I want to know how the scout breakable thing works... I'm trying to do something similar for half life, and this is what I have so far:
Code: Select all
edict_t * decoy = CREATE_ENTITY();
decoy->v.origin = pEntity->v.origin;
decoy->v.modelindex = pEntity->v.modelindex;
decoy->v.model = pEntity->v.model;
decoy->v.viewmodel = pEntity->v.viewmodel;
decoy->v.weaponmodel = pEntity->v.weaponmodel;
decoy->v.size = pEntity->v.size;
decoy->v.spawnflags = SF_BREAK_TOUCH;
decoy->v.netname = pEntity->v.netname;
MDLL_Spawn ( decoy );
Any help on how to do this would be much appreciated, I'd also give you credit.
I'm guessing that the RTCW and HL ways of doing this would be similar since they're roughly based on the same engine... just a different verson.
Thanks a bunch!