void CGib::SpawnHeadGib( CBaseEntity *pVictim ) { CGib *pGib = CREATE_ENTITY( CGib, "gib" ); //City17: Germany Violence Fix. /*if ( g_Language.GetInt() == LANGUAGE_GERMAN ) { pGib->Spawn( "models/germangibs.mdl" );// throw one head pGib->m_nBody = 0; } else {*/ pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head pGib->m_nBody = 0; //} if ( pVictim ) { Vector vecNewVelocity = pGib->GetAbsVelocity(); pGib->SetLocalOrigin( pVictim->EyePosition() ); edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() ); if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer ) { // 5% chance head will be thrown at player's face. CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer ); if ( player ) { vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin(); VectorNormalize(vecNewVelocity); vecNewVelocity *= 300; vecNewVelocity.z += 100; } } else { vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300)); } QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity(); vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 ); vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 ); pGib->SetLocalAngularVelocity( vecNewAngularVelocity ); // copy owner's blood color pGib->SetBloodColor( pVictim->BloodColor() ); pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); pGib->SetAbsVelocity( vecNewVelocity ); } pGib->LimitVelocity(); }