Snoop my code all you want if it will help you make your own mods. Just give a little credit to me.
If you want to upload this somewhere else or make an edited version of this mod, contact me. If I don't respond in 3 months, consider my answer a "Yes".
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Changelogs
Version 2.8
I made the nudging / squirming effect a lot more subtle by changing the timing on the explosions. They appear to even "bounce" or "trip" over themselves when they hit the ground, but that effect is also very subtle.
Version 2.7
I got rid of the "increased chance to stagger" because it would occasionally cause some "double-stagger" shenanigans. Slightly increased the strength of the invisible explosions, so now dead bodies are "squirming" more than "twitching."
Version 2.6
I decided to get rid of the "hopping" function as it had an unpleasant visual effect with my NEW mod, CQC. I also adjusted the invisible explosions so that you should almost never see the items and weapons fly away at turbo speed from a dying NPC.
Version 2.5
Dancing Ragdolls: All I did was reduce the "hopping" effect yet again. Now it's negligible, and is only powerful enough to keep the ragdolling NPC standing on their feet for a moment before tumbling over.
Version 2.4
Dancing Ragdolls: Reduced the "hopping" effect (intentional behavior, but it was a bit much). When enemies go ragdoll, they will be less likely to jump up into the air. Basically, they will still gain some height, but the amount of height has been reduced.
Version 2.3
Dancing Ragdolls: More responsive but may be harder on bad computers. Now there is a delay between the crippling animation and the ragdoll effect, creating a great-looking reaction. In addition, crippling the torso now makes the enemy weaker and will result in them being on the ground for even longer if they go ragdoll.
Version 2.2
Dancing Ragdolls: Made the effect more subtle. Made it so that enemies will very rarely fly away from you when you hit them with a high-powered weapon (like the anti-material rifle). Took away the "SetRigidBodyMass" function and instead made them "Hang" in the air for a moment by using Con_SetVel Z + a random number.
Version 2
Dancing Ragdolls: Added an effect where the character might "hang" in the air for a moment before falling over. The chance and duration that an NPC might hang in the air is randomized. "Con_SetVel" and "SetRigidBodyMass" were the most important functions for that.
Version 1.5
Removed the "Drop Weapon" functionality because it was causing issues. But most enemies will still drop weapons if their arm is shot in vanilla gameplay.
[Crippled Head]: 50% chance of going limp. [On the ground for 4 seconds]
[Crippled Leg]: 50% chance of going limp. [On the ground for 0.75 seconds] [Two Crippled Legs]: 95% chance of going limp. [On the ground for 2.5 seconds]
[Crippled Arm]: Heavily reduced combat skills and slower movement speed. May run away. [Effective until healed.] [Two Crippled Arms]: All stats reduced to zero and speed drastically reduced. Absolutely useless in combat and likely to run away. [Effective until healed.]
[Dancing Ragdolls] The Dancing Ragdolls version of this mod includes all the crippling effects listed above but also causes enemies to struggle when knocked down and squirm after being killed. Crippling the torso will also make the enemy ragdolled for longer.