void Ent_GibSplash(float isNew)
{
- float amount, type, specnum, entnumber, body;
+ float amount, type, specnum, entnumber;
vector org, vel;
string specstr;
float issilent;
type = ReadByte(); // gibbage type
amount = ReadByte() / 16.0; // gibbage amount
entnumber = ReadByte(); // player num
- body = ReadByte(); // is dead body / gibbed
org_x = ReadShort() * 4 + 2;
org_y = ReadShort() * 4 + 2;
org_z = ReadShort() * 4 + 2;
void Ent_DamageEffect()
{
- float type, specnum1, specnum2, entnumber;
+ float type, specnum1, specnum2, entnumber, body;
vector org;
string specstr, effectnum;
entity e;
type = ReadByte(); // damage weapon
specnum1 = ReadByte(); // player species
entnumber = ReadByte(); // player entnum
+ body = ReadByte(); // is dead body / gibbed
org_x = ReadCoord();
org_y = ReadCoord();
org_z = ReadCoord();