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dmg_take,dmg_save | Locked | |
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Jan 12 2016 Anchor | |
On 2016-01-11 12:13, Cobalt wrote: Just got a response on the func_messageboard forum, apparently these control the tint and color of the red screen flash that happens to a real client when taking damage? This is it: combat.qc:
There is no other qc reference in any other function. Darkplaces has this: (I'd gather that glquake, and others are similar.)
Perhaps whatever msg content is causes a flash on the screen. The only qc controlled screen flash that I know of is: stuffcmd (self, "bf\n"); That happens when you pick up weapons / items, etc. |
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Jan 13 2016 Anchor | ||
Yep, confirmed as you indicated, plus those fields will tilt the screen on a downward angle based on the values. dmg_save seems to force a white screen flash while dmg_takes is always red. try typing in the console in a single player local game : prvm_edictset server 1 damage_take 50 , and change the numbers and you can see it. |
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