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 <= -200)
17 self.event_damage = SUB_Null;
18 SUB_VanishOrRemove (self);
25 GibDamage (other, other, 1000, 0, self.origin, '0 0 0');
28 // changes by LordHavoc on 03/30/04
29 // TossGib now takes a gib entity so it can be used for tossing heads
30 // gib.velocity now uses randomvec() instead of a bunch of manual random calls
31 // merged Gib() into PlayerGib()
32 void TossGib (entity gib, string mdlname, vector org, vector v, float destroyontouch)
37 gib.deadflag = DEAD_DEAD;
40 // don't set his classname to something else or it'll screw up a lot of stuff
41 if(gib.classname != "player")
42 gib.classname = "gib";
43 gib.iscreature = TRUE;
44 gib.movetype = MOVETYPE_BOUNCE;
45 gib.solid = SOLID_CORPSE;
49 setmodel (gib, mdlname);
50 setsize (gib, '-8 -8 -8', '8 8 8');
54 gib.takedamage = DAMAGE_YES;
55 gib.damageforcescale = 3.5;
56 gib.event_damage = GibDamage;
57 if (destroyontouch == 1)
60 gib.velocity = v + randomvec() * 450;
61 gib.avelocity = randomvec() * 300;
62 gib.oldvelocity = gib.velocity;
64 SUB_SetFade (gib, time + 12 + random () * 4, 1);