1 void GibDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
6 sound (self, CHAN_IMPACT, "misc/gib_splat01.wav", 1, ATTN_NORM);
8 sound (self, CHAN_IMPACT, "misc/gib_splat02.wav", 1, ATTN_NORM);
10 sound (self, CHAN_IMPACT, "misc/gib_splat03.wav", 1, ATTN_NORM);
12 sound (self, CHAN_IMPACT, "misc/gib_splat04.wav", 1, ATTN_NORM);
13 te_blood (self.origin + '0 0 1', '0 0 30', 10);
14 self.health = self.health - damage;
15 if (self.health <= -1000)
17 self.event_damage = SUB_Null;
18 SUB_VanishOrRemove (self);
25 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
27 SUB_VanishOrRemove(self);
30 GibDamage (other, other, 1000, 0, self.origin, '0 0 0');
36 float() Gib_customizeentityforclient =
38 if(self.gibrandom > other.cvar_cl_nogibs)
39 self.modelindex = self.gibmodelindex;
45 // changes by LordHavoc on 03/30/04
46 // TossGib now takes a gib entity so it can be used for tossing heads
47 // gib.velocity now uses randomvec() instead of a bunch of manual random calls
48 // merged Gib() into PlayerGib()
49 void TossGib (entity gib, string mdlname, vector org, vector v, float destroyontouch)
54 gib.deadflag = DEAD_DEAD;
57 // don't set his classname to something else or it'll screw up a lot of stuff
58 if(gib.classname != "player")
59 gib.classname = "gib";
60 gib.iscreature = TRUE;
61 gib.movetype = MOVETYPE_BOUNCE;
62 gib.solid = SOLID_CORPSE;
65 gib.gibrandom = random(); // used for customize function to reduce gibs
66 gib.customizeentityforclient = Gib_customizeentityforclient;
68 setmodel (gib, mdlname);
69 gib.gibmodelindex = gib.modelindex;
70 setsize (gib, '-8 -8 -8', '8 8 8');
74 gib.takedamage = DAMAGE_YES;
75 gib.damageforcescale = 3.5;
76 gib.event_damage = GibDamage;
77 if (destroyontouch == 1)
80 gib.velocity = v + randomvec() * 450;
81 gib.avelocity = randomvec() * 300;
82 gib.oldvelocity = gib.velocity;
84 SUB_SetFade (gib, time + 12 + random () * 4, 1);