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