set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen"
set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed"
-set cl_damageeffect 1 "enable weapon damage effects on players, values between 0 and 1 specify probability of the effect showing on players each tick (used to reduce the effect)"
-set cl_damageeffect_gibs 0.15 "probability of the effect showing on gibs each tick (used to reduce the effect)"
-set cl_damageeffect_tick 0.05 "how often the damage effect is updated (particles per second), low values might cause lag"
+set cl_damageeffect_player 0.05 "enable weapon damage effects on players, value specifies how often to show the effect"
+set cl_damageeffect_gibs 0.0125 "enable weapon damage effects on gibs, value specifies how often to show the effect"
set cl_damageeffect_lifetime 0.04 "how much a damage effect lasts, multiplied by damage amount"
set cl_damageeffect_lifetime_max 5 "maximum amount of lifetime a damage effect may have at a time"
var float autocvar_cl_eventchase_speed = 1.3;
float autocvar_cl_lerpexcess;
string autocvar__togglezoom;
-float autocvar_cl_damageeffect;
+float autocvar_cl_damageeffect_player;
float autocvar_cl_damageeffect_gibs;
{
self.nextthink = time;
+ float foundgib;
entity entcs;
+
entcs = entcs_receiver[self.team];
if(!entcs)
return;
// Scan the owner of all gibs in the world. If a gib owner is the same as the player we're applying
// the effect to, it means our player is gibbed. Therefore, apply particles to the gibs instead.
- float foundgib;
entity head;
for(head = world; (head = find(head, classname, "gib")); )
{
foundgib = TRUE;
}
}
- if(foundgib) // don't show effects on the invisible dead body if gibs exist
- return;
- // if we aren't in third person mode, hide our own damage effect
+ if(foundgib || !autocvar_cl_damageeffect_player)
+ return; // don't show effects on the invisible dead body if gibs exist
if(self.team == player_localentnum - 1 && !autocvar_chase_active)
- return;
+ return; // if we aren't in third person mode, hide own damage effect
// Now apply the effect to actual players
pointparticles(self.partnum, entcs.origin, '0 0 0', 1);
specnum1 = ReadByte(); // player species
entnumber = ReadByte(); // player entnum
- if not(autocvar_cl_damageeffect)
+ if(!autocvar_cl_damageeffect_player && !autocvar_cl_damageeffect_gibs)
return;
if(autocvar_cl_gentle || autocvar_cl_gentle_damage)
return;