fangflecked-old

old project. ive since repurposed the name
git clone git://moonbender.net/fangflecked-old
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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 }