float autocvar_cl_particles_quality;
bool autocvar_cl_projectiles_sloppy;
bool autocvar_cl_readpicture_force;
+bool autocvar_cl_respawn_ghosts_keepcolors;
bool autocvar_cl_reticle = 1;
float autocvar_cl_reticle_normal_alpha = 1;
bool autocvar_cl_reticle_weapon = 1;
LABEL(skipforcemodels)
- if(this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+ if((this.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST) && !autocvar_cl_respawn_ghosts_keepcolors)
{
- // no glowmod or team colors for ghosts
this.glowmod = '0 0 0';
this.colormap = 0;
return;
set cl_deathglow 2 "number of seconds during which dead bodies glow out"
set cl_deathglow_min 0.5 "glow out up to this glow factor"
+set cl_respawn_ghosts_keepcolors 0 "if enabled respawn ghosts keep body colors"
+
cl_movement 1
cl_movement_track_canjump 0
cl_stairsmoothspeed 200