You can add ff_motionblur 0 to your world spawn, and then trigger it back on 
with a short timmer so that you start with a fresh blur.

When i used that feature, many of the triggers where messing with the existsing 
convars, i had a motion blur at such a low value it was not noticable, and then 
pumping the value up to represent what i was after.

When you sprint the blur was pumped up, when you got hit by an explosive, it 
was pumped up, etc.

--------
Owner Nigredo Studios http://www.nigredostudios.com

--- On Wed, 17/11/10, Igoreso <igor...@inbox.ru> wrote:

From: Igoreso <igor...@inbox.ru>
Subject: Re: [hlcoders] Old-school motion blur on Orange box
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Received: Wednesday, 17 November, 2010, 9:27 AM

Ok guys, I figured out alt-tab issue (that's was my mistake lol) and I
have last question: How do I clean what was rendered in motion blur?
I need to do that because when I load new map I see old transparent
image over new one.

if ( ( fNextDrawTime - gpGlobals->curtime ) > 1.0f )
{
 fNextDrawTime = 0.0f;
 // need to clean motion blur stuff here
 return;
}


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