]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/csqcmodel_hooks.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / csqcmodel_hooks.qc
index 0b38b108bdc5e8c63a57c1fb86ac300f0f80e584..06cf44bdbd1bf9b30422a59983a6de93919e386d 100644 (file)
 .int lodmodelindex0;
 .int lodmodelindex1;
 .int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(entity this)
+void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
 {
+       int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
+
        // LOD model loading
        if(this.lodmodelindex0 != this.modelindex)
        {
@@ -63,19 +65,19 @@ void CSQCPlayer_LOD_Apply(entity this)
        }
 
        // apply LOD
-       if(autocvar_cl_playerdetailreduction <= 0)
+       if(detailreduction <= 0)
        {
-               if(autocvar_cl_playerdetailreduction <= -2)
+               if(detailreduction <= -2)
                        this.modelindex = this.lodmodelindex2;
-               else if(autocvar_cl_playerdetailreduction <= -1)
+               else if(detailreduction <= -1)
                        this.modelindex = this.lodmodelindex1;
                else
                        this.modelindex = this.lodmodelindex0;
        }
        else
        {
-               float distance = vlen(this.origin - view_origin);
-               float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
+               float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
+               float f = (distance * current_viewzoom + 100.0) * detailreduction;
                f *= 1.0 / bound(0.01, view_quality, 1);
                if(f > autocvar_cl_loddistance2)
                        this.modelindex = this.lodmodelindex2;
@@ -234,17 +236,35 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
        if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
                goto skipforcecolors;
 
+       bool forceplayercolors_enabled = false;
+       #define fpc autocvar_cl_forceplayercolors
+       if (gametype.m_1v1)
+       {
+               if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
+                       forceplayercolors_enabled = true;
+       }
+       else if (teamplay)
+       {
+               if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
+                       forceplayercolors_enabled = true;
+       }
+       else
+       {
+               if (fpc == 1 || fpc == 2)
+                       forceplayercolors_enabled = true;
+       }
+
        // forceplayercolors too
        if(teamplay)
        {
                // own team's color is never forced
-               int forcecolor_friend = 0;
-               int forcecolor_enemy = 0;
+               int forcecolor_friend = 0, forcecolor_enemy = 0;
                entity tm;
 
                if(autocvar_cl_forcemyplayercolors)
                        forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
-               if(autocvar_cl_forceplayercolors != 3 && autocvar_cl_forceplayercolors == 2 && team_count == 2)
+
+               if(forceplayercolors_enabled)
                        forcecolor_enemy = 1024 + autocvar__cl_color;
 
                if(forcecolor_enemy && !forcecolor_friend)
@@ -279,11 +299,23 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer)
                                this.colormap = forcecolor_enemy;
                }
        }
-       else
+       else // if(!teamplay)
        {
                if(autocvar_cl_forcemyplayercolors && islocalplayer)
                        this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
-               else if(autocvar_cl_forceplayercolors && (autocvar_cl_forceplayercolors != 3 || ISGAMETYPE(DUEL)))
+               else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
+               {
+                       // Assign each enemy unique colors
+                       // pick colors from 0 to 14 since 15 is the rainbow color
+                       // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
+                       // pl16 0 2, pl17 1 3, ..., pl29 13  0, pl30 14 1
+                       int num = this.entnum - 1;
+                       int c1 = num % 15;
+                       int q = floor(num / 15);
+                       int c2 = (c1 + 1 + q) % 15;
+                       this.colormap = 1024 + (c1 << 4) + c2;
+               }
+               else if(forceplayercolors_enabled)
                        this.colormap = player_localnum + 1;
        }
 
@@ -633,7 +665,7 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
        if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
        {
                CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
-               CSQCPlayer_LOD_Apply(this);
+               CSQCPlayer_LOD_Apply(this, true);
 
                if(!isplayer)
                {
@@ -711,6 +743,8 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
                        }
                }
        }
+       else
+               CSQCPlayer_LOD_Apply(this, false);
 
        CSQCModel_AutoTagIndex_Apply(this);