Removing blood client-side trigger as not working. Replaced with small bleeding + explosion. Related to #10.
parent
e05231b293
commit
744a73a3c3
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@ -5,8 +5,8 @@
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* cl_fxfake.lua
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*
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* Purpose:
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* Fake shoot and blood effect on client-side via a trigger from server-side,
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* as for some reason the effects are not rendered on client-side automatically.
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* Fake client-side effects via a user message trigger from server-side, as for some
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* reason these effects are not rendered on client-side automatically.
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*
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* Copyright (C) 2013 Carl Kittelberger (Icedream)
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*
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@ -39,13 +39,3 @@ usermessage.Hook("disguiserShootFX", function(um)
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swep:DoShootEffect(
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hitpos, hitnormal, entity, physbone, bFirstTimePredicted)
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end)
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usermessage.Hook("disguiserBlood", function(um)
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local edata = EffectData()
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edata:SetStart(um:ReadVector())
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edata:SetOrigin(um:ReadVector())
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edata:SetNormal(um:ReadVectorNormal())
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edata:SetEntity(um:ReadEntity())
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util.Effect("BloodImpact", edata)
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util.Decal("Splash.Large", um:ReadVector(), um:ReadVector())
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end)
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@ -364,29 +364,15 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
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dentity:Fire("kill", "", 2)
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dentity:Fire("enablemotion","",0)
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// Manually draw additional blood (for some reason setting the blood color has no effect)
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local traceworld = {}
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traceworld.start = victim:GetPos() + Vector(0, 0, 20)
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traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down
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traceworld.filter = victim
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local trw = util.TraceLine(traceworld) // Send the trace and get the results.
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local edata = EffectData()
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edata:SetStart(victim:GetPos() - physics:GetVelocity())
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edata:SetOrigin(victim:GetPos())
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edata:SetNormal(trw.Normal)
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edata:SetEntity(dentity)
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// Let the entity bleed wahahaha. I'm mad, ain't I?
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util.Effect("BloodImpact", edata)
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util.Decal("Splash.Large", trw.HitPos + trw.HitNormal, trw.HitPos - trw.HitNormal)
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// Make it appear on clientside of victim
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umsg.Start("disguiserBlood", victim)
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umsg.Vector(victim:GetPos() - physics:GetVelocity())
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umsg.Vector(victim:GetPos())
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umsg.VectorNormal(trw.Normal)
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umsg.Entity(dentity)
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umsg.Vector(trw.HitPos + trw.HitNormal)
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umsg.Vector(trw.HitPos - trw.HitNormal)
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umsg.End()
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// BOOOOM!
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local boomFx = ents.Create("env_explosion")
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boomFx:SetPos(dentity:GetPos())
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boomFx:Spawn()
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boomFx.Fire("explode", "", 0)
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end
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end)
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