For your client side ragdoll you could use the ImpactTrace function to
spawn some blood. There are a number things keeping an actual decal
from appearing on the ragdoll. Take a look at the shared fire()
function and follow it in a debug where it does the bullet impact
effects and crap. I believe it totally ignores client side ragdolls
far before the fire() function though. Its been awhile since I did it,
but there is a way to get decals to appear.

On Nov 26, 2007 12:41 PM, Jed <[EMAIL PROTECTED]> wrote:
> I tried something like this a while ago and had all sorts of problems.
> After a while I got them spawning blood (I borrowed some of the "live"
> player blood spurt code) but found getting blood decals to appear on
> the ragdoll problematic.
>
> In the end I gave up but I recall Garry saying something about having
> to set the blood color for the ragdoll entity or it not working
> right/crashing.
>
> - Jed
>
>
> On 25/11/2007, Adam Donovan <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Hi All,
> >         Ive been trying to get my hl2dm players to emit blood on the 
> > ragdoll..after they are dead.  But I cant seem to find what part of the 
> > code controls blood emitting, is this a particle or decal?  Also I wanted 
> > to try and have the blood decals that are splattered on the walls to stay 
> > around for a long time, is there any lifetime variable that any of you know 
> > of to change this?
> >
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--
~skidz

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