Code:
// when calling KILLED(), a value that governs gib behavior is expected to be
// one of these three values
#define GIB_NORMAL 0// gib if entity was overkilled
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
#define GIB_ALWAYS 2// always gib ( Houndeye Shock, Barnacle Bite )
Code:
void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
// [ ... ]
if ( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS )
{
pev->solid = SOLID_NOT;
GibMonster(); // This clears pev->model
pev->effects |= EF_NODRAW;
return;
}
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