Now, was it really so hard to add this:
Code: Select all
if(!weaponDef->visuals.modelName.empty()){
S3DOModel* model = unit3doparser->Load3DO(string("objects3d\\")+weaponDef->visuals.modelName+".3do",1,0);
if(model){
modelDispList= model->rootobject->displist;
isUnitPart=true;
}
}
(code bit taken from starburstprojectile.cpp)