// Guy that gets shot gets blown backward! #include "../common/header.ds" output "p:/base/ds/common" parameter entity deadguy // This is the enemy that should fall back parameter vector falldist // This is the direction and distance that he should go parameter entity breakbrush // This is the entity (such as a window) that the enemy should bust through // If there is no window, make sure to set the breakbrush parameter to the same as the dying enemy parm // That way, it will ignore breaking it if breakbrush != deadguy use entity breakbrush endif animate entity deadguy performing action STD_SBLOWN_2BK_N_N by moving falldist