179 lines
4.7 KiB
Plaintext
179 lines
4.7 KiB
Plaintext
// Creates random clothes on the zombie that was just spawned.
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// Called from "zom_on_spawn"
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/*
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Made changes to how it works. This way is a little more user friendly for
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adding more clothes to spawn. Also added some CEP outfits in the pool.
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Should give zombies a more unique appearance.
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-Zunath-
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*/
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// Created by Ronin_DM on Unknown
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// Additions and commenting by Zunath on July 26, 2007
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// Modification for Resident Evil Online by Zunath on September 27, 2011
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void main()
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{
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object oSelf = OBJECT_SELF;
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int iRandom = Random(49) + 1;
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string sClothing;
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switch (iRandom)
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{
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case 1:
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sClothing = "_mdrn_cl_bkblu";
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break;
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case 2:
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sClothing = "_mdrn_cl_bkbrown";
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break;
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case 3:
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sClothing = "_mdrn_cl_bkmtbrn";
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break;
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case 4:
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sClothing = "_mdrn_cl_bkred";
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break;
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case 5:
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sClothing = "_mdrn_cl_bkstsrd";
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break;
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case 6:
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sClothing = "_mdrn_cl_bkwht";
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break;
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case 7:
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sClothing = "_mdrn_cl_bkyell";
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break;
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case 8:
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sClothing = "_mdrn_cl_bluebgr";
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break;
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case 9:
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sClothing = "_mdrn_cl_brnblck";
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break;
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case 10:
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sClothing = "_mdrn_cl_cbkl002";
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break;
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case 11:
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sClothing = "_mdrn_cl_cbkljbk";
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break;
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case 12:
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sClothing = "_mdrn_cl_cbktsbk";
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break;
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case 13:
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sClothing = "_mdrn_cl_cbkvblu";
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break;
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case 14:
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sClothing = "_mdrn_cl_frill01";
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break;
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case 15:
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sClothing = "_mdrn_cl_jbststw";
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break;
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case 16:
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sClothing = "_mdrn_cl_jbtlsvr";
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break;
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case 17:
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sClothing = "_mdrn_cl_jbtshtw";
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break;
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case 18:
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sClothing = "_mdrn_cl_lcoa001";
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break;
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case 19:
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sClothing = "_mdrn_cl_lcoat01";
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break;
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case 20:
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sClothing = "_mdrn_cl_lcoat02";
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break;
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case 21:
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sClothing = "_mdrn_cl_lcoat03";
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break;
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case 22:
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sClothing = "_mdrn_cl_ldress1";
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break;
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case 23:
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sClothing = "_mdrn_cl_pjlng01";
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break;
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case 24:
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sClothing = "_mdrn_cl_pjsht01";
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break;
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case 25:
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sClothing = "_mdrn_cl_sdrssbl";
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break;
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case 26:
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sClothing = "_mdrn_cl_tc_blk";
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break;
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case 27:
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sClothing = "_mdrn_cl_tc_brn";
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break;
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case 28:
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sClothing = "_mdrn_cl_tc_grn";
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break;
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case 29:
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sClothing = "_mdrn_cl_vest002";
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break;
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case 30:
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sClothing = "_mdrn_cl_wout";
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break;
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case 31:
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sClothing = "_mdrn_cl_wout002";
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break;
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case 32:
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sClothing = "_mdrn_it_bgown";
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break;
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case 33:
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sClothing = "_mdrn_it_blksuit";
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break;
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case 34:
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sClothing = "_mdrn_it_brvestw";
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break;
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case 35:
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sClothing = "_mdrn_it_camjack";
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break;
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case 36:
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sClothing = "_mdrn_it_gown001";
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break;
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case 37:
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sClothing = "_mdrn_it_gown002";
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break;
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case 38:
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sClothing = "_mdrn_it_gown003";
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break;
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case 39:
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sClothing = "_mdrn_it_gown004";
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break;
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case 40:
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sClothing = "_mdrn_it_gown005";
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break;
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case 41:
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sClothing = "_mdrn_it_gown006";
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break;
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case 42:
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sClothing = "_mdrn_it_gown007";
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break;
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case 43:
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sClothing = "_mdrn_it_gownblu";
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break;
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case 44:
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sClothing = "_mdrn_it_jeanwor";
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break;
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case 45:
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sClothing = "_mdrn_it_ljack01";
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break;
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case 46:
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sClothing = "_mdrn_it_lthr001";
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break;
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case 47:
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sClothing = "_mdrn_it_msblack";
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break;
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case 48:
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sClothing = "_mdrn_jcktjns001";
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break;
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case 49:
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sClothing = "_mdrn_jcktjns003";
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break;
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}
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// Now that we have the clothing to spawn, give it to the zombie
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// and make them equip it.
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object oEquip = CreateItemOnObject(sClothing);
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SetDroppableFlag(oEquip, FALSE);
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ActionEquipItem(oEquip, INVENTORY_SLOT_CHEST);
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}
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