Reduced pp effects on ZombieVision, making it clearer.
-Light no longer looks like it's source is far from the player. -The visible distance is greatly increased. -The sound effect has been changed from reverb to a minor deadening one.
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9c13ad1eeb
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74a9be8ea6
2 changed files with 6 additions and 6 deletions
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@ -469,12 +469,12 @@ function GM:PostRender()
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local dlight = DynamicLight(MySelf:EntIndex())
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if dlight then
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dlight.Pos = tr.HitPos + tr.HitNormal * 2
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dlight.Pos = MySelf:GetShootPos()
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dlight.r = 10
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dlight.g = 255
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dlight.b = 80
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dlight.Brightness = 3
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dlight.Size = 300
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dlight.Brightness = 0.5
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dlight.Size = 2048
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dlight.Decay = 900
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dlight.DieTime = CurTime() + 1
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end
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@ -138,7 +138,7 @@ function GM:_RenderScreenspaceEffects()
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DrawSharpen(1, math_min(6, self.HurtEffect * 3))
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end
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if MySelf:Team() == TEAM_UNDEAD and self.m_ZombieVision and not matTankGlass:IsError() then
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--[[if MySelf:Team() == TEAM_UNDEAD and self.m_ZombieVision and not matTankGlass:IsError() then
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render_UpdateScreenEffectTexture()
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matTankGlass:SetFloat("$envmap", 0)
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matTankGlass:SetFloat("$envmaptint", 0)
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@ -146,7 +146,7 @@ function GM:_RenderScreenspaceEffects()
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matTankGlass:SetInt("$ignorez", 1)
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render_SetMaterial(matTankGlass)
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render_DrawScreenQuad()
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end
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end]]
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if self.ColorModEnabled then
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if not MySelf:Alive() and MySelf:GetObserverMode() ~= OBS_MODE_CHASE then
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@ -243,7 +243,7 @@ function GM:ToggleZombieVision(onoff)
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if not self.m_ZombieVision then
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self.m_ZombieVision = true
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MySelf:EmitSound("npc/stalker/breathing3.wav", 0, 230)
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MySelf:SetDSP(5)
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MySelf:SetDSP(30)
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end
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elseif self.m_ZombieVision then
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self.m_ZombieVision = nil
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