diff options
author | Petr Pudlak <petr.mvd@gmail.com> | 2014-08-19 22:24:50 +0200 |
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committer | Petr Pudlak <petr.mvd@gmail.com> | 2014-08-19 22:24:50 +0200 |
commit | 943539a1a7741d395667f2830b31cfdfea5e0816 (patch) | |
tree | e76f922ef468a6230cb97e26f5a72d135eca0e67 /src/game/g_local.h | |
parent | a7ca0aa8c8a66adce30b8ac21d4849b91e4fc75b (diff) |
The head-shot mod: headshots on humans splash blood around
.. using the particle system. Blood drops splat on impact.
Diffstat (limited to 'src/game/g_local.h')
-rw-r--r-- | src/game/g_local.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/game/g_local.h b/src/game/g_local.h index 2683ac5..a9774a6 100644 --- a/src/game/g_local.h +++ b/src/game/g_local.h @@ -245,6 +245,7 @@ struct gentity_s int lastDamageTime; int nextRegenTime; + int nextBleedTime; qboolean ownerClear; // used for missle tracking @@ -399,6 +400,7 @@ struct gclient_s int damage_knockback; // impact damage vec3_t damage_from; // origin for vector calculation qboolean damage_fromWorld; // if true, don't use the damage_from vector + int damage_headshot; // the number of head-shots taken in a frame // int lastkilled_client;// last client that this client killed |