]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Make saturation depend on the amount of armor the player has (post process effect)
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 0f8057656039549adea22e0f25273c7fe215df36..8f058155c16a32c95245724dd31d9a967fafb382 100644 (file)
@@ -435,8 +435,16 @@ string setmodel_state()
        newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
        newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
 \r
-       if(self.stomach_load)\r
-               applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
+       float vore_state;\r
+       if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
+               vore_state = 3;\r
+       else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
+               vore_state = 2;\r
+       else if(self.stomach_load)\r
+               vore_state = 1;\r
+\r
+       if(vore_state)\r
+               applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
        else\r
                applymodel = self.playermodel;\r
 \r
@@ -515,7 +523,7 @@ float Client_customizeentityforclient()
        // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
        stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
 \r
-       if(other.spectatee_status)\r
+       if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
                other = other.enemy; // also do this for the player we are spectating\r
 \r
        // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
@@ -530,8 +538,10 @@ float Client_customizeentityforclient()
        Client_setmodel(setmodel_state());\r
        if not(self.stat_eaten || self.fakeprey)\r
                self.alpha = default_player_alpha;\r
+       else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+               self.alpha = default_player_alpha; // allow seeing neighboring prey\r
        else\r
-               self.alpha = -1; // hide all prey\r
+               self.alpha = -1; // hide prey\r
        return TRUE;\r
 }\r
 \r
@@ -1033,7 +1043,14 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
 \r
        WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
-       WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
+       WriteCoord(MSG_ENTITY, g_balance_vore_swallow_limit);\r
+\r
+       // tell the client if this server uses armor\r
+       float armor_enabled;\r
+       if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) || (inWarmupStage && cvar("g_warmup_start_armor")) || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
+               armor_enabled = TRUE;\r
+       WriteByte(MSG_ENTITY, armor_enabled);\r
+\r
        return TRUE;\r
 }\r
 \r
@@ -2275,30 +2292,36 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
-void ApplyHealthSize()\r
+void SetPlayerSize()\r
 {\r
-       // change player scale based on the amount of health we have\r
-\r
-       if not(cvar("g_healthsize"))\r
-               return;\r
+       if(cvar("g_healthsize"))\r
+       {\r
+               // change player scale based on the amount of health we have\r
 \r
-       self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
 \r
-       // The following code sets the bounding box to match the player's size.\r
-       // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
-       // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
-       // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
-       if(self.crouch)\r
-       {\r
-               //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
-               if(!self.stat_eaten)\r
-                       self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+               // The following code sets the bounding box to match the player's size.\r
+               // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+               // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+               // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+               if(self.crouch)\r
+               {\r
+                       //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+               }\r
+               else\r
+               {\r
+                       //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+               }\r
        }\r
-       else\r
+\r
+       if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
        {\r
-               //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
-               if(!self.stat_eaten)\r
-                       self.view_ofs = PL_VIEW_OFS * self.scale;\r
+               // resize prey if neighborprey is enabled\r
+               self.scale *= cvar("g_vore_neighborprey_scale");\r
        }\r
 }\r
 \r
@@ -2490,6 +2513,29 @@ void PlayerPreThink (void)
 \r
                if(frametime)\r
                {\r
+\r
+                       if(self.health <= 0 && cvar("g_deathglow"))\r
+                       {\r
+                               if(self.glowmod_x > 0)\r
+                                       self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_x = -1;\r
+                               if(self.glowmod_y > 0)\r
+                                       self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_y = -1;\r
+                               if(self.glowmod_z > 0)\r
+                                       self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_z = -1;\r
+                       }\r
+                       else\r
+                       {\r
+                               // set weapon and player glowmod\r
+                               self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+                               self.weaponentity_glowmod = self.glowmod;\r
+                       }\r
+\r
                        player_powerups();\r
                }\r
 \r
@@ -2624,7 +2670,7 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
-               ApplyHealthSize();\r
+               SetPlayerSize();\r
 \r
                FixPlayermodel();\r
 \r