diff --git a/Engine/src/live/AnimalEntity.ts b/Engine/src/live/AnimalEntity.ts index d91e803..5baf73d 100644 --- a/Engine/src/live/AnimalEntity.ts +++ b/Engine/src/live/AnimalEntity.ts @@ -289,7 +289,12 @@ export class AnimalEntity extends Entity { // 44% leg gib per leg for (let i = 0; i < 4; i++) { if (Math.random() > 0.66) { - ctx.addEntity(new GibletEntity(`giblets.${this.sprite.spriteKey}.leg.default.0`, dir+Math.random()*40, force+Math.random()*10), 'gibs', p[0], p[1]) + // FIXME: We should really query gib sprites for leg/tail/etc., then decide to spawn based on that. + let type = 'leg' + if (this.sprite.spriteKey === 'salamander') { + type = 'tail' + } + ctx.addEntity(new GibletEntity(`giblets.${this.sprite.spriteKey}.${type}.default.0`, dir+Math.random()*40, force+Math.random()*10), 'gibs', p[0], p[1]) } } // 35% extra gibs per 8