From 25611f7cf88e309ddc21fed2caa6598043903af9 Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Sat, 11 Jan 2014 00:12:10 -0500 Subject: [PATCH] Working on better handling of damage effects --- qcsrc/client/damage.qc | 17 ++++++----------- 1 file changed, 6 insertions(+), 11 deletions(-) diff --git a/qcsrc/client/damage.qc b/qcsrc/client/damage.qc index f52b5f82a..32849c2ac 100644 --- a/qcsrc/client/damage.qc +++ b/qcsrc/client/damage.qc @@ -80,23 +80,18 @@ void DamageEffect(vector hitorg, float dmg, float type, float specnum) } life = bound(autocvar_cl_damageeffect_lifetime_min, dmg * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max); - specstr = species_prefix(specnum); - type = DEATH_WEAPONOF(type); - e = get_weaponinfo(type); - effectname = strcat("damage_", e.netname); + effectname = get_weaponinfo(DEATH_WEAPONOF(type)).netname; - // if damage was dealt with a bullet weapon, our effect is blood - // since blood is species dependent, include the species tag - if(type == WEP_SHOTGUN || type == WEP_MACHINEGUN || type == WEP_RIFLE) // WEAPONTODO: when we kill shells and bullets, what happens to this? + if(substring(effectname, strlen(effectname) - 5, 5) == "BLOOD") { if(self.isplayermodel) { - effectname = strcat(effectname, "_", specstr); - effectname = substring(effectname, 0, strlen(effectname) - 1); // remove the _ symbol at the end of the species tag + specstr = species_prefix(specnum); + specstr = substring(specstr, 0, strlen(specstr) - 1); + effectname = strreplace("BLOOD", specstr, effectname); } - else - return; // objects don't bleed + else { return; } // objects don't bleed } e = spawn(); -- 2.39.2