diff options
| 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 | 
| commit | 3f7914b0dad5c5270986c3d9d3a9369536427cd3 (patch) | |
| tree | 8f2db3dc0969f0e2fcf7106f61d158d6b97e6551 | |
| parent | 6310e03613071ce9313b1559b89be81a253caa03 (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.c | 2 | 
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 )  | 
