int y, c, l, mask;
static int cr;
- if (txt[0] == 1)
+ if (txt[0] == 1 || txt[0] == 2)
{
- mask = 128; // go to colored text
- txt++;
- }
- else if (txt[0] == 2)
- {
- mask = 128; // go to colored text
+ if (gamemode == GAME_NEXUIZ)
+ mask = 0;
+ else
+ mask = 128; // go to colored text
txt++;
}
else
// special color codes for chat messages must always come first
// for Con_PrintToHistory to work properly
if (*msg <= 2)
- line[index++] = *msg++;
+ {
+ if (gamemode == GAME_NEXUIZ)
+ {
+ line[index++] = '^';
+ line[index++] = '3';
+ msg++;
+ }
+ else
+ line[index++] = *msg++;
+ }
// store timestamp
for (;*timestamp;index++, timestamp++)
if (index < sizeof(line) - 2)
static vec4_t _con_colors[] =
{
- {1.0, 1.0, 1.0, 1.0},
- {1.0, 0.0, 0.0, 1.0},
- {0.0, 1.0, 0.0, 1.0},
- {0.0, 0.0, 1.0, 1.0},
- {1.0, 1.0, 0.0, 1.0},
- {0.0, 1.0, 1.0, 1.0},
- {1.0, 0.0, 1.0, 1.0},
- {0.1, 0.1, 0.1, 1.0}
+ // Quake3 colors
+ // LordHavoc: why on earth is cyan before magenta in Quake3?
+ // LordHavoc: note: Doom3 uses white for [0] and [7]
+ {0.0, 0.0, 0.0, 1.0}, // black
+ {1.0, 0.0, 0.0, 1.0}, // red
+ {0.0, 1.0, 0.0, 1.0}, // green
+ {1.0, 1.0, 0.0, 1.0}, // yellow
+ {0.0, 0.0, 1.0, 1.0}, // blue
+ {0.0, 1.0, 1.0, 1.0}, // cyan
+ {1.0, 0.0, 1.0, 1.0}, // magenta
+ {1.0, 1.0, 1.0, 1.0} // white
+ // Black's color table
+ //{1.0, 1.0, 1.0, 1.0},
+ //{1.0, 0.0, 0.0, 1.0},
+ //{0.0, 1.0, 0.0, 1.0},
+ //{0.0, 0.0, 1.0, 1.0},
+ //{1.0, 1.0, 0.0, 1.0},
+ //{0.0, 1.0, 1.0, 1.0},
+ //{1.0, 0.0, 1.0, 1.0},
+ //{0.1, 0.1, 0.1, 1.0}
};
#define _con_colors_count (sizeof(_con_colors) / sizeof(vec3_t))
const char *first, *last;
int len;
- color = _con_colors[0];
+ color = _con_colors[7];
if( maxlen < 1)
len = strlen( text );
else