game-source/ctf/qwsrc/models.qc
Ragnvald Maartmann-Moe IV e16af82af2 Update for new QF features.
2003-03-03 19:17:04 +00:00

563 lines
9 KiB
C++

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