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Players should bleed when shot by other players #1605
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Players should bleed when shot by other players #1605
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Friendly fire blood decals still aren't being rendered on my test setup, though maybe this is a quirk of the multiple clients connecting to a server on the same machine test setup: client-bleed-teammates-0.mp4 |
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Thats my b I only tested with bots |
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testing some more looks like this applies to enemies as well |
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Before and After testingBlood.mp4 |
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ok the more I look at this the more confused I am |
sunzenshen
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Nit: One thing I noticed was that it seems like after death the decals all disappear during this demo footage?
blood-decal-shared-perspective.mp4
I don't consider this a blocker, as the decals showing consistently when alive is more important than the decals showing when dead, but curious to see if other notice this phenomenon.
The commit seems easy to revert so I'm curious as to what this would look like in a live multiplayer session.
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I think what happened here is that you shot the player model in a limb, so the model was changed to a leg-less model, so pPlayer->SnatchModelInstance( this ); in C_HL2MPRagdoll::CreateHL2MPRagdoll fails because of the difference in the player and ragdoll model. If the player model is set to the leg-less model before the ragdoll is created then the same problem still occurs (not sure if snatching the model instance is even attempted in those instances), and actually ognt has this exact problem. I am planning to take a look at solutions to this in the better client side ragdolls branch |
Nagrywanie.ekranu.2026-01-24.110112.mp4 |
Description
Reasoning behind the solution: https://whiteboard.cloud.microsoft/me/whiteboards/d01886c3-9a3d-419f-a06d-f1840c62ed6b
Latest test video
bDoServerEffects.mp4
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