self.iscreature = oldself.iscreature;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.iscreature = oldself.iscreature;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
self.takedamage = oldself.takedamage;
self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
self.takedamage = oldself.takedamage;
self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
// set up to fade out later
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
// set up to fade out later