📄 misc.htm
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rnd1 = <a href="qc-glob.htm#self">self</a>.velocity_x + (-10 + (<a href="qc-built.htm#random">random</a>() * 20));
rnd2 = <a href="qc-glob.htm#self">self</a>.velocity_y + (-10 + (<a href="qc-built.htm#random">random</a>() * 20));
rnd3 = <a href="qc-glob.htm#self">self</a>.velocity_z + 10 + <a href="qc-built.htm#random">random</a>() * 10;
<b>if</b> (rnd1 > 10)
rnd1 = 5;
<b>if</b> (rnd1 < -10)
rnd1 = -5;
<b>if</b> (rnd2 > 10)
rnd2 = 5;
<b>if</b> (rnd2 < -10)
rnd2 = -5;
<b>if</b> (rnd3 < 10)
rnd3 = 15;
<b>if</b> (rnd3 > 30)
rnd3 = 25;
<a href="qc-glob.htm#self">self</a>.velocity_x = rnd1;
<a href="qc-glob.htm#self">self</a>.velocity_y = rnd2;
<a href="qc-glob.htm#self">self</a>.velocity_z = rnd3;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 0.5;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_think">think</a> = <a href="misc.htm#bubble_bob">bubble_bob</a>;
};
<i>/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/</i>
<i>/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/</i>
<a href="qc-types.htm#void">void</a>() <b>viewthing</b><a name="viewthing">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_NONE">MOVETYPE_NONE</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_NOT">SOLID_NOT</a>;
<a href="qc-built.htm#precache_model">precache_model</a> (<b>"progs/player.mdl"</b>);
<a href="qc-built.htm#setmodel">setmodel</a> (<a href="qc-glob.htm#self">self</a>, <b>"progs/player.mdl"</b>);
};
<i>/*
==============================================================================
SIMPLE BMODELS
==============================================================================
*/</i>
<a href="qc-types.htm#void">void</a>() <b>func_wall_use</b><a name="func_wall_use">=</a>
{ <i>// change to alternate textures</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_frame">frame</a> = 1 - <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_frame">frame</a>;
};
<i>/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/</i>
<a href="qc-types.htm#void">void</a>() <b>func_wall</b><a name="func_wall">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_angles">angles</a> = '0 0 0';
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_PUSH">MOVETYPE_PUSH</a>; <i>// so it doesn't get pushed by anything</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_BSP">SOLID_BSP</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_use">use</a> = <a href="misc.htm#func_wall_use">func_wall_use</a>;
<a href="qc-built.htm#setmodel">setmodel</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a>);
};
<i>/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/</i>
<a href="qc-types.htm#void">void</a>() <b>func_illusionary</b><a name="func_illusionary">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_angles">angles</a> = '0 0 0';
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_NONE">MOVETYPE_NONE</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_NOT">SOLID_NOT</a>;
<a href="qc-built.htm#setmodel">setmodel</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a>);
<a href="qc-built.htm#makestatic">makestatic</a> ();
};
<i>/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/</i>
<a href="qc-types.htm#void">void</a>() <b>func_episodegate</b><a name="func_episodegate">=</a>
{
<b>if</b> (!(<a href="qc-glob.htm#serverflags">serverflags</a> & <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_spawnflags">spawnflags</a>))
<b>return</b>; <i>// can still enter episode</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_angles">angles</a> = '0 0 0';
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_PUSH">MOVETYPE_PUSH</a>; <i>// so it doesn't get pushed by anything</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_BSP">SOLID_BSP</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_use">use</a> = <a href="misc.htm#func_wall_use">func_wall_use</a>;
<a href="qc-built.htm#setmodel">setmodel</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a>);
};
<i>/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players have all of the episode sigils.
*/</i>
<a href="qc-types.htm#void">void</a>() <b>func_bossgate</b><a name="func_bossgate">=</a>
{
<b>if</b> ( (<a href="qc-glob.htm#serverflags">serverflags</a> & 15) == 15)
<b>return</b>; <i>// all episodes completed</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_angles">angles</a> = '0 0 0';
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_movetype">movetype</a> = <a href="qc-defs.htm#MOVETYPE_PUSH">MOVETYPE_PUSH</a>; <i>// so it doesn't get pushed by anything</i>
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_solid">solid</a> = <a href="qc-defs.htm#SOLID_BSP">SOLID_BSP</a>;
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_use">use</a> = <a href="misc.htm#func_wall_use">func_wall_use</a>;
<a href="qc-built.htm#setmodel">setmodel</a> (<a href="qc-glob.htm#self">self</a>, <a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_model">model</a>);
};
<i>//============================================================================</i>
<i>/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_suck_wind</b><a name="ambient_suck_wind">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/suck1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/suck1.wav"</b>, 1, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_drone</b><a name="ambient_drone">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/drone6.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/drone6.wav"</b>, 0.5, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_flouro_buzz</b><a name="ambient_flouro_buzz">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/buzz1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/buzz1.wav"</b>, 1, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_drip</b><a name="ambient_drip">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/drip1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/drip1.wav"</b>, 0.5, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_comp_hum</b><a name="ambient_comp_hum">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/comp1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/comp1.wav"</b>, 1, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_thunder</b><a name="ambient_thunder">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/thunder1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/thunder1.wav"</b>, 0.5, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_light_buzz</b><a name="ambient_light_buzz">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/fl_hum1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/fl_hum1.wav"</b>, 0.5, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_swamp1</b><a name="ambient_swamp1">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/swamp1.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/swamp1.wav"</b>, 0.5, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/</i>
<a href="qc-types.htm#void">void</a>() <b>ambient_swamp2</b><a name="ambient_swamp2">=</a>
{
<a href="qc-built.htm#precache_sound">precache_sound</a> (<b>"ambience/swamp2.wav"</b>);
<a href="qc-built.htm#ambientsound">ambientsound</a> (<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_origin">origin</a>, <b>"ambience/swamp2.wav"</b>, 0.5, <a href="qc-defs.htm#ATTN_STATIC">ATTN_STATIC</a>);
};
<i>//============================================================================</i>
<a href="qc-types.htm#void">void</a>() <b>noise_think</b><a name="noise_think">=</a>
{
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 0.5;
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 1, <b>"enforcer/enfire.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 2, <b>"enforcer/enfstop.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 3, <b>"enforcer/sight1.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 4, <b>"enforcer/sight2.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 5, <b>"enforcer/sight3.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 6, <b>"enforcer/sight4.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
<a href="qc-built.htm#sound">sound</a> (<a href="qc-glob.htm#self">self</a>, 7, <b>"enforcer/pain1.wav"</b>, 1, <a href="qc-defs.htm#ATTN_NORM">ATTN_NORM</a>);
};
<i>/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/</i>
<a href="qc-types.htm#void">void</a>() <b>misc_noisemaker</b><a name="misc_noisemaker">=</a>
{
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/enfire.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/enfstop.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/sight1.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/sight2.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/sight3.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/sight4.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/pain1.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/pain2.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/death1.wav"</b>);
<a href="qc-built.htm#precache_sound2">precache_sound2</a> (<b>"enforcer/idle1.wav"</b>);
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_nextthink">nextthink</a> = <a href="qc-glob.htm#time">time</a> + 0.1 + <a href="qc-built.htm#random">random</a>();
<a href="qc-glob.htm#self">self</a>.<a href="qc-enty.htm#dot_think">think</a> = <a href="misc.htm#noise_think">noise_think</a>;
};
</pre></body></html>
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