Firing weapons inside of or through an ally changes things though... Lightning and axes (and other tracehit weapons) won't work well while inside an ally, because a traceline starting inside an entity it does not ignore will ignore all non-bsp entities... If a player standing inside an ally fires spikes or rockets, then those will collide with the inside of his ally. Likewise firing rockets through an ally in front of you will not end well.

So it's sort-of-supported.

Seven & Curt:
Regarding throwing heads, you're on the right track. Here's how to do it. I apologize for not testing this first, it may have bugs, but I don't have much time today -- just enough to write this post.

You could simply pass the head model into CopyMonsterToBodyQue:
void() army_die10 =[ $death10, army_die10 ] { CopyMonsterToBodyQue(30, "progs/h_guard.mdl"); };
CopyMonsterToBodyQue's params would be modified to this:
void(float hp, string headmdl) CopyMonsterToBodyQue =
{
CopyToBodyQue(self, hp, headmdl);
self.model = ""; // hide real monster
self.think = SUB_Null; // don't repeat the last death frame for eternity (monsters)
};
Then edit CopyToBodyQue to take the head model:
void(entity ent, float hp, string headmdl) CopyToBodyQue =
{
... (snipped for brevity) ...
bodyque_head.solid = SOLID_SLIDEBOX;
bodyque_head.movetype = MOVETYPE_TOSS;
bodyque_head.netname = headmdl;
bodyque_head = bodyque_head.owner;
};
Also update the declarations of these functions in defs.qc to include the headmdl param.
Finally, edit corpse_die's ThrowHead call:
ThrowHead (self.netname, self.health);
That *should* work. Heh... let me know if there's problems.

I'm pleased to hear the old version of darkplaces works with axes and lightning. That means this may be a darkplaces issue and not one that necessarily affects all engines. Major load off of my mind!

Also: Can anyone recommend a couple other engines (or several) that run happily in WinXP, especially one which simulates vanilla Quake rather well? I want to confirm that this feature works cross-engine and in vanilla Quake (which no longer runs for me).

I'm not familiar with that mod Curt, but I suspect you could still get the gibbable corpses working. If, for example, you called CopyMonsterToBodyQue after or instead of body_nonsolid in army_die10 etc, then that may work properly. I haven't gotten a chance to see the code -- my free time has been restricted lately.
I recommending following tutorials in fresh QC code until you understand how the tutorial works and what it's doing. It's fine to try to implement a tutorial in another mod or combine tutorials, but if you're not familiar with the mod's code then it gets tricky when there's collisions to resolve.
