- float f = autocvar_g_weapon_charge_colormod_hdrmultiplier * min(1, charge / animlimit);
- vector g;
- g.x = f * autocvar_g_weapon_charge_colormod_red_half;
- g.y = f * autocvar_g_weapon_charge_colormod_green_half;
- g.z = f * autocvar_g_weapon_charge_colormod_blue_half;
+ float f = min(1, charge / animlimit);
+ vector mycolors = colormapPaletteColor(actor_colors & 0x0F, true);
+ vector g = f * (mycolors * 0.3);