void CASW_Queen_Divers::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( m_takedamage == DAMAGE_NO )
		return;

	CTakeDamageInfo subInfo = info;

	m_nForceBone = ptr->physicsbone;		// save this bone for physics forces

	Assert( m_nForceBone > -255 && m_nForceBone < 256 );

	if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK )
		 && !(subInfo.GetDamageType() & DMG_BURN ))
	{
		
		UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 );
				
		ASWTraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );
	}

	if( info.GetInflictor() )
	{
		subInfo.SetInflictor( info.GetInflictor() );
	}
	else
	{
		subInfo.SetInflictor( info.GetAttacker() );
	}

	AddMultiDamage( subInfo, this );
}
void CASW_Simple_Alien::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
{
	if ( m_takedamage == DAMAGE_NO )
		return;

	CTakeDamageInfo subInfo = info;	
	m_nForceBone = ptr->physicsbone;		// save this bone for physics forces
	Assert( m_nForceBone > -255 && m_nForceBone < 256 );

	if ( subInfo.GetDamage() >= 1.0 && !(subInfo.GetDamageType() & DMG_SHOCK )
		 && !(subInfo.GetDamageType() & DMG_BURN ))
	{		
		// NPC's always bleed. Players only bleed in multiplayer.
		//SpawnBlood( ptr->endpos, vecDir, BloodColor(), subInfo.GetDamage() );// a little surface blood.		
		UTIL_ASW_DroneBleed( ptr->endpos, vecDir, 4 );	//  + m_LagCompensation.GetLagCompensationOffset()
		ASWTraceBleed( subInfo.GetDamage(), vecDir, ptr, subInfo.GetDamageType() );
	}

	if( info.GetInflictor() )
	{
		subInfo.SetInflictor( info.GetInflictor() );
	}
	else
	{
		subInfo.SetInflictor( info.GetAttacker() );
	}

	AddMultiDamage( subInfo, this );
}
void CASW_Alien::Bleed( const CTakeDamageInfo &info, const Vector &vecPos, const Vector &vecDir, trace_t *ptr )
{
    UTIL_ASW_DroneBleed( vecPos, -vecDir, 4 );

    DoBloodDecal( info.GetDamage(), vecPos, vecDir, ptr, info.GetDamageType() );
}