if (!darkblink)
sound(csqcplayer, CH_PAIN, SND_BLIND, VOL_BASE, ATTEN_NORM);
darkblink = true;
- M_ARGV(0, vector) = NADE_TYPE_DARKNESS.m_color;
HUD_DarkBlinking();
+ M_ARGV(1, float) = 0; // alpha_multipl 0, don't draw normal overlay
return true;
}
- else
- darkblink = false;
+ darkblink = false;
return false;
}