//::////////////////////////////////////////////// //:: BODY TAILOR: copy to model //:: onconv bodytailor //::////////////////////////////////////////////// /* gather the pc info and copy to the model */ //::////////////////////////////////////////////// //:: Created By: bloodsong //:: based on the Mil_Tailor by Milambus Mandragon //::////////////////////////////////////////////// #include "btlr__inc" void main() { object oPC = OBJECT_SELF; //--reversed from copy to pc object oSelf = GetPCSpeaker(); int iNewApp; //--WINGS: iNewApp = GetCreatureWingType(oSelf); SetCreatureWingType(iNewApp, oPC); //--TAIL: iNewApp = GetCreatureTailType(oSelf); SetCreatureTailType(iNewApp, oPC); //--HEAD: iNewApp = GetCreatureBodyPart(CREATURE_PART_HEAD, oSelf); SetCreatureBodyPart(CREATURE_PART_HEAD, iNewApp, oPC); //--BODYPARTS: iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, oSelf); SetCreatureBodyPart(CREATURE_PART_LEFT_BICEP, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, oSelf); SetCreatureBodyPart(CREATURE_PART_LEFT_FOOT, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, oSelf); SetCreatureBodyPart(CREATURE_PART_LEFT_FOREARM, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_HAND, oSelf); SetCreatureBodyPart(CREATURE_PART_LEFT_HAND, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, oSelf); SetCreatureBodyPart(CREATURE_PART_LEFT_SHIN, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, oSelf); SetCreatureBodyPart(CREATURE_PART_LEFT_THIGH, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, oSelf); SetCreatureBodyPart(CREATURE_PART_RIGHT_BICEP, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, oSelf); SetCreatureBodyPart(CREATURE_PART_RIGHT_FOOT, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, oSelf); SetCreatureBodyPart(CREATURE_PART_RIGHT_FOREARM, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, oSelf); SetCreatureBodyPart(CREATURE_PART_RIGHT_HAND, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, oSelf); SetCreatureBodyPart(CREATURE_PART_RIGHT_SHIN, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, oSelf); SetCreatureBodyPart(CREATURE_PART_RIGHT_THIGH, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_NECK, oSelf); SetCreatureBodyPart(CREATURE_PART_NECK, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_PELVIS, oSelf); SetCreatureBodyPart(CREATURE_PART_PELVIS, iNewApp, oPC); iNewApp = GetCreatureBodyPart(CREATURE_PART_TORSO, oSelf); SetCreatureBodyPart(CREATURE_PART_TORSO, iNewApp, oPC); //--EYES //--this can't be done from pc to npc. (easily). live with it. //--PHENOTYPE SetPhenoType(GetPhenoType(oSelf), oPC); }