\r
contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
- \r
+\r
if(contentavgalpha)\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
\r
{\r
// all of this should be done in the engine eventually\r
\r
+ // disable damage blur when dead, but keep content blur\r
+ if(getstati(STAT_HEALTH) <= 0)\r
+ damage_blurpostprocess = '0 0 0';\r
+\r
// enable or disable rendering types if they are used or not\r
if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
}\r
\r
+ if(cvar("hud_postprocessing"))\r
+ {\r
+ // change saturation based on the amount of armor we have\r
+ // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
+\r
+ if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+ {\r
+ float saturation;\r
+ saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\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
if(self.draw2d)\r
self.draw2d();\r
self = e;\r
+ Draw_ShowNames_All();\r
\r
// draw radar\r
if(\r