/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #ifdef CLIENT var float PARTICLE_BLOOD; void FX_Blood_Init(void) { PARTICLE_BLOOD = particleeffectnum("part_blood"); } #endif void FX_Blood(vector pos, vector color) { #ifdef SERVER WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EV_BLOOD); WriteCoord(MSG_MULTICAST, pos[0]); WriteCoord(MSG_MULTICAST, pos[1]); WriteCoord(MSG_MULTICAST, pos[2]); WriteByte(MSG_MULTICAST, color[0] * 255); WriteByte(MSG_MULTICAST, color[1] * 255); WriteByte(MSG_MULTICAST, color[2] * 255); msg_entity = self; multicast(pos, MULTICAST_PVS); #else if (cvar("violence_hblood") <= 0) { return; } pointparticles(PARTICLE_BLOOD, pos, [0,0,0], 1); #endif }