]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Try and unify the color selection code for csqcmodels
authorSamual Lenks <samual@xonotic.org>
Sat, 1 Jun 2013 03:32:37 +0000 (23:32 -0400)
committerSamual Lenks <samual@xonotic.org>
Sat, 1 Jun 2013 03:32:37 +0000 (23:32 -0400)
qcsrc/client/csqcmodel_hooks.qc

index c7e6da95f933e5d19da0f7d0e577303648d7b48c..417518444ab826df676021a1ea2d834d37d4414b 100644 (file)
@@ -92,6 +92,90 @@ float forceplayermodels_attempted;
 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;
@@ -114,7 +198,7 @@ void CSQCPlayer_ForceModel_PostUpdate(void)
                        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)
@@ -208,64 +292,42 @@ void CSQCPlayer_ForceModel_Apply(float islocalplayer)
                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;
@@ -552,32 +614,6 @@ void CSQCPlayer_Precache()
        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;
@@ -605,8 +641,8 @@ void CSQCModel_Hook_PreDraw(float isplayer)
 
        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();