Update time
- Now supports ray-casting weapons, or basically any item or weapon that does damage. This is done by using
Armor::Damage. If the
%position supplied in this function isn't accurate (non-defined, equal to the origin, or 3tu * player scale away from hack position) it will just use the player's position offset by a random value on the x y and z axis. Since it's impossible to determine which direction the damage came from, it will just spray blood in the general downward direction with a minor random spread. Dismemberment is determined using
$Pref::RBloodMod::DismemberDamage and nothing else.
- Blood effect on fall damage
Please note that you can still use RBloodSimulate to patch specific weapon packs to work correctly, I highly recommend that you do (in order to get full functionality), and the new method should not interfere. A lot of weapon packs use
Armor::Damage for some interesting shenanigans, so consider this a beta lol.
https://leopard.hosting/dl/cwcue/Server_RBlood.zip