self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
+ self.ballistics_density = oldself.ballistics_density;
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);
- if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
+ if((g_arena && numspawned < 2) || (g_ca && player_cnt < required_ca_players) && !inWarmupStage)
return;
if (!g_minstagib)
self.movetype = MOVETYPE_TOSS;
// shootable corpse
self.solid = SOLID_CORPSE;
+ self.ballistics_density = cvar("g_ballistics_density_corpse");
// don't stick to the floor
self.flags &~= FL_ONGROUND;
// dying animation