#include "gibs.qh"
-#ifdef IMPLEMENTATION
REGISTER_NET_TEMP(net_gibsplash)
#ifdef SVQC
WriteShort(channel, floor(this.origin.x / 4)); // not using a coord here, as gibs don't need this accuracy
WriteShort(channel, floor(this.origin.y / 4)); // not using a coord here, as gibs don't need this accuracy
WriteShort(channel, floor(this.origin.z / 4)); // not using a coord here, as gibs don't need this accuracy
- WriteShort(channel, this.oldorigin.x); // acrually compressed velocity
+ WriteShort(channel, this.oldorigin.x); // actually compressed velocity
return true;
}
e.oldorigin_x = compressShortVector(e.velocity);
FOREACH_CLIENT(IS_REAL_CLIENT(it), Violence_GibSplash_SendEntity(e, it, 0));
- remove(e);
+ delete(e);
}
void Violence_GibSplash(entity source, float type, float amount, entity attacker)
void Gib_Delete(entity this)
{
- remove(this);
+ delete(this);
}
string species_prefix(int specnum);
// TODO remove some gibs according to cl_nogibs
gib = RubbleNew("gib");
- gib.move_movetype = MOVETYPE_BOUNCE;
+ set_movetype(gib, MOVETYPE_BOUNCE);
gib.gravity = 1;
gib.solid = SOLID_CORPSE;
gib.cnt = specnum;
// no gibs in gentle mode, sorry
break;
}
- remove(this);
+ delete(this);
}
#endif
-
-#endif