[ZScript] How Do I Replicate Hardcoded Blood Decal Behavior

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[ZScript] How Do I Replicate Hardcoded Blood Decal Behavior

Postby 22alpha22 » Sun Oct 10, 2021 10:12 pm

In my project I have multiplied all actor's health by a factor of 100 and all forms of damage by 100 as well. This was done to correct rounded damage values by simulating damage values with two decimal places rather than only integers. One of the side effects of this is that all damage is high enough to cause the to engine spawn excessive amounts of blood decals and blood smears. For instance 100 damage is considered enough to spawn 3 blood decals or 1 blood smear but in my project it is only equal to about 1 damage. Due to the hardcoded nature of blood decals this is a problem I don't know how to fix.

I'm hoping there is a method to mimic the way the engine naturally spawns blood decals that is more flexible and maybe even allows for different blood decals for different monster types which currently cannot be done naturally.
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