73 lines
1.6 KiB
C++
73 lines
1.6 KiB
C++
void(string gibname, float dm) ThrowGib;
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vector(float dm) VelocityForDamage;
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void CorpseThink (void);
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void () HeadThink =
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{
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if ((self.lifetime<time&&(!deathmatch))||self.watertype == CONTENT_LAVA)
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self.th_die();
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else
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{
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self.think = HeadThink;
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thinktime self : 0.5;
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}
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};
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/*
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* This uses entity.netname to hold the head file (for CorpseDie())
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* hack so that we don't have to set anything outside this function.
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*/
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void ThrowSolidHead (float dm)
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{
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setmodel (self, self.headmodel);
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if(self.headmodel==""||self.headmodel=="models/flesh1.mdl"
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||self.headmodel=="models/flesh2.mdl"
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||self.headmodel=="models/flesh3.mdl")
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{
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remove(self);
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return;
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}
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self.headmodel="";
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self.frame = 0;
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self.netname="head";
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self.movetype = MOVETYPE_STEP;
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self.takedamage = DAMAGE_YES;
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self.solid = SOLID_PHASE;
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setsize (self, '-3 -3 -3', '3 3 3');//Allows step-over, but can't walk on or jump off them
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if(!self.mass)
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self.mass=1;
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self.hull=HULL_POINT;
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if (dm != -666)
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{
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if (dm < 40) // Give it a little push
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dm = 40;
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self.velocity = VelocityForDamage (dm);
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}
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setorigin(self,self.origin + '0 0 20');
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self.flags(-)FL_ONGROUND;
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self.health = 5;
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self.th_die = chunk_death;
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self.flags(-)FL_MONSTER;
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self.angles=RandomVector('300 300 300');
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self.classname = "head";
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self.controller = self;
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self.onfire = FALSE;
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self.lifetime = time + random(10,20); // decompose after 20 seconds
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if(!deathmatch && !coop && !teamplay)
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{
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self.think=CorpseThink;
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thinktime self : 0.5;
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}
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else
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{
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self.think = SUB_Null;
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self.nextthink = -1;
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}
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}
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