}
}
-// FEATURE: forcemodel (MUST be called BEFORE LOD!)
+// FEATURE: forcemodel and model color selection (MUST be called BEFORE LOD!)
string forceplayermodels_model;
float forceplayermodels_modelisgoodmodel;
float forceplayermodels_modelindex;
float forceplayermodels_goodmodelindex;
.vector glowmod;
-void CSQCPlayer_ColorSelection_Apply(float islocalplayer, float cm)
-{
- float selected_colormap = self.colormap;
- // forceplayercolors too
- if(teamplay)
- {
- // own team's color is never forced
- float forcecolor_friend = 0;
- float forcecolor_enemy = 0;
- float teams_count = 0;
- entity tm;
-
- for(tm = teams.sort_next; tm; tm = tm.sort_next)
- if(tm.team != NUM_SPECTATOR)
- ++teams_count;
-
- if(autocvar_cl_forcemyplayercolors)
- forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if(autocvar_cl_forceplayercolors && teams_count == 2)
- forcecolor_enemy = 1024 + autocvar__cl_color;
-
- if(forcecolor_enemy && !forcecolor_friend)
- {
- // only enemy color is forced?
- // verify it is not equal to the friend color
- if(forcecolor_enemy == 1024 + 17 * myteam)
- forcecolor_enemy = 0;
- }
-
- if(forcecolor_friend && !forcecolor_enemy)
- {
- // only friend color is forced?
- // verify it is not equal to the enemy color
- for(tm = teams.sort_next; tm; tm = tm.sort_next)
- // note: we even compare against our own team.
- // if we rejected because we matched our OWN team color,
- // this is not bad; we then simply keep our color as is
- // anyway.
- if(forcecolor_friend == 1024 + 17 * tm.team)
- forcecolor_friend = 0;
- }
-
- if(cm == 1024 + 17 * myteam)
- {
- if(forcecolor_friend)
- selected_colormap = forcecolor_friend;
- }
- else
- {
- if(forcecolor_enemy)
- selected_colormap = forcecolor_enemy;
- }
- }
- else
- {
- if(autocvar_cl_forcemyplayercolors && islocalplayer)
- selected_colormap = 1024 + autocvar_cl_forcemyplayercolors;
- else if(autocvar_cl_forceplayercolors)
- selected_colormap = player_localnum + 1;
- }
-
- if(selected_colormap > 0)
- self.glowmod = colormapPaletteColor(((selected_colormap >= 1024) ? selected_colormap : stof(getplayerkeyvalue(selected_colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
- else
- self.glowmod = '1 1 1';
-
- if(autocvar_cl_deathglow > 0)
- {
- if(self.csqcmodel_isdead)
- {
- selected_colormap = 0;
- self.glowmod = self.glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
- // prevent the zero vector
- self.glowmod_x = max(self.glowmod_x, 0.0001);
- self.glowmod_y = max(self.glowmod_y, 0.0001);
- self.glowmod_z = max(self.glowmod_z, 0.0001);
- }
- }
- self.colormap = selected_colormap;
-
- print(sprintf("CSQCPlayer_GlowMod_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), selected_colormap, vtos(self.glowmod)));
-}
+.vector old_glowmod;
-void CSQCPlayer_ForceModel_PreUpdate(void)
+void CSQCPlayer_ModelAppearance_PreUpdate(void)
{
self.model = self.forceplayermodels_savemodel;
self.modelindex = self.forceplayermodels_savemodelindex;
self.skin = self.forceplayermodels_saveskin;
self.colormap = self.forceplayermodels_savecolormap;
}
-void CSQCPlayer_ForceModel_PostUpdate(void)
+void CSQCPlayer_ModelAppearance_PostUpdate(void)
{
self.forceplayermodels_savemodel = self.model;
self.forceplayermodels_savemodelindex = self.modelindex;
self.skin = self.forceplayermodels_saveskin;
}
- // now pick the color and glowmod of the model
- CSQCPlayer_ColorSelection_Apply(islocalplayer, cm);
+ //float selected_colormap = cm;
+ // forceplayercolors too
+ if(teamplay)
+ {
+ // own team's color is never forced
+ float forcecolor_friend = 0;
+ float forcecolor_enemy = 0;
+ float teams_count = 0;
+ entity tm;
+
+ for(tm = teams.sort_next; tm; tm = tm.sort_next)
+ if(tm.team != NUM_SPECTATOR)
+ ++teams_count;
+
+ if(autocvar_cl_forcemyplayercolors)
+ forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
+ if(autocvar_cl_forceplayercolors && teams_count == 2)
+ forcecolor_enemy = 1024 + autocvar__cl_color;
+
+ if(forcecolor_enemy && !forcecolor_friend)
+ {
+ // only enemy color is forced?
+ // verify it is not equal to the friend color
+ if(forcecolor_enemy == 1024 + 17 * myteam)
+ forcecolor_enemy = 0;
+ }
+
+ if(forcecolor_friend && !forcecolor_enemy)
+ {
+ // only friend color is forced?
+ // verify it is not equal to the enemy color
+ for(tm = teams.sort_next; tm; tm = tm.sort_next)
+ // note: we even compare against our own team.
+ // if we rejected because we matched our OWN team color,
+ // this is not bad; we then simply keep our color as is
+ // anyway.
+ if(forcecolor_friend == 1024 + 17 * tm.team)
+ forcecolor_friend = 0;
+ }
+
+ if(cm == 1024 + 17 * myteam)
+ {
+ if(forcecolor_friend)
+ self.colormap = forcecolor_friend;
+ }
+ else
+ {
+ if(forcecolor_enemy)
+ self.colormap = forcecolor_enemy;
+ }
+ }
+ else
+ {
+ if(autocvar_cl_forcemyplayercolors && islocalplayer)
+ self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
+ else if(autocvar_cl_forceplayercolors)
+ self.colormap = player_localnum + 1;
+ }
+
+ if(self.colormap > 0)
+ self.glowmod = colormapPaletteColor(((self.colormap >= 1024) ? self.colormap : stof(getplayerkeyvalue(self.colormap - 1, "colors"))) & 0x0F, TRUE) * 2;
+ else
+ self.glowmod = '1 1 1';
+
+ if(autocvar_cl_deathglow > 0)
+ {
+ if(self.csqcmodel_isdead)
+ {
+ if(self.old_glowmod == '0 0 0') { self.old_glowmod = self.glowmod; }
+ self.colormap = 0;
+ self.glowmod = self.old_glowmod * bound(0, 1 - (time - self.death_time) / autocvar_cl_deathglow, 1);
+ // prevent the zero vector
+ self.glowmod_x = max(self.glowmod_x, 0.0001);
+ self.glowmod_y = max(self.glowmod_y, 0.0001);
+ self.glowmod_z = max(self.glowmod_z, 0.0001);
+ }
+ else if(self.old_glowmod != '0 0 0') { self.old_glowmod = '0 0 0'; }
+ }
+ //self.colormap = selected_colormap;
+
+ print(sprintf("CSQCPlayer_ModelAppearance_Apply(): state = %s, colormap = %f, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), self.colormap, vtos(self.glowmod)));
}
/*// FEATURE: auto glowmod
{
if(!isplayer)
CSQCPlayer_FallbackFrame_PreUpdate();
- CSQCPlayer_ForceModel_PreUpdate();
+ CSQCPlayer_ModelAppearance_PreUpdate();
}
}
// save values set by server
if(self.isplayermodel)
{
- CSQCPlayer_ForceModel_PostUpdate();
+ CSQCPlayer_ModelAppearance_PostUpdate();
if(isplayer)
CSQCPlayer_AnimDecide_PostUpdate(isnew);
else