Renamed a couple of properties for consistency & removed unnecessary CPR blood particle scaling
This commit is contained in:
@@ -1001,16 +1001,10 @@ namespace Barotrauma
|
||||
target.AddDamage(CauseOfDeath.Bloodloss, 1.0f, character);
|
||||
#if CLIENT
|
||||
SoundPlayer.PlayDamageSound(DamageSoundType.LimbBlunt, 25.0f, targetTorso.body);
|
||||
float bloodParticleAmount = 4;
|
||||
float bloodParticleSize = 1.0f;
|
||||
|
||||
for (int i = 0; i < bloodParticleAmount; i++)
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
var blood = GameMain.ParticleManager.CreateParticle(inWater ? "waterblood" : "blood", targetTorso.WorldPosition, Rand.Vector(10.0f), 0.0f, target.AnimController.CurrentHull);
|
||||
if (blood != null)
|
||||
{
|
||||
blood.Size *= bloodParticleSize;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user