hexen2/H2W/HCode/setmodth.hc
2000-11-10 00:00:00 +00:00

183 lines
4.2 KiB
C++

//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');
};