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