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Env blood: Difference between revisions

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{{Lang|title=env_blood}}
{{Lang|title=env_blood}}
[[File:Env_blood.gif|thumb|250px|<code>env_blood</code> demonstration in 2 different variations. (without and with the "Spray decals" flag)]]
[[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}}
{{Entity|env_blood|type=e0}} 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|env_blood|type=e0}} 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.


{{ModernBug|Does not appear to work properly in {{Team Fortress 2}}. The blood texture is missing.}}
{{Bug|Does not appear to work properly in {{Team Fortress 2}}. The blood texture is missing.}}
 
{{code class|CBlood|effects.cpp}}


==Keyvalues==
==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|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.
{{KV|Blood Color|intn=color|choices|Color of the spraying blood.
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:*1: Yellow (Alien)}}
:*1: Yellow (Alien)}}
{{KV|Amount of blood (damage to simulate)|intn=amount|float|Intensity of the blood spray.}}
{{KV|Amount of blood (damage to simulate)|intn=amount|float|Intensity of the blood spray.}}
{{KV Targetname}}


==Inputs==
==Inputs==

Revision as of 17:53, 4 September 2023

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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

Template:Entity 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.