Client: add a subtle tint to the damage display. Set cg_damageFill to tweak.
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f2aba72c0c
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@ -3,6 +3,8 @@ var string g_damage_spr_b;
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var string g_damage_spr_l;
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var string g_damage_spr_l;
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var string g_damage_spr_r;
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var string g_damage_spr_r;
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var float autocvar_cg_damageFill = 0.25f;
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void
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void
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Damage_Precache(void)
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Damage_Precache(void)
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{
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{
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@ -12,6 +14,8 @@ Damage_Precache(void)
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g_damage_spr_l = spriteframe("sprites/640_pain.spr", 3, 0.0f);
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g_damage_spr_l = spriteframe("sprites/640_pain.spr", 3, 0.0f);
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}
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}
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void HUD_DamageNotify_Check();
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void HUD_DamageNotify_Check();
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void
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void
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Damage_Draw(void)
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Damage_Draw(void)
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@ -58,5 +62,11 @@ Damage_Draw(void)
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[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
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[48,128], [1,1,1], rt_alpha, DRAWFLAG_ADDITIVE);
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}
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}
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if (autocvar_cg_damageFill > 0.0) {
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vector finalColor = [1,1,1];
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finalColor[1] = finalColor[2] = 1.0 - (pSeat->m_flDamageAlpha * autocvar_cg_damageFill);
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drawpic(video_mins, "fade_modulate", video_res, finalColor, 1.0, DRAWFLAG_NORMAL);
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}
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pSeat->m_flDamageAlpha -= clframetime;
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pSeat->m_flDamageAlpha -= clframetime;
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}
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}
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