1 #using scripts\codescripts\struct;
3 #insert scripts\shared\shared.gsh;
5 #using scripts\zm\_zm_utility;
6 #using scripts\zm\_zm_weapons;
8 #insert scripts\zm\_zm_utility.gsh;
19 if (!isdefined(origin))
21 origin = player.origin;
24 primaryWeapons = player GetWeaponsListPrimaries();
25 if (isdefined(forceweapon))
29 else if (primaryWeapons.size)
31 weapon = primaryWeapons[0];
35 weapon = player GetCurrentWeapon();
38 weaponmodel = weapon.worldModel;
40 spawner = GetEnt(
"fake_player_spawner",
"targetname" );
41 if (isdefined(spawner))
43 clone = spawner SpawnFromSpawner();
44 clone.origin = origin;
49 clone =
spawn(
"script_model", origin );
50 clone.isActor =
false;
53 if( IsDefined(forcemodel) )
55 clone SetModel( forcemodel );
60 mdl_body = player GetCharacterBodyModel();
61 clone SetModel( mdl_body );
64 bodyRenderOptions = player GetCharacterBodyRenderOptions();
65 clone SetBodyRenderOptions( bodyRenderOptions, bodyRenderOptions, bodyRenderOptions );
68 if (weaponmodel !=
"" && weaponmodel !=
"none" )
70 clone Attach( weaponmodel,
"tag_weapon_right" );
72 clone.team = player.team;
75 clone.zombie_move_speed=
"walk";
76 clone.script_noteworthy =
"corpse_clone";
91 function clone_damage_func( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, weapon, vPoint, vDir, sHitLoc, psOffsetTime, boneIndex )
96 self notify(
"player_revived", eAttacker );
108 weaponmodel = weapon.worldModel;
109 if (weaponmodel !=
"" && weaponmodel !=
"none" )
111 self Attach( weaponmodel,
"tag_weapon_right" );
139 self SetAnimStateFromASD(
"laststand" );
143 self SetAnimStateFromASD(
"idle" );
155 #using_animtree( "zm_ally" );
159 self UseAnimTree( #animtree );
164 self SetAnim( %pb_laststand_idle );
167 self SetAnim( %pb_afterlife_laststand_idle );
170 self SetAnim( %ai_actor_elec_chair_idle );
173 self SetAnim( %pb_falling_loop );
177 self SetAnim( %pb_stand_alert );