| 764 | | BaseEntityT* Corpse=GameWorld->GetBaseEntityByID(CorpseID); |
| 765 | | |
| 766 | | Corpse->State=EntityStateT(State.Origin+VectorT(0.0, 0.0, State.Dimensions.Min.z+1728.8), VectorT(), BoundingBox3T<double>(Vector3dT()), State.Heading, |
| 767 | | 0, 0, 0, 0, State.ModelIndex, State.ModelSequNr, State.ModelFrameNr, 0, 0, 0, 0, |
| 768 | | State.ActiveWeaponSlot, 0, 0.0); |
| | 759 | std::map<std::string, std::string> Props; Props["classname"]="corpse"; |
| | 760 | |
| | 761 | // Create a new "corpse" entity in the place where we died, or else the model disappears. |
| | 762 | unsigned long CorpseID=GameWorld->CreateNewEntity(Props, ServerFrameNr, VectorT()); |
| | 763 | |
| | 764 | if (CorpseID!=0xFFFFFFFF) |
| | 765 | { |
| | 766 | BaseEntityT* Corpse=GameWorld->GetBaseEntityByID(CorpseID); |
| | 767 | |
| | 768 | Corpse->State=EntityStateT(State.Origin+VectorT(0.0, 0.0, State.Dimensions.Min.z+1728.8), VectorT(), BoundingBox3T<double>(Vector3dT()), State.Heading, |
| | 769 | 0, 0, 0, 0, State.ModelIndex, State.ModelSequNr, State.ModelFrameNr, 0, 0, 0, 0, |
| | 770 | State.ActiveWeaponSlot, 0, 0.0); |
| | 771 | } |