Static models don't require too much work :
struct BSP::File_StaticModel { char model[128]; vec3_t origin; vec3_t angles; float scale; int32_t firstVertexData; int32_t numVertexData; }; void BSP::LoadStaticModelDefs(const GameLump* GameLump) { if (!GameLump->Length) { return; } if (GameLump->Length % sizeof(File_StaticModel)) { return; } size_t NumStaticModels = GameLump->Length / sizeof(File_StaticModel); if (NumStaticModels > 0) { staticModels.resize(NumStaticModels); const File_StaticModel* In = (File_StaticModel *)GameLump->Buffer; StaticModel* Out = staticModels.data(); for (size_t i = 0; i < NumStaticModels; In++, Out++, i++) { Out->visCount = 0; Out->angles = In->angles; Out->origin = In->origin; Out->scale = In->scale; Out->firstVertexData = In->firstVertexData; Out->numVertexData = In->numVertexData; Out->modelName = CanonicalModelName(In->model); } } }
Once you got them, just generate them as if they were entities


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