3 te_blood (self.origin + '0 0 1', '0 0 30', 10);
8 sound (self, CHAN_IMPACT, "misc/gib_splat01.wav", 1, ATTN_NORM);
10 sound (self, CHAN_IMPACT, "misc/gib_splat02.wav", 1, ATTN_NORM);
12 sound (self, CHAN_IMPACT, "misc/gib_splat03.wav", 1, ATTN_NORM);
14 sound (self, CHAN_IMPACT, "misc/gib_splat04.wav", 1, ATTN_NORM);
15 self.health = self.health - 11;
16 if (self.health <= -12)
18 self.event_damage = nullfunction;
19 SUB_VanishOrRemove (self);
23 // changes by LordHavoc on 03/30/04
24 // TossGib now takes a gib entity so it can be used for tossing heads
25 // gib.velocity now uses randomvec() instead of a bunch of manual random calls
26 // merged Gib() into PlayerGib()
27 void TossGib (entity gib, string mdlname, vector org, vector v, float destroyontouch)
34 gib.classname = "gib";
35 gib.movetype = MOVETYPE_BOUNCE;
36 gib.solid = SOLID_CORPSE;
38 setmodel (gib, mdlname);
39 setsize (gib, '-8 -8 -8', '8 8 8');
43 gib.takedamage = DAMAGE_YES;
44 gib.damageforcescale = 3.5;
45 //gib.event_damage = GibDamage;
46 if (destroyontouch == 1)
49 gib.velocity = v + randomvec() * 450;
50 gib.avelocity = randomvec() * 300;
52 SUB_SetFade (gib, time + 12 + random () * 4);