Drag_MoveDrag(oldself, self);
+ Violence_DamageEffect_Copy(oldself, self);
+
+ self.owner = oldself;
self = oldself;
}
Violence_GibSplash(self, 1, 1, attacker);
self.modelindex = 0; // restore later
self.solid = SOLID_NOT; // restore later
+ self.takedamage = DAMAGE_NO; // restore later
}
}