// add new damage
myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
- float pain_treshold, pain_treshold_lower, pain_treshold_lower_health;
- pain_treshold = cvar("hud_damage_pain_treshold");
- pain_treshold_lower = cvar("hud_damage_pain_treshold_lower");
- pain_treshold_lower_health = cvar("hud_damage_pain_treshold_lower_health");
+ float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
+ pain_threshold = cvar("hud_damage_pain_threshold");
+ pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");
+ pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");
- if(pain_treshold_lower && myhealth < pain_treshold_lower_health)
+ if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
{
- pain_treshold = pain_treshold - max(cvar("hud_damage_pain_treshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_treshold_pulsating_period")))) * pain_treshold_lower * (1 - max(0, myhealth)/pain_treshold_lower_health);
+ pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
}
- myhealth_flash_temp = bound(0, myhealth_flash - pain_treshold, 1);
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
if(myhealth_prev < 1)
{
{
if(autocvar_cl_gentle_damage == 2)
{
- if(myhealth_flash < pain_treshold) // only randomize when the flash is gone
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
{
myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
}