Extend FX_GibHuman with a dir (euler) and force parameter.
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48731a402a
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ad18b8ec3d
3 changed files with 10 additions and 5 deletions
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@ -38,13 +38,18 @@ ClientGame_EventParse(float fHeader)
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vSparkAngle[2] = readcoord();
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FX_Spark(vSparkPos, vSparkAngle);
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}break;
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case EV_GIBHUMAN:{
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case EV_GIBHUMAN:
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vector vGibPos;
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vGibPos[0] = readcoord();
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vGibPos[1] = readcoord();
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vGibPos[2] = readcoord();
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FX_GibHuman(vGibPos);
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}break;
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vector vDir;
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vDir[0] = readcoord();
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vDir[1] = readcoord();
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vDir[2] = readcoord();
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float flForce = readfloat();
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FX_GibHuman(vGibPos, vDir, flForce);
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break;
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case EV_BLOOD:{
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vector vBloodPos;
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vector vBloodColor;
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@ -260,7 +260,7 @@ TSMultiplayerRules::PlayerDeath(base_player pp)
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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FX_GibHuman(pl.origin);
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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} else {
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/* Let's handle corpses on the clientside */
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entity corpse = spawn();
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@ -45,7 +45,7 @@ TSSingleplayerRules::PlayerDeath(base_player pp)
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}
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if (pp.health < -50) {
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FX_GibHuman(pp.origin);
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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}
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/* Let's handle corpses on the clientside */
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