MODEL(BUFF, "models/relics/relic.md3");
-MODEL(BLASTER_VIEW, W_Model("h_laser.iqm"));
-MODEL(BLASTER_WORLD, W_Model("v_laser.md3"));
-MODEL(BLASTER_ITEM, W_Model("g_laser.md3"));
-
-MODEL(SHOTGUN_MUZZLEFLASH, "models/uziflash.md3");
-MODEL(SHOTGUN_VIEW, W_Model("h_shotgun.iqm"));
-MODEL(SHOTGUN_WORLD, W_Model("v_shotgun.md3"));
-MODEL(SHOTGUN_ITEM, W_Model("g_shotgun.md3"));
-
-MODEL(MACHINEGUN_MUZZLEFLASH, "models/uziflash.md3");
-MODEL(MACHINEGUN_VIEW, W_Model("h_uzi.iqm"));
-MODEL(MACHINEGUN_WORLD, W_Model("v_uzi.md3"));
-MODEL(MACHINEGUN_ITEM, W_Model("g_uzi.md3"));
-
-MODEL(MORTAR_VIEW, W_Model("h_gl.iqm"));
-MODEL(MORTAR_WORLD, W_Model("v_gl.md3"));
-MODEL(MORTAR_ITEM, W_Model("g_gl.md3"));
-
-MODEL(MINELAYER_MUZZLEFLASH, "models/flash.md3");
-MODEL(MINELAYER_MINE, "models/mine.md3");
-MODEL(MINELAYER_VIEW, W_Model("h_minelayer.iqm"));
-MODEL(MINELAYER_WORLD, W_Model("v_minelayer.md3"));
-MODEL(MINELAYER_ITEM, W_Model("g_minelayer.md3"));
-
-MODEL(ELECTRO_VIEW, W_Model("h_electro.iqm"));
-MODEL(ELECTRO_WORLD, W_Model("v_electro.md3"));
-MODEL(ELECTRO_ITEM, W_Model("g_electro.md3"));
-
-MODEL(CRYLINK_VIEW, W_Model("h_crylink.iqm"));
-MODEL(CRYLINK_WORLD, W_Model("v_crylink.md3"));
-MODEL(CRYLINK_ITEM, W_Model("g_crylink.md3"));
-
-MODEL(VORTEX_MUZZLEFLASH, "models/nexflash.md3");
-MODEL(VORTEX_VIEW, W_Model("h_nex.iqm"));
-MODEL(VORTEX_WORLD, W_Model("v_nex.md3"));
-MODEL(VORTEX_ITEM, W_Model("g_nex.md3"));
-
-MODEL(HAGAR_VIEW, W_Model("h_hagar.iqm"));
-MODEL(HAGAR_WORLD, W_Model("v_hagar.md3"));
-MODEL(HAGAR_ITEM, W_Model("g_hagar.md3"));
-
-MODEL(DEVASTATOR_MUZZLEFLASH, "models/flash.md3");
-MODEL(DEVASTATOR_VIEW, W_Model("h_rl.iqm"));
-MODEL(DEVASTATOR_WORLD, W_Model("v_rl.md3"));
-MODEL(DEVASTATOR_ITEM, W_Model("g_rl.md3"));
-
-MODEL(PORTAL, "models/portal.md3");
-MODEL(PORTO_VIEW, W_Model("h_porto.iqm"));
-MODEL(PORTO_WORLD, W_Model("v_porto.md3"));
-MODEL(PORTO_ITEM, W_Model("g_porto.md3"));
-
-MODEL(VAPORIZER_MUZZLEFLASH, "models/nexflash.md3");
-MODEL(VAPORIZER_VIEW, W_Model("h_minstanex.iqm"));
-MODEL(VAPORIZER_WORLD, W_Model("v_minstanex.md3"));
-MODEL(VAPORIZER_ITEM, W_Model("g_minstanex.md3"));
-
-MODEL(HOOK, "models/hook.md3");
-MODEL(HOOK_VIEW, W_Model("h_hookgun.iqm"));
-MODEL(HOOK_WORLD, W_Model("v_hookgun.md3"));
-MODEL(HOOK_ITEM, W_Model("g_hookgun.md3"));
-
-MODEL(HLAC_VIEW, W_Model("h_hlac.iqm"));
-MODEL(HLAC_WORLD, W_Model("v_hlac.md3"));
-MODEL(HLAC_ITEM, W_Model("g_hlac.md3"));
-
-MODEL(TUBA_VIEW, W_Model("h_tuba.iqm"));
-MODEL(TUBA_WORLD, W_Model("v_tuba.md3"));
-MODEL(TUBA_ITEM, W_Model("g_tuba.md3"));
-MODEL(ACCORDION_VIEW, W_Model("h_akordeon.iqm"));
-MODEL(ACCORDION_WORLD, W_Model("v_akordeon.md3"));
-MODEL(KLEINBOTTLE_VIEW, W_Model("h_kleinbottle.iqm"));
-MODEL(KLEINBOTTLE_WORLD, W_Model("v_kleinbottle.md3"));
-
-MODEL(RIFLE_VIEW, W_Model("h_campingrifle.iqm"));
-MODEL(RIFLE_WORLD, W_Model("v_campingrifle.md3"));
-MODEL(RIFLE_ITEM, W_Model("g_campingrifle.md3"));
-
-MODEL(FIREBALL_SPHERE, "models/sphere/sphere.md3");
-MODEL(FIREBALL_VIEW, W_Model("h_fireball.iqm"));
-MODEL(FIREBALL_WORLD, W_Model("v_fireball.md3"));
-MODEL(FIREBALL_ITEM, W_Model("g_fireball.md3"));
-
-MODEL(SEEKER_VIEW, W_Model("h_seeker.iqm"));
-MODEL(SEEKER_WORLD, W_Model("v_seeker.md3"));
-MODEL(SEEKER_ITEM, W_Model("g_seeker.md3"));
-
-MODEL(SHOCKWAVE_MUZZLEFLASH, "models/uziflash.md3");
-MODEL(SHOCKWAVE_VIEW, W_Model("h_shotgun.iqm"));
-MODEL(SHOCKWAVE_WORLD, W_Model("v_shotgun.md3"));
-MODEL(SHOCKWAVE_ITEM, W_Model("g_shotgun.md3"));
-
-MODEL(ARC_MUZZLEFLASH, "models/flash.md3");
-MODEL(ARC_VIEW, W_Model("h_arc.iqm"));
-MODEL(ARC_WORLD, W_Model("v_arc.md3"));
-MODEL(ARC_ITEM, W_Model("g_arc.md3"));
-
-MODEL(HMG_MUZZLEFLASH, "models/uziflash.md3");
-MODEL(HMG_VIEW, W_Model("h_ok_hmg.iqm"));
-MODEL(HMG_WORLD, W_Model("v_ok_hmg.md3"));
-MODEL(HMG_ITEM, W_Model("g_ok_hmg.md3"));
-
-MODEL(RPC_MUZZLEFLASH, "models/flash.md3");
-MODEL(RPC_VIEW, W_Model("h_ok_rl.iqm"));
-MODEL(RPC_WORLD, W_Model("v_ok_rl.md3"));
-MODEL(RPC_ITEM, W_Model("g_ok_rl.md3"));
-
MODEL(TUR_GIB_BASE1, "models/turrets/base-gib1.md3");
MODEL(TUR_GIB_BASE2, "models/turrets/base-gib2.md3");
MODEL(TUR_GIB_BASE3, "models/turrets/base-gib3.md3");
#include <common/weapons/all.qh>
+#ifdef GAMEQC
+MODEL(HMG_MUZZLEFLASH, "models/uziflash.md3");
+MODEL(HMG_VIEW, W_Model("h_ok_hmg.iqm"));
+MODEL(HMG_WORLD, W_Model("v_ok_hmg.md3"));
+MODEL(HMG_ITEM, W_Model("g_ok_hmg.md3"));
+#endif
+
CLASS(OverkillHeavyMachineGun, Weapon)
/* spawnfunc */ ATTRIB(OverkillHeavyMachineGun, m_canonical_spawnfunc, string, "weapon_okhmg");
/* ammotype */ ATTRIB(OverkillHeavyMachineGun, ammo_type, Resource, RES_BULLETS);
/* modelname */ ATTRIB(OverkillHeavyMachineGun, mdl, string, "ok_hmg");
#ifdef GAMEQC
/* model */ ATTRIB(OverkillHeavyMachineGun, m_model, Model, MDL_HMG_ITEM);
-/* flash mdl */ ATTRIB(OverkillHeavyMachineGun, m_muzzlemodel, Model, MDL_MACHINEGUN_MUZZLEFLASH);
+/* flash mdl */ ATTRIB(OverkillHeavyMachineGun, m_muzzlemodel, Model, MDL_HMG_MUZZLEFLASH);
/* flash eff */ ATTRIB(OverkillHeavyMachineGun, m_muzzleeffect, entity, EFFECT_MACHINEGUN_MUZZLEFLASH);
#endif
/* crosshair */ ATTRIB(OverkillHeavyMachineGun, w_crosshair, string, "gfx/crosshairuzi");
#include <common/weapons/all.qh>
+#ifdef GAMEQC
+MODEL(RPC_MUZZLEFLASH, "models/flash.md3");
+MODEL(RPC_VIEW, W_Model("h_ok_rl.iqm"));
+MODEL(RPC_WORLD, W_Model("v_ok_rl.md3"));
+MODEL(RPC_ITEM, W_Model("g_ok_rl.md3"));
+#endif
+
CLASS(OverkillRocketPropelledChainsaw, Weapon)
/* spawnfunc */ ATTRIB(OverkillRocketPropelledChainsaw, m_canonical_spawnfunc, string, "weapon_okrpc");
/* ammotype */ ATTRIB(OverkillRocketPropelledChainsaw, ammo_type, Resource, RES_ROCKETS);
#pragma once
+#ifdef GAMEQC
+MODEL(ARC_MUZZLEFLASH, "models/flash.md3");
+MODEL(ARC_VIEW, W_Model("h_arc.iqm"));
+MODEL(ARC_WORLD, W_Model("v_arc.md3"));
+MODEL(ARC_ITEM, W_Model("g_arc.md3"));
+#endif
+
CLASS(Arc, Weapon)
/* spawnfunc */ ATTRIB(Arc, m_canonical_spawnfunc, string, "weapon_arc");
/* ammotype */ ATTRIB(Arc, ammo_type, Resource, RES_CELLS);
#pragma once
+#ifdef GAMEQC
+MODEL(BLASTER_VIEW, W_Model("h_laser.iqm"));
+MODEL(BLASTER_WORLD, W_Model("v_laser.md3"));
+MODEL(BLASTER_ITEM, W_Model("g_laser.md3"));
+#endif
+
CLASS(Blaster, Weapon)
/* spawnfunc */ ATTRIB(Blaster, m_canonical_spawnfunc, string, "weapon_blaster");
/* ammotype */ //ATTRIB(Blaster, ammo_type, Resource, RES_NONE);
#pragma once
+#ifdef GAMEQC
+MODEL(CRYLINK_VIEW, W_Model("h_crylink.iqm"));
+MODEL(CRYLINK_WORLD, W_Model("v_crylink.md3"));
+MODEL(CRYLINK_ITEM, W_Model("g_crylink.md3"));
+#endif
+
CLASS(Crylink, Weapon)
/* spawnfunc */ ATTRIB(Crylink, m_canonical_spawnfunc, string, "weapon_crylink");
/* ammotype */ ATTRIB(Crylink, ammo_type, Resource, RES_CELLS);
#pragma once
+#ifdef GAMEQC
+MODEL(DEVASTATOR_MUZZLEFLASH, "models/flash.md3");
+MODEL(DEVASTATOR_VIEW, W_Model("h_rl.iqm"));
+MODEL(DEVASTATOR_WORLD, W_Model("v_rl.md3"));
+MODEL(DEVASTATOR_ITEM, W_Model("g_rl.md3"));
+#endif
+
CLASS(Devastator, Weapon)
/* spawnfunc */ ATTRIB(Devastator, m_canonical_spawnfunc, string, "weapon_devastator");
/* ammotype */ ATTRIB(Devastator, ammo_type, Resource, RES_ROCKETS);
#pragma once
+#ifdef GAMEQC
+MODEL(ELECTRO_VIEW, W_Model("h_electro.iqm"));
+MODEL(ELECTRO_WORLD, W_Model("v_electro.md3"));
+MODEL(ELECTRO_ITEM, W_Model("g_electro.md3"));
+#endif
+
CLASS(Electro, Weapon)
/* spawnfunc */ ATTRIB(Electro, m_canonical_spawnfunc, string, "weapon_electro");
/* ammotype */ ATTRIB(Electro, ammo_type, Resource, RES_CELLS);
#pragma once
+#ifdef GAMEQC
+MODEL(FIREBALL_SPHERE, "models/sphere/sphere.md3");
+MODEL(FIREBALL_VIEW, W_Model("h_fireball.iqm"));
+MODEL(FIREBALL_WORLD, W_Model("v_fireball.md3"));
+MODEL(FIREBALL_ITEM, W_Model("g_fireball.md3"));
+#endif
+
CLASS(Fireball, Weapon)
/* spawnfunc */ ATTRIB(Fireball, m_canonical_spawnfunc, string, "weapon_fireball");
/* ammotype */ //ATTRIB(Fireball, ammo_type, Resource, RES_NONE);
#pragma once
+#ifdef GAMEQC
+MODEL(HAGAR_VIEW, W_Model("h_hagar.iqm"));
+MODEL(HAGAR_WORLD, W_Model("v_hagar.md3"));
+MODEL(HAGAR_ITEM, W_Model("g_hagar.md3"));
+#endif
+
CLASS(Hagar, Weapon)
/* spawnfunc */ ATTRIB(Hagar, m_canonical_spawnfunc, string, "weapon_hagar");
/* ammotype */ ATTRIB(Hagar, ammo_type, Resource, RES_ROCKETS);
#pragma once
+#ifdef GAMEQC
+MODEL(HLAC_VIEW, W_Model("h_hlac.iqm"));
+MODEL(HLAC_WORLD, W_Model("v_hlac.md3"));
+MODEL(HLAC_ITEM, W_Model("g_hlac.md3"));
+#endif
+
CLASS(HLAC, Weapon)
/* spawnfunc */ ATTRIB(HLAC, m_canonical_spawnfunc, string, "weapon_hlac");
/* ammotype */ ATTRIB(HLAC, ammo_type, Resource, RES_CELLS);
#pragma once
+#ifdef GAMEQC
+MODEL(HOOK, "models/hook.md3");
+MODEL(HOOK_VIEW, W_Model("h_hookgun.iqm"));
+MODEL(HOOK_WORLD, W_Model("v_hookgun.md3"));
+MODEL(HOOK_ITEM, W_Model("g_hookgun.md3"));
+#endif
+
CLASS(Hook, Weapon)
/* spawnfunc */ ATTRIB(Hook, m_canonical_spawnfunc, string, "weapon_hook");
/* ammotype */ ATTRIB(Hook, ammo_type, Resource, RES_FUEL);
#pragma once
+#ifdef GAMEQC
+MODEL(MACHINEGUN_MUZZLEFLASH, "models/uziflash.md3");
+MODEL(MACHINEGUN_VIEW, W_Model("h_uzi.iqm"));
+MODEL(MACHINEGUN_WORLD, W_Model("v_uzi.md3"));
+MODEL(MACHINEGUN_ITEM, W_Model("g_uzi.md3"));
+#endif
+
CLASS(MachineGun, Weapon)
/* spawnfunc */ ATTRIB(MachineGun, m_canonical_spawnfunc, string, "weapon_machinegun");
/* ammotype */ ATTRIB(MachineGun, ammo_type, Resource, RES_BULLETS);
#pragma once
+#ifdef GAMEQC
+MODEL(MINELAYER_MUZZLEFLASH, "models/flash.md3");
+MODEL(MINELAYER_MINE, "models/mine.md3");
+MODEL(MINELAYER_VIEW, W_Model("h_minelayer.iqm"));
+MODEL(MINELAYER_WORLD, W_Model("v_minelayer.md3"));
+MODEL(MINELAYER_ITEM, W_Model("g_minelayer.md3"));
+#endif
+
CLASS(MineLayer, Weapon)
/* spawnfunc */ ATTRIB(MineLayer, m_canonical_spawnfunc, string, "weapon_minelayer");
/* ammotype */ ATTRIB(MineLayer, ammo_type, Resource, RES_ROCKETS);
#pragma once
+#ifdef GAMEQC
+MODEL(MORTAR_VIEW, W_Model("h_gl.iqm"));
+MODEL(MORTAR_WORLD, W_Model("v_gl.md3"));
+MODEL(MORTAR_ITEM, W_Model("g_gl.md3"));
+#endif
+
CLASS(Mortar, Weapon)
/* spawnfunc */ ATTRIB(Mortar, m_canonical_spawnfunc, string, "weapon_mortar");
/* ammotype */ ATTRIB(Mortar, ammo_type, Resource, RES_ROCKETS);
#pragma once
+#ifdef GAMEQC
+MODEL(PORTAL, "models/portal.md3");
+MODEL(PORTO_VIEW, W_Model("h_porto.iqm"));
+MODEL(PORTO_WORLD, W_Model("v_porto.md3"));
+MODEL(PORTO_ITEM, W_Model("g_porto.md3"));
+#endif
+
CLASS(PortoLaunch, Weapon)
/* spawnfunc */ ATTRIB(PortoLaunch, m_canonical_spawnfunc, string, "weapon_porto");
/* ammotype */ ATTRIB(PortoLaunch, ammo_type, Resource, RES_NONE);
#pragma once
+#ifdef GAMEQC
+MODEL(RIFLE_VIEW, W_Model("h_campingrifle.iqm"));
+MODEL(RIFLE_WORLD, W_Model("v_campingrifle.md3"));
+MODEL(RIFLE_ITEM, W_Model("g_campingrifle.md3"));
+#endif
+
CLASS(Rifle, Weapon)
/* spawnfunc */ ATTRIB(Rifle, m_canonical_spawnfunc, string, "weapon_rifle");
/* ammotype */ ATTRIB(Rifle, ammo_type, Resource, RES_BULLETS);
#pragma once
+#ifdef GAMEQC
+MODEL(SEEKER_VIEW, W_Model("h_seeker.iqm"));
+MODEL(SEEKER_WORLD, W_Model("v_seeker.md3"));
+MODEL(SEEKER_ITEM, W_Model("g_seeker.md3"));
+#endif
+
CLASS(Seeker, Weapon)
/* spawnfunc */ ATTRIB(Seeker, m_canonical_spawnfunc, string, "weapon_seeker");
/* ammotype */ ATTRIB(Seeker, ammo_type, Resource, RES_ROCKETS);
#pragma once
+#ifdef GAMEQC
+MODEL(SHOCKWAVE_MUZZLEFLASH, "models/uziflash.md3");
+MODEL(SHOCKWAVE_VIEW, W_Model("h_shotgun.iqm"));
+MODEL(SHOCKWAVE_WORLD, W_Model("v_shotgun.md3"));
+MODEL(SHOCKWAVE_ITEM, W_Model("g_shotgun.md3"));
+#endif
+
CLASS(Shockwave, Weapon)
/* spawnfunc */ ATTRIB(Shockwave, m_canonical_spawnfunc, string, "weapon_shockwave");
/* ammotype */ //ATTRIB(Shockwave, ammo_type, Resource, RES_NONE);
#pragma once
+#ifdef GAMEQC
+MODEL(SHOTGUN_MUZZLEFLASH, "models/uziflash.md3");
+MODEL(SHOTGUN_VIEW, W_Model("h_shotgun.iqm"));
+MODEL(SHOTGUN_WORLD, W_Model("v_shotgun.md3"));
+MODEL(SHOTGUN_ITEM, W_Model("g_shotgun.md3"));
+#endif
+
CLASS(Shotgun, Weapon)
/* spawnfunc */ ATTRIB(Shotgun, m_canonical_spawnfunc, string, "weapon_shotgun");
/* ammotype */ ATTRIB(Shotgun, ammo_type, Resource, RES_SHELLS);
#pragma once
+#ifdef GAMEQC
+MODEL(TUBA_VIEW, W_Model("h_tuba.iqm"));
+MODEL(TUBA_WORLD, W_Model("v_tuba.md3"));
+MODEL(TUBA_ITEM, W_Model("g_tuba.md3"));
+MODEL(ACCORDION_VIEW, W_Model("h_akordeon.iqm"));
+MODEL(ACCORDION_WORLD, W_Model("v_akordeon.md3"));
+MODEL(KLEINBOTTLE_VIEW, W_Model("h_kleinbottle.iqm"));
+MODEL(KLEINBOTTLE_WORLD, W_Model("v_kleinbottle.md3"));
+#endif
+
CLASS(Tuba, Weapon)
/* spawnfunc */ ATTRIB(Tuba, m_canonical_spawnfunc, string, "weapon_tuba");
/* impulse */ ATTRIB(Tuba, impulse, int, 1);
#pragma once
+#ifdef GAMEQC
+MODEL(VAPORIZER_MUZZLEFLASH, "models/nexflash.md3");
+MODEL(VAPORIZER_VIEW, W_Model("h_minstanex.iqm"));
+MODEL(VAPORIZER_WORLD, W_Model("v_minstanex.md3"));
+MODEL(VAPORIZER_ITEM, W_Model("g_minstanex.md3"));
+#endif
+
CLASS(Vaporizer, Weapon)
/* spawnfunc */ ATTRIB(Vaporizer, m_canonical_spawnfunc, string, "weapon_vaporizer");
/* ammotype */ ATTRIB(Vaporizer, ammo_type, Resource, RES_CELLS);
#pragma once
+#ifdef GAMEQC
+MODEL(VORTEX_MUZZLEFLASH, "models/nexflash.md3");
+MODEL(VORTEX_VIEW, W_Model("h_nex.iqm"));
+MODEL(VORTEX_WORLD, W_Model("v_nex.md3"));
+MODEL(VORTEX_ITEM, W_Model("g_nex.md3"));
+#endif
+
CLASS(Vortex, Weapon)
/* spawnfunc */ ATTRIB(Vortex, m_canonical_spawnfunc, string, "weapon_vortex");
/* ammotype */ ATTRIB(Vortex, ammo_type, Resource, RES_CELLS);