env_blood
Class hierarchy |
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CBlood |
effects.cpp
|
env_blood
is a point entity available in all 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.
Bug:Does not appear to work properly in . The blood texture is missing. [todo tested in?]
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.