| 314 | */ |
| 315 | |
| 316 | int BodyRemovalPadTime( gentity_t *ent ) |
| 317 | { |
| 318 | int time; |
| 319 | |
| 320 | if ( !ent || !ent->client ) |
| 321 | return 0; |
| 322 | |
| 323 | // team no longer indicates species/race, so in this case we'd use NPC_class, but |
| 324 | switch( ent->client->NPC_class ) |
| 325 | { |
| 326 | case CLASS_MOUSE: |
| 327 | case CLASS_GONK: |
| 328 | case CLASS_R2D2: |
| 329 | case CLASS_R5D2: |
| 330 | //case CLASS_PROTOCOL: |
| 331 | case CLASS_MARK1: |
| 332 | case CLASS_MARK2: |
| 333 | case CLASS_PROBE: |
| 334 | case CLASS_SEEKER: |
| 335 | case CLASS_REMOTE: |
| 336 | case CLASS_SENTRY: |
| 337 | case CLASS_INTERROGATOR: |
| 338 | time = 0; |
| 339 | break; |
| 340 | default: |
| 341 | // never go away |
| 342 | if ( g_corpseRemovalTime->integer <= 0 ) |
| 343 | { |
| 344 | time = Q3_INFINITE; |
| 345 | } |
| 346 | else |
| 347 | { |
| 348 | time = g_corpseRemovalTime->integer*1000; |
| 349 | } |
| 350 | break; |
| 351 | |
| 352 | } |
| 353 | |
| 354 | |
| 355 | return time; |
| 356 | } |
| 357 | |
| 358 | |
| 359 | /* |