Before I was using coefficents from another formula I forget the source of, but over time I've stopped liking how it looked -- just considers greens far too bright. Here I'm trying out BT.601 coefficents instead (https://en.wikipedia.org/wiki/Rec._601).
These are also the coefficients Doom itself used for invulnerability's invert effect (if you ignore the typo Carmack made :p), so this checks out.
- Invert high contrast greyscale colorization effect for damage hitlag
- Jitter is now also exclusive to damage-related hitlag
- Since jitter is now just tied to a flag, removed the old trick momentum hack
Instead of doing its best to avoid P_DamageMobj, it embraces it, using the damagetype system to decide how the player takes damage. Overall less stupid.