Actually I beleive you are wrong. Correct me anyone if the needs be.

PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial(
"effects/blood_drop" );

That particle is for DispatchEffect( "bloodspray" ) not BloodSpray() they
are two different functions both located in the ITempEntsSystem interface.

The DispatachEffect version works fine, lots of little blood particles, but
it is not the same kind of blood spray as the second one which is some large
unmaterialed blood drops.

----- Original Message -----
From: "Tony "omega" Sergi" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, October 27, 2005 1:51 PM
Subject: RE: [hlcoders] UTIL_BloodSpray


Because you need to look at the actual effect, and not just the
server-side
function that CREATES the effect "bloodspray".

PMaterialHandle hMaterial = g_ParticleMgr.GetPMaterial(
"effects/blood_drop" );

You need the material effects/blood_drop.vmt


-----Original Message-----
From: c0ldfyr3 [mailto:[EMAIL PROTECTED]
Sent: October 27, 2005 8:50 AM
To: [email protected]
Subject: Re: [hlcoders] UTIL_BloodSpray

Ya i've looked through all of that, the whole class file. But when you use
it, its unmaterialed. No colour, doesnt matter what colour you use its
always the same :|
----- Original Message -----
From: "Adam "amckern" Mckern" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, October 27, 2005 1:58 AM
Subject: Re: [hlcoders] UTIL_BloodSpray


Eventhough i have not looked into this effect, grep
gives me an idea

UTIL_BloodSpray( (forward * 4 ) + (
pEnt->EyePosition() + pEnt->WorldSpaceCenter() ) *
0.5f, forward, BLOOD_COLOR_RED, 4, FX_BLOODSPRAY_ALL
);

If i understand this, you can spray red, and green
(Alien).

Best to look at, and read from line 950 - 1300 in
effects.cpp


--- c0ldfyr3 <[EMAIL PROTECTED]> wrote:

Im sorry if this has been discussed before, but
whenever I try and use the
ITempEntsSystem->BloodSpray it emits alot of
unmaterialed purple squared
blood.

Does anyone know why ? I see no params anywhere for
a material to use...

Thanks in advance.

-c0ld


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