make bodyque procedurally and increase maximum to 16
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				|  | @ -273,6 +273,8 @@ void(entity e) setspawnparms = #78; | |||
| 
 | ||||
| const vector VEC_ORIGIN = '0 0 0'; | ||||
| 
 | ||||
| const float BODYQUE_MAX = 16; | ||||
| 
 | ||||
| const string WEPNAME_AXE              = "Axe"; | ||||
| const string WEPNAME_SHOTGUN          = "Shotgun"; | ||||
| const string WEPNAME_SUPER_SHOTGUN    = "Double-barrelled Shotgun"; | ||||
|  |  | |||
|  | @ -197,18 +197,30 @@ void() bodyque = { | |||
| 	// creates bodyques | ||||
| }; | ||||
| 
 | ||||
| void() InitBodyQue = { | ||||
| entity() spawn_bodyque = { | ||||
| 	entity e; | ||||
| 
 | ||||
| 	bodyque_head = spawn(); | ||||
| 	bodyque_head.classname = "bodyque"; | ||||
| 	bodyque_head.owner = spawn(); | ||||
| 	bodyque_head.owner.classname = "bodyque"; | ||||
| 	bodyque_head.owner.owner = spawn(); | ||||
| 	bodyque_head.owner.owner.classname = "bodyque"; | ||||
| 	bodyque_head.owner.owner.owner = spawn(); | ||||
| 	bodyque_head.owner.owner.owner.classname = "bodyque"; | ||||
| 	bodyque_head.owner.owner.owner.owner = bodyque_head; | ||||
| 	e = spawn(); | ||||
| 	e.classname = "bodyque"; | ||||
| 
 | ||||
| 	return e; | ||||
| }; | ||||
| 
 | ||||
| void() InitBodyQue = { | ||||
| 	entity e; | ||||
| 	float i; | ||||
| 
 | ||||
| 	for(i = 0; i < BODYQUE_MAX; i++) { | ||||
| 		if(i == 0) { | ||||
| 			bodyque_head = spawn_bodyque(); | ||||
| 			e = bodyque_head; | ||||
| 		} else { | ||||
| 			e.owner = spawn_bodyque(); | ||||
| 			e = e.owner; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	e.owner = bodyque_head; | ||||
| }; | ||||
| 
 | ||||
| // make a body que entry for the given ent so the ent can be | ||||
|  |  | |||
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