From 1235ebed9026c00d7e00b2317a18417d5b60f6ab Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Fri, 3 Sep 2010 00:16:44 +0300 Subject: [PATCH] Apply regurgitation colors to weapon entities. Unfortunately, there's no way to dirty specific weapons only. So for instance: If you are regurgitated, drop your weapon, then pick up a new weapon from a pickup spot, the new weapon will still appear green. An excuse however can be that "you dirty / clean any new weapon you touch" :P --- data/qcsrc/server/cl_weaponsystem.qc | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/data/qcsrc/server/cl_weaponsystem.qc b/data/qcsrc/server/cl_weaponsystem.qc index 76ea196e..6594119f 100644 --- a/data/qcsrc/server/cl_weaponsystem.qc +++ b/data/qcsrc/server/cl_weaponsystem.qc @@ -579,6 +579,8 @@ void CL_Weaponentity_Think() self.weaponentity.alpha = self.alpha; self.weaponentity.colormap = self.colormap; } + if(self.owner.colormod != '0 0 0') // used by the regurgitating colors + self.weaponentity.colormod = self.owner.colormod; self.angles = '0 0 0'; local float f; @@ -788,6 +790,8 @@ void CL_ExteriorWeaponentity_Think() self.alpha = self.owner.alpha; else self.alpha = 1; + if(self.owner.colormod != '0 0 0') // used by the regurgitating colors + self.exteriorweaponentity.colormod = self.owner.colormod; ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max); ang_y = 0; -- 2.39.2