Remove explosion effect and just re-set victim blood color. Closes and will not fix #10 for now.

master v0.4-beta
Icedream 2013-12-27 05:56:40 +01:00
parent d23af759d5
commit c8a3a64d38
1 changed files with 2 additions and 7 deletions

View File

@ -361,10 +361,11 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
dphysics:SetDamping(physics:GetDamping()) dphysics:SetDamping(physics:GetDamping())
dphysics:SetInertia(physics:GetInertia()) dphysics:SetInertia(physics:GetInertia())
dentity:Fire("break", "", 0) dentity:Fire("break", "", 0)
dentity:Fire("kill", "", 2) dentity:Fire("kill", "", 1)
dentity:Fire("enablemotion","",0) dentity:Fire("enablemotion","",0)
// Let the entity bleed wahahaha. I'm mad, ain't I? // Let the entity bleed wahahaha. I'm mad, ain't I?
victim:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :(
local traceworld = {} local traceworld = {}
traceworld.start = victim:GetPos() + Vector(0, 0, 20) traceworld.start = victim:GetPos() + Vector(0, 0, 20)
traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down traceworld.endpos = traceworld.start + (Vector(0,0,-1) * 8000) // aim max. 8000 units down
@ -376,12 +377,6 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
edata:SetNormal(trw.Normal) edata:SetNormal(trw.Normal)
edata:SetEntity(dentity) edata:SetEntity(dentity)
util.Effect("BloodImpact", edata) util.Effect("BloodImpact", edata)
// BOOOOM!
local boomFx = ents.Create("env_explosion")
boomFx:SetPos(dentity:GetPos())
boomFx:Spawn()
boomFx:Fire("explode", "", 0)
end end
end) end)