meshes.qc (2157B)
1 //static meshes====================== 2 //remember to call makestatic() 3 4 void() mesh_stalagmite = 5 { 6 self.solid = SOLID_BBOX; 7 setmodel(self, "models/stalag1.iqm"); 8 setsize(self, '-32 -32 -32', '32 32 64'); 9 self.classname = "mesh_stalagmite"; 10 self.movetype = MOVETYPE_NONE; 11 // self.touch = weapon_touch; 12 // self.parts = particleeffectnum("items.respawn"); 13 } 14 15 void() mesh_stalag2 = 16 { 17 self.solid = SOLID_BBOX; 18 setmodel(self, "models/stalag2.iqm"); 19 setsize(self, '-32 -32 -32', '32 32 64'); 20 self.classname = "mesh_stalag2"; 21 self.movetype = MOVETYPE_NONE; 22 } 23 24 void() mesh_ptest = 25 { 26 self.classname = "mesh_ptest"; 27 self.solid = SOLID_BBOX; 28 setmodel(self, "models/pmodel.iqm"); 29 setsize(self, '-32 -32 -32', '32 32 64'); 30 self.movetype = MOVETYPE_NONE; 31 } 32 33 //nonsolid props =============================================================== 34 //TODO: see if some/all of these 35 //can be moved to the client 36 void() mesh_bigcandle = 37 { 38 self.classname = "mesh_bigcandle"; 39 self.solid = SOLID_NOT; 40 self.movetype = MOVETYPE_NONE; 41 setmodel(self, "models/bigcandle.iqm"); 42 43 makestatic(self); 44 } 45 46 void() mesh_chandelier1 = 47 { 48 self.classname = "mesh_chandelier1"; 49 self.solid = SOLID_NOT; 50 self.movetype = MOVETYPE_NONE; 51 setmodel(self, "models/chandelier1.iqm"); 52 53 makestatic(self); 54 } 55 56 //Thinking decorations================= 57 //Particle emitters and whatnot 58 //DON'T call makestatic() 59 60 void() part_think = 61 { 62 local float firenum = particleeffectnum("fire.torchflame"); 63 // local vector org = self.origin + '0 0 20'; 64 65 pointparticles(firenum, self.origin, '0 0 1'); 66 67 // WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); 68 // WriteByte(MSG_MULTICAST, EVENT_EMITPARTICLES); 69 // WriteCoord(MSG_MULTICAST, self.origin_x); 70 // WriteCoord(MSG_MULTICAST, self.origin_y); 71 // WriteCoord(MSG_MULTICAST, self.origin_z); 72 // multicast(self.origin, MULTICAST_PVS); 73 74 self.nextthink = time + 0.3; 75 } 76 77 void() mesh_sconce1 = 78 { 79 self.solid = SOLID_NOT; 80 self.movetype = MOVETYPE_NONE; 81 self.classname = "flameparttest"; 82 setmodel(self, "models/sconce.iqm"); 83 84 self.nextthink = time + 1; 85 self.think = part_think; 86 }