// GLOWMOD AND DEATH FADING
if(this.colormap > 0)
- this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
+ this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true);
else
this.glowmod = '1 1 1';
}
}
+ // don't let the engine increase player's glowmod
+ if (autocvar_r_hdr_glowintensity > 1)
+ this.glowmod /= autocvar_r_hdr_glowintensity;
+
//printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
}
bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
(substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
+ this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
// save values set by server
if((this.isplayermodel & ISPLAYER_MODEL))