seta hud_cartoon 0 "cartoon effect, reverses when you own a powerup, default is 1.5"\r
seta hud_cartoon_tolerance 0.15 "where to apply the cartoon effect between bright and dark areas"\r
\r
-seta hud_saturation 0 "saturation changes based on the amount of armor you have"\r
+seta hud_saturation_armor 0 "saturation changes based on the amount of armor you have"\r
+seta hud_saturation_death 0 "black and white vision when dead"\r
\r
seta hud_stomach 0.75 "displays a splash on the screen when inside the stomach, value specifies alpha"\r
seta hud_stomach_color "1 1 0" "color of the stomach screen splash"\r
// change saturation based on the amount of armor we have\r
// ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
\r
- if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+ if(cvar("hud_saturation_armor") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
{\r
float saturation;\r
saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
if(cvar("r_glsl_saturation") != saturation)\r
cvar_set("r_glsl_saturation", ftos(saturation));\r
}\r
+ else if (cvar("hud_saturation_death") && getstati(STAT_HEALTH) <= 0)\r
+ {\r
+ if(cvar("r_glsl_saturation") != 0)\r
+ cvar_set("r_glsl_saturation", "0");\r
+ }\r
else if(cvar("r_glsl_saturation") != 1)\r
cvar_set("r_glsl_saturation", "1");\r
}\r
me.TR(me);\r
me.TD(me, 1, 1, e = makeVoretCheckBoxEx(1.5, 0, "hud_cartoon", "Cartoon lines"));\r
me.TD(me, 1, 1, e = makeVoretCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", "Content blur"));\r
- me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_saturation", "Armor saturation"));\r
+ me.TD(me, 1, 1, e = makeVoretCheckBox(0, "hud_saturation_armor", "Saturation"));\r
+ makeMulti(e, "hud_saturation_death");\r
\r
me.gotoRC(me, me.rows - 1, 0);\r
me.TD(me, 1, me.columns, makeVoretCommandButton("Apply immediately", '0 0 0', "vid_restart", COMMANDBUTTON_APPLY));\r
\r
if(frametime)\r
{\r
+ vector glowcolor = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
if(self.health <= 0 && cvar("g_deathglow"))\r
{\r
if(self.glowmod_x > 0)\r
else\r
{\r
// set weapon and player glowmod\r
- self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+ self.glowmod = glowcolor;\r
if(self.armorvalue < cvar("g_power"))\r
self.glowmod = '-1 -1 -1'; // turn glow off when power is down\r
else if(self.armorvalue < cvar("g_armorglow"))\r
- self.glowmod = self.glowmod * (self.armorvalue / cvar("g_armorglow")); // glow intensity reflects armor charge\r
+ self.glowmod = glowcolor * (self.armorvalue / cvar("g_armorglow")); // glow intensity reflects armor charge\r
}\r
\r
- self.weaponentity_glowmod = self.glowmod;\r
if(cvar("g_weaponloadglow") && self.clip_size)\r
- self.weaponentity_glowmod = self.weaponentity_glowmod * (self.clip_load / self.clip_size); // glow intensity reflects weapon load\r
+ self.weaponentity_glowmod = glowcolor * (self.clip_load / self.clip_size); // glow intensity reflects weapon load\r
\r
player_powerups();\r
}\r
- 0.8 BUG: At startup, make a script re-set sound and music volume so they're not the last set by vore status in-game\r
\r
- 0.8 BUG: Normal grabber shoot seems to play melee animation on player models\r
+\r
+- 0.8: Rename "vore delay" to something more appropriate for the sbar rings\r