#include "weapons/projectile.qh"
#include <common/animdecide.qh>
#include <common/ent_cs.qh>
+#include <common/gamemodes/_mod.qh>
+#include <common/mapinfo.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <common/viewloc.qh>
#include <common/effects/all.qh>
if(autocvar_cl_forcemyplayercolors)
forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if(autocvar_cl_forceplayercolors == 2 && team_count == 2)
+ if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
+ || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
forcecolor_enemy = 1024 + autocvar__cl_color;
if(forcecolor_enemy && !forcecolor_friend)
e.addValue(e, _("Never"), "0");
e.addValue(e, _("In non teamplay modes only"), "1");
e.addValue(e, _("Always"), "2");
+ e.addValue(e, _("Only in Duel"), "3");
e.configureXonoticTextSliderValues(e);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Body fading:")));
set developer_csqcentities 0 "csqc entity spam"
seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
-seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)"
+seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); 2: enable it even in teamplay (only when there is exactly one enemy team); 3: enable it only playing Duel"
seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"