float myhealth, myhealth_prev;
float myhealth_flash;
+vector myhealth_gentlergb;
+
void CSQC_UpdateView(float w, float h)
{
entity e;
}
// improved polyblend
+ vector rgb;
if(cvar("hud_damage"))
{
float myhealth_flash_temp;
// 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)
{
myhealth_prev = myhealth;
- drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ if(autocvar_cl_gentle_damage || cvar("cl_gentle"))
+ {
+ if(autocvar_cl_gentle_damage == 2)
+ {
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+ {
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ }
+ }
+ else
+ myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));
+
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ }
+ else
+ drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
}
// Draw the mouse cursor
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
- vector rgb;
if(nex_charge_pool || use_nex_charge_pool)
{
use_nex_charge_pool = 1;