// 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
+ if(cvar("hud_saturation_armor") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
{\r
float saturation;\r
saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
if(cvar("r_glsl_saturation") != saturation)\r
cvar_set("r_glsl_saturation", ftos(saturation));\r
}\r
+ else if (cvar("hud_saturation_death") && getstati(STAT_HEALTH) <= 0)\r
+ {\r
+ if(cvar("r_glsl_saturation") != 0)\r
+ cvar_set("r_glsl_saturation", "0");\r
+ }\r
else if(cvar("r_glsl_saturation") != 1)\r
cvar_set("r_glsl_saturation", "1");\r
}\r