62 lines
2.1 KiB
Plaintext
62 lines
2.1 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED prop_static (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
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Decorative model entity that gets baked into the level file.
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-------- KEYS --------
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"model" : Model file that will be displayed by the entity.
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"modelscale" : Scale modifier of the model. Default is "1".
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"modelscale_vec" : Scale modifier, but in vector format
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"angles" : Sets the pitch, yaw and roll angles of the model.
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"_cs" : Toggles if the prop casts a shadow or not.
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"_ls" : Lightmap scale multiplier for the resulting surfaces.
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"_sn" : Shading angle related to lightmap phong shading.
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"_remap" : Force the model surfaces to use a specified material.
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-------- NOTES --------
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After compilation, the source model is no longer required and the
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resulting entity is removed. This ensures that models are rendered in the
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same batch as the world. This makes sense for one giant unique model in
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the map, but for multiple repetitive uses of the same model you'll actually
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waste disk space and memory. Use wisely.
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-------- TRIVIA --------
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This entity was introduced in Half-Life 2 (2004).
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*/
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class prop_static:NSRenderableEntity
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{
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void(void) prop_static;
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virtual void(void) Respawn;
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};
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void
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prop_static::Respawn(void)
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{
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super::Respawn();
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SetModel(GetSpawnModel());
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SetSolid(SOLID_CORPSE);
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takedamage = DAMAGE_MATERIAL;
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}
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void
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prop_static::prop_static(void)
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{
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super::NSRenderableEntity();
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}
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