// own team's color is never forced
float forcecolor_friend = 0;
float forcecolor_enemy = 0;
- float teams_count = 0;
entity tm;
- for(tm = teams.sort_next; tm; tm = tm.sort_next)
- if(tm.team != NUM_SPECTATOR)
- ++teams_count;
-
if(autocvar_cl_forcemyplayercolors)
forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if(autocvar_cl_forceplayercolors && teams_count == 2)
+ if(autocvar_cl_forceplayercolors && team_count == 2)
forcecolor_enemy = 1024 + autocvar__cl_color;
if(forcecolor_enemy && !forcecolor_friend)
self.effects = self.csqcmodel_effects;
self.modelflags = self.csqcmodel_modelflags;
}
+void Reset_ArcBeam(void);
void CSQCModel_Effects_PostUpdate(void)
{
+ if (self == csqcplayer) {
+ if (self.csqcmodel_teleported) {
+ Reset_ArcBeam();
+ }
+ }
self.csqcmodel_effects = self.effects;
self.csqcmodel_modelflags = self.modelflags;
self.effects = 0;