I propose a new actor property that's used to tell the engine what actor to spawn when it bleeds (shot by a hitscan weapon, crushed by ceiling, etc).
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BloodSprite "Gibs"
This is definitely necessary if you want to make a fiery monster drop chunks of flames, a stone golem dropping chunks of rock or the Revenant and Lost Soul to drop bone chips when you shoot them with hitscan weapons.
Another reason why I think this would be useful would apply for GZDoom use:
I have replaced the Blood actor with a 3-d model in GZDoom. I think it would be impossible to have the model's texture to be colourized the same as the actor's BloodColor. So if you have a Cacodemon that bleeds blue; the blood particles are blue in colour, but the 3-d model that comes out will be coloured red.
Using BloodSprite, I would be able to easily assign different blood actors and therefore different coloured textured models. In the above example's case, I can use BloodSprite "BlueBlood" for the Cacodemon, and in the MODELDEF, define a different model for BlueBlood.
EDIT:
If the above feature does get implemented, the following flag proposal would also be an ideal companion to the feature.
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+DONTTRANSLATEBLOODSPRITE