Searching for 'bleeding'... c:\reaction\action\a_cmds.c(467): if ( (ent->client->bleeding != 0 || ent->client->leg_damage != 0) && ent->client->bandaging != 1 ) c:\reaction\action\a_cmds.c(473): && (ent->client->bleeding != 0 || ent->client->leg_damage != 0 ) c:\reaction\action\a_cmds.c(507): else if (ent->client->bleeding == 0 && ent->client->leg_damage == 0) c:\reaction\action\a_cmds.c(520): ent->client->bleeding = 0; c:\reaction\action\a_game.c(377)://blooder used for bleeding c:\reaction\action\g_combat.c(103): targ->client->bleeding = 0; c:\reaction\action\g_combat.c(585): int bleeding = 0; // damage causes bleeding c:\reaction\action\g_combat.c(663): bleeding = 1; c:\reaction\action\g_combat.c(759): bleeding = 0; c:\reaction\action\g_combat.c(829): // bleeding = 1; for testing c:\reaction\action\g_combat.c(954): bleeding = 1; c:\reaction\action\g_combat.c(962): take = (int)(take/2); // balances out difference in how action and axshun handle damage/bleeding c:\reaction\action\g_combat.c(1023): //zucc handle adding bleeding here c:\reaction\action\g_combat.c(1024): if ( damage_type && bleeding ) // one of the hit location weapons c:\reaction\action\g_combat.c(1026): /* zucc add in partial bleeding, changed c:\reaction\action\g_combat.c(1027): if ( client->bleeding < 4*damage*BLEED_TIME ) c:\reaction\action\g_combat.c(1029): client->bleeding = 4*damage*BLEED_TIME + client->bleeding/2; c:\reaction\action\g_combat.c(1034): client->bleeding += damage*BLEED_TIME*2; c:\reaction\action\g_combat.c(1037): client->bleeding += damage*BLEED_TIME; c:\reaction\action\g_combat.c(1042): else if ( bleeding ) c:\reaction\action\g_combat.c(1045): if ( client->bleeding < damage*BLEED_TIME ) c:\reaction\action\g_combat.c(1047): client->bleeding = damage*BLEED_TIME; c:\reaction\action\g_combat.c(1050): client->bleeding += damage*BLEED_TIME; c:\reaction\action\g_local.h(495):#define MOD_BLEEDING 43 c:\reaction\action\g_local.h(1080): int bleeding; //remaining points to bleed away c:\reaction\action\g_local.h(1083): vec3_t bleedloc_offset; // location of bleeding (from origin) c:\reaction\action\p_client.c(583): // handle bleeding, not used because bleeding doesn't get set c:\reaction\action\p_client.c(584): if ( mod == MOD_BLEEDING ) c:\reaction\action\p_view.c(991):void Do_Bleeding( edict_t *ent ) c:\reaction\action\p_view.c(997): if ( !(ent->client->bleeding) || (ent->health <= 0) ) c:\reaction\action\p_view.c(1002): temp = (int)(ent->client->bleeding * .2); c:\reaction\action\p_view.c(1003): ent->client->bleeding -= temp; c:\reaction\action\p_view.c(1031): //gi.cprintf(ent, PRINT_HIGH, "Bleeding now.\n"); c:\reaction\action\p_view.c(1034): // do bleeding c:\reaction\action\p_view.c(1127): // int damage; // zucc for bleeding c:\reaction\action\p_view.c(1237): // zucc handle any bleeding damage here c:\reaction\action\p_view.c(1238): Do_Bleeding( ent ); c:\reaction\action\p_view.c(1309): ent->client->attacker_mod = MOD_BLEEDING; 38 occurrence(s) have been found.