hexen2/H2W/HCode/wp_art.hc
2000-11-10 00:00:00 +00:00

147 lines
4.2 KiB
C++

//====================================================================================================
//
// 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 ();
}