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{{wrongtitle|title=env_blood}}
{{Source topicon}} {{Lang|title=env_blood}}
{{tabs|env_blood|goldsrc=1|source=2|main=source}}
[[File:Env_blood.gif|thumb|250px|<code>env_blood</code> demonstration in 2 different variations. (without and with the "Spray decals" flag)]]
{{CD|CBlood|file1=effects.cpp}}


{{base_point}}
{{this is a|point entity|name=env_blood|engibe=2}} It is used to spawn blood effects. By default, the <code>env_blood</code> creates an animated splash of blood at its [[origin]] when triggered; however, the <code>env_blood</code> can be set up to spray blood decals onto nearby objects. This entity will only function through [[input]]s.


==Entity Description==
{{Bug|Does not appear to work properly in {{Team Fortress 2}}. The blood texture is missing.}}
[[{{ns:6}}:BloodCloud.jpg|thumb|300px|An env_blood with default settings emitting a cloud of blood]]


An [[entity]] used to spawn blood effects. By default, the env_blood creates an animated cloud of blood at its [[origin]]; however, the the env_blood can be set up to spray blood decals onto nearby objects.
==Keyvalues==
{{KV Targetname}}
{{KV|Spray Direction (Pitch Yaw Roll)|intn=spraydir|angle|The general direction that the blood should spray and the direction to trace to apply the decal.}}
{{KV|Blood Color|intn=color|choices|Color of the spraying blood.
:*0: Red (Human)
:*1: Yellow (Alien)}}
{{KV|Amount of blood (damage to simulate)|intn=amount|float|Intensity of the blood spray.}}


==Availability==
==Inputs==
{{in game|point}} {{game-base}}
{{I|EmitBlood|Emits the blood effect.}}
In code it is represented by class CBlood, defined in effects.cpp.
 
==Keys==
*{{KV Targetname}}
*{{KV Parentname}}
*'''spraydir'''
:<[[angle]]> The general direction that the blood should spray and the direction to trace to apply the [[decal]].
*'''color'''
:<choices> Blood color:
:{| class=standard-table
! Literal value || Description
|-
| 0 || Red (Human)
|-
| 1 || Yellow (Alien)
|}
*'''amount'''
:<float> Amount of blood (damage to simulate)


==Flags==
==Flags==
*1 : Random Direction
{{Fl|1|Random Direction}}
*2 : Blood Stream
{{Fl|2|Blood Stream}}
*4 : On Player
{{Fl|4|On Player}}
*8 : Spray decals
{{Fl|8|Spray [[decals]]}}
 
{{Fl|16|Cloud|Emits a much larger cloud of blood.|nofgd=1}}
==Inputs==
{{Fl|32|Drops|Splashes large blood drops.|nofgd=1}}
*{{I Targetname}}
{{Fl|64|Gore|Emits an effect similar to ''Cloud'' but smaller.|nofgd=1}}
*{{I Parentname}}
*'''EmitBlood'''
:Triggers the blood effect.
 
==Outputs==
*{{O Targetname}}

Latest revision as of 10:07, 21 April 2025

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env_blood demonstration in 2 different variations. (without and with the "Spray decals" flag)
C++ Class hierarchy
CBlood
CPointEntity
CBaseEntity
C++ effects.cpp

env_blood is a point entity available in all Source Source games. It is used to spawn blood effects. By default, the env_blood creates an animated splash of blood at its origin when triggered; however, the env_blood can be set up to spray blood decals onto nearby objects. This entity will only function through inputs.

Icon-Bug.pngBug:Does not appear to work properly in Team Fortress 2. The blood texture is missing.  [todo tested in ?]

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Spray Direction (Pitch Yaw Roll) (spraydir) <angle>
The general direction that the blood should spray and the direction to trace to apply the decal.
Blood Color (color) <choices>
Color of the spraying blood.
  • 0: Red (Human)
  • 1: Yellow (Alien)
Amount of blood (damage to simulate) (amount) <float>
Intensity of the blood spray.

Inputs

EmitBlood
Emits the blood effect.

Flags

Random Direction : [1]
Blood Stream : [2]
On Player : [4]
Spray decals : [8]
Cloud : [16] !FGD
Emits a much larger cloud of blood.
Drops : [32] !FGD
Splashes large blood drops.
Gore : [64] !FGD
Emits an effect similar to Cloud but smaller.