nuclide/src/gs-entbase/server/prop_dynamic.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
Client-side decorative model entity.
-------- KEYS --------
"model" : Model file that will be displayed by the entity.
"modelscale" : Scale modifier of the model. Default is "1".
"angles" : Sets the pitch, yaw and roll angles of the model.
"_cs" : Toggles if the prop casts a shadow or not.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/
class prop_dynamic:NSRenderableEntity
{
void(void) prop_dynamic;
virtual void(void) Respawn;
};
void
prop_dynamic::Respawn(void)
{
super::Respawn();
SetModel(GetSpawnModel());
SetSolid(SOLID_CORPSE);
takedamage = DAMAGE_MATERIAL;
}
void
prop_dynamic::prop_dynamic(void)
{
super::NSRenderableEntity();
}