') engine.precache_model('progs/g_light.mdl')
def worldspawn(*qwp_extra): global lastspawn lastspawn = qc.world defs.runespawn = qc.world defs.runespawned = 0 InitBodyQue() # custom map attributes # can't change gravity in QuakeWorld # # if (self.model == "maps/e1m8.bsp") # cvar_set ("sv_gravity", "100"); # else # cvar_set ("sv_gravity", "800"); # if qc.self.model == "maps/ctfstart.bsp" or qc.self.model == "maps/start.bsp": defs.gamestart = 1 else: defs.gamestart = 0 # the area based ambient sounds MUST be the first precache_sounds # player precaches weapons.W_Precache() # get weapon precaches # sounds used from C physics code engine.precache_sound("demon/dland2.wav") # landing thud engine.precache_sound("misc/h2ohit1.wav") # landing splash # setup precaches allways needed engine.precache_sound("items/itembk2.wav") # item respawn sound engine.precache_sound("player/plyrjmp8.wav") # player jump engine.precache_sound("player/land.wav") # player landing engine.precache_sound("player/land2.wav") # player hurt landing engine.precache_sound("player/drown1.wav") # drowning pain engine.precache_sound("player/drown2.wav") # drowning pain engine.precache_sound("player/gasp1.wav") # gasping for air engine.precache_sound("player/gasp2.wav") # taking breath engine.precache_sound("player/h2odeath.wav") # drowning death engine.precache_sound("misc/talk.wav") # talk engine.precache_sound("player/teledth1.wav") # telefrag engine.precache_sound("misc/r_tele1.wav") # teleport sounds engine.precache_sound("misc/r_tele2.wav") engine.precache_sound("misc/r_tele3.wav") engine.precache_sound("misc/r_tele4.wav") engine.precache_sound("misc/r_tele5.wav") engine.precache_sound("weapons/lock4.wav") # ammo pick up engine.precache_sound("weapons/pkup.wav") # weapon up engine.precache_sound("items/armor1.wav") # armor up engine.precache_sound("weapons/lhit.wav") # lightning engine.precache_sound("weapons/lstart.wav") # lightning start engine.precache_sound("items/damage3.wav") engine.precache_sound("misc/power.wav") # lightning for boss # player gib sounds engine.precache_sound("player/gib.wav") # player gib sound engine.precache_sound("player/udeath.wav") # player gib sound engine.precache_sound("player/tornoff2.wav") # gib sound # player pain sounds engine.precache_sound("player/pain1.wav") engine.precache_sound("player/pain2.wav") engine.precache_sound("player/pain3.wav") engine.precache_sound("player/pain4.wav") engine.precache_sound("player/pain5.wav") engine.precache_sound("player/pain6.wav") # player death sounds engine.precache_sound("player/death1.wav") engine.precache_sound("player/death2.wav") engine.precache_sound("player/death3.wav") engine.precache_sound("player/death4.wav") engine.precache_sound("player/death5.wav") # ax sounds engine.precache_sound("weapons/ax1.wav") # ax swoosh engine.precache_sound("player/axhit1.wav") # ax hit meat engine.precache_sound("player/axhit2.wav") # ax hit world engine.precache_sound("hknight/hit.wav") # ZOID: hook launch engine.precache_sound("player/h2ojump.wav") # player jumping into water engine.precache_sound("player/slimbrn2.wav") # player enter slime engine.precache_sound("player/inh2o.wav") # player enter water engine.precache_sound("player/inlava.wav") # player enter lava engine.precache_sound("misc/outwater.wav") # leaving water sound engine.precache_sound("player/lburn1.wav") # lava burn engine.precache_sound("player/lburn2.wav") # lava burn engine.precache_sound("misc/water1.wav") # swimming engine.precache_sound("misc/water2.wav") # swimming engine.precache_model("progs/player.mdl") engine.precache_model("progs/h_player.mdl") engine.precache_model("progs/eyes.mdl") engine.precache_model("progs/gib1.mdl") engine.precache_model("progs/gib2.mdl") engine.precache_model("progs/gib3.mdl") engine.precache_model("progs/s_bubble.spr") # drowning bubbles engine.precache_model("progs/s_explod.spr") # sprite explosion engine.precache_model("progs/v_axe.mdl") engine.precache_model("progs/v_shot.mdl") engine.precache_model("progs/v_nail.mdl") engine.precache_model("progs/v_rock.mdl") engine.precache_model("progs/v_shot2.mdl") engine.precache_model("progs/v_nail2.mdl") engine.precache_model("progs/v_rock2.mdl") engine.precache_model("progs/v_star.mdl") # precache grapple (Wedge) engine.precache_model("progs/bit.mdl") # precache grapple (Wedge) engine.precache_model("progs/star.mdl") # precache grapple (Wedge) engine.precache_model("progs/bolt.mdl") # for lightning gun engine.precache_model("progs/bolt2.mdl") # for lightning gun engine.precache_model("progs/bolt3.mdl") # for boss shock engine.precache_model("progs/lavaball.mdl") # for testing engine.precache_model("progs/missile.mdl") engine.precache_model("progs/grenade.mdl") engine.precache_model("progs/spike.mdl") engine.precache_model("progs/s_spike.mdl") engine.precache_model("progs/backpack.mdl") engine.precache_model("progs/zom_gib.mdl") engine.precache_model("progs/v_light.mdl") # # Setup light animation tables. 'a' is total darkness, 'z' is maxbright. # # 0 normal engine.lightstyle(0, "m") # 1 FLICKER (first variety) engine.lightstyle(1, "mmnmmommommnonmmonqnmmo") # 2 SLOW STRONG PULSE engine.lightstyle(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba") # 3 CANDLE (first variety) engine.lightstyle(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg") # 4 FAST STROBE engine.lightstyle(4, "mamamamamama") # 5 GENTLE PULSE 1 engine.lightstyle(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj") # 6 FLICKER (second variety) engine.lightstyle(6, "nmonqnmomnmomomno") # 7 CANDLE (second variety) engine.lightstyle(7, "mmmaaaabcdefgmmmmaaaammmaamm") # 8 CANDLE (third variety) engine.lightstyle(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa") # 9 SLOW STROBE (fourth variety) engine.lightstyle(9, "aaaaaaaazzzzzzzz") # 10 FLUORESCENT FLICKER engine.lightstyle(10, "mmamammmmammamamaaamammma") # 11 SLOW PULSE NOT FADE TO BLACK engine.lightstyle(11, "abcdefghijklmnopqrrqponmlkjihgfedcba") # styles 32-62 are assigned by the light program for switchable lights # 63 testing engine.lightstyle(63, "a")