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	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/drown1.wav"</b>);		<i>// drowning pain</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/drown2.wav"</b>);		<i>// drowning pain</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/gasp1.wav"</b>);		<i>// gasping for air</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/gasp2.wav"</b>);		<i>// taking breath</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/h2odeath.wav"</b>);		<i>// drowning death</i>

	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/talk.wav"</b>);			<i>// talk</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/teledth1.wav"</b>);		<i>// telefrag</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/r_tele1.wav"</b>);		<i>// teleport sounds</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/r_tele2.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/r_tele3.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/r_tele4.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/r_tele5.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/lock4.wav"</b>);		<i>// ammo pick up</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/pkup.wav"</b>);		<i>// weapon up</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"items/armor1.wav"</b>);		<i>// armor up</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/lhit.wav"</b>);		<i>//lightning</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/lstart.wav"</b>);		<i>//lightning start</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"items/damage3.wav"</b>);

	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/power.wav"</b>);			<i>//lightning for boss</i>

<i>// player gib sounds</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/gib.wav"</b>);			<i>// player gib sound</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/udeath.wav"</b>);		<i>// player gib sound</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/tornoff2.wav"</b>);		<i>// gib sound</i>

<i>// player pain sounds</i>

	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/pain1.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/pain2.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/pain3.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/pain4.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/pain5.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/pain6.wav"</b>);

<i>// player death sounds</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/death1.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/death2.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/death3.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/death4.wav"</b>);
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/death5.wav"</b>);

<i>// ax sounds	</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"weapons/ax1.wav"</b>);			<i>// ax swoosh</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/axhit1.wav"</b>);		<i>// ax hit meat</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/axhit2.wav"</b>);		<i>// ax hit world</i>

	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/h2ojump.wav"</b>);		<i>// player jumping into water</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/slimbrn2.wav"</b>);		<i>// player enter slime</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/inh2o.wav"</b>);		<i>// player enter water</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/inlava.wav"</b>);		<i>// player enter lava</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/outwater.wav"</b>);		<i>// leaving water sound</i>

	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/lburn1.wav"</b>);		<i>// lava burn</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"player/lburn2.wav"</b>);		<i>// lava burn</i>

	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/water1.wav"</b>);			<i>// swimming</i>
	<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"misc/water2.wav"</b>);			<i>// swimming</i>

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/player.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/eyes.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/h_player.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/gib1.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/gib2.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/gib3.mdl"</b>);

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/s_bubble.spr"</b>);	<i>// drowning bubbles</i>
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/s_explod.spr"</b>);	<i>// sprite explosion</i>

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_axe.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_shot.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_nail.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_rock.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_shot2.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_nail2.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_rock2.mdl"</b>);

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/bolt.mdl"</b>);		<i>// for lightning gun</i>
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/bolt2.mdl"</b>);		<i>// for lightning gun</i>
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/bolt3.mdl"</b>);		<i>// for boss shock</i>
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/lavaball.mdl"</b>);	<i>// for testing</i>
	
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/missile.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/grenade.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/spike.mdl"</b>);
	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/s_spike.mdl"</b>);

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/backpack.mdl"</b>);

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/zom_gib.mdl"</b>);

	<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/v_light.mdl"</b>);
	

<i>//</i>
<i>// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.</i>
<i>//</i>

	<i>// 0 normal</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(0, <b>"m"</b>);
	
	<i>// 1 FLICKER (first variety)</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(1, <b>"mmnmmommommnonmmonqnmmo"</b>);
	
	<i>// 2 SLOW STRONG PULSE</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(2, <b>"abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"</b>);
	
	<i>// 3 CANDLE (first variety)</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(3, <b>"mmmmmaaaaammmmmaaaaaabcdefgabcdefg"</b>);
	
	<i>// 4 FAST STROBE</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(4, <b>"mamamamamama"</b>);
	
	<i>// 5 GENTLE PULSE 1</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(5,<b>"jklmnopqrstuvwxyzyxwvutsrqponmlkj"</b>);
	
	<i>// 6 FLICKER (second variety)</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(6, <b>"nmonqnmomnmomomno"</b>);
	
	<i>// 7 CANDLE (second variety)</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(7, <b>"mmmaaaabcdefgmmmmaaaammmaamm"</b>);
	
	<i>// 8 CANDLE (third variety)</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(8, <b>"mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"</b>);
	
	<i>// 9 SLOW STROBE (fourth variety)</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(9, <b>"aaaaaaaazzzzzzzz"</b>);
	
	<i>// 10 FLUORESCENT FLICKER</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(10, <b>"mmamammmmammamamaaamammma"</b>);

	<i>// 11 SLOW PULSE NOT FADE TO BLACK</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(11, <b>"abcdefghijklmnopqrrqponmlkjihgfedcba"</b>);
	
	<i>// styles 32-62 are assigned by the light program for switchable lights</i>

	<i>// 63 testing</i>
	<a href="qc-built.htm#lightstyle">lightstyle</a>(63, <b>"a"</b>);
};

<a href="qc-types.htm#void">void</a>() <b><a href="qc-glob.htm#f_StartFrame">StartFrame</a></b><a name="StartFrame">=</a>
{
	<a href="qc-glob.htm#teamplay">teamplay</a> = <a href="qc-built.htm#cvar">cvar</a>(<b>"teamplay"</b>);
	<a href="defs.htm#skill">skill</a> = <a href="qc-built.htm#cvar">cvar</a>(<b>"skill"</b>);
	<a href="defs.htm#framecount">framecount</a> = <a href="defs.htm#framecount">framecount</a> + 1;
};

<i>/*
==============================================================================

BODY QUE

==============================================================================
*/</i>


<a href="qc-types.htm#entity">entity</a> <b><a name="bodyque_head">bodyque_head</a></b>;

<a href="qc-types.htm#void">void</a>() <b>bodyque</b><a name="bodyque">=</a>
{	<i>// just here so spawn functions don't complain after the world</i>
	<i>// creates bodyques</i>
};

<a href="qc-types.htm#void">void</a>() <b>InitBodyQue</b><a name="InitBodyQue">=</a>
{
	<b>local</b> <a href="qc-types.htm#entity">entity</a>	e;
	
	<a href="world.htm#bodyque_head">bodyque_head</a> = <a href="qc-built.htm#spawn">spawn</a>();
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_classname">classname</a> = <b>"bodyque"</b>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a> = <a href="qc-built.htm#spawn">spawn</a>();
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_classname">classname</a> = <b>"bodyque"</b>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a> = <a href="qc-built.htm#spawn">spawn</a>();
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_classname">classname</a> = <b>"bodyque"</b>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a> = <a href="qc-built.htm#spawn">spawn</a>();
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_classname">classname</a> = <b>"bodyque"</b>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a>.<a href="qc-enty.htm#dot_owner">owner</a> = <a href="world.htm#bodyque_head">bodyque_head</a>;
};


<i>// make a body que entry for the given ent so the ent can be</i>
<i>// respawned elsewhere</i>
<a href="qc-types.htm#void">void</a>(<a href="qc-types.htm#entity">entity</a> ent) <b>CopyToBodyQue</b><a name="CopyToBodyQue">=</a>
{
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_angles">angles</a> = ent.<a href="qc-enty.htm#dot_angles">angles</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_model">model</a> = ent.<a href="qc-enty.htm#dot_model">model</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_modelindex">modelindex</a> = ent.<a href="qc-enty.htm#dot_modelindex">modelindex</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_frame">frame</a> = ent.<a href="qc-enty.htm#dot_frame">frame</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_colormap">colormap</a> = ent.<a href="qc-enty.htm#dot_colormap">colormap</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = ent.<a href="qc-enty.htm#dot_movetype">movetype</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_velocity">velocity</a> = ent.<a href="qc-enty.htm#dot_velocity">velocity</a>;
	<a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_flags">flags</a> = 0;
	<a href="qc-built.htm#setorigin">setorigin</a> (<a href="world.htm#bodyque_head">bodyque_head</a>, ent.<a href="qc-enty.htm#dot_origin">origin</a>);
	<a href="qc-built.htm#setsize">setsize</a> (<a href="world.htm#bodyque_head">bodyque_head</a>, ent.<a href="qc-enty.htm#dot_mins">mins</a>, ent.<a href="qc-enty.htm#dot_maxs">maxs</a>);
	<a href="world.htm#bodyque_head">bodyque_head</a> = <a href="world.htm#bodyque_head">bodyque_head</a>.<a href="qc-enty.htm#dot_owner">owner</a>;
};



</pre></body></html>

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