Include and make use of the FX_Corpse stuff.
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2 changed files with 2 additions and 13 deletions
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@ -27,6 +27,7 @@ void
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OP4CTFRules::PlayerDeath(base_player pp)
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{
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player pl = (player)pp;
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FX_Corpse_Spawn((player)g_dmg_eAttacker, ANIM_DIESIMPLE);
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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@ -78,19 +79,6 @@ OP4CTFRules::PlayerDeath(base_player pp)
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}
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pl.health = 0;
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/* Let's handle corpses on the clientside */
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entity corpse = spawn();
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setorigin(corpse, pl.origin + [0,0,32]);
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setmodel(corpse, pl.model);
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setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX);
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corpse.movetype = MOVETYPE_TOSS;
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corpse.solid = SOLID_TRIGGER;
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corpse.modelindex = pl.modelindex;
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corpse.frame = ANIM_DIESIMPLE;
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corpse.angles = pl.angles;
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corpse.velocity = pl.velocity;
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corpse.colormap = pl.colormap;
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}
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void
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@ -16,6 +16,7 @@ player.qc
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../../../valve/src/shared/fx_gibhuman.qc
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../../../base/src/shared/fx_spark.qc
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../../../valve/src/shared/fx_impact.qc
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../../../base/src/shared/fx_corpse.qc
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items.h
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weapons.h
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