add info to file headers and move globals to defs.qc
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								progs.src
									
									
									
									
									
								
							
							
						
						
									
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								progs.src
									
									
									
									
									
								
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			@ -1,21 +1,23 @@
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progs.dat
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source/defs.qc
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source/subs.qc
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source/fight.qc
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source/subs.qc
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source/ai.qc
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source/buttons.qc
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source/client.qc
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source/combat.qc
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source/doors.qc
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source/items.qc
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source/misc.qc
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source/monsters.qc
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source/plats.qc
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source/player.qc
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source/triggers.qc
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source/weapons.qc
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source/world.qc
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source/client.qc
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source/player.qc
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source/monsters.qc
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source/doors.qc
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source/buttons.qc
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source/triggers.qc
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source/plats.qc
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source/misc.qc
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source/ogre.qc
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source/demon.qc
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										30
									
								
								source/ai.qc
									
									
									
									
									
								
							
							
						
						
									
										30
									
								
								source/ai.qc
									
									
									
									
									
								
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			@ -1,38 +1,10 @@
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/*
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.enemy
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Will be world if not currently angry at anyone.
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.movetarget
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The next path spot to walk toward. If .enemy, ignore .movetarget.
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When an enemy is killed, the monster will try to return to it's path.
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.huntt_ime
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Set to time + something when the player is in sight, but movement straight for
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him is blocked. This causes the monster to use wall following code for
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movement direction instead of sighting on the player.
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.ideal_yaw
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A yaw angle of the intended direction, which will be turned towards at up
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to 45 deg / state. If the enemy is in view and hunt_time is not active,
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this will be the exact line towards the enemy.
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.pausetime
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A monster will leave it's stand state and head towards it's .movetarget when
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time > .pausetime.
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walkmove(angle, speed) primitive is all or nothing
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*/
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// ai.qc: monster AI functions
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//
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// when a monster becomes angry at a player, that monster will be used
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// as the sight target the next frame so that monsters near that one
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// will wake up even if they wouldn't have noticed the player
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//
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entity sight_entity;
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float sight_entity_time;
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float(float v) anglemod = {
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	while(v >= 360) {
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		v = v - 360;
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			@ -1,10 +1,5 @@
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/*
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==============================================================================
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// boss.qc: Chthon, boss of E1
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BOSS-ONE
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==============================================================================
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*/
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$cd id1 / models / boss1
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$origin 0 0 - 15
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$base base
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			@ -275,9 +270,6 @@ void() monster_boss = {
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//===========================================================================
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entity le1, le2;
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float lightning_end;
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void() lightning_fire = {
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	local vector p1, p2;
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			@ -1,4 +1,4 @@
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// button and multiple button
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// buttons.qc: button and multiple button
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void() button_wait = {
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	self.state = STATE_TOP;
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			@ -1,16 +1,32 @@
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float modelindex_eyes, modelindex_player;
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// client.qc: player-adjacent functions
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void() player_axe1;
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void() player_axeb1;
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void() player_axec1;
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void() player_axed1;
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void() player_die_ax1;
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void() player_diea1;
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void() player_dieb1;
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void() player_diec1;
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void() player_died1;
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void() player_diee1;
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void() player_light1;
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void() player_nail1;
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void() player_pain;
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void() player_rocket1;
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void() player_run;
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void() player_run;
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void() player_shot1;
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void() player_stand1;
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/*
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=============================================================================
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				LEVEL CHANGING / INTERMISSION
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LEVEL CHANGING / INTERMISSION
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=============================================================================
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*/
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float intermission_running;
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float intermission_exittime;
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/*QUAKED info_intermission(1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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			@ -120,8 +136,6 @@ entity() FindIntermission = {
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	objerror("FindIntermission: no spot");
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};
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string nextmap;
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void() GotoNextMap = {
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	if(cvar("samelevel")) { // if samelevel is set, stay on same level
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		changelevel(mapname);
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			@ -700,8 +714,6 @@ WaterMove
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============
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*/
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.float dmgtime;
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void() WaterMove = {
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	//dprint(ftos(self.waterlevel));
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	if(self.movetype == MOVETYPE_NOCLIP) {
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			@ -1,4 +1,4 @@
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//============================================================================
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// combat.qc: entity-entity damage functions
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float(entity targ, entity attacker) SameTeam = {
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	return targ.team > 0 && targ.team == attacker.team;
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			@ -1,3 +1,5 @@
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// defs.qc: global definitions
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// system globals ------------------------------------------------------------|
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#pragma noref 1
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entity self;
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			@ -133,6 +135,7 @@ void end_sys_globals; // flag for structure dumping
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.string netname;
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// Will be world if not currently angry at anyone.
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.entity enemy;
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.float flags;
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			@ -150,7 +153,11 @@ void end_sys_globals; // flag for structure dumping
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.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
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.float watertype; // a contents value
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// A yaw angle of the intended direction, which will be turned towards at up
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// to 45 deg / state. If the enemy is in view and hunt_time is not active,
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// this will be the exact line towards the enemy.
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.float ideal_yaw;
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.float yaw_speed;
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.entity aiment;
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			@ -478,6 +485,33 @@ float framecount;
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float skill;
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float enemy_vis, enemy_infront, enemy_range;
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float enemy_yaw;
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entity lastspawn;
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entity multi_ent;
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float multi_damage;
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entity shub;
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entity le1, le2;
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float lightning_end;
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float hknight_type;
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entity bodyque_head;
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float modelindex_eyes, modelindex_player;
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float intermission_running;
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float intermission_exittime;
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string nextmap;
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entity sight_entity;
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float sight_entity_time;
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// fields --------------------------------------------------------------------|
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// world fields
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			@ -551,8 +585,12 @@ float skill;
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.entity trigger_field; // door's trigger entity
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.string noise4;
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// monsters
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// A monster will leave its stand state and head towards it's .movetarget when
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// time > .pausetime.
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.float pausetime;
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// The next path spot to walk toward. If .enemy, ignore .movetarget.
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// When an enemy is killed, the monster will try to return to it's path.
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.entity movetarget;
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// doors
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			@ -580,14 +618,24 @@ float skill;
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.float distance;
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.float volume;
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.float hit_z;
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.float dmgtime;
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.float inpain;
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.float healamount, healtype;
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// functions -----------------------------------------------------------------|
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// subs.qc
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void(float normal) SUB_AttackFinished;
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void(vector tdest, float tspeed, void() func) SUB_CalcMove;
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void(entity ent, vector tdest, float tspeed, void() func) SUB_CalcMoveEnt;
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void(vector destangle, float tspeed, void() func) SUB_CalcAngleMove;
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void() SUB_CalcMoveDone;
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void() SUB_CalcAngleMoveDone;
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void(void() thinkst) SUB_CheckRefire;
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void() SUB_Null;
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void() SUB_UseTargets;
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void() SUB_Remove;
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			@ -597,9 +645,20 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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float(entity e, float healamount, float ignore) T_Heal; // health function
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float(entity targ, entity inflictor) CanDamage;
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// weapons.qc
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void() W_FireAxe;
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void() W_FireShotgun;
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void() W_FireSuperShotgun;
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void() W_FireRocket;
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void() W_FireLightning;
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void() W_FireGrenade;
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void(float ox) W_FireSpikes;
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void() W_FireSuperSpikes;
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float() W_BestWeapon;
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float() crandom;
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float() DemonCheckAttack;
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float() DogCheckAttack;
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float() W_BestWeapon;
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float() WizardCheckAttack;
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float(entity targ) infront;
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float(entity targ) range;
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			@ -607,6 +666,7 @@ float(entity targ) visible;
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float(entity targ, entity attacker) SameTeam;
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float(float v) anglemod;
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void() DecodeLevelParms;
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void(entity ent) CopyToBodyQue;
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void() Demon_JumpTouch;
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void() InitBodyQue;
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void() PlayerDie;
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			@ -664,28 +724,10 @@ void() plat_go_down;
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void() plat_go_up;
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void() plat_outside_touch;
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void() plat_trigger_use;
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void() player_axe1;
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void() player_axeb1;
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void() player_axec1;
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void() player_axed1;
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void() player_die_ax1;
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void() player_diea1;
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void() player_dieb1;
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void() player_diec1;
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void() player_died1;
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void() player_diee1;
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void() player_light1;
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void() player_nail1;
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void() player_pain;
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void() player_rocket1;
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void() player_run;
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void() player_run;
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void() player_shot1;
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void() player_stand1;
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void() powerup_touch;
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void() set_suicide_frame;
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void() shalrath_pain;
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void() sham_smash1;
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void(vector org, vector dir) launch_spike;
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void() sham_swingl1;
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void() sham_swingr1;
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void() sham_swingr1;
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			@ -704,10 +746,13 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void(float num_bubbles) DeathBubbles;
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void(float side) Demon_Melee;
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void(vector dest) ChooseTurn;
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void(vector org) spawn_tfog;
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void(vector org, entity death_owner) spawn_tdeath;
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void(vector org, vector vec) LaunchLaser;
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void(vector org, vector vel, float damage) SpawnBlood;
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void() BecomeExplosion;
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void(vector org) spawn_tfog;
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void(vector org, entity death_owner) spawn_tdeath;
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void(vector p) boss_missile;
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// EOF
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			@ -1,10 +1,4 @@
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/*
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==============================================================================
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DEMON
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==============================================================================
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*/
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// demon.qc: Fiend
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$cd id1 / models / demon3
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$scale 0.8
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			@ -1,10 +1,5 @@
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/*
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==============================================================================
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// dog.qc: Rottweiler
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DOG
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==============================================================================
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*/
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$cd id1 / models / dog
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$origin 0 0 24
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$base base
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			@ -1,3 +1,5 @@
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// doors.qc: player-triggered moving brush entities
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enum {
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	DOOR_START_OPEN = 1,
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	DOOR_DONT_LINK = 4,
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			@ -1,10 +1,4 @@
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/*
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==============================================================================
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SOLDIER / PLAYER
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==============================================================================
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*/
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// enforcer.qc: Enforcer
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$cd id1 / models / enforcer
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$origin 0 - 6 24
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| 
						 | 
				
			
			
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| 
						 | 
				
			
			@ -1,3 +1,4 @@
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// fight.qc: monster attack functions
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/*
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 | 
			
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| 
						 | 
				
			
			@ -8,10 +9,6 @@ When it decides it can't attack, it goes into hunt mode.
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*/
 | 
			
		||||
 | 
			
		||||
float enemy_vis, enemy_infront, enemy_range;
 | 
			
		||||
float enemy_yaw;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void() knight_attack = {
 | 
			
		||||
	local float len;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,5 @@
 | 
			
		|||
// fish.qc: Rotfish
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / fish
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
$base base
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
KNIGHT
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// hknight.qc: Death Knight
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / knight2
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			@ -376,8 +370,6 @@ void(entity attacker, float damage) hknight_pain = {
 | 
			
		|||
	hknight_pain1();
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
float hknight_type;
 | 
			
		||||
 | 
			
		||||
void() hknight_melee = {
 | 
			
		||||
	hknight_type = hknight_type + 1;
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,5 @@
 | 
			
		|||
// items.qc: items the player can pick up
 | 
			
		||||
 | 
			
		||||
const string WEPNAME_AXE = "Axe";
 | 
			
		||||
const string WEPNAME_SHOTGUN = "Shotgun";
 | 
			
		||||
const string WEPNAME_SUPER_SHOTGUN = "Double-barrelled Shotgun";
 | 
			
		||||
| 
						 | 
				
			
			@ -131,7 +133,6 @@ enum {
 | 
			
		|||
	H_ROTTEN = 1,
 | 
			
		||||
	H_MEGA = 2,
 | 
			
		||||
};
 | 
			
		||||
.float healamount, healtype;
 | 
			
		||||
 | 
			
		||||
void() item_health = {
 | 
			
		||||
	self.touch = health_touch;
 | 
			
		||||
| 
						 | 
				
			
			@ -380,8 +381,6 @@ float(float w) RankForWeapon = {
 | 
			
		|||
Deathmatch_Weapon
 | 
			
		||||
 | 
			
		||||
Deathmatch weapon change rules for picking up a weapon
 | 
			
		||||
 | 
			
		||||
.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells;
 | 
			
		||||
=============
 | 
			
		||||
*/
 | 
			
		||||
void(float old, float new) Deathmatch_Weapon = {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
KNIGHT
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// knight.qc: Knight
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / knight
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,4 @@
 | 
			
		|||
// misc.qc: various useful brushes
 | 
			
		||||
 | 
			
		||||
/*QUAKED info_null(0 0.5 0) (-4 -4 -4) (4 4 4)
 | 
			
		||||
Used as a positional target for spotlights, etc.
 | 
			
		||||
| 
						 | 
				
			
			@ -342,9 +343,7 @@ void() trap_shooter = {
 | 
			
		|||
testing air bubbles
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
void() air_bubbles =
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
void() air_bubbles = {
 | 
			
		||||
	if(deathmatch) {
 | 
			
		||||
		remove(self);
 | 
			
		||||
		return;
 | 
			
		||||
| 
						 | 
				
			
			@ -612,9 +611,7 @@ void() noise_think = {
 | 
			
		|||
For optimzation testing, starts a lot of sounds.
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
void() misc_noisemaker =
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
void() misc_noisemaker = {
 | 
			
		||||
	precache_sound2("enforcer/enfire.wav");
 | 
			
		||||
	precache_sound2("enforcer/enfstop.wav");
 | 
			
		||||
	precache_sound2("enforcer/sight1.wav");
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,4 @@
 | 
			
		|||
// models.qc: model information
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
===============================================================================
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,5 @@
 | 
			
		|||
// monsters.qc: basic monster functions
 | 
			
		||||
 | 
			
		||||
/* ALL MONSTERS SHOULD BE 1 0 0 IN COLOR */
 | 
			
		||||
 | 
			
		||||
// name =[framenum, nexttime, nextthink] {code}
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
OGRE
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// ogre.qc: Ogre
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / ogre_c
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,18 +1,11 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
// oldone.qc: Shub-Niggurath
 | 
			
		||||
 | 
			
		||||
OLD ONE
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
$cd id1 / models / old_one
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
$base base
 | 
			
		||||
$skin skin
 | 
			
		||||
$scale 1
 | 
			
		||||
 | 
			
		||||
entity shub;
 | 
			
		||||
 | 
			
		||||
$frame old1 old2 old3 old4 old5 old6 old7 old8 old9
 | 
			
		||||
$frame old10 old11 old12 old13 old14 old15 old16 old17 old18 old19
 | 
			
		||||
$frame old20 old21 old22 old23 old24 old25 old26 old27 old28 old29
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,5 @@
 | 
			
		|||
// plats.qc: moving platforms
 | 
			
		||||
 | 
			
		||||
enum {
 | 
			
		||||
	PLAT_LOW_TRIGGER = 1,
 | 
			
		||||
};
 | 
			
		||||
| 
						 | 
				
			
			@ -136,9 +138,7 @@ Set "sounds" to one of the following:
 | 
			
		|||
*/
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void() func_plat =
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
void() func_plat = {
 | 
			
		||||
	local entity t;
 | 
			
		||||
 | 
			
		||||
	if(!self.t_length) {
 | 
			
		||||
| 
						 | 
				
			
			@ -249,9 +249,7 @@ void() train_next = {
 | 
			
		|||
	SUB_CalcMove(targ.origin - self.mins, self.speed, train_wait);
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
void() func_train_find =
 | 
			
		||||
 | 
			
		||||
{
 | 
			
		||||
void() func_train_find = {
 | 
			
		||||
	local entity targ;
 | 
			
		||||
 | 
			
		||||
	targ = find(world, targetname, self.target);
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,11 +1,4 @@
 | 
			
		|||
 | 
			
		||||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
PLAYER
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// player.qc: the player entity
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / player_4
 | 
			
		||||
$origin 0 - 6 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,5 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
// shalrath.qc: Vore
 | 
			
		||||
 | 
			
		||||
SHAL-RATH
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
$cd id1 / models / shalrath
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
$base base
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
SHAMBLER
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// shambler.qc: Shambler
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / shams
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
SOLDIER / PLAYER
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// soldier.qc: Grunt
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / soldier3
 | 
			
		||||
$origin 0 - 6 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,5 +1,4 @@
 | 
			
		|||
 | 
			
		||||
// these are the only sprites still in the game...
 | 
			
		||||
// sprites.qc: sprite information
 | 
			
		||||
 | 
			
		||||
$spritename s_explod
 | 
			
		||||
$type vp_parallel
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,9 @@
 | 
			
		|||
 | 
			
		||||
// subs.qc: subroutines for think frames
 | 
			
		||||
 | 
			
		||||
void() SUB_Null = {};
 | 
			
		||||
 | 
			
		||||
void() SUB_Remove = {remove(self);};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
QuakeEd only writes a single float for angles(bad idea), so up and down are
 | 
			
		||||
just constant angles.
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
BLOB
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// tarbaby.qc: Spawn
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / tarbaby
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,4 @@
 | 
			
		|||
// triggers.qc: triggerable entities
 | 
			
		||||
 | 
			
		||||
void() trigger_reactivate = {
 | 
			
		||||
	self.solid = SOLID_TRIGGER;
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,5 @@
 | 
			
		|||
// weapons.qc: weapon functions
 | 
			
		||||
 | 
			
		||||
// called by worldspawn
 | 
			
		||||
void() W_Precache = {
 | 
			
		||||
	precache_sound("weapons/r_exp3.wav"); // new rocket explosion
 | 
			
		||||
| 
						 | 
				
			
			@ -138,9 +140,6 @@ Collects multiple small damages into a single damage
 | 
			
		|||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
entity multi_ent;
 | 
			
		||||
float multi_damage;
 | 
			
		||||
 | 
			
		||||
void() ClearMultiDamage = {
 | 
			
		||||
	multi_ent = world;
 | 
			
		||||
	multi_damage = 0;
 | 
			
		||||
| 
						 | 
				
			
			@ -617,9 +616,6 @@ void(float ox) W_FireSpikes = {
 | 
			
		|||
	self.punchangle_x = -2;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
.float hit_z;
 | 
			
		||||
void() spike_touch = {
 | 
			
		||||
	local float rand;
 | 
			
		||||
	if(other == self.owner) {
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,4 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
 | 
			
		||||
WIZARD
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
// wizard.qc: Scrag
 | 
			
		||||
 | 
			
		||||
$cd id1 / models / a_wizard
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,3 +1,5 @@
 | 
			
		|||
// world.qc: basic entry point functions
 | 
			
		||||
 | 
			
		||||
void() main = {
 | 
			
		||||
	dprint("main function\n");
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -150,8 +152,6 @@ void() main = {
 | 
			
		|||
};
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
entity lastspawn;
 | 
			
		||||
 | 
			
		||||
//=======================
 | 
			
		||||
/*QUAKED worldspawn(0 0 0) ?
 | 
			
		||||
Only used for the world entity.
 | 
			
		||||
| 
						 | 
				
			
			@ -344,8 +344,6 @@ BODY QUE
 | 
			
		|||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
entity bodyque_head;
 | 
			
		||||
 | 
			
		||||
void() bodyque = {
 | 
			
		||||
	// just here so spawn functions don't complain after the world
 | 
			
		||||
	// creates bodyques
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1,10 +1,5 @@
 | 
			
		|||
/*
 | 
			
		||||
==============================================================================
 | 
			
		||||
// zombie.qc: Zombie
 | 
			
		||||
 | 
			
		||||
ZOMBIE
 | 
			
		||||
 | 
			
		||||
==============================================================================
 | 
			
		||||
*/
 | 
			
		||||
$cd id1 / models / zombie
 | 
			
		||||
 | 
			
		||||
$origin 0 0 24
 | 
			
		||||
| 
						 | 
				
			
			@ -56,8 +51,6 @@ enum {
 | 
			
		|||
 | 
			
		||||
//=============================================================================
 | 
			
		||||
 | 
			
		||||
.float inpain;
 | 
			
		||||
 | 
			
		||||
void() zombie_stand1 = [ $stand1, zombie_stand2 ] {ai_stand();};
 | 
			
		||||
void() zombie_stand2 = [ $stand2, zombie_stand3 ] {ai_stand();};
 | 
			
		||||
void() zombie_stand3 = [ $stand3, zombie_stand4 ] {ai_stand();};
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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		Reference in New Issue
	
	Block a user