// viewBloodBlend gives the blended directional cue when you get hit viewBloodBlend { nopicmip sort nearest { map gfx/damage/damage_screen.tga blendfunc blend rgbGen entity alphaGen vertex } } bloodExplosion // spurt of blood at point of impact { nopicmip cull disable { map models/weaphits/blood201.tga blendfunc blend alphaGen entity rgbGen entity } }