#include "csqcmodel_hooks.qh"
#include "autocvars.qh"
-#include "csqcmodel_hooks.qh"
#include "miscfunctions.qh"
#include <client/mutators/_mod.qh>
#include "player_skeleton.qh"
int forceplayermodels_goodmodelindex;
.vector glowmod;
-.vector old_glowmod;
void CSQCPlayer_ModelAppearance_PreUpdate(entity this)
{
LABEL(skipforcemodels)
+ if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
+ {
+ this.glowmod = '0 0 0';
+ this.colormap = 0;
+ return;
+ }
+
// GLOWMOD AND DEATH FADING
if(this.colormap > 0)
this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true);
{
if(this.csqcmodel_isdead)
{
- // Fade out to black now...
- if(this.old_glowmod == '0 0 0') { this.old_glowmod = this.glowmod; }
- this.colormap = 0;
-
- this.glowmod = this.old_glowmod * bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
- this.glowmod_x = max(this.glowmod.x, 0.0001);
- this.glowmod_y = max(this.glowmod.y, 0.0001);
- this.glowmod_z = max(this.glowmod.z, 0.0001);
+ float min_factor = bound(0, autocvar_cl_deathglow_min, 1);
+ if(this.colormap > 0)
+ min_factor /= 2;
+ float glow_fade = bound(0, 1 - (time - this.death_time) / autocvar_cl_deathglow, 1);
+ this.glowmod *= (min_factor + glow_fade * (1 - min_factor));
+ if (this.glowmod == '0 0 0')
+ this.glowmod.x = 0.000001;
}
- else if(this.old_glowmod != '0 0 0') { this.old_glowmod = '0 0 0'; }
}
//printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));