Пример #1
0
def light_use(*qwp_extra):
    if qc.self.spawnflags & START_OFF:
        engine.lightstyle(qc.self.style, 'm')
        qc.self.spawnflags -= START_OFF        
    else:
        engine.lightstyle(qc.self.style, 'a')
        qc.self.spawnflags += START_OFF
Пример #2
0
def light_use(*qwp_extra):
    if qc.self.spawnflags & START_OFF:
        engine.lightstyle(qc.self.style, 'm')
        qc.self.spawnflags -= START_OFF
    else:
        engine.lightstyle(qc.self.style, 'a')
        qc.self.spawnflags += START_OFF
Пример #3
0
def light_fluoro(*qwp_extra):
    if qc.self.style >= 32:
        qc.self.use = light_use
        if qc.self.spawnflags & START_OFF:
            engine.lightstyle(qc.self.style, 'a')
        else:
            engine.lightstyle(qc.self.style, 'm')
        
    engine.precache_sound('ambience/fl_hum1.wav')
    engine.ambientsound(qc.self.origin, 'ambience/fl_hum1.wav', 0.5, defs.ATTN_STATIC)
Пример #4
0
def light(*qwp_extra):
    if not qc.self.targetname:
        #  inert light
        qc.self.remove()
        return         
    if qc.self.style >= 32:
        qc.self.use = light_use
        if qc.self.spawnflags & START_OFF:
            engine.lightstyle(qc.self.style, 'a')
        else:
            engine.lightstyle(qc.self.style, 'm')
Пример #5
0
def light_fluoro(*qwp_extra):
    if qc.self.style >= 32:
        qc.self.use = light_use
        if qc.self.spawnflags & START_OFF:
            engine.lightstyle(qc.self.style, 'a')
        else:
            engine.lightstyle(qc.self.style, 'm')

    engine.precache_sound('ambience/fl_hum1.wav')
    engine.ambientsound(qc.self.origin, 'ambience/fl_hum1.wav', 0.5,
                        defs.ATTN_STATIC)
Пример #6
0
def light(*qwp_extra):
    if not qc.self.targetname:
        #  inert light
        qc.self.remove()
        return
    if qc.self.style >= 32:
        qc.self.use = light_use
        if qc.self.spawnflags & START_OFF:
            engine.lightstyle(qc.self.style, 'a')
        else:
            engine.lightstyle(qc.self.style, 'm')
Пример #7
0
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')
Пример #8
0
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')
Пример #9
0
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")