}
if(autocvar_hud_damage && !autocvar_chase_active)
-
{
splash_size_x = max(vid_conwidth, vid_conheight);
splash_size_y = max(vid_conwidth, vid_conheight);
old_bluralpha = 0;
}
- float sharpen_intensity;
- if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
- sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
- if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
- sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
+ float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+ if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
+ if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+
+ // Check the health stat to see whether the player is still alive, then remove the effect if they are dead so it isn't there when they respawn...
+ // then bound the given value since powerup warning time is 5 seconds, so fade the effect from 5 seconds down.
+ sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5);
if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
{
- sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
-
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
{
- cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
+ cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * cvar("hud_powerup")), " ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
old_sharpen_intensity = sharpen_intensity;
}
}