r4593 - in trunk/data: qcsrc/server scripts

DONOTREPLY at icculus.org DONOTREPLY at icculus.org
Fri Oct 3 03:36:01 EDT 2008


Author: div0
Date: 2008-10-03 03:35:57 -0400 (Fri, 03 Oct 2008)
New Revision: 4593

Modified:
   trunk/data/qcsrc/server/t_items.qc
   trunk/data/scripts/entities.def
Log:
func_static, misc_gamemodel (better radiant support by splitting misc_models up)


Modified: trunk/data/qcsrc/server/t_items.qc
===================================================================
--- trunk/data/qcsrc/server/t_items.qc	2008-10-03 06:32:56 UTC (rev 4592)
+++ trunk/data/qcsrc/server/t_items.qc	2008-10-03 07:35:57 UTC (rev 4593)
@@ -869,11 +869,23 @@
 // compatibility:
 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
 
+void spawnfunc_misc_gamemodel (void)
+{
+	SetBrushEntityModel();
+}
+
 void spawnfunc_misc_models (void)
 {
+	// exists as alias name for 2.4.2 compat
 	SetBrushEntityModel();
 }
 
+void spawnfunc_func_static (void)
+{
+	// exists as alias name for having it with brushes
+	SetBrushEntityModel();
+}
+
 void func_wall_use (void)
 {
 	if(teams_matter)

Modified: trunk/data/scripts/entities.def
===================================================================
--- trunk/data/scripts/entities.def	2008-10-03 06:32:56 UTC (rev 4592)
+++ trunk/data/scripts/entities.def	2008-10-03 07:35:57 UTC (rev 4593)
@@ -547,11 +547,10 @@
 EXTRUDE_TERRAIN: always extrude downwards (for terrain)
 */
 
-/*QUAKED misc_models (0 .5 .8) ? 
-A non-solid brush entity, or a way to load models from a map (e.g. self-animated zym models).
-Behaves just like non-solid brushes otherwise.
-The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
-_receiveshadows only works if this is a brush model (that is, if "model" is not defined).
+/*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8)
+A way to load models from a map by the engine (e.g. self-animated zym models).
+Is non-solid by default.
+The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
 -------- KEYS --------
 model: when used as a point entity, file name of model to load; when used as a brush entity, do not specify that
 frame: animation frame to play (for self-animated zym models)
@@ -568,6 +567,32 @@
 loddistance2: distance after which to show the second LOD model replacement (default: 2000)
 lodmodel1: file name of the first LOD model replacement
 lodmodel2: file name of the second LOD model replacement
+-------- Q3MAP2 KEYS --------
+_frame: frame of model to include (set equal to frame if _castshadows is set)
+modelscale: scaling factor (set equal to scale if _castshadows is set)
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
+_clonename: template name so one can clone from it
+min: override automatically found minimum coordinate bounds
+max: override automatically found maximum coordinate bounds
+targetname: if targeted by a misc_model, its brushes get inserted into this
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED func_static (0 .5 .8) ? 
+A non-solid brush entity. Use func_wall if you want it solid.
+The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
+-------- KEYS --------
+movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+solid: solidity: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
+avelocity: vector giving its angular velocity (useful for spinning models)
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+velocity: when movetype isn't 0, initial velocity vector
+angles: initial looking direction
+effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
+loddistance1: distance after which to show the first LOD model replacement (default: 1000)
+loddistance2: distance after which to show the second LOD model replacement (default: 2000)
 lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
 lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
 -------- Q3MAP2 KEYS --------




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