The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in
baseentity_shared.cpp, after "if (!pCustomImpactName)", place another if
to check if this entity is a player and do a blood impact if yes:

if (!pCustomImpactName)
{
        if (IsPlayer()) DispatchEffect("bloodimpact", data);
        else DispatchEffect("Impact",data);
}

Imperio59 wrote:
Hi,
I was working on a new melee weapon for our mod Caliber when I ran
across this. I've been debugging left and right all night trying to
understand why the blood and the spark effects I do in TraceAttack(by
default) and OnTakeDamage don't show up when you're the person attacking.

I ran tests with two computers to figure out if this was the bot code
causing this (as I run tests with the default SDK bots) and it is the
same: If i'm the one being attacked I see the blood decals and the spark
effects, but if i'm the one attacking I don't see any blood decals or
sparks, even though I hear the spark sounds for the sparks... I checked
the code, it gets run on both sides (Server's DispatchEffect and
Client's EffectCallback) so that rules out any network oddities I guess.

I'm at a loss to understand this...
Is this a known bug Valve? Is there a fix for it? Has anyone else run
into this? Am I having coder hallucinations at 3:20am again?

Thanks in advance
Imperio59

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