onslaught_updatelinks();
}
-
+ /*
if(self.health <= 0)
setmodel(self, "models/onslaught/generator_dead.md3");
else if(self.health < self.max_health * 0.10)
else if(self.health < self.max_health * 0.90)
setmodel(self, "models/onslaught/generator_dmg1.md3");
setsize(self, GENERATOR_MIN, GENERATOR_MAX);
+ */
// Throw some flaming gibs on damage, more damage = more chance for gib
if(random() < damage/220)
//entity e;
precache_model("models/onslaught/generator.md3");
precache_model("models/onslaught/generator_shield.md3");
- precache_model("models/onslaught/generator_dmg1.md3");
- precache_model("models/onslaught/generator_dmg2.md3");
- precache_model("models/onslaught/generator_dmg3.md3");
- precache_model("models/onslaught/generator_dmg4.md3");
- precache_model("models/onslaught/generator_dmg5.md3");
- precache_model("models/onslaught/generator_dmg6.md3");
- precache_model("models/onslaught/generator_dmg7.md3");
- precache_model("models/onslaught/generator_dmg8.md3");
- precache_model("models/onslaught/generator_dmg9.md3");
- precache_model("models/onslaught/generator_dead.md3");
precache_model("models/onslaught/shockwave.md3");
precache_model("models/onslaught/shockwavetransring.md3");
precache_model("models/onslaught/gen_gib1.md3");