UTIL_BloodSpray
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UTIL_BloodSpray is a UTIL provided in the Source code for creating a "bloodspray" 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 - color | Type of blood to create.
// Input : int - Amount | Amount of blood impacts to create
// Input : int - flags | Part of the data for DispatchEvent
// Output :
//-----------------------------------------------------------------------------
void UTIL_BloodSpray( const Vector &pos, const Vector &dir, int color, int amount, int flags )
Flags
const int FX_BLOODSPRAY_DROPS = 0x01;
const int FX_BLOODSPRAY_GORE = 0x02;
const int FX_BLOODSPRAY_CLOUD = 0x04;
const int FX_BLOODSPRAY_ALL = 0xFF;
Examples
UTIL_BloodSpray( vecOrigin, vecDir, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL );
//This example creates a blood spray from an attachment point.
//This is seen in npc_hunters.
//Line 4322 in npc_hunter.cpp for more details!
Vector vecOrigin;
Vector vecDir;
// spray blood from the attachment point
bool bGotAttachment = false;
if ( pEvent->options )
{
QAngle angDir;
if ( GetAttachment( pEvent->options, vecOrigin, angDir ) )
{
bGotAttachment = true;
AngleVectors( angDir, &vecDir, NULL, NULL );
}
}
// fall back to our center, tracing forward
if ( !bGotAttachment )
{
vecOrigin = WorldSpaceCenter();
GetVectors( &vecDir, NULL, NULL );
}
UTIL_BloodSpray( vecOrigin, vecDir, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL );
//Create some blood decals on the world infront of our blood spray
for ( int i = 0 ; i < 3 ; i++ )
{
Vector vecTraceDir = vecDir;
vecTraceDir.x += random->RandomFloat( -0.1, 0.1 );
vecTraceDir.y += random->RandomFloat( -0.1, 0.1 );
vecTraceDir.z += random->RandomFloat( -0.1, 0.1 );
trace_t tr;
AI_TraceLine( vecOrigin, vecOrigin + ( vecTraceDir * 192.0f ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
UTIL_BloodDecalTrace( &tr, BLOOD_COLOR_RED );
}
}
UTIL_BloodSpray( vecBloodPos, Vector(0,0,-1), GetEnemy()->BloodColor(), 8, FX_BLOODSPRAY_ALL );