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Reimplement cut stock game gibbing feature #294
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Reimplement cut stock game gibbing feature #294
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this body temp check deserve a comment maybe, but still I'm not sure it's a good way to approach this. I've read something that you wanted to check "humanoid" flag but I think it's not necessary a good thing to check. But what about checking if material is flash?
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Basing it on
body_temp
appears, based on my analysis of the stock game files, the only realistic way to ensure this behaves properly in the stock game. The only entities that havebody_temp
> 90 (and would therefore gib) are humanoid characters and the reeper/baby_reeper. This avoids a situation where entities that have custom death animations and/or are enormous (like the rock snake) but have material flesh are gibbed.body_temp
perfectly limits the entities affected in the stock game and provides a very straightforward and sensical way for custom mod authors to make custom entities in their mod compatible with this feature.There was a problem hiding this comment.
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For me it's not sensical to depend on some magic number that happens to work for stock game entities and has no other explanation. If what you want is to exclude entities with custom death animations or enormous one why not specify it directly? Body temp field was added with the intention to define color in IR scanners (e.g. railgun), not to determine how entity dies.
You also repeated that condition twice... Please follow DRY principle.