return FALSE;
WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEEFFECT);
- WriteByte(MSG_ENTITY, self.cnt); // the damage weapon
- WriteByte(MSG_ENTITY, self.state); // species
+ WriteByte(MSG_ENTITY, self.cnt); // damage weapon
+ WriteByte(MSG_ENTITY, self.state); // player species
WriteByte(MSG_ENTITY, self.team); // player entnum
+ WriteByte(MSG_ENTITY, self.deadflag); // is dead body / gibbed
WriteCoord(MSG_ENTITY, floor(self.origin_x));
WriteCoord(MSG_ENTITY, floor(self.origin_y));
WriteCoord(MSG_ENTITY, floor(self.origin_z));
else
e.team = num_for_edict(pl);
+ // is this a whole dead body, or a gibbed body / player?
+ if(!pl.modelindex) // gibbed
+ e.deadflag = 2;
+ else if(pl.classname == "body")
+ e.deadflag = 1;
+
// if the player is dead, show the effect lower, else it appears floating above the body
if(pl.health <= 0)
setorigin(e, pl.origin - '0 0 25');