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More blood.

eftd
Night Owl 7 years ago
parent
commit
6c7704b1f6
  1. 6
      dlls/combat.cpp
  2. 5
      dlls/weapons.cpp

6
dlls/combat.cpp

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

5
dlls/weapons.cpp

@ -137,7 +137,10 @@ SpawnBlood
*/ */
void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage ) void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage )
{ {
UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage ); if( bloodColor == BLOOD_COLOR_RED )
bloodColor = 73;
UTIL_BloodDrips( vecSpot, g_vecAttackDir, bloodColor, (int)flDamage * 3 );
UTIL_BloodStream( vecSpot, gpGlobals->v_forward * 2 - gpGlobals->v_up * 35, bloodColor, (int)flDamage );
} }
int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) int DamageDecal( CBaseEntity *pEntity, int bitsDamageType )

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