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- // Guy that gets shot gets blown backward!
-
- #include "../common/header.ds"
-
- output "p:/base/ds/common"
-
- parameter entity deadguy // This is the enemy that should fall back
- parameter vector falldist // This is the direction and distance that he should go
- parameter entity breakbrush // This is the entity (such as a window) that the enemy should bust through
-
- // If there is no window, make sure to set the breakbrush parameter to the same as the dying enemy parm
- // That way, it will ignore breaking it
- if breakbrush != deadguy
- use entity breakbrush
- endif
-
- animate entity deadguy performing action STD_SBLOWN_2BK_N_N by moving falldist
-