string forceplayermodels_goodmodel;
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)));
+}
+
void CSQCPlayer_ForceModel_PreUpdate(void)
{
self.model = self.forceplayermodels_savemodel;
print(sprintf("Warning: missing model %s has been used\n", self.forceplayermodels_savemodel));
}
}
-void CSQCPlayer_ForceModel_Apply(float islocalplayer)
+void CSQCPlayer_ModelAppearance_Apply(float islocalplayer)
{
// which one is ALWAYS good?
if not(forceplayermodels_goodmodel)
self.skin = self.forceplayermodels_saveskin;
}
- // 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;
+ // now pick the color and glowmod of the model
+ CSQCPlayer_ColorSelection_Apply(islocalplayer, cm);
+}
- for(tm = teams.sort_next; tm; tm = tm.sort_next)
- if(tm.team != NUM_SPECTATOR)
- ++teams_count;
+/*// FEATURE: auto glowmod
+.vector glowmod;
+void CSQCPlayer_GlowMod_Apply(void)
+{
+ float cm = self.colormap;
- if(autocvar_cl_forcemyplayercolors)
- forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if(autocvar_cl_forceplayercolors && teams_count == 2)
- forcecolor_enemy = 1024 + autocvar__cl_color;
+ if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
+ cm = 1024;
- 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(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(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(self.colormod != '0 0 0') { self.colormod = '0 0 0'; }
- if(cm == 1024 + 17 * myteam)
- {
- if(forcecolor_friend)
- self.colormap = forcecolor_friend;
- }
- else
+ if(autocvar_cl_deathglow > 0)
+ {
+ if(self.csqcmodel_isdead)
{
- if(forcecolor_enemy)
- self.colormap = forcecolor_enemy;
+ self.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);
}
+
}
- else
- {
- if(autocvar_cl_forcemyplayercolors && islocalplayer)
- self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
- else if(autocvar_cl_forceplayercolors)
- self.colormap = player_localnum + 1;
- }
-}
+
+ print(sprintf("CSQCPlayer_GlowMod_Apply(): state = %s, colormap = %f, colormod = %s, glowmod = %s\n", (self.csqcmodel_isdead ? "DEAD" : "ALIVE"), cm, vtos(self.colormod), vtos(self.glowmod)));
+}*/
// FEATURE: fallback frames
.float csqcmodel_saveframe;
precache_sound("misc/jetpack_fly.wav");
}
-// FEATURE: auto glowmod
-.vector glowmod;
-void CSQCPlayer_GlowMod_Apply(void)
-{
- float cm = self.colormap;
-
- if(self.csqcmodel_effects & CSQCMODEL_EF_RESPAWNGHOST)
- cm = 1024;
-
- 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)
- {
- self.colormod = '1 1 1';
- 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);
- }
-}
-
// general functions
.float csqcmodel_predraw_run;
.float anim_frame;
if(self.isplayermodel) // this checks if it's a player MODEL!
{
- CSQCPlayer_ForceModel_Apply(self.entnum == player_localnum + 1);
- CSQCPlayer_GlowMod_Apply();
+ float islocalplayer = (self.entnum == player_localnum + 1);
+ CSQCPlayer_ModelAppearance_Apply(islocalplayer);
CSQCPlayer_LOD_Apply();
if(!isplayer)
CSQCPlayer_FallbackFrame_Apply();