float myhealth, myhealth_prev;
float myhealth_flash;
+vector myhealth_gentlergb;
+
void CSQC_UpdateView(float w, float h)
{
entity e;
}
// improved polyblend
+ vector rgb;
if(cvar("hud_damage"))
{
float myhealth_flash_temp;
myhealth_prev = myhealth;
- drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ if(autocvar_cl_gentle_damage || cvar("cl_gentle"))
+ {
+ if(autocvar_cl_gentle_damage == 2)
+ {
+ if(myhealth_flash < pain_treshold) // only randomize when the flash is gone
+ {
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ }
+ }
+ else
+ myhealth_gentlergb = '1 0.7 1';
+
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ }
+ else
+ drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
}
// Draw the mouse cursor
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
- vector rgb;
if(nex_charge_pool || use_nex_charge_pool)
{
use_nex_charge_pool = 1;