ai_combat_spot | When searching in the whole code for "ai_combat_spot", only two results are found: g_spawn.c (three occurences: two for the actual routine name 'SP_ai_combat_spot' and one for the entity classname) and g_ai_ents.c (one occurence for the actual routine name 'SP_ai_combat_spot'). When spawned, the entity's size is set and dropped to the floor like every other AI-related entity (in deathmatch, the entity is removed). There's no other reference to this entity anywhere else and the code itself doesn't trigger anything, so I expect this entity to be unusable (even though it is present in three maps: pv_1, ty3 and ty4.) |
ai_ty_mo_boundry | This is a standard solid trigger. On touch, the entity check if the activator is the player. If not, the processing is aborded. If it is, nothing happen because the routine contains nothing else. There's no other reference to this entity anywhere else in the game source code. The entity is never used in any map. |
cast_buma | Loads "models/actors/bum_seg/parta.mdx" (missing, head), "models/actors/bum_seg/partb.mdx" (missing, body), set health to 100, before gibbing strength to 40 and mass to 100 -- the entity then cycles through frame 0 to 17, emitting "actors/bum/bum.wav" every now and then (might also switch to another routine where going through 0 to 74 before going back to main loop). Death event doesn't seems to be handled so I expect the game to crash when character is killed (or the guy cannot die at all). |
cast_bumb | Initialization is the exact same as cast_buma. During its life time, the entity is supposed to go through frame 0 to 218, then reinitialize to frame 75 and start another cycle till 117 (then, like cast_buma, might emitt "actors/bum/bum.wav" and get back to previous loop), death event doesn't seems to be handled so I expect the game to crash when character is killed (or the guy cannot die at all). |
cast_punk_window | Loads "models/actors/fidelC/tris.md2" (missing), set health to 1. While idle, the entity cycles through frames 0 to 211. When triggered, "actors/specific/spec3.wav" is played but nothing else happen. The actor must die in order to trigger the rest of the animation (frames 322 to 336). I expect a trigger_hurt was to be summoned upon this guy -- I also expect the window to be a mdx model as the routine seems to have a pointer for its indexing... but I'm not sure. |
elps | Loads "models/actors/elps_seg/up.mdx" (missing, head), "models/actors/elps_seg/fwd.mdx" (missing, body), "models/actors/elps_seg/rt.mdx" (missing, legs), "models/actors/elps_seg/diag.mdx" (missing, gun). On initialization, health is set to 1000, then the entity starts rotating by 3 degrees. Said to be a test entity for mdx bbox hit. |
func_subdoor_base | A complex rotating door working in 'team' with func_subdoor_handle1 and func_subdoor_handle2, should very likely be a sub-mariner kinda door although I never managed to make it work correcly (it remains unused in Kingpin). This entity is the main door and should be set like func_door_rotating. |
func_subdoor_handle1 | Part of a complex func_subdoor_base door. On initialization, the entity's 'handleflag' is set to '1' and nothing else happen. This entity seems to be called from another func_door_rotating routine (also used by func_subdoor_base) because of the 'handleflag'. I think this entity is bound to func_subdoor_base correctly. (see above). |
func_subdoor_handle2 | Part of a complex func_subdoor_base door. On initialization, the entity's 'handle2flag' is set to '1' and nothing else happen. This classname is called by two routines: door_go_down and door_go_up (for special rotations around the X or Y axis), nowhere else (see above). |
misc_barry_bitch | Loads "models/actors/bitch/head.mdx" (head), "models/actors/bitch/body.mdx" (body), "models/actors/bitch/legs.mdx" (leg). The entity then cycles through frame 0 to 761 while the current frame number is shown in the console. |
misc_corky_fidel_mdx_pcx | Loads "models/actors/thug/head.mdx" (head), "models/actors/thug/body.mdx" (body), "models/actors/thug/legs.mdx" (legs). The entity do nothing at all and just stand still. |
misc_corky_fidel_mdx_tga | Loads "models/actors/fidel_tga/head.mdx" (missing, head), "models/actors/fidel_tga/upper_body.mdx" (missing, body), "models/actors/fidel_tga/lower_body.mdx" (missing, legs). The entity do nothing at all and just stand still. |
func_object_repair | Changes its classname to 'object_repair' on initialization, set health to 100, defines default 'delay' value to '1', set solid bsp box without model. When idle, emmit sparks every 'delay' seconds (the death event is 'handled' there and not during initilization like it should). On death, all 'target' entities are triggered and the entity heal itself to 100 health points ever 'delay' seconds while emitting more sparks... I have no idea what it was meant to be. |
item_jetpack | Loads "models/items/misc/jetpack/jetpack.mdx" (missing), the item itself is coded but the functional code is not totally implemented. |
refl | Loads "models/vehicles/car/viper/tris.md2" (missing), the entity just spawns with a RF_REFL_MAP render flag. |
rotating_light | Loads "models/objects/light/tris.md2" (missing). Beside that, should work. |
misc_amb4 | Loads "world/amb4.wav" (missing). Beside that, should work. |
misc_car | Loads "models/vehicles/cars/viper/tris.md2" (missing). Beside that, should work. |
misc_cut_scene | This entity can be used, but won't be spawned. |
misc_fidela | Loads "models/actors/fidel_mdx/head.mdx" (missing, head), "models/actors/fidel_mdx/upper_body.mdx" (missing, body), "models/actors/fidel_mdx/lower_body.mdx" (missing, legs), cycles through frames 0 to 54. |
misc_skidrow_radio_repeater | This entity can be spawned even though the code contain nothing special. But there's no references to this classname anywhere else in the code. Unused in Kingpin. |
misc_smoke | Loads "sprites/s_smoke4.sp2" (missing), Kingpin do not support .SP2 anymore, supposed to be a smoke effect. |
misc_pv_afraid | The entity is correctly initialized and spawn properly. However, there's no reference to this entity anywhere except it's never referenced anywhere but in the spawning routines themselves. So no one ever runs to that entity. |
sfx_beacon | Never used in Kingpin, represent a rotating lighthouse's light beam, but it looks quite dirty in my opinion. |
viewthing | Loads "models/objects/banner/tris.md2" (missing). When idle, cycles through frames 0 to 7. |
func_clock | This is a particularly difficult entity to use and must interact with target_string and target_character. Unfortunately, while it was usable (and used) in Quake II, this entity is broken in Kingpin because target_character requires specific texture filenames and format Kingpin do no longer support (.WAL) |
target_blaster | Loads "weapons/laser2.wav" (missing), "misc/lasfly.wave" (missing) and "models/objects/laser/tris.md2" (missing). Beside that, it should work. |
target_character | Useless by itself, must be part of a more complex structure involving target_string. Used in Quake II but unusable in Kingpin (see func_clock). |
target_earthquake | Loads "world/quake.wav" (missing). Unused in Kingpin but works. |
target_goal | Unused in Kingpin, could work (although useless). |
target_laser | Unused in Kingpin but works. |
target_lightramp | Unused in Kingpin but works. |
target_mal_laser | Unused in Kingpin but works. |
target_secret | Unused in Kingpin, could work (although useless). |
target_spawner | Unused in Kingpin but works. |
target_string | Useless by itself, must be part of a more complex structure involving target_character. Used in Quake II but unusable in Kingpin (see target_character). |
target_temp_entity | Unused in Kingpin, could work. |
trigger_gravity | Unused in Quake II and Kingpin, could work. |
trigger_key | Unused in Kingpin but seems pretty reliable to me. |
trigger_monsterjump | Unused in Kingpin, could work. |
func_conveyor | Unused in Quake II and Kingpin but seems pretty reliable to me. |
func_door_secret | These are standard sliding doors with an intermediary move, unused in Kingpin but it seems pretty reliable to me. |
func_lift | Unused in Kingpin but 100% functional. |
func_object | Unused in Kingpin but seems pretty reliable to me. |
item_health | Loads "models/items/healing/medium/tris.md2" (missing) and "items/n_health.wav" (missing). Beside that, it should work. |
item_health_large | Loads "models/items/healing/large/tris.md2" (missing) and "items/l_health.wav" (missing). Beside that, it should work. |
item_health_mega | Loads "models/items/mega_h/tris.md2" (missing) and "items/m_health.wav" (missing). Beside that, it should work. |
item_health_small | Loads "models/items/healing/stimpack/tris.md2" (missing) and "items/s_health.wav" (missing). Beside that, it should work. |
misc_gib_arm | Loads "models/objets/gibs/arm/tris.md2" (missing). Beside that, it should work. |
misc_gib_leg | Loads "models/objets/gibs/leg/tris.md2" (missing). Beside that, it should work. |
misc_gib_head | Loads "models/objets/gibs/head/tris.md2" (missing). Beside that, it should work. |