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Disabled tunnel vision. Fixes #33 Red screen flash on damage does not dissapear until load or full health
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1 changed files with 6 additions and 0 deletions
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@ -516,6 +516,10 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM
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// tunnel vision
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// tunnel vision
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/*
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RB: disabled tunnel vision because the renderer converts colors set by SetColor4 to bytes which are clamped to [0,255]
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so materials that want to access float values greater than 1 with parm0 - parm3 are always broken
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float health = 0.0f;
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float health = 0.0f;
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if( g_testHealthVision.GetFloat() != 0.0f )
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if( g_testHealthVision.GetFloat() != 0.0f )
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{
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{
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@ -540,6 +544,8 @@ void idPlayerView::SingleView( const renderView_t* view, idMenuHandler_HUD* hudM
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renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.slow.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
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renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.slow.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
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renderSystem->DrawStretchPic( 0.0f, 0.0f, renderSystem->GetVirtualWidth(), renderSystem->GetVirtualHeight(), 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
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}
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}
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RB end
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*/
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if( bfgVision )
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if( bfgVision )
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{
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{
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