4 te_blood (self.origin + '0 0 1', '0 0 30', 8);
9 void TossGib (string mdlname, vector org, vector v)
14 // There has got to be a better way to do this...
15 vel_x = v_x + (random () * 300 - 150);
16 vel_y = v_y + (random () * 300 - 150);
17 vel_z = v_z + (random () * 300 - 150);
20 gib.classname = "gib";
21 gib.movetype = MOVETYPE_BOUNCE;
22 gib.solid = SOLID_CORPSE;
24 setmodel (gib, mdlname);
25 setsize (gib, '-8 -8 -8', '8 8 8');
29 gib.takedamage = DAMAGE_YES;
30 gib.event_die = GibSplat;
31 gib.event_hurt = GibSplat;
34 gib.avelocity = '300 300 300';
37 SUB_SetFade (gib, time + 12 + random () * 4);
42 TossGib ("models/gibs/gib1.mdl", self.origin, vel);
43 TossGib ("models/gibs/gib2.mdl", self.origin, vel);
44 TossGib ("models/gibs/gib3.mdl", self.origin, vel);
45 TossGib ("models/gibs/gib4.mdl", self.origin, vel);
46 TossGib ("models/gibs/bloodyskull.md3", self.origin, vel);
47 TossGib ("models/gibs/eye.md3", self.origin, vel);