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Bloodsplats

If this package is activated, red blood splatters will appear on the screen when the hero takes damage. For this, the damage perception for the hero is redirected to _B_HeroDamage(). To use the Bloodsplats, the enclosed textures must be available. Also, the VFX "HERO_HURT" (also included) should be entered in the VfxInst.d to create an even better hit effect. All textures used here are from CGTextures.com. If you use Bloodsplats in your modification, this site must be noted in the credits.

Tip

See user constants to edit behavior of this packet.

Dependencies

Initialization

Initialize with LeGo_Bloodsplats flag.

LeGo_Init(LeGo_Bloodsplats);

Implementation

Bloodsplats.d on GitHub

Functions

Bloodsplat

Puts a blood splatter on the screen.

func void Bloodsplat(var int damage)
Parameters
  • var int damage
    The damage (affects the size of the splatter)

Bloodsplats_Rage

Pretty pointless feature that smears the entire screen.

func void Bloodsplats_Rage()

Npc_GetPercFunc

oCNpc::GetPerceptionFunc engine function wrapper

func int Npc_GetPercFunc(var C_Npc npc, var int type)
Parameters
  • var C_NPC npc
    NPC whose perception is checked
  • var int type
    Checked perception type (form Constant.d)

Return value

The function returns the state of NPCs selected perception.