__pointparticles(ef, org, randomvec() * explosionspeed, howmany / 50);
}
-void SUB_RemoveOnNoImpact(entity this)
+void SUB_RemoveOnNoImpact(entity this, entity toucher)
{
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- Gib_Delete(self);
+ Gib_Delete(this);
}
-void Gib_Touch(entity this)
+void Gib_Touch(entity this, entity toucher)
{
// TODO maybe bounce of walls, make more gibs, etc.
if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
- Gib_Delete(self);
+ Gib_Delete(this);
return;
}
- if(!self.silent)
- sound(self, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
- __pointparticles(_particleeffectnum(strcat(species_prefix(self.cnt), "blood")), self.origin + '0 0 1', '0 0 30', 10);
+ if(!this.silent)
+ sound(this, CH_PAIN, SND_GIB_SPLAT_RANDOM(), VOL_BASE, ATTEN_NORM);
+ __pointparticles(_particleeffectnum(strcat(species_prefix(this.cnt), "blood")), this.origin + '0 0 1', '0 0 30', 10);
- Gib_Delete(self);
+ Gib_Delete(this);
}
void Gib_Draw(entity this)
setsize (gib, '-8 -8 -8', '8 8 8');
gib.draw = Gib_Draw;
+ IL_PUSH(g_drawables, gib);
if(destroyontouch)
settouch(gib, Gib_Touch);
else
org = trace_endpos;
}
- gib.move_origin = org;
setorigin(gib, org);
- 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;
gib.move_time = time;
gib.damageforcescale = autocvar_cl_gibs_damageforcescale;