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authorPetr Pudlak <petr.mvd@gmail.com>2014-08-19 22:24:50 +0200
committerPetr Pudlak <petr.mvd@gmail.com>2014-08-19 22:24:50 +0200
commit943539a1a7741d395667f2830b31cfdfea5e0816 (patch)
treee76f922ef468a6230cb97e26f5a72d135eca0e67 /src/game/g_local.h
parenta7ca0aa8c8a66adce30b8ac21d4849b91e4fc75b (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.h2
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