//==================================================================================================== // // Model names // // Paladin: // 2 - w_l2_c1 - vorpal sword // 3 - w_l3_c1 - axe // 4.1 - w_l41_c1 - purifier head // 4.2 - w_l42_c1 - purifier staff // // Crusader: // 2 - w_l2_c2 - ice staff // 3 - w_l3_c2 - meteor wand // 4.1 - w_l41_c2 - sun staff head // 4.2 - w_l42_c2 - sun staff staff // // Necromancer: // 2 - w_l2_c3 - magic missile // 3 - w_l3_c3 - bone shard // 4.1 - w_l41_c3 - set staff head // 4.2 - w_l42_c3 - set staff staff // // Assassin: // 2 - w_l2_c4 - crossbow // 3 - w_l3_c4 - grenade // 4.1 - w_l41_c4 - vindictus head // 4.2 - w_l42_c4 - vindctus staff // // // Succubus: // 2 - w_l2_c5 - Acid Orb // 3 - w_l3_c5 - Flame Orb // 4.1 - w_l41_c5 - Lightning head // 4.2 - w_l42_c5 - Lightning staff // // //==================================================================================================== //==================================================================================================== // // GENERIC WEAPON ARTIFACTS - DETERMINED BY PLAYER CLASS // //==================================================================================================== /*QUAKED wp_weapon2 (0 1 1) (-8 -8 -44) (8 8 20) FLOATING In world weapon 2 pickup for single player mode -------------------------FIELDS------------------------- none -------------------------------------------------------- */ void wp_weapon2 (void) { precache_model("models/w_l2_c1.mdl"); precache_model2("models/w_l2_c2.mdl"); precache_model2("models/w_l2_c3.mdl"); precache_model5("models/w_l2_c5.mdl"); precache_model("models/w_l2_c4.mdl"); CreateEntityNew(self,ENT_WEAPON2_ART,"models/w_l2_c1.mdl",SUB_Null); setsize(self,'0 0 0','0 0 0'); self.hull=HULL_POINT; self.flags(+)FL_CLASS_DEPENDENT; self.touch = weapon_touch; self.items=IT_WEAPON2; StartItem (); } /*QUAKED wp_weapon3 (0 1 1) (-8 -8 -44) (8 8 20) FLOATING In world weapon 3 pickup for single player mode -------------------------FIELDS------------------------- none -------------------------------------------------------- */ void wp_weapon3 (void) { precache_model("models/w_l3_c1.mdl"); precache_model2("models/w_l3_c2.mdl"); precache_model2("models/w_l3_c3.mdl"); precache_model5("models/w_l3_c5.mdl"); precache_model("models/w_l3_c4.mdl"); CreateEntityNew(self,ENT_WEAPON41_ART,"models/w_l3_c1.mdl",SUB_Null); setsize(self,'0 0 0','0 0 0'); self.hull=HULL_POINT; self.flags(+)FL_CLASS_DEPENDENT; self.touch = weapon_touch; self.items=IT_WEAPON3; StartItem (); } /*QUAKED wp_weapon4_head (0 1 1) (-8 -8 -44) (8 8 20) FLOATING In world weapon 4 pickup (staff head) for single player mode -------------------------FIELDS------------------------- none -------------------------------------------------------- */ void wp_weapon4_head (void) { precache_model("models/w_l41_c1.mdl"); precache_model2("models/w_l41_c2.mdl"); precache_model2("models/w_l41_c3.mdl"); precache_model5("models/w_l41_c5.mdl"); precache_model("models/w_l41_c4.mdl"); CreateEntityNew(self,ENT_WEAPON41_ART,"models/w_l41_c1.mdl",SUB_Null); setsize(self,'0 0 0','0 0 0'); self.hull=HULL_POINT; self.flags(+)FL_CLASS_DEPENDENT; self.touch = weapon_touch; self.items=IT_WEAPON4_1; StartItem (); } /*QUAKED wp_weapon4_staff (0 1 1) (-8 -8 -44) (8 8 20) FLOATING In world weapon 4 pickup (staff) for single player mode -------------------------FIELDS------------------------- none -------------------------------------------------------- */ void wp_weapon4_staff (void) { precache_model("models/w_l42_c1.mdl"); precache_model2("models/w_l42_c2.mdl"); precache_model2("models/w_l42_c3.mdl"); precache_model5("models/w_l42_c5.mdl"); precache_model("models/w_l42_c4.mdl"); CreateEntityNew(self,ENT_WEAPON42_ART,"models/w_l42_c1.mdl",SUB_Null); setsize(self,'0 0 0','0 0 0'); self.hull=HULL_POINT; self.flags(+)FL_CLASS_DEPENDENT; self.touch = weapon_touch; self.items=IT_WEAPON4_2; StartItem (); }