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CLIENT: CSQC overriding Zombie skin variances
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2 changed files with 29 additions and 0 deletions
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@ -241,6 +241,23 @@ vector playerOrigin;
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vector playerOriginOld;
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vector playerVelocity;
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//
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// List of Zombie limb meshes for custom skinning
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//
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string zombie_skins[] =
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{
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"models/ai/zb%.mdl",
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"models/ai/zbc%.mdl",
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"models/ai/zcfull.mdl",
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"models/ai/zhc^.mdl",
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"models/ai/zalc(.mdl",
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"models/ai/zarc(.mdl",
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"models/ai/zfull.mdl",
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"models/ai/zh^.mdl",
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"models/ai/zal(.mdl",
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"models/ai/zar(.mdl"
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};
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//
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// Screen sizes, self-explanatory.
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//
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@ -56,6 +56,13 @@ void() ToggleMenu =
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}
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}
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float(float isnew) SetZombieSkinning =
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{
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self.drawmask = MASK_ENGINE;
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setcustomskin(self, __NULL__, sprintf("replace \"\" \"models/ai/zfull.mdl_%d.pcx\"\n", self.skin));
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return PREDRAW_NEXT;
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};
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noref void(float apiver, string enginename, float enginever) CSQC_Init =
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{
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setwindowcaption("Nazi Zombies: Portable");
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@ -163,6 +170,11 @@ noref void(float apiver, string enginename, float enginever) CSQC_Init =
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build_datetime = fgets(file);
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fclose(file);
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}
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// Intercept every Zombie mesh to apply custom skinning
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for(float i = 0; i < zombie_skins.length; i++) {
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deltalisten(zombie_skins[i], SetZombieSkinning, 0);
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}
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};
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noref void() CSQC_WorldLoaded =
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