#include "quakedef.h"
#include "image.h"
-cvar_t r_colormap_palette = {0, "r_colormap_palette", "gfx/colormap_palette.lmp", "name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors"};
+cvar_t r_colormap_palette = {CVAR_CLIENT, "r_colormap_palette", "gfx/colormap_palette.lmp", "name of a palette lmp file to override the shirt/pants colors of player models. It consists of 16 shirt colors, 16 scoreboard shirt colors, 16 pants colors and 16 scoreboard pants colors"};
unsigned char palette_rgb[256][3];
unsigned char palette_rgb_pantscolormap[16][3];
unsigned char *out = (unsigned char *) q2palette_bgra_complete; // palette is accessed as 32bit for speed reasons, but is created as 8bit bytes
int i;
LoadPCX_PaletteOnly(q2colormapfile, filesize, q2palette_rgb[0]);
- for (i = 0;i < 256;i++)
+ // this stops at color 255 because it is a pink transparent color that we don't actually want to preserve color on.
+ for (i = 0;i < 255;i++)
{
out[i*4+2] = q2palette_rgb[i][0];
out[i*4+1] = q2palette_rgb[i][1];
// COMMANDLINEOPTION: Client: -texgamma <number> sets the quake palette gamma, allowing you to make quake textures brighter/darker, not recommended
i = COM_CheckParm("-texgamma");
if (i)
- gamma = atof(com_argv[i + 1]);
+ gamma = atof(sys.argv[i + 1]);
// COMMANDLINEOPTION: Client: -texcontrast <number> sets the quake palette contrast, allowing you to make quake textures brighter/darker, not recommended
i = COM_CheckParm("-texcontrast");
if (i)
- scale = atof(com_argv[i + 1]);
+ scale = atof(sys.argv[i + 1]);
// COMMANDLINEOPTION: Client: -texbrightness <number> sets the quake palette brightness (brightness of black), allowing you to make quake textures brighter/darker, not recommended
i = COM_CheckParm("-texbrightness");
if (i)
- base = atof(com_argv[i + 1]);
+ base = atof(sys.argv[i + 1]);
gamma = bound(0.01, gamma, 10.0);
scale = bound(0.01, scale, 10.0);
base = bound(0, base, 0.95);