Adjust reducevfx flashing condition for hidden chars in demos

This commit is contained in:
Eidolon 2025-09-01 13:34:14 -05:00
parent 9f9fe44b10
commit ba847fd0d8

View file

@ -11549,14 +11549,21 @@ void K_KartResetPlayerColor(player_t *player)
goto finalise;
}
if (player->overdrive && (leveltime & 1))
boolean allowflashing = true;
if (demo.playback && cv_reducevfx.value && !R_CanShowSkinInDemo(player->skin))
{
// messy condition stack for, specifically, disabling flashing effects when viewing a staff ghost replay of a currently hidden character
allowflashing = false;
}
if (player->overdrive && (leveltime & 1) && allowflashing)
{
player->mo->colorized = true;
fullbright = true;
player->mo->color = player->skincolor;
goto finalise;
}
else if (player->overdrive)
else if (player->overdrive && allowflashing)
{
player->mo->colorized = true;
fullbright = true;
@ -11564,7 +11571,7 @@ void K_KartResetPlayerColor(player_t *player)
goto finalise;
}
if (player->ringboost && (leveltime & 1) && (((R_CanShowSkinInDemo(player->skin))) || ((!R_CanShowSkinInDemo(player->skin)) && !cv_reducevfx.value && demo.playback))) // ring boosting + messy condition stack for, specifically, disabling this when viewing a staff ghost replay of a currently hidden character
if (player->ringboost && (leveltime & 1) && allowflashing) // ring boosting
{
player->mo->colorized = true;
fullbright = true;