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The golden pot › DEV › Maps, Models and Mods › Digging around in the code.
Digging around in the code.
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hyp3rfocus
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Joined: Aug 25, 2007
Posts: 466
Location: england

PostPosted: Wed Sep 23, 2009 1:14 pm    Post subject: Digging around in the code. Reply with quote

bg_misc.c is quite an interesting bit of quake3 code. It's full of stuff like this...

Code::
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
*/
	{
		"ammo_grenades",
		"sound/misc/am_pkup.wav",
        { "models/powerups/ammo/grenadeam.md3", 
		NULL, NULL, NULL},
/* icon */		"icons/icona_grenade",
/* pickup */	"Grenades",
		5,
		IT_AMMO,
		WP_GRENADE_LAUNCHER,
/* precache */ "",
/* sounds */ ""
	},
- ammo_grenades is what appears in the .map file and presumably the bsp, so probably not a good idea to mess around with that.
- sound/misc/am_pkup.wav looks like it's the sounds called when the ammo is picked up.
- models/powerups/ammo/grenadeam.md3 must be the model used to for the pickup in the game. this is quite useful if you are trying to find a model for a particular item. instead of digging around the pk3s trying to find the right model you can do a quick search of bg_misc.c and find out the exact model very quickly.
- icons/icona_grenade must be the 2d icon associated with the pickup.

/* pickup */ "Grenades",
5,
IT_AMMO,
WP_GRENADE_LAUNCHER,
This is interesting. I'm guessing that the 5 is the number of grenades you get when you get the ammo_grenade pickup. If you wanted to mod the game so that the pickups had more/less grenades then this is where you'd do it.
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