v_forward = fo;
v_right = ri;
v_up = up;
+ self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset glowmod, weapon think function only *might* set it
weapon_action(self.weapon, WR_THINK);
+ self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod; // exterior weaponmodel has the same glowmod
}
if (time + self.weapon_frametime * 0.5 >= self.weapon_nextthink)
{
if(cvar("g_balance_nex_charge"))
{
- self.weaponentity.weaponentity.glowmod = '0 0 0'; // reset
-
- self.weaponentity.weaponentity.glowmod_x = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
- self.weaponentity.weaponentity.glowmod_y = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_half") * bound(0, self.weaponentity.weaponentity.glowmod_y + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
- self.weaponentity.weaponentity.glowmod_z = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_half") * bound(0, self.weaponentity.weaponentity.glowmod_z + self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_x = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_red_half") * bound(0, self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_y = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_half") * bound(0, self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
+ self.weaponentity.weaponentity.glowmod_z = cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_half") * bound(0, self.nex_charge / cvar("g_balance_nex_charge_limit"), 1);
if(self.nex_charge > cvar("g_balance_nex_charge_limit"))
{
self.weaponentity.weaponentity.glowmod_y = self.weaponentity.weaponentity.glowmod_y + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_green_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
self.weaponentity.weaponentity.glowmod_z = self.weaponentity.weaponentity.glowmod_z + cvar("g_weapon_charge_colormod_hdrmultiplier") * cvar("g_weapon_charge_colormod_blue_full") * (self.nex_charge - cvar("g_balance_nex_charge_limit")) / (1 - cvar("g_balance_nex_charge_limit"));
}
- self.exteriorweaponentity.glowmod = self.weaponentity.weaponentity.glowmod;
}
if(cvar("g_balance_nex_secondary_charge_pool"))