Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2073051145
also because it makes ent:GetBloodColor() always return -1 it breaks even manual util.Effect( "BloodImpact" )
"if not ent:IsNPC() then return end"
to
"if not ent:IsNPC() or not ent:IsRagdoll() then return end"
in the "OnEntityCreated" hook worked for sure though. I made sure to re-test again to be definitive. It seems that before that the script failed to initialize somehow and I couldn't tell if fake hits were happening or not
ragdolls wont pass though that
To make it compatible with Enhanced Blood Splatter System is literally a 2 second fix, just replace the line
"if ent.IgnoreFakeHitFix then return end"
with the line
"if ent.IgnoreFakeHitFix or ent.IsRagdoll then return end".
All this damage logic is not needed on ragdolls anyway since by the default shooting them doesn't spawn any particles, and no need to account for fake hits of Enhanced Blood Splatter System because that addon already has prediction built in
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3421440369