// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
// set up to fade out later
- SUB_SetFade (self, time + 12 + random () * 4, 1);
+ SUB_SetFade (self, time + 6 + random (), 1);
// remove laserdot
if(self.weaponentity)