Drag_MoveDrag(oldself, self);
+ Violence_DamageEffect_Copy(oldself, self);
+
+ self.owner = oldself;
self = oldself;
}
self.anim_forwardleft = '20 1 1';
self.anim_backright = '21 1 1';
self.anim_backleft = '22 1 1';
+ self.anim_melee = '23 1 1';
animparseerror = FALSE;
animfilename = strcat(self.model, ".animinfo");
animfile = fopen(animfilename, FILE_READ);
self.anim_forwardleft = animparseline(animfile);
self.anim_backright = animparseline(animfile);
self.anim_backleft = animparseline(animfile);
+ self.anim_melee = animparseline(animfile);
fclose(animfile);
// derived anims
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- if (self.health <= -150 && self.modelindex != 0)
+ if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
{
// don't use any animations as a gib
self.frame = 0;
Violence_GibSplash(self, 1, 1, attacker);
self.modelindex = 0; // restore later
self.solid = SOLID_NOT; // restore later
+ self.takedamage = DAMAGE_NO; // restore later
}
}
if(sv_gentle > 0 || autocvar_ekg) {
// remove corpse
- PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
+ PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
}
// reset fields the weapons may use just in case