147 lines
4.2 KiB
C++
147 lines
4.2 KiB
C++
//====================================================================================================
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//
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// Model names
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//
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// Paladin:
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// 2 - w_l2_c1 - vorpal sword
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// 3 - w_l3_c1 - axe
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// 4.1 - w_l41_c1 - purifier head
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// 4.2 - w_l42_c1 - purifier staff
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//
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// Crusader:
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// 2 - w_l2_c2 - ice staff
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// 3 - w_l3_c2 - meteor wand
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// 4.1 - w_l41_c2 - sun staff head
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// 4.2 - w_l42_c2 - sun staff staff
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//
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// Necromancer:
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// 2 - w_l2_c3 - magic missile
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// 3 - w_l3_c3 - bone shard
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// 4.1 - w_l41_c3 - set staff head
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// 4.2 - w_l42_c3 - set staff staff
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//
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// Assassin:
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// 2 - w_l2_c4 - crossbow
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// 3 - w_l3_c4 - grenade
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// 4.1 - w_l41_c4 - vindictus head
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// 4.2 - w_l42_c4 - vindctus staff
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//
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//
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// Succubus:
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// 2 - w_l2_c5 - Acid Orb
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// 3 - w_l3_c5 - Flame Orb
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// 4.1 - w_l41_c5 - Lightning head
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// 4.2 - w_l42_c5 - Lightning staff
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//
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//
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//====================================================================================================
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//====================================================================================================
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//
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// GENERIC WEAPON ARTIFACTS - DETERMINED BY PLAYER CLASS
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//
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//====================================================================================================
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/*QUAKED wp_weapon2 (0 1 1) (-8 -8 -44) (8 8 20) FLOATING
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In world weapon 2 pickup for single player mode
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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void wp_weapon2 (void)
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{
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precache_model("models/w_l2_c1.mdl");
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precache_model3("models/w_l2_c2.mdl");
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precache_model3("models/w_l2_c3.mdl");
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precache_model4("models/w_l2_c5.mdl");
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precache_model("models/w_l2_c4.mdl");
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CreateEntityNew(self,ENT_WEAPON2_ART,"models/w_l2_c1.mdl",SUB_Null);
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setsize(self,'0 0 0','0 0 0');
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self.hull=HULL_POINT;
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self.flags(+)FL_CLASS_DEPENDENT;
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self.touch = weapon_touch;
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self.items=IT_WEAPON2;
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StartItem ();
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}
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/*QUAKED wp_weapon3 (0 1 1) (-8 -8 -44) (8 8 20) FLOATING
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In world weapon 3 pickup for single player mode
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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void wp_weapon3 (void)
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{
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precache_model("models/w_l3_c1.mdl");
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precache_model3("models/w_l3_c2.mdl");
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precache_model3("models/w_l3_c3.mdl");
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precache_model4("models/w_l3_c5.mdl");
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precache_model("models/w_l3_c4.mdl");
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CreateEntityNew(self,ENT_WEAPON41_ART,"models/w_l3_c1.mdl",SUB_Null);
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setsize(self,'0 0 0','0 0 0');
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self.hull=HULL_POINT;
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self.flags(+)FL_CLASS_DEPENDENT;
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self.touch = weapon_touch;
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self.items=IT_WEAPON3;
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StartItem ();
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}
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/*QUAKED wp_weapon4_head (0 1 1) (-8 -8 -44) (8 8 20) FLOATING
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In world weapon 4 pickup (staff head) for single player mode
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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void wp_weapon4_head (void)
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{
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precache_model("models/w_l41_c1.mdl");
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precache_model3("models/w_l41_c2.mdl");
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precache_model3("models/w_l41_c3.mdl");
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precache_model4("models/w_l41_c5.mdl");
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precache_model("models/w_l41_c4.mdl");
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CreateEntityNew(self,ENT_WEAPON41_ART,"models/w_l41_c1.mdl",SUB_Null);
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setsize(self,'0 0 0','0 0 0');
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self.hull=HULL_POINT;
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self.flags(+)FL_CLASS_DEPENDENT;
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self.touch = weapon_touch;
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self.items=IT_WEAPON4_1;
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StartItem ();
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}
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/*QUAKED wp_weapon4_staff (0 1 1) (-8 -8 -44) (8 8 20) FLOATING
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In world weapon 4 pickup (staff) for single player mode
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-------------------------FIELDS-------------------------
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none
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--------------------------------------------------------
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*/
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void wp_weapon4_staff (void)
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{
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precache_model("models/w_l42_c1.mdl");
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precache_model3("models/w_l42_c2.mdl");
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precache_model3("models/w_l42_c3.mdl");
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precache_model4("models/w_l42_c5.mdl");
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precache_model("models/w_l42_c4.mdl");
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CreateEntityNew(self,ENT_WEAPON42_ART,"models/w_l42_c1.mdl",SUB_Null);
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setsize(self,'0 0 0','0 0 0');
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self.hull=HULL_POINT;
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self.flags(+)FL_CLASS_DEPENDENT;
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self.touch = weapon_touch;
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self.items=IT_WEAPON4_2;
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StartItem ();
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}
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