Remove explosion effect and just re-set victim blood color. Closes and will not fix #10 for now.
parent
d23af759d5
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c8a3a64d38
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@ -361,10 +361,11 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
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dphysics:SetDamping(physics:GetDamping())
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dphysics:SetInertia(physics:GetInertia())
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dentity:Fire("break", "", 0)
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dentity:Fire("kill", "", 2)
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dentity:Fire("kill", "", 1)
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dentity:Fire("enablemotion","",0)
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// Let the entity bleed wahahaha. I'm mad, ain't I?
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victim:SetBloodColor(BLOOD_COLOR_RED) -- this thing was alive, ya know? :(
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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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@ -376,12 +377,6 @@ hook.Add("PlayerDeath", "Disguiser.ThirdPersonDeath", function(victim, inflictor
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edata:SetNormal(trw.Normal)
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edata:SetEntity(dentity)
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util.Effect("BloodImpact", edata)
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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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