X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fcsqcmodel_hooks.qc;h=e74fee00d5630cd745f7f81e5e1fe3a60a98c9da;hb=f22b9f83b24cae4a7e31ef6e310214be7d735a4d;hp=10287ce6e69f96c3206a147bde1db00f071cc3f0;hpb=7069dc3f41678554d089db582ccf16da1f8874a5;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/csqcmodel_hooks.qc b/qcsrc/client/csqcmodel_hooks.qc index 10287ce6e..e74fee00d 100644 --- a/qcsrc/client/csqcmodel_hooks.qc +++ b/qcsrc/client/csqcmodel_hooks.qc @@ -1,18 +1,17 @@ #include "csqcmodel_hooks.qh" -#include "autocvars.qh" -#include "main.qh" -#include "miscfunctions.qh" + #include -#include -#include "player_skeleton.qh" -#include "weapons/projectile.qh" +#include +#include #include +#include +#include #include +#include +#include #include #include #include -#include -#include #include #include #include @@ -235,17 +234,35 @@ 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 (ISGAMETYPE(DUEL)) + { + 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 == 2 && team_count == 2) + + if(forceplayercolors_enabled) forcecolor_enemy = 1024 + autocvar__cl_color; if(forcecolor_enemy && !forcecolor_friend) @@ -280,11 +297,23 @@ 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) + else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !ISGAMETYPE(DUEL)) + { + // 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; } @@ -299,7 +328,7 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) // GLOWMOD AND DEATH FADING if(this.colormap > 0) - this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true) * 2; + this.glowmod = colormapPaletteColor(((this.colormap >= 1024) ? this.colormap : entcs_GetClientColors(this.colormap - 1)) & 0x0F, true); else this.glowmod = '1 1 1'; @@ -317,6 +346,10 @@ void CSQCPlayer_ModelAppearance_Apply(entity this, bool islocalplayer) } } + // don't let the engine increase player's glowmod + if (autocvar_r_hdr_glowintensity > 1) + this.glowmod /= autocvar_r_hdr_glowintensity; + //printf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (this.csqcmodel_isdead ? "DEAD" : "ALIVE"), this.colormap, vtos(this.glowmod)); } @@ -422,7 +455,7 @@ void CSQCModel_AutoTagIndex_Apply(entity this) } // recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch - if(this.tag_entity.classname == "csqcmodel") + if(this.tag_entity.classname == "ENT_CLIENT_MODEL") { CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT)); } @@ -618,7 +651,7 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer) return; this.csqcmodel_predraw_run = framecount; - if(!this.modelindex || this.model == "null" || this.alpha < 0) + if(!this.modelindex || this.model == "null") { this.drawmask = 0; if(this.snd_looping > 0) @@ -674,6 +707,8 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer) tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this); if(trace_startsolid || trace_fraction < 1) onground = 1; + // predicted clients handle smoothing in the prediction code + this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin); } animdecide_load_if_needed(this); animdecide_setimplicitstate(this, onground); @@ -736,6 +771,7 @@ void CSQCModel_Hook_PostUpdate(entity this, bool isnew, bool isplayer, bool islo bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" || (substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1)))); this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel); + this.csqcmodel_isdead = false; // workaround for dead players who become a spectator // save values set by server if((this.isplayermodel & ISPLAYER_MODEL))