return;
if(self.touch == Gib_Touch) // don't do this for the "chunk" thingie...
+ // TODO somehow make it spray in a direction dependent on self.angles
trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_SLIGHTBLOOD")), oldorg, self.origin);
else
trailparticles(self, particleeffectnum(strcat(species_prefix(self.cnt), "TR_BLOOD")), oldorg, self.origin);
// TODO remove some gibs according to cl_nogibs
gib = RubbleNew("gib");
+ gib.classname = "gib";
gib.move_movetype = MOVETYPE_BOUNCE;
gib.gravity = 1;
gib.solid = SOLID_CORPSE;