2 void GibDamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
4 te_blood (self.origin + '0 0 1', '0 0 30', damage);
5 self.health = self.health - damage;
6 if (self.health <= -300)
8 self.event_damage = SUB_Null;
9 SUB_VanishOrRemove (self);
13 // changes by LordHavoc on 03/30/04
14 // TossGib now takes a gib entity so it can be used for tossing heads
15 // gib.velocity now uses randomvec() instead of a bunch of manual random calls
16 // merged Gib() into PlayerGib()
17 void TossGib (entity gib, string mdlname, vector org, vector v)
24 gib.classname = "gib";
25 gib.movetype = MOVETYPE_BOUNCE;
26 gib.solid = SOLID_CORPSE;
28 setmodel (gib, mdlname);
29 setsize (gib, '-8 -8 -8', '8 8 8');
33 gib.takedamage = DAMAGE_YES;
34 gib.damageforcescale = 3.5;
35 gib.event_damage = GibDamage;
37 gib.velocity = v + randomvec() * 150;
38 gib.avelocity = randomvec() * 300;
40 SUB_SetFade (gib, time + 12 + random () * 4);