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author/dev/humancontroller <devhc@example.com>2017-04-13 11:30:00 +0000
committer/dev/humancontroller <devhc@example.com>2017-04-15 17:24:20 +0200
commit3f7914b0dad5c5270986c3d9d3a9369536427cd3 (patch)
tree8f2db3dc0969f0e2fcf7106f61d158d6b97e6551
parent6310e03613071ce9313b1559b89be81a253caa03 (diff)
display dead battlesuit bodies
displaying battlesuits over dead bodies (on stock cgames) is as simple as setting the class of the dead body to a battlesuit instead of a human class
-rw-r--r--src/game/g_client.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/game/g_client.c b/src/game/g_client.c
index d2663bc..b6a3e0e 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -761,6 +761,8 @@ void SpawnCorpse( gentity_t *ent )
body->r.contents = CONTENTS_CORPSE;
body->clipmask = MASK_DEADSOLID;
body->s.clientNum = ent->client->ps.stats[ STAT_PCLASS ];
+ if( body->s.clientNum == PCL_HUMAN && BG_InventoryContainsUpgrade( UP_BATTLESUIT, ent->client->ps.stats ) )
+ body->s.clientNum = PCL_HUMAN_BSUIT;
body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;
if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )