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, 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
e.oldorigin_x = compressShortVector(e.velocity);
FOREACH_CLIENT(IS_REAL_CLIENT(it), Violence_GibSplash_SendEntity(e, it, 0));
e.oldorigin_x = compressShortVector(e.velocity);
FOREACH_CLIENT(IS_REAL_CLIENT(it), Violence_GibSplash_SendEntity(e, it, 0));
}
void Violence_GibSplash(entity source, float type, float amount, entity attacker)
}
void Violence_GibSplash(entity source, float type, float amount, entity attacker)
__pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
}
__pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
}
- gib.move_velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
- gib.move_avelocity = prandomvec() * vlen(gib.move_velocity) * autocvar_cl_gibs_avelocity_scale;
+ gib.velocity = vconst * autocvar_cl_gibs_velocity_scale + vrand * autocvar_cl_gibs_velocity_random + '0 0 1' * autocvar_cl_gibs_velocity_up;
+ gib.avelocity = prandomvec() * vlen(gib.velocity) * autocvar_cl_gibs_avelocity_scale;