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- function resetRBlood()
- {
- exec("./server.cs");
- }
- exec("./emitters.cs");
- exec("./explosions.cs");
- function checkPref(%pref)
- {
- if(%pref $= "")
- return true;
- else
- return false;
- }
- // -- General Blood -----
- if(checkPref($Pref::RBloodMod::MinimumBloodThreshold)) $Pref::RBloodMod::MinimumBloodThreshold = 1; // Minimum amount of damage required for blood to appear
- if(checkPref($Pref::RBloodMod::BloodFadeTime)) $Pref::RBloodMod::BloodFadeTime = 15000; // Time blood static shapes will stick around before disappearing
- if(checkPref($Pref::RBloodMod::DisableStatic)) $Pref::RBloodMod::DisableStatic = false; // Disable/Enable static shape blood
- if(checkPref($Pref::RBloodMod::DisablePuddleTrigger)) $Pref::RBloodMod::DisablePuddleTrigger = false; // Disable/Enable spawning of triggers that add blood to player's feet when walking over blood puddles
- if(checkPref($Pref::RBloodMod::UseCubeGore)) $Pref::RBloodMod::UseCubeGore = true; // Disable/Enable cube debris based gore
- if(checkPref($Pref::RBloodMod::LimbReddening)) $Pref::RBloodMod::LimbReddening = true; // Disable/Enable player limb node reddening when exposed to blood
- if(checkPref($Pref::RBloodMod::LimbReddeningFactor)) $Pref::RBloodMod::LimbReddeningFactor = 0; // Raise this to lower the amount of reddening that occurs
- if(checkPref($Pref::RBloodMod::LimbReddeningSplash)) $Pref::RBloodMod::LimbReddeningSplash = 1; // Scale amount of limb reddening splash that occurs when someone is shot
- if(checkPref($Pref::RBloodMod::BloodColor)) $Pref::RBloodMod::BloodColor = "1 0 0 1"; // Color of blood
- // -- Dismemberment -----
- if(checkPref($Pref::RBloodMod::UseLimbStubs)) $Pref::RBloodMod::UseLimbStubs = true; // Disable/Enable limb dismemberment stubs
- if(checkPref($Pref::RBloodMod::DismemberDamage)) $Pref::RBloodMod::DismemberDamage = 90; // Damage required to shoot off a limb
- if(checkPref($Pref::RBloodMod::DismemberTime)) $Pref::RBloodMod::DismemberTime = 5; // Minimum time in ms between a limb being damaged and player's death for it to be dismembered
- // -- Explosions --------
- if(checkPref($Pref::RBloodMod::DistanceToGib)) $Pref::RBloodMod::DistanceToGib = 6; // Distance from epicenter of explosion required to gib players killed in explosions
- if(checkPref($Pref::RBloodMod::MinimumGibDamage)) $Pref::RBloodMod::MinimumGibDamage = 70; // Minimum radius damage required to gib somebody
- if(checkPref($Pref::RBloodMod::StaticBloodAmt)) $Pref::RBloodMod::StaticBloodAmt = 1; // Scale amount of static blood that occurs when someone is gibbed
- // -- Bleeding -----------
- if(checkPref($Pref::RBloodMod::DisableBleed)) $Pref::RBloodMod::DisableBleed = false; // Disable/Enable bleeding after damage
- if(checkPref($Pref::RBloodMod::BloodTimeScale)) $Pref::RBloodMod::BloodTimeScale = 1; // Scale length of bleeding effect
- if(checkPref($Pref::RBloodMod::BloodAmountScale)) $Pref::RBloodMod::BloodAmountScale = 1; // Scale amount of blood that occurs during blood effect
- $Pref::RBloodMod::PlayerBaseShape = "base/data/shapes/player/m.dts";
- $Pref::RBloodMod::PlayerBaseShape0 = "base/data/shapes/player/mmelee.dts";
- function rBloodPlayerShapeAllowed(%shape)
- {
- if(%shape $= $Pref::RBloodMod::PlayerBaseShape || %shape $= $Pref::RBloodMod::PlayerBaseShape0)
- return true;
- return false;
- }
- $RBloodLimbString0 = "headskin helmet pointyHelmet flareHelmet scoutHat bicorn copHat knitHat plume triPlume septPlume visor";
- $RBloodLimbString1 = "";
- $RBloodLimbString2 = "rhand rhook rarm rarmslim";
- $RBloodLimbString3 = "lhand lhook larm larmslim";
- $RBloodLimbString4 = "rshoe rpeg";
- $RBloodLimbString5 = "lshoe lpeg";
- $RBloodLimbString6 = "chest pants femchest skirtHip armor bucket cape pack quiver tank"; // For reddening
- datablock TriggerData(rbloodPuddleTriggerData)
- {
- tickPeriodMS = 15000; // Used with ::onTickTrigger.
- };
- // Easier than trying to rotate blood shapes on their axis
- datablock StaticShapeData(bloodPuddleStaticShape)
- {
- shapeFile = "./puddle.dts";
- };
- datablock StaticShapeData(bloodPuddleStaticShape2)
- {
- shapeFile = "./puddle45.dts";
- };
- $RBloodPuddleStatic0 = bloodPuddleStaticShape;
- $RBloodPuddleStatic1 = bloodPuddleStaticShape2;
- exec("./damloc.cs");
- exec("./math.cs");
- exec("./rblood.cs");
- if(!$Pref::RBloodMod::UseCubeGore)
- {
- bloodBurstFinalExplosion.debris = "";
- }
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