Post Processing Problems

local win = falselocal function beastdead( data ) win = trueendfunction GM:RenderScreenspaceEffects() local tab = {} if g_Player:Alive() then tab[ “$pp_colour_addr” ] = 0 tab[ “$pp_colour_addg” ] = 0 tab[ “$pp_colour_addb” ] = 0 tab[ “$pp_colour_brightness” ] = 0 tab[ “$pp_colour_contrast” ] = 1 tab[ “$pp_colour_colour” ] = 1 tab[ “$pp_colour_mulr” ] = 0 tab[ “$pp_colour_mulg” ] = 0 tab[ “$pp_colour_mulb” ] = 0 DrawSharpen( 0, 0 ) elseif win == true then tab[ “$pp_colour_addr” ] = 0 tab[ “$pp_colour_addg” ] = 0 tab[ “$pp_colour_addb” ] = 0 tab[ “$pp_colour_brightness” ] = 0 tab[ “$pp_colour_contrast” ] = 1 tab[ “$pp_colour_colour” ] = 0 tab[ “$pp_colour_mulr” ] = 0 tab[ “$pp_colour_mulg” ] = 0 tab[ “$pp_colour_mulb” ] = 0 DrawSharpen( 0, 0 ) else tab[ “$pp_colour_addr” ] = 250 tab[ “$pp_colour_addg” ] = 0 tab[ “$pp_colour_addb” ] = 0 tab[ “$pp_colour_brightness” ] = 0 tab[ “$pp_colour_contrast” ] = .5 tab[ “$pp_colour_colour” ] = 1 tab[ “$pp_colour_mulr” ] = 1 tab[ “$pp_colour_mulg” ] = 1 tab[ “$pp_colour_mulb” ] = 1 DrawSharpen( 5.991, 2 ) end DrawColorModify( tab )endusermessage.Hook( “beastdead”, beastdead );

When the function beastdead is called and win = true, the Post Processing effect doesn’t apply, but when player is dead or alive the effect works.