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More blood.
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@ -243,6 +243,9 @@ void CGib::SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human )
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pGib->pev->velocity = pGib->pev->velocity * 4;
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}
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UTIL_BloodStream( pGib->pev->origin, UTIL_RandomBloodVector(), pGib->m_bloodColor, 100 );
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UTIL_BloodDrips( pGib->pev->origin, g_vecZero, pGib->m_bloodColor, RANDOM_LONG( 20, 60 ) );
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pGib->pev->solid = SOLID_BBOX;
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UTIL_SetSize( pGib->pev, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
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}
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@ -1336,9 +1339,6 @@ void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector v
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SpawnBlood( ptr->vecEndPos, BloodColor(), flDamage );// a little surface blood.
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TraceBleed( flDamage, vecDir, ptr, bitsDamageType );
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AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
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// Spawn blood stream.
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UTIL_BloodStream( ptr->vecEndPos, -vecDir, ( BloodColor() == BLOOD_COLOR_RED ) ? 70 : BloodColor(), RANDOM_LONG( 4, 5 ) * 10 );
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}
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}
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@ -137,7 +137,10 @@ SpawnBlood
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*/
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void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage )
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{
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UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage );
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if( bloodColor == BLOOD_COLOR_RED )
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bloodColor = 73;
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UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage * 3 );
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UTIL_BloodStream( vecSpot, gpGlobals->v_forward * 2 - gpGlobals->v_up * 35, bloodColor, (int)flDamage );
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}
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int DamageDecal( CBaseEntity *pEntity, int bitsDamageType )
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