self.nextthink = 0;
self.hook_time = 0;
self.dmg_team = 0;
+ self.ballistics_density = cvar("g_ballistics_density_player");
self.metertime = 0;
if(frametime)
{
- self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
+ if(self.health <= 0 && cvar("g_deathglow"))
+ {
+ if(self.glowmod_x > 0)
+ self.glowmod_x -= cvar("g_deathglow") * frametime;
+ else
+ self.glowmod_x = -1;
+ if(self.glowmod_y > 0)
+ self.glowmod_y -= cvar("g_deathglow") * frametime;
+ else
+ self.glowmod_y = -1;
+ if(self.glowmod_z > 0)
+ self.glowmod_z -= cvar("g_deathglow") * frametime;
+ else
+ self.glowmod_z = -1;
+ }
+ else
+ self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;
player_powerups();
}
FOR_EACH_PLAYER(other) if(self != other)
{
if(time > other.touchexplode_time)
- if(other.classname == "player")
if(other.deadflag == DEAD_NO)
if not(IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(self.absmin, self.absmax, other.absmin, other.absmax))