function ihl.bleed(pl, woundType) if (ihls.playerIsWounded(pl)) then ihls.svDebugLog(pl, "Bleeding from " .. ihl.hitGroupStrings[woundType]) pl:TakeDamage(2, pl) local bleedInterval = ihl.bleedIntervals[woundType] timer.Simple(bleedInterval, ihl.bleed, pl, woundType) umsg.Start("bleed", pl) umsg.String("bleed") umsg.End() local effectdata = EffectData() for i = 1, 1000 do effectdata:SetOrigin(pl:GetPos()) effectdata:SetEntity(pl) util.Effect("goremod_bloodpool", effectdata ) for k = 1, 10 do effectdata:SetOrigin(pl:GetPos()) effectdata:SetEntity(pl) util.Effect("goremod_bloodparticle", effectdata ) end end end end