precache_model(shield.model);
setorigin(shield, generator.origin);
- setmodel(shield, shield.model);
+ _setmodel(shield, shield.model);
setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
}
}
}
-void setmodel_fixsize(entity e, string m)
+void setmodel_fixsize(entity e, Model m)
{
setmodel(e, m);
FixSize(e);
self.owner.waslinked = self.owner.islinked;
if(self.owner.model != "models/onslaught/controlpoint_pad.md3")
- setmodel_fixsize(self.owner, "models/onslaught/controlpoint_pad.md3");
+ setmodel_fixsize(self.owner, MDL_ONS_CP_PAD1);
//setsize(self, '-32 -32 0', '32 32 8');
remove(self);
self.SendFlags |= CPSF_SETUP;
}
- if(self.owner.model != "models/onslaught/controlpoint_pad2.md3")
- setmodel_fixsize(self.owner, "models/onslaught/controlpoint_pad2.md3");
+ if(self.owner.model != MDL_ONS_CP_PAD2.model_str())
+ setmodel_fixsize(self.owner, MDL_ONS_CP_PAD2);
if(random() < 0.9 - self.health / self.max_health)
Send_Effect(EFFECT_RAGE, self.origin + 10 * randomvec(), '0 0 -1', 1);
self.think = ons_ControlPoint_Think;
self.ons_toucher = world;
self.nextthink = time + ONS_CP_THINKRATE;
- setmodel_fixsize(self, "models/onslaught/controlpoint_pad.md3");
+ setmodel_fixsize(self, MDL_ONS_CP_PAD1);
WaypointSprite_UpdateMaxHealth(self.sprite, 0);
WaypointSprite_UpdateRule(self.sprite,self.team,SPRITERULE_TEAMPLAY);
if(cp.message == "") { cp.message = "a"; }
// precache - TODO: clean up!
- precache_model("models/onslaught/controlpoint_pad.md3");
- precache_model("models/onslaught/controlpoint_pad2.md3");
- precache_model("models/onslaught/controlpoint_shield.md3");
- precache_model("models/onslaught/controlpoint_icon.md3");
- precache_model("models/onslaught/controlpoint_icon_dmg1.md3");
- precache_model("models/onslaught/controlpoint_icon_dmg2.md3");
- precache_model("models/onslaught/controlpoint_icon_dmg3.md3");
- precache_model("models/onslaught/controlpoint_icon_gib1.md3");
- precache_model("models/onslaught/controlpoint_icon_gib2.md3");
- precache_model("models/onslaught/controlpoint_icon_gib4.md3");
precache_sound("onslaught/controlpoint_build.wav");
precache_sound("onslaught/controlpoint_built.wav");
precache_sound(W_Sound("grenade_impact"));
precache_sound("onslaught/ons_spark2.wav");
// appearence
- setmodel_fixsize(cp, "models/onslaught/controlpoint_pad.md3");
+ setmodel_fixsize(cp, MDL_ONS_CP_PAD1);
// control point placement
if((cp.spawnflags & 1) || cp.noalign) // don't drop to floor, just stay at fixed location
gen.touch = onslaught_generator_touch;
// precache - TODO: clean up!
- precache_model("models/onslaught/generator_shield.md3");
- precache_model("models/onslaught/gen_gib1.md3");
- precache_model("models/onslaught/gen_gib2.md3");
- precache_model("models/onslaught/gen_gib3.md3");
precache_sound("onslaught/generator_decay.wav");
precache_sound(W_Sound("grenade_impact"));
precache_sound(W_Sound("rocket_impact"));