self.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+
// set up to fade out later
SUB_SetFade (self, time + 6 + random (), 1);
-
// reset body think wrapper broken by SUB_SetFade
if(self.classname == "body" && self.think != CopyBody_Think) {
self.CopyBody_think = self.think;