\r
set g_footsteps 1 "serverside footstep sounds"\r
\r
+set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)"\r
+\r
set g_multijump 1 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"\r
set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"\r
set g_multijump_speed -125 "Minimum vertical speed a player must have in order to jump again"\r
\r
if(frametime)\r
{\r
+\r
+ if(self.health <= 0 && cvar("g_deathglow"))\r
+ {\r
+ if(self.glowmod_x > 0)\r
+ self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_x = -1;\r
+ if(self.glowmod_y > 0)\r
+ self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_y = -1;\r
+ if(self.glowmod_z > 0)\r
+ self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_z = -1;\r
+ }\r
+ else\r
+ {\r
+ // set weapon and player glowmod\r
+ self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+ self.weaponentity_glowmod = self.glowmod;\r
+ }\r
+\r
player_powerups();\r
}\r
\r
self.lip = oldself.lip;\r
self.colormap = oldself.colormap;\r
self.colormod = oldself.colormod;\r
+ self.glowmod = oldself.glowmod;\r
self.iscreature = oldself.iscreature;\r
self.angles = oldself.angles;\r
self.avelocity = oldself.avelocity;\r
if(startitem_failed)\r
return string_null;\r
wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+ wep.glowmod = own.weaponentity_glowmod;\r
wep.think = thrown_wep_think;\r
wep.nextthink = time + 0.5;\r
return "";\r
s = substring(s, 5, -1);\r
}\r
wep.colormod = wep.owner.colormod; // used by the regurgitating colors\r
+ wep.glowmod = own.weaponentity_glowmod;\r
wep.think = thrown_wep_think;\r
wep.nextthink = time + 0.5;\r
return s;\r
self.alpha = 1;\r
\r
self.colormap = self.owner.colormap;\r
+ self.colormod = self.owner.colormod;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
if (self.weaponentity)\r
{\r
self.weaponentity.effects = self.effects;\r
self.weaponentity.alpha = self.alpha;\r
self.weaponentity.colormap = self.colormap;\r
self.weaponentity.colormod = self.owner.colormod; // used by the regurgitating colors\r
+ self.weaponentity.glowmod = self.glowmod;\r
}\r
\r
self.angles = '0 0 0';\r
}\r
\r
self.colormap = self.owner.colormap;\r
+ self.glowmod = self.owner.weaponentity_glowmod;\r
self.customizeentityforclient = CL_ExteriorWeaponentity_CustomizeEntityForClient;\r
};\r
\r
\r
.entity weaponentity;\r
.entity exteriorweaponentity;\r
+.vector weaponentity_glowmod;\r
.float switchweapon;\r
.float autoswitch;\r
float weapon_action(float wpn, float wrequest);\r