-void turret_trowgib(
- vector v_from, vector v_to, vector v_colormod,
- string smodel,
- float f_lifetime, float f_fadetime, float b_burn)
-{
- local entity gib;
- local entity burn;
-
- gib = spawn();
-
- gib.classname = "turret_gib";
- setmodel(gib, smodel);
- setorigin(gib, v_from);
- SUB_SetFade(gib,time + f_lifetime, 2);
-
- gib.solid = SOLID_BBOX;
- gib.movetype = MOVETYPE_BOUNCE;
- gib.takedamage = DAMAGE_YES;
- gib.event_damage = turret_gib_damage;
- gib.health = -1;
- gib.effects = EF_LOWPRECISION;
- gib.flags = FL_NOTARGET;
- gib.colormod = v_colormod;
- gib.velocity = v_to;
-
- if (b_burn)
- {
- burn = spawn();
- burn.effects = EF_LOWPRECISION;//|EF_FLAME;
- setattachment(burn,gib,"");
- setorigin(burn,(gib.mins + gib.maxs) * 0.5);
- SUB_SetFade(burn,time + (f_lifetime * 0.5), 2);
- }
-}
-
-void turret_gib_boom()
-{
- entity gib;
- float i;
- string s;
-
- for (i = 1; i < 5; i = i +1)
- {
- gib = spawn();
- gib.classname = "turret_gib";
-
- s = strcat("models/turrets/head-gib",ftos(i));
- s = strcat(s,".md3");
- setmodel(gib, s);
-
- setorigin(gib,self.origin);
-
- SUB_SetFade(gib,time + 5,2);
-
- gib.solid = SOLID_BBOX;
- gib.movetype = MOVETYPE_BOUNCE;
- gib.gravity = 0.5;
- gib.damageforcescale = 2;
- gib.takedamage = DAMAGE_YES;
- gib.event_damage = turret_gib_damage;
- gib.health = -1;
- gib.effects = EF_LOWPRECISION;
- gib.flags = FL_NOTARGET;
- gib.velocity = self.velocity + (randomvec() * 700);
- gib.avelocity = randomvec() * 64;
- }
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, 78);
- WriteCoord (MSG_BROADCAST, self.origin_x);
- WriteCoord (MSG_BROADCAST, self.origin_y);
- WriteCoord (MSG_BROADCAST, self.origin_z);
-
- remove(self);
-}
-
-void turret_trowgib2(
- vector v_from, vector v_to, vector v_colormod,
- entity e_mimic, float boomtime)
-{
- entity gib;
-
- gib = spawn();
-
- gib.classname = "turret_gib";
- setmodel(gib,e_mimic.model);
- setorigin(gib,v_from);
-
- gib.solid = SOLID_BBOX;
-
- gib.movetype = MOVETYPE_BOUNCE;
- gib.gravity = 0.75;
- gib.damageforcescale = 2;
- gib.takedamage = DAMAGE_YES;
- gib.event_damage = turret_gib_damage;
- gib.health = -1;
- gib.effects = EF_LOWPRECISION;
- gib.flags = FL_NOTARGET;
- gib.colormod = v_colormod;
- gib.velocity = v_to;
- gib.avelocity = randomvec() * 32;
- gib.think = turret_gib_boom;
- gib.nextthink = boomtime;
- //gib.effects = EF_FLAME;
-
-
-}
-/*
-* Spawn a boom, trow fake bits arround
-* and hide the real ones.
-*/