FX_Blood: Work on this effect a bit more to make it look like the real HL

This commit is contained in:
Marco Cawthorne 2022-04-23 22:36:01 -07:00
parent 4cda2628e6
commit 98a7151ab2
Signed by: eukara
GPG Key ID: C196CD8BA993248A
2 changed files with 18 additions and 21 deletions

View File

@ -45,13 +45,17 @@ FX_Blood(vector pos, vector color)
#else #else
static void Blood_Touch(void) static void Blood_Touch(void)
{ {
if (self.think != Util_Destroy) {
if (serverkeyfloat("*bspversion") == BSPVER_HL) if (serverkeyfloat("*bspversion") == BSPVER_HL)
Decals_Place(self.origin, sprintf("{blood%d", floor(random(1,9)))); Decals_Place(self.origin, sprintf("{blood%d", floor(random(1,9))));
else { else {
decal_pickwall(self, self.origin); decal_pickwall(self, self.origin);
pointparticles(DECAL_BLOOD, g_tracedDecal.endpos, g_tracedDecal.normal, 1); pointparticles(DECAL_BLOOD, g_tracedDecal.endpos, g_tracedDecal.normal, 1);
} }
remove(self); }
self.think = Util_Destroy;
self.nextthink = time + 5.0f;
} }
if (cvar("violence_hblood") <= 0) { if (cvar("violence_hblood") <= 0) {
@ -65,45 +69,36 @@ FX_Blood(vector pos, vector color)
eBlood.drawmask = MASK_ENGINE; eBlood.drawmask = MASK_ENGINE;
eBlood.maxframe = modelframecount(eBlood.modelindex); eBlood.maxframe = modelframecount(eBlood.modelindex);
eBlood.loops = 0; eBlood.loops = 0;
eBlood.scale = 1.0f; eBlood.scale = 0.25f;
#ifdef GS_RENDERFX
eBlood.m_vecRenderColor = color; eBlood.m_vecRenderColor = color;
eBlood.m_iRenderMode = RM_COLOR; eBlood.m_iRenderMode = RM_COLOR;
eBlood.m_flRenderAmt = 1.0f; eBlood.m_flRenderAmt = 1.0f;
#else
eBlood.colormod = color;
#endif
eBlood.framerate = 20; eBlood.framerate = 20;
eBlood.nextthink = time + 0.05f; eBlood.nextthink = time + 0.05f;
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
env_sprite ePart = spawn(env_sprite); NSRenderableEntity ePart = spawn(NSRenderableEntity);
setorigin(ePart, pos); setorigin(ePart, pos);
setmodel(ePart, "sprites/blood.spr"); setmodel(ePart, "sprites/blood.spr");
ePart.movetype = MOVETYPE_BOUNCE; ePart.movetype = MOVETYPE_BOUNCE;
ePart.gravity = 0.5f; ePart.gravity = 0.5f;
ePart.scale = 0.5f; ePart.scale = 0.25f;
ePart.drawmask = MASK_ENGINE; ePart.drawmask = MASK_ENGINE;
ePart.maxframe = modelframecount(ePart.modelindex); ePart.frame = (random() < 0.5) ? 0 : 1;
ePart.loops = 0;
#ifdef GS_RENDERFX
ePart.m_vecRenderColor = color; ePart.m_vecRenderColor = color;
ePart.m_iRenderMode = RM_COLOR; ePart.m_iRenderMode = RM_COLOR;
ePart.m_flRenderAmt = 1.0f; ePart.m_flRenderAmt = 1.0f;
#else ePart.velocity = randomvec() * 96 + [0,0,64];
ePart.colormod = color;
#endif
ePart.framerate = 15;
ePart.nextthink = time + 0.1f;
ePart.velocity = randomvec() * 64;
ePart.touch = Blood_Touch; ePart.touch = Blood_Touch;
ePart.solid = SOLID_BBOX; ePart.solid = SOLID_BBOX;
/* ignore player physics */ /* ignore player physics */
ePart.dimension_solid = 1; ePart.dimension_solid = 1;
ePart.dimension_hit = 1; ePart.dimension_hit = 1;
ePart.hitcontentsmaski = 0;
setsize(ePart, [0,0,0], [0,0,0]); setsize(ePart, [0,0,0], [0,0,0]);
} }
#endif #endif

View File

@ -43,7 +43,9 @@ seta "maxplayers" "8"
seta "con_color" "255 150 0" seta "con_color" "255 150 0"
seta "vgui_color" "255 170 0" seta "vgui_color" "255 170 0"
seta "cross_color" "0 255 0" seta "cross_color" "0 255 0"
// config compat seta v_muzzledlight 0
alias mp_timelimit timelimit
alias mp_fraglimit fraglimit // config compat
alias mp_timelimit timelimit
alias mp_fraglimit fraglimit