Note: as far as I could tell, P_SpawnBlood is the only function that handles spawning blood actors (and not particles, which is what P_BloodSplatter(2) are for, I think). If I'm wrong and the patch is incomplete, just let me know.

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Nash wrote:I can imagine using this to calculate the height difference between the blood actor and the owner to simulate headshots...
Ah, ok. I wasn't sure since I'm still poking at the source code and learning things, so that's more for me to know.Graf Zahl wrote:P_BloodSplatter did not need to be handled because it spawns the blood as a projectile which always gets an owner.
That's exactly one of the things I intended this for.Nash wrote:I can imagine using this to calculate the height difference between the blood actor and the owner to simulate headshots...