QUAKED misc_model_beacon (1 0 0) (-16 -16 0) (16 16 24) x x x model="models/map_objects/wedge/beacon.md3" An animating beacon model. "forcevisible" - When you turn on force sight (any level), you can see these draw through the entire level... */ ------------------------------------------------------------
| 2262 | */ |
| 2263 | //------------------------------------------------------------ |
| 2264 | void SP_misc_model_beacon( gentity_t *ent ) |
| 2265 | { |
| 2266 | VectorSet( ent->mins, -16, -16, 0 ); |
| 2267 | VectorSet( ent->maxs, 16, 16, 24 ); |
| 2268 | |
| 2269 | SetMiscModelDefaults( ent, useF_beacon_use, "4", CONTENTS_SOLID, 0, qfalse, qfalse ); |
| 2270 | |
| 2271 | ent->takedamage = qfalse; |
| 2272 | |
| 2273 | //G_SoundIndex("sound/weapons/overchargeend"); |
| 2274 | |
| 2275 | ent->s.modelindex = G_ModelIndex("models/map_objects/wedge/beacon.md3"); // Precache model |
| 2276 | ent->s.modelindex2 = G_ModelIndex("models/map_objects/wedge/beacon.md3"); // Precache model |
| 2277 | ent->noise_index = G_SoundIndex("sound/interface/ammocon_run"); |
| 2278 | |
| 2279 | // If we have a targetname, we're are invisible until we are spawned in by being used. |
| 2280 | if ( ent->targetname ) |
| 2281 | { |
| 2282 | ent->s.eFlags = EF_NODRAW; |
| 2283 | ent->contents = 0; |
| 2284 | ent->s.loopSound = 0; |
| 2285 | ent->count = 0; |
| 2286 | } |
| 2287 | else |
| 2288 | { |
| 2289 | ent->count = 1; |
| 2290 | beacon_deploy( ent ); |
| 2291 | } |
| 2292 | |
| 2293 | int forceVisible = 0; |
| 2294 | G_SpawnInt( "forcevisible", "0", &forceVisible ); |
| 2295 | if ( forceVisible ) |
| 2296 | {//can see these through walls with force sight, so must be broadcast |
| 2297 | //ent->svFlags |= SVF_BROADCAST; |
| 2298 | ent->s.eFlags |= EF_FORCE_VISIBLE; |
| 2299 | } |
| 2300 | } |
| 2301 | |
| 2302 | /*QUAKED misc_shield_floor_unit (1 0 0) (-16 -16 0) (16 16 32) x x x USETARGET |
| 2303 | model="models/items/a_shield_converter.md3" |
nothing calls this directly
no test coverage detected