FX_Blood: Work on this effect a bit more to make it look like the real HL
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4cda2628e6
commit
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2 changed files with 18 additions and 21 deletions
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@ -45,13 +45,17 @@ FX_Blood(vector pos, vector color)
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#else
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#else
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static void Blood_Touch(void)
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static void Blood_Touch(void)
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{
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{
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if (self.think != Util_Destroy) {
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if (serverkeyfloat("*bspversion") == BSPVER_HL)
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if (serverkeyfloat("*bspversion") == BSPVER_HL)
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Decals_Place(self.origin, sprintf("{blood%d", floor(random(1,9))));
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Decals_Place(self.origin, sprintf("{blood%d", floor(random(1,9))));
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else {
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else {
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decal_pickwall(self, self.origin);
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decal_pickwall(self, self.origin);
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pointparticles(DECAL_BLOOD, g_tracedDecal.endpos, g_tracedDecal.normal, 1);
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pointparticles(DECAL_BLOOD, g_tracedDecal.endpos, g_tracedDecal.normal, 1);
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}
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}
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remove(self);
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}
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self.think = Util_Destroy;
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self.nextthink = time + 5.0f;
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}
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}
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if (cvar("violence_hblood") <= 0) {
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if (cvar("violence_hblood") <= 0) {
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@ -65,45 +69,36 @@ FX_Blood(vector pos, vector color)
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eBlood.drawmask = MASK_ENGINE;
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eBlood.drawmask = MASK_ENGINE;
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eBlood.maxframe = modelframecount(eBlood.modelindex);
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eBlood.maxframe = modelframecount(eBlood.modelindex);
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eBlood.loops = 0;
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eBlood.loops = 0;
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eBlood.scale = 1.0f;
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eBlood.scale = 0.25f;
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#ifdef GS_RENDERFX
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eBlood.m_vecRenderColor = color;
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eBlood.m_vecRenderColor = color;
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eBlood.m_iRenderMode = RM_COLOR;
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eBlood.m_iRenderMode = RM_COLOR;
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eBlood.m_flRenderAmt = 1.0f;
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eBlood.m_flRenderAmt = 1.0f;
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#else
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eBlood.colormod = color;
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#endif
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eBlood.framerate = 20;
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eBlood.framerate = 20;
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eBlood.nextthink = time + 0.05f;
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eBlood.nextthink = time + 0.05f;
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 3; i++) {
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env_sprite ePart = spawn(env_sprite);
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NSRenderableEntity ePart = spawn(NSRenderableEntity);
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setorigin(ePart, pos);
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setorigin(ePart, pos);
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setmodel(ePart, "sprites/blood.spr");
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setmodel(ePart, "sprites/blood.spr");
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ePart.movetype = MOVETYPE_BOUNCE;
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ePart.movetype = MOVETYPE_BOUNCE;
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ePart.gravity = 0.5f;
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ePart.gravity = 0.5f;
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ePart.scale = 0.5f;
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ePart.scale = 0.25f;
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ePart.drawmask = MASK_ENGINE;
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ePart.drawmask = MASK_ENGINE;
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ePart.maxframe = modelframecount(ePart.modelindex);
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ePart.frame = (random() < 0.5) ? 0 : 1;
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ePart.loops = 0;
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#ifdef GS_RENDERFX
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ePart.m_vecRenderColor = color;
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ePart.m_vecRenderColor = color;
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ePart.m_iRenderMode = RM_COLOR;
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ePart.m_iRenderMode = RM_COLOR;
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ePart.m_flRenderAmt = 1.0f;
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ePart.m_flRenderAmt = 1.0f;
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#else
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ePart.velocity = randomvec() * 96 + [0,0,64];
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ePart.colormod = color;
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#endif
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ePart.framerate = 15;
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ePart.nextthink = time + 0.1f;
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ePart.velocity = randomvec() * 64;
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ePart.touch = Blood_Touch;
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ePart.touch = Blood_Touch;
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ePart.solid = SOLID_BBOX;
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ePart.solid = SOLID_BBOX;
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/* ignore player physics */
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/* ignore player physics */
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ePart.dimension_solid = 1;
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ePart.dimension_solid = 1;
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ePart.dimension_hit = 1;
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ePart.dimension_hit = 1;
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ePart.hitcontentsmaski = 0;
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setsize(ePart, [0,0,0], [0,0,0]);
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setsize(ePart, [0,0,0], [0,0,0]);
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}
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}
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#endif
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#endif
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@ -44,6 +44,8 @@ seta "con_color" "255 150 0"
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seta "vgui_color" "255 170 0"
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seta "vgui_color" "255 170 0"
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seta "cross_color" "0 255 0"
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seta "cross_color" "0 255 0"
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seta v_muzzledlight 0
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// config compat
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// config compat
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alias mp_timelimit timelimit
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alias mp_timelimit timelimit
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alias mp_fraglimit fraglimit
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alias mp_fraglimit fraglimit
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