return;
if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
+ // TODO somehow make it spray in a direction dependent on self.angles
trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
else
trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
// TODO remove some gibs according to cl_nogibs
gib = RubbleNew("gib");
+ gib.classname = "gib";
gib.move_movetype = MOVETYPE_BOUNCE;
gib.gravity = 1;
gib.solid = SOLID_CORPSE;
vector org, vel;
string specstr;
float issilent;
- string gentle_prefix;
+ string gentle_prefix = "morphed_";
float c, randomvalue;
gentle_prefix = "";
else if(cl_gentle_gibs == 3)
gentle_prefix = "happy_";
- else
- gentle_prefix = "morphed_";
}
else if(autocvar_cl_particlegibs)
{