{
if(self.csqcmodel_isdead)
{
+ // Fade out to black now...
if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
self.colormap = 0;
+
self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
- // prevent the zero vector
self.glowmod_x = max(self.glowmod_x, 0.0001);
self.glowmod_y = max(self.glowmod_y, 0.0001);
self.glowmod_z = max(self.glowmod_z, 0.0001);
}
else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
}
- //self.colormap = selected_colormap;
- print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
+ //print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
}
/*// FEATURE: auto glowmod