UTIL BloodImpact: Difference between revisions
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{{ | {{DISPLAYTITLE:UTIL_BloodImpact}} | ||
UTIL_BloodImpact is a UTIL provided in the Source code for creating a "bloodimpact" effect. | UTIL_BloodImpact is a [[UTIL]] provided in the Source code for creating a "bloodimpact" effect. | ||
== Usage == | == Usage == |
Latest revision as of 00:26, 5 December 2011
UTIL_BloodImpact is a UTIL provided in the Source code for creating a "bloodimpact" effect.
Usage
//-----------------------------------------------------------------------------
// Purpose:
//
// Input : Vector - &pos | Position to create the Blood Impact at.
// Input : Vector - &dir | Direction to create the Blood Impact in.
// Input : int - bloodColor | Type of blood to create.
// Input : int - Amount | Amount of blood impacts to create
// Output :
//-----------------------------------------------------------------------------
void UTIL_BloodImpact( const Vector &pos, const Vector &dir, int color, int amount )
Examples
//Create 4 different BloodImpact effects, slightly offset from each other. (+/- 12)
for ( int i = 0 ; i < 4 ; i++ )
{
// Get the center of the object in world-space coordinates
Vector vecSpot = WorldSpaceCenter();
//Modify it a bit
vecSpot.x += random->RandomFloat( -12, 12 );
vecSpot.y += random->RandomFloat( -12, 12 );
vecSpot.z += random->RandomFloat( -4, 16 );
vecDir.x = random->RandomFloat(-1, 1);
vecDir.y = random->RandomFloat(-1, 1);
vecDir.z = 0;
VectorNormalize( vecDir );
UTIL_BloodImpact( vecSpot, vecDir, BloodColor(), 1 );
}