From ac9c7f5df3fd1a9ea20ce5b517d88bbd44216425 Mon Sep 17 00:00:00 2001 From: Juhu <5894800-Juhu_@users.noreply.gitlab.com> Date: Mon, 24 Jan 2022 17:33:11 +0100 Subject: [PATCH] don't weaken the ring visuals when outside of it, it's already hard enough to spot from outside because everything is ring colored --- qcsrc/common/gamemodes/gamemode/br/cl_ring.qc | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/qcsrc/common/gamemodes/gamemode/br/cl_ring.qc b/qcsrc/common/gamemodes/gamemode/br/cl_ring.qc index 17a8791c7..d678f3208 100644 --- a/qcsrc/common/gamemodes/gamemode/br/cl_ring.qc +++ b/qcsrc/common/gamemodes/gamemode/br/cl_ring.qc @@ -22,13 +22,14 @@ void ring_draw(entity this) 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) -- 2.39.2