//In progs.src, must come AFTER all player.hc's void() SetModelAndThinks = {//MG //Note: you'll also want to set a head model //for each. self.touch=PlayerTouch; self.th_die=PlayerDie; self.th_goredeath=player_frames_behead; self.th_pain=player_pain; self.flags2(-)FL2_FIRERESIST; if(self.playerclass==CLASS_ASSASSIN) { self.mass=6;//should be 15 Ass_Change_Weapon(); //sets other th_*'s based on weapon in hand setmodel (self, "models/assassin.mdl"); self.headmodel="models/h_ass.mdl"; if(self.weapon==IT_WEAPON4) self.th_weapon=setstaff_select; else if(self.weapon==IT_WEAPON2) self.th_weapon=crossbow_select; else if(self.weapon==IT_WEAPON3) self.th_weapon=grenade_select; else self.th_weapon=punchdagger_select; /* switch(self.weapon) { case IT_WEAPON4: self.th_weapon=setstaff_select; break; case IT_WEAPON2: self.th_weapon=crossbow_select; break; case IT_WEAPON3: self.th_weapon=grenade_select; break; default: self.th_weapon=punchdagger_select; break; } */ } else if(self.playerclass==CLASS_SUCCUBUS) { self.mass=7; self.flags2(+)FL2_FIRERESIST; Suc_Change_Weapon(); //sets other th_*'s based on weapon in hand setmodel (self, "models/succubus.mdl"); self.headmodel="models/h_suc.mdl"; if(self.weapon==IT_WEAPON4) self.th_weapon=lightning_select; else if(self.weapon==IT_WEAPON2) self.th_weapon=acidorb_select; else if(self.weapon==IT_WEAPON3) self.th_weapon=flameorb_select; else self.th_weapon=bloodrain_select; /* switch (self.weapon) { case IT_WEAPON4: self.th_weapon=lightning_select; break; case IT_WEAPON2: self.th_weapon=acidorb_select; break; case IT_WEAPON3: self.th_weapon=flameorb_select; break; default: self.th_weapon=bloodrain_select; break; }*/ } else if(self.playerclass==CLASS_CRUSADER) { self.mass=7;//should be 10 setmodel (self, "models/crusader.mdl"); self.headmodel="models/h_cru.mdl"; Cru_Change_Weapon(); if(self.weapon==IT_WEAPON4) self.th_weapon=sunstaff_select; else if(self.weapon==IT_WEAPON2) self.th_weapon=icestaff_select; else if(self.weapon==IT_WEAPON3) self.th_weapon=meteor_select; else self.th_weapon=warhammer_select; /* switch (self.weapon) { case IT_WEAPON4: self.th_weapon=sunstaff_select; break; case IT_WEAPON3: self.th_weapon=meteor_select; break; case IT_WEAPON2: self.th_weapon=icestaff_select; break; default: self.th_weapon=warhammer_select; break; }*/ } else if(self.playerclass==CLASS_PALADIN) { self.mass=8;//should be 15 Pal_Change_Weapon(); //sets other th_*'s based on weapon in hand setmodel (self, "models/paladin.mdl"); self.headmodel="models/h_pal.mdl"; if(self.weapon==IT_WEAPON4) self.th_weapon=purifier_select; else if(self.weapon==IT_WEAPON2) self.th_weapon=vorpal_select; else if(self.weapon==IT_WEAPON3) self.th_weapon=axe_select; else self.th_weapon=gauntlet_select; /* switch (self.weapon) { case IT_WEAPON4: self.th_weapon=purifier_select; break; case IT_WEAPON3: self.th_weapon=axe_select; break; case IT_WEAPON2: self.th_weapon=vorpal_select; break; default: self.th_weapon=gauntlet_select; break; }*/ } else if(self.playerclass==CLASS_NECROMANCER) { self.mass=7;//should be 10 setmodel (self, "models/necro.mdl"); self.headmodel="models/h_nec.mdl"; Nec_Change_Weapon(); //sets other th_*'s based on weapon in hand if(self.weapon==IT_WEAPON4) self.th_weapon=ravenstaff_select; else if(self.weapon==IT_WEAPON1) self.th_weapon=sickle_select; else if(self.weapon==IT_WEAPON2) self.th_weapon=magicmis_select; else self.th_weapon=boneshard_select; /* switch (self.weapon) { case IT_WEAPON4: self.th_weapon=ravenstaff_select; break; case IT_WEAPON1: self.th_weapon=sickle_select; break; case IT_WEAPON2: self.th_weapon=magicmis_select; break; default: self.th_weapon=boneshard_select; break; }*/ } self.init_model=self.model; setsize(self,'-16 -16 0','16 16 56'); };