Files
quakemapping/mod_slipgate/source/server/bmodel.qc
2019-12-30 17:23:05 +01:00

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/*==========
wall_use
==========*/
void() wall_use =
{
self.frame = 1 - self.frame;
};
/*QUAKED func_wall (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
Simple solid bmodel
Keys:
"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
*/
void() func_wall =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
self.use = wall_use;
setmodel (self, self.model);
};
/*QUAKED func_illusionary (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
A simple bmodel that looks solid but lets the player walk through it
Keys:
"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
*/
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
if (self.targetname != "")
self.use = wall_use;
else
makestatic(self);
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
This bmodel will only appear if the episode has already been completed.
Keys:
"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
Spawnflags:
E1, E2, E3, E4
*/
void() func_episodegate =
{
if (!(serverflags & self.spawnflags))
{
remove(self);
return;
}
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
self.use = wall_use;
setmodel (self, self.model);
};
/*QUAKED func_bossgate (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM
This bmodel appears unless the player has all of the episode runes.
Keys:
"targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j
*/
void() func_bossgate =
{
if ((serverflags & 15) == 15)
{
remove(self);
return;
}
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH;
self.solid = SOLID_BSP;
self.use = wall_use;
setmodel (self, self.model);
};