this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
{
- // Assign each enemy unique colors
+ // Assign each enemy an unique color combination
// pick colors from 0 to 14 since 15 is the rainbow color
// pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
// pl16 0 2, pl17 1 3, ..., pl29 13 0, pl30 14 1
- int num = this.entnum - 1;
+ int num;
+ if (this.isplayermodel & ISPLAYER_CLIENT)
+ num = this.entnum - 1;
+ else
+ num = this.sv_entnum - 1;
int c1 = num % 15;
int q = floor(num / 15);
int c2 = (c1 + 1 + q) % 15;
boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
//pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
}
+ if(eff & EF_SHOCK)
+ {
+ boxparticles(particleeffectnum(EFFECT_ARC_LIGHTNING), this, this.absmin, this.absmax, '0 0 0', '0 0 0', bound(0, frametime, 0.1), 0);
+ //pointparticles(EFFECT_ARC_LIGHTNING, this.origin, '0 0 0', bound(0, frametime, 0.1));
+ }
if(eff & EF_STARDUST)
{
boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);