<P>
<P>// not quite as fancy as changing CalcDrawOffset() in the item, but
<P>// this way we don't have to subclass every fucking item :)
<P>function bool AddInventory( inventory NewItem )
<P>{
<P>	if ( Super.AddInventory(NewItem) )
<P>	{
<P>		NewItem.BobDamping = 1.2;
<P>		return true;
<P>	}
<P>
<P>	return false;
<P>}
<P>
<P>function PlayDying(name damageType, vector hitLoc)
<P>{
<P>	if(damageType=='Insane')
<P>	{
<P>		bInsaneDeath=true; //let the dying state handle animation if this is the special insane death
<P>		return;
<P>	}
<P>
<P>	super.PlayDying(damageType,hitLoc);
<P>}
<P>
<P>//modified to handle the insanedeath, the fading to black and load the right main menu map
