env_blood
From Valve Developer Community
This is a point entity available in all Source games.
Contents |
Entity Description
An entity used to spawn blood effects.
Availability
This point-based entity is available in: all Source games. In code it is represented by class CBlood, defined in effects.cpp.
Keys
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
- spraydir
- <angle> The general direction that the blood should spray and the direction to trace to apply the decal.
- color
- <choices> Blood color:
Literal value Description 0 Red (Human) 1 Yellow (Alien)
- amount
- <float> Amount of blood (damage to simulate)
Flags
- 1 : Random Direction
- 2 : Blood Stream
- 4 : On Player
- 8 : Spray decals
Inputs
Targetname:
-
Kill - Removes this entity from the world.
-
KillHierarchy - Removes this entity and all its children from the world.
-
AddOutput <string> - Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value> - Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
Parentname:
-
SetParent <targetname> - Move with this entity. See Entity Hierarchy (parenting).
-
SetParentAttachment <string> - Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
-
SetParentAttachmentMaintainOffset <string> - As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
-
ClearParent - Removes this entity from its current movement hierarchy.
- EmitBlood
- Triggers the blood effect.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
