level._effect["iPROBleeding"] = LoadFx( "trail/fx_trail_blood_streak_mp" );
ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
while( 1 )
{
playFx( level._effect["iPROBleeding"], self getTagOrigin( "j_head" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineUpper" ) );
wait .3;
}
}
ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
origins = strTok( "j_head;J_neck;J_Shoulder_LE;J_Shoulder_RI;J_Shoulder_LE;J_Ankle_RI;J_Ankle_LE;J_Ankle_RE;J_wrist_LE;J_wrist_RI;J_SpineLower;J_SpineUpper", ";" );
while( 1 )
{
for( j = 0; j < origins.size; j++ )
playFx( level._effect["iPROBleeding"], self GetTagOrigin( origins[j] ) );
wait .3;
}
}
level._effect["iPROBleeding"] = LoadFx( "trail/fx_trail_blood_streak_mp" );
ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
while( 1 )
{
playFx( level._effect["iPROBleeding"], self getTagOrigin( "j_head" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_neck" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Shoulder_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_Ankle_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_RI" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_wrist_LE" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineLower" ) );
playFx( level._effect["iPROBleeding"], self getTagOrigin( "J_SpineUpper" ) );
wait .3;
}
}
ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
origins = strTok( "j_head;J_neck;J_Shoulder_LE;J_Shoulder_RI;J_Shoulder_LE;J_Ankle_RI;J_Ankle_LE;J_Ankle_RE;J_wrist_LE;J_wrist_RI;J_SpineLower;J_SpineUpper", ";" );
while( 1 )
{
for( j = 0; j < origins.size; j++ )
playFx( level._effect["iPROBleeding"], self GetTagOrigin( origins[j] ) );
wait .3;
}
}
ToggleHumanBleeding()
{
if(self.HumanBleeding==false)
{
self.HumanBleeding=true;
self thread HumanBleeding();
self iPrintln("Human Bleeding: ^2[ON]");
}
else
{
self.HumanBleeding=false;
self notify("HumanBleeding");
self iPrintln("Human Bleeding: ^1[OFF]");
}
}
HumanBleeding()
{
self endon("death");
self endon("HumanBleeding");
origins = strTok( "j_head;J_neck;J_Shoulder_LE;J_Shoulder_RI;J_Shoulder_LE;J_Ankle_RI;J_Ankle_LE;J_Ankle_RE;J_wrist_LE;J_wrist_RI;J_SpineLower;J_SpineUpper", ";" );
while( 1 )
{
for( j = 0; j < origins.size; j++ )
playFx( level._effect["iPROBleeding"], self GetTagOrigin( origins[j] ) );
wait .3;
}
}
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