// When a Zombie spawns, set his eyes to glowing. zombie_eye_glow() { if( IsDefined( level.zombie_eye_glow ) && !level.zombie_eye_glow ) { return; } if( !IsDefined( self ) ) { return; } linkTag = "J_Eyeball_LE"; fxModel = "tag_origin"; fxTag = "tag_origin"; // SRS 9/2/2008: only using one particle now per Barry's request; // modified to be able to turn particle off self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) ); self.fx_eye_glow.angles = self GetTagAngles( linkTag ); self.fx_eye_glow SetModel( fxModel ); self.fx_eye_glow LinkTo( self, linkTag ); // TEMP for testing //self.fx_eye_glow thread maps\_debug::drawTagForever( fxTag ); PlayFxOnTag( level._effect["eye_glow"], self.fx_eye_glow, fxTag ); } // Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); } }
The glowing eyes just stay there even after the zombie despawns. It's a rather old issue that I have, so I thought I would get around to fixing it.