cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
}\r
\r
+ if(cvar("hud_postprocessing") && cvar("hud_saturation"))\r
+ {\r
+ // change saturation based on the amount of armor we have\r
+ // ranges between 0 and 50 armor. 0 armor is saturation 0.5, and 0.5 armor or above is saturation 1\r
+\r
+ if(armor_enabled && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+ {\r
+ float saturation;\r
+ saturation = 0.5 + (getstati(STAT_ARMOR) * 1 * 0.01);\r
+ saturation = bound(0, saturation, 1);\r
+\r
+ if(cvar("r_glsl_saturation") != saturation)\r
+ cvar_set("r_glsl_saturation", ftos(saturation));\r
+ }\r
+ else if(cvar("r_glsl_saturation") != 1)\r
+ cvar_set("r_glsl_saturation", "1");\r
+ }\r
+\r
// volume cutting\r
if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
{\r