this.scale = this.alpha = 0;
this.velocity = '0 0 0';
this.draw = func_null;
+ IL_REMOVE(g_drawables, this);
return;
}
this.scale = current_radius / RING_MODEL_RADIUS;
this.alpha = max((1 - min(max(current_radius - vlen((csqcplayer.origin + csqcplayer.view_ofs) - this.origin), 0) / this.br_ring_fadedistance, 1)) * this.br_ring_alpha, 0.01);
if(vlen((csqcplayer.origin + csqcplayer.view_ofs) - this.origin) > current_radius)
- this.alpha = max(this.alpha / 4, 0.01); // let's weaken the ring visuals a bit, everything is already ring colored
+ this.alpha = max(this.alpha, 0.01);
}
void ring_draw2d(entity this)