bool forceplayercolors_enabled = false;
#define fpc autocvar_cl_forceplayercolors
- if (ISGAMETYPE(DUEL))
+ if (gametype.m_1v1)
{
if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
forceplayercolors_enabled = true;
{
if(autocvar_cl_forcemyplayercolors && islocalplayer)
this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
- else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !ISGAMETYPE(DUEL))
+ else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
{
// Assign each enemy unique colors
// pick colors from 0 to 14 since 15 is the rainbow color
// GLOWMOD AND DEATH FADING
if(this.colormap > 0)
- this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2;
+ this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true);
else
this.glowmod = '1 1 1';
}
}
+ // don't let the engine increase player's glowmod
+ if (autocvar_r_hdr_glowintensity > 1)
+ this.glowmod /= autocvar_r_hdr_glowintensity;
+
//printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod));
}