ref: bf5f906a21121a00f6b264c90539392d4a68e3ba
dir: /qw-qc/models.qc/
/* models.qc model definitions Copyright (C) 1996-1997 Id Software, Inc. 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 */ /* =============================================================================== WORLD WEAPONS =============================================================================== */ $modelname g_shot $cd /raid/quake/id1/models/g_shot $origin 0 0 -24 $flags 8 // client side rotate $base base $skin skin $frame shot1 $modelname g_nail $cd /raid/quake/id1/models/g_nail $flags 8 // client side rotate $origin 0 0 -24 $base base $skin skin $frame shot1 $modelname g_nail2 $cd /raid/quake/id1/models/g_nail2 $flags 8 // client side rotate $origin 0 0 -24 $base base $skin skin $frame shot2 $modelname g_rock $cd /raid/quake/id1/models/g_rock $flags 8 // client side rotate $origin 0 0 -24 $base base $skin skin $frame shot1 $modelname g_rock2 $cd /raid/quake/id1/models/g_rock2 $flags 8 // client side rotate $origin 0 0 -24 $base base $skin skin $frame shot1 $modelname g_light $cd /raid/quake/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 /raid/quake/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 /raid/quake/id1/models/v_shot $origin 0 0 54 $base base $skin skin $frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 $modelname v_shot2 $cd /raid/quake/id1/models/v_shot2 $origin 0 0 56 $base base $skin skin $frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 $modelname v_rock2 $cd /raid/quake/id1/models/v_rock2 $origin 0 0 54 $base base $skin skin $frame shot1 shot2 shot3 shot4 shot5 shot6 shot6 $modelname v_rock $cd /raid/quake/id1/models/v_rock $origin 0 0 54 $base base $skin skin $frame shot1 shot2 shot3 shot4 shot5 shot6 shot7 $modelname v_nail2 $cd /raid/quake/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 /raid/quake/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 /raid/quake/id1/models/v_light $origin 0 0 54 $base base $skin skin $frame shot1 shot2 shot3 shot4 shot5 /* =============================================================================== ITEMS =============================================================================== */ $modelname w_g_key $cd /raid/quake/id1/models/w_g_key $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname w_s_key $cd /raid/quake/id1/models/w_s_key $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname m_g_key $cd /raid/quake/id1/models/m_g_key $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname m_s_key $cd /raid/quake/id1/models/m_s_key $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname b_g_key $cd /raid/quake/id1/models/b_g_key $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname b_s_key $cd /raid/quake/id1/models/b_s_key $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname quaddama $cd /raid/quake/id1/models/quaddama $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname invisibl $cd /raid/quake/id1/models/invisibl $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname invulner $flags 8 // client side rotate $cd /raid/quake/id1/models/invulner $base base $skin skin $frame frame1 //modelname jetpack //cd /raid/quake/id1/models/jetpack //flags 8 // client side rotate //base base //skin skin //frame frame1 $modelname cube $cd /raid/quake/id1/models/cube $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname suit $cd /raid/quake/id1/models/suit $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname boots $cd /raid/quake/id1/models/boots $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname end1 $cd /raid/quake/id1/models/end1 $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname end2 $cd /raid/quake/id1/models/end2 $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname end3 $cd /raid/quake/id1/models/end3 $flags 8 // client side rotate $base base $skin skin $frame frame1 $modelname end4 $cd /raid/quake/id1/models/end4 $flags 8 // client side rotate $base base $skin skin $frame frame1 /* =============================================================================== GIBS =============================================================================== */ $modelname gib1 $cd /raid/quake/id1/models/gib1 $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 // torso $modelname gib2 $cd /raid/quake/id1/models/gib2 $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname gib3 $cd /raid/quake/id1/models/gib3 $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 // heads $modelname h_player $cd /raid/quake/id1/models/h_player $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_dog $cd /raid/quake/id1/models/h_dog $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_mega $cd /raid/quake/id1/models/h_mega $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_guard $cd /raid/quake/id1/models/h_guard $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_wizard $cd /raid/quake/id1/models/h_wizard $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_knight $cd /raid/quake/id1/models/h_knight $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_hellkn $cd /raid/quake/id1/models/h_hellkn $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_zombie $cd /raid/quake/id1/models/h_zombie $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_shams $cd /raid/quake/id1/models/h_shams $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_shal $cd /raid/quake/id1/models/h_shal $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_ogre $cd /raid/quake/id1/models/h_ogre $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 $modelname h_demon $cd /raid/quake/id1/models/h_demon $flags 4 // EF_GIB $origin 0 0 0 $base base $skin skin $frame frame1 /* =============================================================================== MISC =============================================================================== */ $modelname armor $cd /raid/quake/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 /raid/quake/id1/models/s_light $origin 0 0 24 $base base $skin skin $frame frame1 frame2 frame3 $modelname bolt3 // lightning towar bolts $cd /raid/quake/id1/models/bolt2 $origin 0 0 0 $base base $scale 4 $skin skin $frame light $modelname bolt2 $cd /raid/quake/id1/models/bolt2 $origin 0 0 0 $base base $skin skin $frame light $modelname bolt $cd /raid/quake/id1/models/bolt $origin 0 0 0 $base light $skin light $frame light $modelname laser $cd /raid/quake/id1/models/laser $base base $skin skin $scale 2 $frame frame1 $modelname flame // with torch $cd /raid/quake/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 /raid/quake/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 /raid/quake/id1/models/zom_gib $flags 32 // EF_ZOMGIB $base base $skin skin $frame frame1 $modelname eyes $cd /raid/quake/id1/models/eyes $origin 0 0 -24 $base base $skin skin $frame frame1 $modelname spike $cd /raid/quake/id1/models/spike $origin 0 0 0 $base spike $skin skin $frame spike $modelname s_spike $cd /raid/quake/id1/models/s_spike $origin 0 0 0 $base spike $skin skin $frame spike $modelname v_spike $cd /raid/quake/id1/models/v_spike $flags 128 // EF_TRACER3 $origin 0 0 0 $base base $skin skin $frame frame1 $modelname w_spike $cd /raid/quake/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 /raid/quake/id1/models/k_spike $flags 64 // EF_TRACER2 $origin 0 0 0 $base base $skin skin $frame frame1 $modelname backpack $cd /raid/quake/id1/models/backpack $flags 8 // EF_ROTATE $origin 0 0 0 $base base $skin skin $frame frame1 $modelname grenade $cd /raid/quake/id1/models/grenade2 $flags 2 // EF_GRENADE $origin 0 0 0 $base base $skin skin $frame grenade $modelname missile $cd /raid/quake/id1/models/missile $flags 1 // EF_ROCKET $origin 0 0 0 $base base $skin skin $frame missile $modelname lavaball $cd /raid/quake/id1/models/lavaball $flags 1 // EF_ROCKET $origin 0 0 0 $base base $skin skin $frame frame1 $modelname teleport $cd /raid/quake/id1/models/teleport $origin 0 0 24 $base base $skin skin $frame frame1