+ switch(specnum)
+ {
+ case SPECIES_HUMAN: return "";
+ case SPECIES_ALIEN: return "alien_";
+ case SPECIES_ROBOT_SHINY: return "robot_";
+ case SPECIES_ROBOT_RUSTY: return "robot_"; // use the same effects, only different gibs
+ case SPECIES_ROBOT_SOLID: return "robot_"; // use the same effects, only different gibs
+ case SPECIES_ANIMAL: return "animal_";
+ case SPECIES_RESERVED: return "reserved_";
+ default: return "";
+ }
+}
+
+void DamageEffect(vector hitorg, float thedamage, int type, int specnum)
+{SELFPARAM();