Ok fixed it, it was easy yeah I forgot to look at ZRuleDeathMatch.cpp... -__- stupid me.
Anyways, for people who'd like this too:
ZRuleDeathMatch.cpp:
Search for:
Code:
ZGetEffectManager()->AddBerserkerIcon(pFlagChar);
Replace with:
Code:
ZGetEffectManager()->AddBerserkerCTFIcon(pFlagChar);
^ Do this step 3 times.
ZEffectManager.h:
Search for:
Code:
void AddBerserkerIcon(ZObject* pObj);
Add under:
Code:
void AddBerserkerCTFIcon(ZObject* pObj);
ZEffectManager.cpp:
Search for:
Code:
m_pBerserkerEffect = m_pEffectMeshMgr->Get("ef_berserker");
Add under:
Code:
m_pBerserkerCTFEffect = m_pEffectMeshMgr->Get("ef_berserk02");
--------------------------------------------------
Search for:
Code:
void ZEffectManager::AddBerserkerIcon(ZObject* pObj){
ZEffect* pNew;
for (int i = 0; i < eq_parts_pos_info_end; i++)
{
if (
(i == eq_parts_pos_info_RFoot) ||
(i == eq_parts_pos_info_LFoot) ||
(i == eq_parts_pos_info_RToe0) ||
(i == eq_parts_pos_info_LToe0) ||
(i == eq_parts_pos_info_RToe0Nub) ||
(i == eq_parts_pos_info_LToe0Nub) ||
(i == eq_parts_pos_info_LFingerNub) ||
(i == eq_parts_pos_info_RFingerNub) ||
(i == eq_parts_pos_info_etc) ||
(i == eq_parts_pos_info_LClavicle) ||
(i == eq_parts_pos_info_RClavicle) ||
(i == eq_parts_pos_info_Effect)) continue;
pNew = new ZEffectBerserkerIconLoop(m_pBerserkerEffect,pObj);
((ZEffectBerserkerIconLoop*)pNew)->SetAlignType(2);
((ZEffectBerserkerIconLoop*)pNew)->m_type = _RMeshPartsPosInfoType(i);
Add(pNew);
}
}
Add under:
Code:
void ZEffectManager::AddBerserkerCTFIcon(ZObject* pObj){
ZEffect* pNew;
for (int i = 0; i < eq_parts_pos_info_end; i++)
{
if (
(i == eq_parts_pos_info_RFoot) ||
(i == eq_parts_pos_info_LFoot) ||
(i == eq_parts_pos_info_RToe0) ||
(i == eq_parts_pos_info_LToe0) ||
(i == eq_parts_pos_info_RToe0Nub) ||
(i == eq_parts_pos_info_LToe0Nub) ||
(i == eq_parts_pos_info_LFingerNub) ||
(i == eq_parts_pos_info_RFingerNub) ||
(i == eq_parts_pos_info_etc) ||
(i == eq_parts_pos_info_LClavicle) ||
(i == eq_parts_pos_info_RClavicle) ||
(i == eq_parts_pos_info_Effect)) continue;
pNew = new ZEffectBerserkerIconLoop(m_pBerserkerCTFEffect,pObj);
((ZEffectBerserkerIconLoop*)pNew)->SetAlignType(2);
((ZEffectBerserkerIconLoop*)pNew)->m_type = _RMeshPartsPosInfoType(i);
Add(pNew);
}
}
I'll put it in the tutorial section too. Thanks.