From: MirceaKitsune Date: Thu, 7 Feb 2013 21:23:14 +0000 (+0200) Subject: Player glow intensity reflects armor, while weapon glow intensity reflects load status X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=0dc3b89a8d6edcf994b80e885a22e9f6d87c52c2;p=voretournament%2Fvoretournament.git Player glow intensity reflects armor, while weapon glow intensity reflects load status --- diff --git a/data/defaultVT.cfg b/data/defaultVT.cfg index 5c2ad9cc..d9e9e1c7 100644 --- a/data/defaultVT.cfg +++ b/data/defaultVT.cfg @@ -664,6 +664,8 @@ set g_bloodloss 0 "amount of health below which blood loss occurs" set g_footsteps 1 "serverside footstep sounds" set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)" +set g_armorglow 100 "when enabled, player glow color reflects armor charge (the value specifies the maximum armor value)" +set g_weaponloadglow 1 "when enabled, weapon glow reflects weapon charge, if the weapon is reloadable" set g_multijump 1 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps" set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity" diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc index 01a3aeae..e996aa8a 100644 --- a/data/qcsrc/server/cl_client.qc +++ b/data/qcsrc/server/cl_client.qc @@ -2695,10 +2695,15 @@ void PlayerPreThink (void) // set weapon and player glowmod self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2; if(self.armorvalue < cvar("g_power")) - self.glowmod = self.glowmod * random(); // make glow flicker when power is down - self.weaponentity_glowmod = self.glowmod; + self.glowmod = '-1 -1 -1'; // turn glow off when power is down + else if(self.armorvalue < cvar("g_armorglow")) + self.glowmod = self.glowmod * (self.armorvalue / cvar("g_armorglow")); // glow intensity reflects armor charge } + self.weaponentity_glowmod = self.glowmod; + if(cvar("g_weaponloadglow") && self.clip_size) + self.weaponentity_glowmod = self.weaponentity_glowmod * (self.clip_load / self.clip_size); // glow intensity reflects weapon load + player_powerups(); } diff --git a/docs/TODO.txt b/docs/TODO.txt index 5048f5e4..d092c836 100644 --- a/docs/TODO.txt +++ b/docs/TODO.txt @@ -68,7 +68,7 @@ - +0.8: Refraction effect for damage when you have armor (using a model) -- 0.8: Lower glow color on weapon when shooting and reloading? +- 0.8: Lower glow color on weapon when shooting? - 0.8 | 0.9 BUG: Fix remaining divisions by zero, look for backtrace in the console @@ -276,6 +276,4 @@ - 0.8 BUG: At startup, make a script re-set sound and music volume so they're not the last set by vore status in-game -- 0.8: Weight paint new fox state models so that deforms cause less sharp edges when the spine bones rotate from one another - - 0.8 BUG: Normal grabber shoot seems to play melee animation on player models