self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
+ self.ballistics_density = oldself.ballistics_density;
self.takedamage = oldself.takedamage;
self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
float player_getspecies()
{
+ float s;
get_model_parameters(self.playermodel, self.skinindex);
- if(get_model_parameters_species >= 0)
- {
- get_model_parameters(string_null, 0);
- return get_model_parameters_species;
- }
+ s = get_model_parameters_species;
get_model_parameters(string_null, 0);
- return SPECIES_HUMAN;
+ if(s < 0)
+ return SPECIES_HUMAN;
+ return s;
}
void player_setupanimsformodel()
self.movetype = MOVETYPE_TOSS;
// shootable corpse
self.solid = SOLID_CORPSE;
+ self.ballistics_density = cvar("g_ballistics_density_corpse");
// don't stick to the floor
self.flags &~= FL_ONGROUND;
// dying animation