| 365 | */ |
| 366 | |
| 367 | static void NPC_RemoveBodyEffect(void) |
| 368 | { |
| 369 | // vec3_t org; |
| 370 | // gentity_t *tent; |
| 371 | |
| 372 | if ( !NPC || !NPC->client || (NPC->s.eFlags & EF_NODRAW) ) |
| 373 | return; |
| 374 | |
| 375 | // team no longer indicates species/race, so in this case we'd use NPC_class, but |
| 376 | |
| 377 | // stub code |
| 378 | switch(NPC->client->NPC_class) |
| 379 | { |
| 380 | case CLASS_PROBE: |
| 381 | case CLASS_SEEKER: |
| 382 | case CLASS_REMOTE: |
| 383 | case CLASS_SENTRY: |
| 384 | case CLASS_GONK: |
| 385 | case CLASS_R2D2: |
| 386 | case CLASS_R5D2: |
| 387 | //case CLASS_PROTOCOL: |
| 388 | case CLASS_MARK1: |
| 389 | case CLASS_MARK2: |
| 390 | case CLASS_INTERROGATOR: |
| 391 | case CLASS_ATST: // yeah, this is a little weird, but for now I'm listing all droids |
| 392 | // VectorCopy( NPC->currentOrigin, org ); |
| 393 | // org[2] -= 16; |
| 394 | // tent = G_TempEntity( org, EV_BOT_EXPLODE ); |
| 395 | // tent->owner = NPC; |
| 396 | break; |
| 397 | default: |
| 398 | break; |
| 399 | } |
| 400 | |
| 401 | |
| 402 | } |
| 403 | |
| 404 | |
| 405 | /* |