int nearestbone = 0;
float life;
string effectname;
- entity e;
+ entity e, wep;
if(!autocvar_cl_damageeffect || autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;
life = bound(autocvar_cl_damageeffect_lifetime_min, thedamage * autocvar_cl_damageeffect_lifetime, autocvar_cl_damageeffect_lifetime_max);
- effectname = strcat("damage_", DEATH_WEAPONOF(type).netname);
- if(DEATH_WEAPONOF(type) == WEP_SHOTGUN || DEATH_WEAPONOF(type) == WEP_MACHINEGUN)
+ wep = DEATH_WEAPONOF(type);
+ effectname = strcat("damage_", wep.netname);
+ if((wep.spawnflags & WEP_FLAG_BLEED))
{
+ // if this weapon induces bleeding, use the effect name with the proper species prefix (blood type)
if((this.isplayermodel & ISPLAYER_MODEL))
{
string specstr = species_prefix(specnum);