WriteShort(MSG_ENTITY, floor(self.origin_x / 4)); // not using a coord here, as gibs don't need this accuracy\r
WriteShort(MSG_ENTITY, floor(self.origin_y / 4)); // not using a coord here, as gibs don't need this accuracy\r
WriteShort(MSG_ENTITY, floor(self.origin_z / 4)); // not using a coord here, as gibs don't need this accuracy\r
- WriteShort(MSG_ENTITY, self.oldorigin_x); // acrually compressed velocity\r
+ WriteShort(MSG_ENTITY, self.oldorigin_x); // actually compressed velocity\r
+ WriteCoord(MSG_ENTITY, self.scale); // size of the gibs\r
return TRUE;\r
}\r
\r
// TODO maybe convert this to a TE?\r
void Violence_GibSplash_At(vector org, vector dir, float type, float amount, entity gibowner, entity attacker)\r
{\r
+ if(gibowner.stat_eaten)\r
+ return; // you can't bleed or gib outside of the stomach\r
+\r
entity e;\r
\r
e = spawn();\r
e.state |= 8 * self.species; // gib type, ranges from 0 to 15\r
setorigin(e, org);\r
e.velocity = dir;\r
+ e.scale = gibowner.scale;\r
\r
e.oldorigin_x = compressShortVector(e.velocity);\r
\r