1 void GibDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
6 sound (self, CHAN_IMPACT, "misc/gib_splat01.wav", 1, ATTN_NORM);
8 sound (self, CHAN_IMPACT, "misc/gib_splat02.wav", 1, ATTN_NORM);
10 sound (self, CHAN_IMPACT, "misc/gib_splat03.wav", 1, ATTN_NORM);
12 sound (self, CHAN_IMPACT, "misc/gib_splat04.wav", 1, ATTN_NORM);
13 te_blood (self.origin + '0 0 1', '0 0 30', 10);
14 self.health = self.health - damage;
15 if (self.health <= -1000)
17 self.event_damage = SUB_Null;
18 SUB_VanishOrRemove (self);
25 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
27 SUB_VanishOrRemove(self);
30 GibDamage (other, other, 1000, 0, self.origin, '0 0 0');
36 float() Gib_customizeentityforclient =
38 if(self.classname == "player") // the eye
40 if(self.gibrandom > other.cvar_cl_nogibs)
41 setmodel(self, self.model);
46 else // other gibs - don't even need to send them
47 return (self.gibrandom > other.cvar_cl_nogibs);
50 // changes by LordHavoc on 03/30/04
51 // TossGib now takes a gib entity so it can be used for tossing heads
52 // gib.velocity now uses randomvec() instead of a bunch of manual random calls
53 // merged Gib() into PlayerGib()
54 void TossGib (entity gib, string mdlname, vector org, vector v, float destroyontouch)
59 gib.deadflag = DEAD_DEAD;
62 // don't set his classname to something else or it'll screw up a lot of stuff
63 if(gib.classname != "player")
64 gib.classname = "gib";
65 gib.iscreature = TRUE;
66 gib.movetype = MOVETYPE_BOUNCE;
67 gib.solid = SOLID_CORPSE;
70 gib.gibrandom = random(); // used for customize function to reduce gibs
71 gib.customizeentityforclient = Gib_customizeentityforclient;
72 gib.effects = EF_LOWPRECISION; // use less bandwidth
74 setmodel (gib, mdlname);
75 gib.gibmodelindex = gib.modelindex;
76 setsize (gib, '-8 -8 -8', '8 8 8');
80 gib.takedamage = DAMAGE_YES;
81 gib.damageforcescale = 3.5;
82 gib.event_damage = GibDamage;
83 if (destroyontouch == 1)
86 gib.velocity = v + randomvec() * 450;
87 gib.avelocity = randomvec() * 300;
88 gib.oldvelocity = gib.velocity;
90 SUB_SetFade (gib, time + 12 + random () * 4, 1);