
put these 2 functions into war.wdl:


function blood_splash2()
{
	blood_splash_counter += 1;  // inc splash counter    
	MY.TRANSPARENT = ON;    
	MY.ORIENTED = ON;    
	MY.ALPHA = 70;    
	MY.PASSABLE = ON;    
	MY.OVERLAY = ON;    
	MY.SCALE_X = 0.5;    
	MY.SCALE_Y = 0.5;    
	MY.SCALE_Z = 0.5;    
	vec_to_angle(MY.PAN,NORMAL); // rotate to target normal    
	MY.Z -= 1.1;    
	wait 5;    
	while( MY.SCALE_Y < 0.8)
	{      
		MY.SCALE_Y += 0.01;      
		MY.SCALE_X -= 0.006;      
		MY.Z -= 0.06;      
		wait 6;    
	}    
	if ( blood_splash_counter > 50)      
	{       
		blood_splash_counter = 0; // reset splash counter      
		remove(ME);      
	}    
} 
//
function blood_splash()    
{    
	blood_splash_counter += 1;  // inc splash counter    
	MY.TRANSPARENT = ON;    
	MY.ORIENTED = ON;    
	MY.ALPHA = 70;    
	MY.PASSABLE = ON;    
	MY.OVERLAY = ON;    
	MY.SCALE_X = 0.5;    
	MY.SCALE_Y = 0.5;    
	MY.SCALE_Z = 0.5;    
	vec_to_angle(MY.PAN,NORMAL); // rotate to target normal    
	wait 5;    
	if ( blood_splash_counter > 50)      
	{       
		blood_splash_counter = 0; // reset splash counter      
		remove(ME);      
	}    
} 
//
//
//at the beginning of war.wdl define these
//
DEFINE splash1_map,<splash1.pcx>;
DEFINE splash2_map,<splash2.pcx>;
DEFINE splash3_map,<splash3.pcx>; 
//
//finaly put this code into the fight_event after the health is reduced:
//
TRACE_MODE = IGNORE_ME + IGNORE_YOU + IGNORE_PASSABLE + IGNORE_MODELS + IGNORE_SPRITES + IGNORE_MAPS + ACTIVATE_SHOOT;    
TRACE (gun_muzzle,gun_target);     
if (RESULT <400)       
{       
	temp = INT(RANDOM(2));       
	if (temp == 1)         
	{         
		create(splash1_map,TARGET,blood_splash);  // create blood splash         
		create(splash3_map,TARGET,blood_splash2);         
	}       
	if (temp == 0)         
	{          
		create(splash2_map,TARGET,blood_splash);          
		create(splash3_map,TARGET,blood_splash2);         
	}     
} 