// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(cvar("r_fakelight") == 2 || cvar("r_fullbright") == 1)
+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
+ if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
vector rgb, tc_00, tc_01, tc_10, tc_11;
case HUD_NORMAL:
// do some accuracy var caching
float i;
- if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
if(!(gametype == GAME_RACE || gametype == GAME_CTS))
{
- if(acc_color_levels)
- strunzone(acc_color_levels);
- acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
- acc_levels = tokenize(acc_color_levels);
- if (acc_levels > MAX_ACCURACY_LEVELS)
- acc_levels = MAX_ACCURACY_LEVELS;
-
- for (i = 0; i < acc_levels; ++i)
- acc_lev[i] = stof(argv(i));
+ if(cvar_string("accuracy_color_levels") != acc_color_levels)
+ {
+ if(acc_color_levels)
+ strunzone(acc_color_levels);
+ acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
+ acc_levels = tokenize(acc_color_levels);
+ if (acc_levels > MAX_ACCURACY_LEVELS)
+ acc_levels = MAX_ACCURACY_LEVELS;
+
+ for (i = 0; i < acc_levels; ++i)
+ acc_lev[i] = stof(argv(i));
+ }
+ // let know that acc_col[] needs to be loaded
+ acc_col_x[0] = -1;
}
HUD_Main(); // always run these functions for alpha checks