1 void dummyhurt (vector hitloc, float damage)
3 te_blood (hitloc, '0 0 20', floor (damage * 0.5));
6 void dummydie (vector hitloc, float damage)
10 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 600, 500);
12 vel = normalize (self.origin - hitloc) * damage * 4; // blow gibs away from impact point
14 vel_z = vel_z * 2; // more vertical
20 void CreateDummy (vector org)
25 dummy.solid = SOLID_SLIDEBOX;
26 dummy.movetype = MOVETYPE_FLY;
27 dummy.classname = "corpse";
28 dummy.takedamage = DAMAGE_YES;
30 setsize (dummy, PL_MIN, PL_MAX);
31 setorigin (dummy, org);
32 setmodel (dummy, "models/player/player.zym");
34 dummy.event_hurt = dummyhurt;
35 dummy.event_die = dummydie;
38 void ImpulseCommands (void)
40 if (self.impulse >= 1 && self.impulse <= 9)
41 W_SwitchWeapon (self.impulse);
43 else if (self.impulse == 10)
45 else if (self.impulse == 12)
47 else if (self.impulse == 13)
49 makevectors (self.v_angle);
50 CreateDummy (self.origin + self.view_ofs + v_forward * 64);