mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-14 16:30:47 +00:00
596 lines
17 KiB
C++
596 lines
17 KiB
C++
/*
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server/main.qc
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mostly functions that will be called from the engine and are
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expected to exist
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Copyright (C) 2021-2022 NZ:P Team
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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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void() LS_Setup;
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void() PU_Init;
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void() SUB_Remove = {remove(self);}
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//called when starting server/loading the map
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void() main =
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{
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cheats_have_been_activated = false;
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}
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float ai_delay_time;
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//called for each frame that QC runs
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float zombie_cleaned_w;
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void() StartFrame =
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{
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framecount = framecount + 1;
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if (waypoint_mode) {
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if (!zombie_cleaned_w) {
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entity zent;
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zent = find (world, classname, "ai_zombie");
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while (zent)
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{
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/*
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if (zent.head)
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remove (zent.head);
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if (zent.larm)
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remove (zent.larm);
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if (zent.rarm)
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remove (zent.rarm);
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*/
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remove (zent);
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zent = find (zent, classname, "ai_zombie");
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}
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zombie_cleaned_w = true;
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zent = find (world, classname, "waypoint");
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while (zent)
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{
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if (zent.targetname)
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setmodel(zent, "models/way/normal_way_door.spr");
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else
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setmodel(zent, "models/way/normal_way.spr");
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zent = find (zent, classname, "waypoint");
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}
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zent = find (world, classname, "door_nzp_cost");
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while (zent)
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{
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zent.solid = SOLID_NOT;
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zent.touch = SUB_Null;
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zent = find (zent, classname, "door_nzp_cost");
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}
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zent = find (world, classname, "door_nzp");
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while (zent)
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{
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zent.solid = SOLID_NOT;
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zent.touch = SUB_Null;
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zent.solid = SOLID_NOT;
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zent = find (zent, classname, "door_nzp");
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}
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zent = find (world, classname, "window");
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while (zent)
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{
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zent.solid = SOLID_NOT;
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zent.touch = SUB_Null;
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zent = find (zent, classname, "window");
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}
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}
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return;
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}
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if (roundinit) {
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Round_Core();
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if (ai_delay_time < time) {
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Do_Zombie_AI ();
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ai_delay_time = time + 0.07;
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}
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} else {
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entity SpawnedIn;
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SpawnedIn = find(world, classname, "player");
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if (SpawnedIn) {
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entity getdog = find(world, classname, "spawn_dog");
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if (getdog)
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gotdog = 1;
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else
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gotdog = 0;
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updateDogRound();
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InitRounds();
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}
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}
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}
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string(string s) precache_model = #20;
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void() precaches =
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{
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precache_model ("models/player.mdl");
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//
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// Models
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//
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// sprites
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precache_model ("models/sprites/revive.spr");
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precache_model ("models/sprites/revive_white.spr");
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precache_model ("models/sprites/sprkle.spr");
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precache_model ("models/sprites/lightning.spr");
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precache_model ("models/sprites/null.spr");
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precache_model ("models/way/current_way.spr");
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precache_model ("models/way/current_way_door.spr");
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precache_model ("models/way/last_way.spr");
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precache_model ("models/way/last_way_door.spr");
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precache_model ("models/way/normal_way.spr");
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precache_model ("models/way/normal_way_door.spr");
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precache_model ("models/way/way_jump.spr");
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precache_model ("models/way/way_land.spr");
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// zombie
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precache_model ("models/ai/zfull.mdl");
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precache_model ("models/ai/zal(.mdl");
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precache_model ("models/ai/zar(.mdl");
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precache_model ("models/ai/zb%.mdl");
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precache_model ("models/ai/zh^.mdl");
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// zombie crawler
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precache_model ("models/ai/zcfull.mdl");
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precache_model ("models/ai/zbc%.mdl");
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precache_model ("models/ai/zalc(.mdl");
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precache_model ("models/ai/zarc(.mdl");
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precache_model ("models/ai/zhc^.mdl");
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// powerups
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precache_model ("models/sprites/explosion.spr");
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precache_model ("models/pu/perkbottle!.mdl");
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// start weapons
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precache_model ("models/weapons/m1911/v_colt.mdl");
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precache_model ("models/weapons/m1911/g_colt.mdl");
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precache_model ("models/weapons/knife/v_knife.mdl");
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precache_model ("models/weapons/grenade/v_grenade.mdl");
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precache_model ("models/weapons/grenade/g_grenade.mdl");
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precache_model ("models/weapons/grenade/g_betty.mdl");
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precache_model ("models/weapons/grenade/v_betty.mdl");
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precache_model ("models/weapons/morphine/v_morphine.mdl");
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//
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// Sounds
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//
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// player-made
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#ifdef FTE
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precache_sound("sounds/player/footstep1.wav");
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precache_sound("sounds/player/footstep2.wav");
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precache_sound("sounds/player/footstep3.wav");
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precache_sound("sounds/player/footstep4.wav");
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precache_sound("sounds/player/footstep5.wav");
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#endif // FTE
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precache_sound("sounds/player/jump.wav");
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precache_sound("sounds/player/land.wav");
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precache_sound("sounds/player/pain4.wav");
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// weapons
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precache_sound("sounds/weapons/colt/magin.wav");
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precache_sound("sounds/weapons/colt/magout.wav");
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precache_sound("sounds/weapons/colt/shoot.wav");
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precache_sound("sounds/weapons/colt/slide.wav");
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precache_sound("sounds/weapons/papfire.wav");
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// grenade
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precache_sound("sounds/weapons/grenade/prime.wav");
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precache_sound("sounds/weapons/grenade/throw.wav");
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precache_sound("sounds/weapons/grenade/explode.wav");
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// melee
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precache_sound("sounds/weapons/knife/knife_hitbod.wav");
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precache_sound("sounds/weapons/knife/knife.wav");
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precache_sound("sounds/weapons/knife/knife_hit.wav");
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// tunes
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precache_sound("sounds/rounds/eround.wav");
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precache_sound("sounds/rounds/nround.wav");
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precache_sound("sounds/rounds/splash.wav");
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precache_sound("sounds/music/end.wav");
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// misc
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precache_sound("sounds/misc/buy.wav");
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precache_sound("sounds/misc/wood_door.wav");
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precache_sound("sounds/misc/debris.wav");
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precache_sound("sounds/misc/denybuy.wav");
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// power-ups
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precache_sound ("sounds/pu/pickup.wav");
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precache_sound ("sounds/pu/byebye.wav");
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precache_sound ("sounds/pu/powerup.wav");
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precache_sound ("sounds/pu/drop.wav");
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// zombie walk
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precache_sound ("sounds/zombie/w0.wav");
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precache_sound ("sounds/zombie/w1.wav");
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precache_sound ("sounds/zombie/w2.wav");
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precache_sound ("sounds/zombie/w3.wav");
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precache_sound ("sounds/zombie/w4.wav");
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precache_sound ("sounds/zombie/w5.wav");
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precache_sound ("sounds/zombie/w6.wav");
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precache_sound ("sounds/zombie/w7.wav");
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precache_sound ("sounds/zombie/w8.wav");
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precache_sound ("sounds/zombie/w9.wav");
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// zombie run
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precache_sound ("sounds/zombie/r0.wav");
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precache_sound ("sounds/zombie/r1.wav");
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precache_sound ("sounds/zombie/r2.wav");
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precache_sound ("sounds/zombie/r3.wav");
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precache_sound ("sounds/zombie/r4.wav");
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precache_sound ("sounds/zombie/r5.wav");
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precache_sound ("sounds/zombie/r6.wav");
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precache_sound ("sounds/zombie/r7.wav");
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precache_sound ("sounds/zombie/r8.wav");
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precache_sound ("sounds/zombie/r9.wav");
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// zombie swipe
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precache_sound ("sounds/zombie/a0.wav");
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precache_sound ("sounds/zombie/a1.wav");
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precache_sound ("sounds/zombie/a2.wav");
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precache_sound ("sounds/zombie/a3.wav");
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precache_sound ("sounds/zombie/a4.wav");
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precache_sound ("sounds/zombie/a5.wav");
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precache_sound ("sounds/zombie/a6.wav");
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precache_sound ("sounds/zombie/a7.wav");
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// zombie death
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precache_sound ("sounds/zombie/d0.wav");
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precache_sound ("sounds/zombie/d1.wav");
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precache_sound ("sounds/zombie/d2.wav");
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precache_sound ("sounds/zombie/d3.wav");
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precache_sound ("sounds/zombie/d4.wav");
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precache_sound ("sounds/zombie/d5.wav");
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precache_sound ("sounds/zombie/d6.wav");
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precache_sound ("sounds/zombie/d7.wav");
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// zombie taunt
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precache_sound ("sounds/zombie/t0.wav");
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precache_sound ("sounds/zombie/t1.wav");
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precache_sound ("sounds/zombie/t2.wav");
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precache_sound ("sounds/zombie/t3.wav");
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precache_sound ("sounds/zombie/t4.wav");
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// zombie footsteps
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precache_sound ("sounds/zombie/s0.wav");
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precache_sound ("sounds/zombie/s1.wav");
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precache_sound ("sounds/zombie/sc0.wav");
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precache_sound ("sounds/zombie/sc1.wav");
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// null
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precache_sound("sounds/null.wav");
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}
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//called when map loaded
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void() worldspawn =
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{
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precaches();
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// Define all of our Light Styles
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LS_Setup();
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// Init Power-Ups
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PU_Init();
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#ifdef FTE
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clientstat(STAT_CURRENTMAG, EV_FLOAT, currentmag);
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clientstat(STAT_CURRENTMAG2, EV_FLOAT, currentmag2);
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clientstat(STAT_POINTS, EV_FLOAT, points);
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clientstat(STAT_WEAPON2FRAME, EV_FLOAT, weapon2frame);
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clientstat(STAT_WEAPON2MODEL, EV_STRING, weapon2model);
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clientstat(STAT_GRENADES, EV_FLOAT, primary_grenades);
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clientstat(STAT_SECGRENADES, EV_FLOAT, secondary_grenades);
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clientstat(STAT_PROGRESSBAR, EV_FLOAT, progress_bar_percent);
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clientstat(STAT_WEAPONDURATION, EV_FLOAT, weapon_animduration);
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clientstat(STAT_WEAPON2DURATION, EV_FLOAT, weapon2_animduration);
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clientstat(STAT_WEAPONZOOM, EV_FLOAT, zoom);
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clientstat(STAT_INSTA, EV_FLOAT, insta_icon);
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clientstat(STAT_X2, EV_FLOAT, x2_icon);
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clientstat(STAT_SPECTATING, EV_FLOAT, isspec);
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clientstat(STAT_PLAYERNUM, EV_FLOAT, playernum); // literally useless but will be kept in case
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clientstat(STAT_PLAYERSTANCE, EV_FLOAT, stance);
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clientstat(STAT_FACINGENEMY, EV_FLOAT, facingenemy);
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clientstat(STAT_VIEWZOOM, EV_FLOAT, viewzoom);
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#endif // FTE
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mappath = strcat("maps/", mapname);
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mappath = strzone(mappath);
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LoadWaypointData();
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//set game elements
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G_STARTPOINTS = 500;
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G_STARTROUND = 1;
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G_PRONEPOINTS = 0;
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G_STARTWEAPON[0] = W_COLT;
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G_STARTWEAPON[1] = 8;
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G_STARTWEAPON[2] = 32;
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G_WORLDTEXT = 1;
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G_PERKS = 0;
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G_PERKPOWER = 0;
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load_nzd();
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}
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void() SpectatorConnect =
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{
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bprint(PRINT_HIGH, self.netname);
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bprint(PRINT_HIGH, " has joined the spectators.\n");
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}
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void() RelinkZombies =
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{
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entity ent,ent2;
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local float i;
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local vector min, max;
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//warn
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ent = ent2 = world;
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while ((ent = find (ent, classname, "ai_zombie")))
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{
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if(ent.currentHitBoxSetup == 0)//empty bbox, we don't care to update
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continue;
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makevectors (ent.angles);
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for(i = 0; i < 3; i++)
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{
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if(i == 0)
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ent2 = ent.head;
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if(i == 1)
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ent2 = ent.larm;
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if(i == 2)
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ent2 = ent.rarm;
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if (ent2)
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{
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//setorigin (ent.head, ent.origin + v_right * ent.head.view_ofs_x + v_forward * ent.head.view_ofs_y + v_up * ent.head.view_ofs_z);
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setorigin (ent2, ent.origin);
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//fixme, move angles set and frame set to below the continue, we only want to update origin (maybe angles too?)
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ent2.angles = ent.angles;
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if(ent2.deadflag)
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ent2.frame = ent.frame;
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//if(OnlyOrigin)
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// continue;
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min = ent2.bbmins + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
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max = ent2.bbmaxs + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
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if(min_x > max_x) { min_x += max_x; max_x = min_x - max_x; min_x -= max_x; }
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if(min_y > max_y) { min_y += max_y; max_y = min_y - max_y; min_y -= max_y; }
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if(min_z > max_z) { min_z += max_z; max_z = min_z - max_z; min_z -= max_z; }
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setsize(ent2,min,max);
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}
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}
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}
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}
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void() LinkZombiesHitbox =
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{
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entity ent,ent2;
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local float i;
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local vector min, max;
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//warn
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ent = ent2 = world;
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while ((ent = find (ent, classname, "ai_zombie")))
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{
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if(ent.currentHitBoxSetup == 0)//empty bbox, we don't care to update
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continue;
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makevectors (ent.angles);
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for(i = 0; i < 3; i++)
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{
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if(i == 0)
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ent2 = ent.head;
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if(i == 1)
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ent2 = ent.larm;
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if(i == 2)
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ent2 = ent.rarm;
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if (ent2)
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{
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ent2.angles = ent.angles;
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if(ent2.deadflag)
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ent2.frame = ent.frame;
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//if(OnlyOrigin)
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// continue;
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min = ent2.bbmins + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
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max = ent2.bbmaxs + (v_right * ent2.view_ofs_x) + (v_forward * ent2.view_ofs_y) + (v_up * ent2.view_ofs_z);
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if(min_x > max_x) { min_x += max_x; max_x = min_x - max_x; min_x -= max_x; }
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if(min_y > max_y) { min_y += max_y; max_y = min_y - max_y; min_y -= max_y; }
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if(min_z > max_z) { min_z += max_z; max_z = min_z - max_z; min_z -= max_z; }
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setsize(ent2,min,max);
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}
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}
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}
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}
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void() EndFrame =
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{
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RelinkZombies();
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if (cheats_have_been_activated == false && cvar("sv_cheats") == 1) {
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cheats_have_been_activated = true;
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}
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};
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//
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// a large switch statement to convert asset paths made for
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// older versions of nzp to the new standard
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// TODO: add strlower or similar to all platforms.
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//
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string(string asset) convert_old_asset_path =
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{
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switch(asset) {
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case "models/machines/quick_revive.mdl":
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return "models/machines/quake_scale/quick_revive.mdl";
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case "models/machines/juggernog.mdl":
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return "models/machines/quake_scale/juggernog.mdl";
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case "models/machines/speed_cola.mdl":
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return "models/machines/quake_scale/speed_cola.mdl";
|
|
case "models/machines/double_tap.mdl":
|
|
return "models/machines/quake_scale/double_tap.mdl";
|
|
case "models/machines/flopper.mdl":
|
|
return "models/machines/quake_scale/flopper.mdl";
|
|
case "models/machines/staminup.mdl":
|
|
return "models/machines/quake_scale/staminup.mdl";
|
|
case "models/machines/deadshot.mdl":
|
|
return "models/machines/quake_scale/deadshot.mdl";
|
|
case "models/machines/mulekick.mdl":
|
|
return "models/machines/quake_scale/mulekick.mdl";
|
|
case "models/machines/pap.mdl":
|
|
return "models/machines/quake_scale/pap.mdl";
|
|
case "progs/Sprites/lamp_glow.spr":
|
|
return "models/sprites/lamp_glow.spr";
|
|
case "progs/Sprites/lamp_glow2.spr":
|
|
return "models/sprites/lamp_glow2.spr";
|
|
case "progs/Sprites/lamp_glow3.spr":
|
|
return "models/sprites/lamp_glow.spr";
|
|
case "progs/Props/Kino_boxes2.mdl":
|
|
case "progs/props/kino_boxes2.mdl":
|
|
return "models/props/Kino_boxes2.mdl";
|
|
case "progs/props/kino_boxes3.mdl":
|
|
return "models/props/Kino_boxes3.mdl";
|
|
case "progs/Props/Kino_boxes4.mdl":
|
|
case "progs/props/kino_boxes4.mdl":
|
|
return "models/props/Kino_boxes4.mdl";
|
|
case "progs/props/Kino_box.mdl":
|
|
case "progs/props/kino_box.mdl":
|
|
case "progs/Props/Kino_box.mdl":
|
|
return "models/props/Kino_box.mdl";
|
|
case "progs/Props/table_dinner.mdl":
|
|
return "models/props/table_dinner.mdl";
|
|
case "progs/Props/table_sq.mdl":
|
|
return "models/props/table_sq.mdl";
|
|
case "progs/Props/Kino_table.mdl":
|
|
case "progs/props/kino_table.mdl":
|
|
return "models/props/Kino_table.mdl";
|
|
case "progs/props/kino_couch.mdl":
|
|
return "models/props/kino_couch.mdl";
|
|
case "progs/Props/metal_chair.mdl":
|
|
return "models/props/metal_chair.mdl";
|
|
case "progs/Props/sandbags.mdl":
|
|
case "progs/props/sandbags.mdl":
|
|
return "models/props/sandbags.mdl";
|
|
case "progs/Props/shelf.mdl":
|
|
case "progs/props/shelf.mdl":
|
|
return "models/props/shelf.mdl";
|
|
case "progs/Props/dummy.mdl":
|
|
case "progs/props/dummy.mdl":
|
|
return "models/props/dummy.mdl";
|
|
case "progs/props/stand.mdl":
|
|
return "models/props/stand.mdl";
|
|
case "progs/Props/radio.mdl":
|
|
return "models/props/radio.mdl";
|
|
case "progs/Props/radiator.mdl":
|
|
return "models/props/radiator.mdl";
|
|
case "progs/Props/lamp_ndu.mdl":
|
|
case "progs/props/lamp_ndu.mdl":
|
|
return "models/props/lamp_ndu.mdl";
|
|
case "progs/Props/piano.mdl":
|
|
return "models/props/piano.mdl";
|
|
case "progs/props/teleporter.mdl":
|
|
return "models/props/teleporter.mdl";
|
|
case "progs/props/chandelier.mdl":
|
|
return "models/props/chandelier.mdl";
|
|
case "progs/props/vanity_table.mdl":
|
|
return "models/props/vanity_table.mdl";
|
|
case "progs/props/trash_con.mdl":
|
|
return "models/props/trash_con.mdl";
|
|
case "progs/props/kino_chairset.mdl":
|
|
return "models/props/kino_chairset.mdl";
|
|
case "progs/props/Kino_lounge.mdl":
|
|
return "models/props/Kino_lounge.mdl";
|
|
case "progs/props/kino_stageprop.mdl":
|
|
return "models/props/kino_stageprop.mdl";
|
|
case "progs/props/mainframe_pad.mdl":
|
|
return "models/props/mainframe_pad.mdl";
|
|
case "progs/Gmodels/g_mp40.mdl":
|
|
case "progs/gmodels/g_mp40.mdl":
|
|
return "models/weapons/mp40/g_mp40.mdl";
|
|
case "progs/gmodels/g_thomp.mdl":
|
|
return "models/weapons/thomp/g_thomp.mdl";
|
|
case "progs/Gmodels/g_betty.mdl":
|
|
case "progs/gmodels/g_betty.mdl":
|
|
return "models/weapons/grenade/g_betty.mdl";
|
|
case "progs/GModels/g_fg.mdl":
|
|
return "models/weapons/fg42/g_fg.mdl";
|
|
case "progs/gmodels/g_m1.mdl":
|
|
return "models/weapons/garand/g_m1.mdl";
|
|
case "progs/gmodels/g_trench.mdl":
|
|
return "models/weapons/trench/g_trench.mdl";
|
|
case "progs/gmodels/g_bar.mdl":
|
|
return "models/weapons/bar/g_bar.mdl";
|
|
case "progs/gmodels/g_grenade.mdl":
|
|
return "models/weapons/grenade/g_grenade.mdl";
|
|
case "progs/gmodels/g_gewehr.mdl":
|
|
return "models/weapons/gewehr/g_gewehr.mdl";
|
|
case "progs/gmodels/g_bowie.mdl":
|
|
return "models/weapons/knife/g_bowie.mdl";
|
|
case "progs/gmodels/g_type.mdl":
|
|
return "models/weapons/type/g_type.mdl";
|
|
case "progs/gmodels/g_stg.mdl":
|
|
return "models/weapons/stg/g_stg.mdl";
|
|
case "models/misc/lightning.spr":
|
|
return "models/sprites/lightning.spr";
|
|
case "models/Derped/Wall_lamp.mdl":
|
|
return "models/props/lamp_wall.mdl";
|
|
default: return asset;
|
|
}
|
|
|
|
return asset;
|
|
};
|