Character attributes
~~~~~~~~~~~~~~~~~~~~
-wolfieisgod - sets the player to a wolf. You gain all of the speed, strength,
+wolfie - sets the player to a wolf. You gain all of the speed, strength,
durability, and attacks of a wolf.
funnybunny - sets the player to a rabbit.
size (float) - changes the overall size of your character.
{
Person::players[0]->creature = wolftype;
Person::players[0]->skeletonLoad();
+ Person::players[0]->scale = .23;
Person::players[0]->damagetolerance = 300;
set_proportion(0, "1 1 1 1");
}
-void ch_wolfieisgod(const char* args)
-{
- ch_wolfie(args);
-}
-
void ch_wolf(const char*)
{
Person::players[0]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
DECLARE_COMMAND(cellophane)
DECLARE_COMMAND(funnybunny)
DECLARE_COMMAND(wolfie)
-DECLARE_COMMAND(wolfieisgod)
DECLARE_COMMAND(wolf)
DECLARE_COMMAND(snowwolf)
DECLARE_COMMAND(darkwolf)
closest = findClosestPlayer();
}
- // FIXME: Those proportions are buggy
if (closest >= 0) {
if (Person::players[closest]->creature == rabbittype) {
Person::players[closest]->creature = wolftype;
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeletonLoad();
- Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
+ Person::players[closest]->scale *= 1.15;
Person::players[closest]->damagetolerance = 300;
- } else {
+ } else { // wolftype
Person::players[closest]->creature = rabbittype;
Person::players[closest]->whichskin = 0;
Person::players[closest]->skeletonLoad(true);
- Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+ Person::players[closest]->scale /= 1.15;
Person::players[closest]->damagetolerance = 200;
}