2 void dummyhurt (vector hitloc, float damage)
4 te_blood (hitloc, '0 0 20', floor (damage / 2));
7 void dummydie (vector hitloc, float damage)
11 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 600, 500);
13 vel = normalize (self.origin - hitloc) * damage * 4; // blow gibs away from impact point
15 vel_z = vel_z * 2; // more vertical
21 void CreateDummy (vector org)
26 dummy.solid = SOLID_SLIDEBOX;
27 dummy.movetype = MOVETYPE_FLY;
28 dummy.classname = "corpse";
29 dummy.takedamage = DAMAGE_YES;
31 setsize (dummy, PL_MIN, PL_MAX);
32 setorigin (dummy, org);
33 setmodel (dummy, "models/player/player.zym");
35 dummy.event_hurt = dummyhurt;
36 dummy.event_die = dummydie;
39 void ImpulseCommands (void)
41 if (self.impulse >= 1 && self.impulse <= 9)
42 W_SwitchWeapon (self.impulse);
44 else if (self.impulse == 10)
46 else if (self.impulse == 12)
48 else if (self.impulse == 13)
50 makevectors (self.v_angle);
51 CreateDummy (self.origin + self.view_ofs + v_forward * 64);