forked from id/quake-qw-qc
611 lines
10 KiB
C++
611 lines
10 KiB
C++
/*
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models.qc
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model definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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/*
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===============================================================================
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WORLD WEAPONS
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===============================================================================
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*/
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$modelname g_shot
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$cd /raid/quake/id1/models/g_shot
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$origin 0 0 -24
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame shot1
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$modelname g_nail
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$cd /raid/quake/id1/models/g_nail
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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$modelname g_nail2
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$cd /raid/quake/id1/models/g_nail2
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot2
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$modelname g_rock
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$cd /raid/quake/id1/models/g_rock
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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$modelname g_rock2
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$cd /raid/quake/id1/models/g_rock2
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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$modelname g_light
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$cd /raid/quake/id1/models/g_light
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$flags 8 // client side rotate
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$origin 0 0 -24
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$base base
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$skin skin
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$frame shot1
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/*
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===============================================================================
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VIEW WEAPONS
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===============================================================================
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*/
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$modelname v_axe
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$cd /raid/quake/id1/models/v_axe
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$origin 0 5 54
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$base base
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$skin skin
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$frame frame1 frame2 frame3 frame4 frame5 frame6 frame7 frame8 frame9
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$modelname v_shot
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$cd /raid/quake/id1/models/v_shot
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
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$modelname v_shot2
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$cd /raid/quake/id1/models/v_shot2
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$origin 0 0 56
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
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$modelname v_rock2
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$cd /raid/quake/id1/models/v_rock2
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot6
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$modelname v_rock
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$cd /raid/quake/id1/models/v_rock
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7
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$modelname v_nail2
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$cd /raid/quake/id1/models/v_nail2
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
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$modelname v_nail
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$cd /raid/quake/id1/models/v_nail
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 shot8 shot9
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$modelname v_light
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$cd /raid/quake/id1/models/v_light
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$origin 0 0 54
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$base base
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$skin skin
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$frame shot1 shot2 shot3 shot4 shot5
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/*
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===============================================================================
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ITEMS
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===============================================================================
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*/
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$modelname w_g_key
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$cd /raid/quake/id1/models/w_g_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname w_s_key
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$cd /raid/quake/id1/models/w_s_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname m_g_key
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$cd /raid/quake/id1/models/m_g_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname m_s_key
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$cd /raid/quake/id1/models/m_s_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname b_g_key
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$cd /raid/quake/id1/models/b_g_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname b_s_key
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$cd /raid/quake/id1/models/b_s_key
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname quaddama
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$cd /raid/quake/id1/models/quaddama
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname invisibl
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$cd /raid/quake/id1/models/invisibl
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname invulner
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$flags 8 // client side rotate
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$cd /raid/quake/id1/models/invulner
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$base base
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$skin skin
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$frame frame1
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//modelname jetpack
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//cd /raid/quake/id1/models/jetpack
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//flags 8 // client side rotate
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//base base
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//skin skin
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//frame frame1
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$modelname cube
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$cd /raid/quake/id1/models/cube
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname suit
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$cd /raid/quake/id1/models/suit
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname boots
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$cd /raid/quake/id1/models/boots
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end1
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$cd /raid/quake/id1/models/end1
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end2
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$cd /raid/quake/id1/models/end2
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end3
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$cd /raid/quake/id1/models/end3
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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$modelname end4
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$cd /raid/quake/id1/models/end4
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$flags 8 // client side rotate
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$base base
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$skin skin
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$frame frame1
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/*
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===============================================================================
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GIBS
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===============================================================================
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*/
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$modelname gib1
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$cd /raid/quake/id1/models/gib1
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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// torso
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$modelname gib2
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$cd /raid/quake/id1/models/gib2
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname gib3
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$cd /raid/quake/id1/models/gib3
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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// heads
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$modelname h_player
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$cd /raid/quake/id1/models/h_player
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_dog
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$cd /raid/quake/id1/models/h_dog
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_mega
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$cd /raid/quake/id1/models/h_mega
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_guard
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$cd /raid/quake/id1/models/h_guard
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_wizard
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$cd /raid/quake/id1/models/h_wizard
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_knight
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$cd /raid/quake/id1/models/h_knight
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_hellkn
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$cd /raid/quake/id1/models/h_hellkn
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_zombie
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$cd /raid/quake/id1/models/h_zombie
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_shams
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$cd /raid/quake/id1/models/h_shams
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_shal
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$cd /raid/quake/id1/models/h_shal
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_ogre
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$cd /raid/quake/id1/models/h_ogre
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname h_demon
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$cd /raid/quake/id1/models/h_demon
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$flags 4 // EF_GIB
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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/*
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===============================================================================
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MISC
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===============================================================================
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*/
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$modelname armor
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$cd /raid/quake/id1/models/armor
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$flags 8 // client side rotate
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$origin 0 0 -8
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$base base
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$skin skin
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$skin skin2
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$skin skin3
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$frame armor
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$modelname s_light // shambler lightning ready
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$cd /raid/quake/id1/models/s_light
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$origin 0 0 24
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$base base
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$skin skin
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$frame frame1 frame2 frame3
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$modelname bolt3 // lightning towar bolts
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$cd /raid/quake/id1/models/bolt2
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$origin 0 0 0
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$base base
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$scale 4
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$skin skin
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$frame light
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$modelname bolt2
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$cd /raid/quake/id1/models/bolt2
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$origin 0 0 0
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$base base
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$skin skin
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$frame light
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$modelname bolt
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$cd /raid/quake/id1/models/bolt
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$origin 0 0 0
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$base light
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$skin light
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$frame light
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$modelname laser
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$cd /raid/quake/id1/models/laser
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$base base
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$skin skin
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$scale 2
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$frame frame1
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$modelname flame // with torch
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$cd /raid/quake/id1/models/flame
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$origin 0 0 12
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$base base
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$skin skin
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$framegroupstart
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$frame flame1 0.1
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$frame flame2 0.1
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$frame flame3 0.1
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$frame flame4 0.1
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$frame flame5 0.1
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$frame flame6 0.1
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$framegroupend
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$modelname flame2 // standing flame, no torch
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$cd /raid/quake/id1/models/flame2
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$origin 0 0 12
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$base base
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$skin skin
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$framegroupstart
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$frame flame1 0.1
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$frame flame2 0.1
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$frame flame3 0.1
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$frame flame4 0.1
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$frame flame5 0.1
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$frame flame6 0.1
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$framegroupend
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$framegroupstart
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$frame flameb1
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$frame flameb2
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$frame flameb3
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$frame flameb4
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$frame flameb5
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$frame flameb6
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$frame flameb7
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$frame flameb8
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$frame flameb9
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$frame flameb10
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$frame flameb11
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$framegroupend
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$modelname zom_gib
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$cd /raid/quake/id1/models/zom_gib
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$flags 32 // EF_ZOMGIB
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$base base
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$skin skin
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$frame frame1
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$modelname eyes
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$cd /raid/quake/id1/models/eyes
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$origin 0 0 -24
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$base base
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$skin skin
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$frame frame1
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$modelname spike
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$cd /raid/quake/id1/models/spike
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$origin 0 0 0
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$base spike
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$skin skin
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$frame spike
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$modelname s_spike
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$cd /raid/quake/id1/models/s_spike
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$origin 0 0 0
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$base spike
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$skin skin
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$frame spike
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$modelname v_spike
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$cd /raid/quake/id1/models/v_spike
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$flags 128 // EF_TRACER3
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname w_spike
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$cd /raid/quake/id1/models/w_spike
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$flags 16 // EF_TRACER
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$origin 0 0 0
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$base base
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$skin skin
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$framegroupstart
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$frame frame1 0.1
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$frame frame2 0.1
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$frame frame3 0.1
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$frame frame4 0.1
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$framegroupend
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$modelname k_spike
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$cd /raid/quake/id1/models/k_spike
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$flags 64 // EF_TRACER2
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname backpack
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$cd /raid/quake/id1/models/backpack
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$flags 8 // EF_ROTATE
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname grenade
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$cd /raid/quake/id1/models/grenade2
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$flags 2 // EF_GRENADE
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$origin 0 0 0
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$base base
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$skin skin
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$frame grenade
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$modelname missile
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$cd /raid/quake/id1/models/missile
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$flags 1 // EF_ROCKET
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$origin 0 0 0
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$base base
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$skin skin
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$frame missile
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$modelname lavaball
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$cd /raid/quake/id1/models/lavaball
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$flags 1 // EF_ROCKET
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$origin 0 0 0
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$base base
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$skin skin
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$frame frame1
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$modelname teleport
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$cd /raid/quake/id1/models/teleport
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$origin 0 0 24
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$base base
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$skin skin
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$frame frame1
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