Following Excerpted from Mapedit.txt, as amended by Nemo (JMF).
[All observations tested and verified under OUWB / Blood 1.21.]

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GIB OBJECT

	"Data 1-3 are the objects to GIB" (see list below **).  
        Data4 is the sound ID to generate.

	0	->	1	GlassT
	1	->	2	GlassS
	2	->	3	BurnShard
	3	->	4	WoodShard
	4	->	5	MetalShard
	5	->	6	FireSpark
	6	->	7	ShockSpark
	7	->	8	BloodChunks
	8	->	9	BubblesS
	9	->	10	BubblesM
	10	->	11	BubblesL
	11	->	12	Icicles
	12	->	13	GlassCombo1
	13	->	14	GlassCombo2
	14	->	15	WoodCombo
	15	->	16	kGibHuman
	16	->	17	MedicCombo
	17	->	18	FlareSpark
	18	->	19	BloodBits
	19	->	20	RockShards
	20	->	21	PaperCombo1
	21	->	22	PlantCombo1
	22	->	23	ShockGibs
	23	->	24	ShockGibs2	// floor spread
	24	->	25	ShockGibs3
	25	->	26	Flames1 (PLASMA only)
	26	->	27	Flames2 (PLASMA only)
	27	->	29	AxeZombieHead
	28	->	29	Mime
	29	->	30	Hound
	30	->	31	FleshGargoyle

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        ** JMF Note: Column 1 above, provided by Monolith,
           is incorrectly ZERO-indexed for Gib Objects. Use 
           Column 2 for those Data values. 

           Column 1 values are only correct for Gib WALLS!

           Additionally, Data3 is NOT actually functional. 
           If values are typed in ALL 3 Data slots, 
           ONLY the Data 1 & 2 gibs will appear!
