cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
+cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
+
cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
ent->state_previous = ent->state_current;
ent->state_current = defaultstate;
ent->state_current.time = cl.time;
- ent->state_current.number = -1;
+ ent->state_current.number = (unsigned short)-1;
ent->state_current.active = true;
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
Cvar_RegisterVariable (&cl_anglespeedkey);
Cvar_RegisterVariable (&cl_shownet);
Cvar_RegisterVariable (&cl_nolerp);
+ Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&sensitivity);