Source SDK 2013 has code to attach particles to burning gibs, which live TF2 uses. The TF2 source code we use is over 8 years old, so you can imagine why it's not working when you try to turn it on.
I updated C_TFRagdoll::CreateTFGibs to check if the player is burning. The burning state is then passed on to C_TFPlayer::CreatePlayerGibs to check if bBurning parameter in CreateGibsFromList should be enabled.
As long as we are using an up to date burningplayer.pcf with the "burninggibs" particle (which I think we are, live TF2 has it), it should work. You will need cl_burninggibs 1 in the console to see it, as it's not enabled by default.
Source SDK 2013 has code to attach particles to burning gibs, which live TF2 uses. The TF2 source code we use is over 8 years old, so you can imagine why it's not working when you try to turn it on.
I updated C_TFRagdoll::CreateTFGibs to check if the player is burning. The burning state is then passed on to C_TFPlayer::CreatePlayerGibs to check if bBurning parameter in CreateGibsFromList should be enabled.
As long as we are using an up to date burningplayer.pcf with the "burninggibs" particle (which I think we are, live TF2 has it), it should work. You will need cl_burninggibs 1 in the console to see it, as it's not enabled by default.