The Gib type is determined by the return value of the
HasHumanGibs and
HasAlienGibs functions.
And the
HasHumanGibs and
HasAlienGibs functions are determined by the monster's classify by default.
If you want to manually change the gib type of certain monsters
(without changing the classify value), add the following line to the monster's class:
virtual BOOL HasHumanGibs(void) { return TRUE; }
You don't need to add the line "
virtual BOOL HasAlienGibs(void) { return FALSE; }
" as the
HasHumanGibs function will be evaluated first.