set sv_damageeffect_tick 0.05 "how often the damage effect is updated (particles per second), low values might cause lag"
set sv_damageeffect_lifetime 0.1 "how much a damage effect lasts, multiplied by damage amount"
set sv_damageeffect_lifetime_max 8 "maximum amount of lifetime a damage effect may have at a time"
-set cl_damageeffect 1 "enable weapon damage effects on players"
+set cl_damageeffect 1 "enable weapon damage effects on players, value specifies particle count offset"
set cl_damageeffect_gib_probability 0.15 "probability of effect showing on gibs each tick (used to reduce the effect on gibs)"
set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns"
{
if(head.team == entnumber)
if(random() < autocvar_cl_damageeffect_gib_probability)
- pointparticles(particleeffectnum(effectnum), head.origin, '0 0 0', 1);
+ pointparticles(particleeffectnum(effectnum), head.origin, '0 0 0', autocvar_cl_damageeffect);
}
// Now apply the effect to the player. This shouldn't be done on gibbed bodies, but there's no way
// to tell between them and the respawned player, if both have damage effects at the same time.
- pointparticles(particleeffectnum(effectnum), org, '0 0 0', 1);
+ pointparticles(particleeffectnum(effectnum), org, '0 0 0', autocvar_cl_damageeffect);
}