*/
void V_ParseDamage (void)
{
- int i, armor, blood;
+ int armor, blood;
vec3_t from;
//vec3_t forward, right;
vec3_t localfrom;
{
// first person view from entity
// angles
- if (cl.stats[STAT_HEALTH] <= 0)
+ if (cl.stats[STAT_HEALTH] <= 0 && gamemode != GAME_FNIGGIUM)
viewangles[ROLL] = 80; // dead view angle
VectorAdd(viewangles, cl.punchangle, viewangles);
viewangles[ROLL] += V_CalcRoll(cl.viewangles, cl.velocity);
r_refdef.viewblend[1] = 0;
r_refdef.viewblend[2] = 0;
r_refdef.viewblend[3] = 0;
- if (cls.state == ca_connected && cls.signon == SIGNONS)
+ if (cls.state == ca_connected && cls.signon == SIGNONS && gl_polyblend.value > 0)
{
// set contents color
switch (CL_PointQ1Contents(r_vieworigin))
if (a2 > 0)
{
VectorLerp(r_refdef.viewblend, a2, cl.cshifts[j].destcolor, r_refdef.viewblend);
- r_refdef.viewblend[3] = 1 - (1 - r_refdef.viewblend[3]) * (1 - a2); // correct alpha multiply... took a while to find it on the web
+ r_refdef.viewblend[3] = (1 - (1 - r_refdef.viewblend[3]) * (1 - a2)); // correct alpha multiply... took a while to find it on the web
}
}
// saturate color (to avoid blending in black)
r_refdef.viewblend[0] = bound(0.0f, r_refdef.viewblend[0] * (1.0f/255.0f), 1.0f);
r_refdef.viewblend[1] = bound(0.0f, r_refdef.viewblend[1] * (1.0f/255.0f), 1.0f);
r_refdef.viewblend[2] = bound(0.0f, r_refdef.viewblend[2] * (1.0f/255.0f), 1.0f);
- r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] , 1.0f);
+ r_refdef.viewblend[3] = bound(0.0f, r_refdef.viewblend[3] * gl_polyblend.value, 1.0f);
}
}