When I spawn the effect, it produces 3 types of particles - gore, drops and cloud. All of them are purple in CS:GO and red in CS:S.
PHP Code:
#define FX_BLOODSPRAY_DROPS 0x01
#define FX_BLOODSPRAY_GORE 0x02
#define FX_BLOODSPRAY_CLOUD 0x04
#define FX_BLOODSPRAY_ALL 0xFF
#define BLOOD_COLOR_RED 247
public void OnMapStart()
{
PrecacheEffect("bloodspray");
PrecacheModel( "sprites/blood_drop.vmt" );
PrecacheModel( "sprites/blood_gore.vmt" );
PrecacheModel( "sprites/blood_puff.vmt" );
}
stock TE_SetupEffect_BloodSpray(const Float:pos[3], const Float:dir[3], color, amount, flags)
{
TE_Start("EffectDispatch");
if( GetEngineVersion() == Engine_CSGO )
{
TE_WriteFloat("m_vOrigin.x", pos[0]);
TE_WriteFloat("m_vOrigin.y", pos[1]);
TE_WriteFloat("m_vOrigin.z", pos[2]);
}
else
TE_WriteFloatArray("m_vOrigin[0]", pos, 3);
TE_WriteVector("m_vNormal", dir);
TE_WriteFloat("m_flScale", float(amount));
TE_WriteNum("m_fFlags", flags);
TE_WriteNum("m_nColor", color);
TE_WriteNum("m_iEffectName", GetEffectIndex("bloodspray"));
}
stock PrecacheEffect(const String:sEffectName[])
{
static table = INVALID_STRING_TABLE;
if (table == INVALID_STRING_TABLE)
{
table = FindStringTable("EffectDispatch");
}
new bool:save = LockStringTables(false);
AddToStringTable(table, sEffectName);
LockStringTables(save);
}
here is my code to spawn the effect:
PHP Code:
TE_SetupEffect_BloodSpray(damagePosition, dmgforce, BLOOD_COLOR_RED, 12, FX_BLOODSPRAY_ALL);
TE_SendToAll();
An example of purple drops is attached below. Is there a way to make the effect particles red in CS:GO ?