#include "csqcmodel_hooks.qh"
-#include "autocvars.qh"
-#include "main.qh"
+
#include <client/mutators/_mod.qh>
-#include <client/main.qh>
-#include "player_skeleton.qh"
-#include "weapons/projectile.qh"
+#include <client/player_skeleton.qh>
+#include <client/weapons/projectile.qh>
#include <common/animdecide.qh>
+#include <common/effects/all.inc>
+#include <common/effects/all.qh>
#include <common/ent_cs.qh>
#include <common/gamemodes/_mod.qh>
#include <common/mapinfo.qh>
#include <common/physics/movetypes/movetypes.qh>
#include <common/physics/player.qh>
#include <common/viewloc.qh>
-#include <common/effects/all.qh>
-#include <common/effects/all.inc>
#include <lib/csqcmodel/cl_model.qh>
#include <lib/csqcmodel/cl_player.qh>
#include <lib/csqcmodel/interpolate.qh>
if(MUTATOR_CALLHOOK(ForcePlayercolors_Skip, this, islocalplayer))
goto skipforcecolors;
+ bool forceplayercolors_enabled = false;
+ #define fpc autocvar_cl_forceplayercolors
+ if (gametype.m_1v1)
+ {
+ if ((myteam != NUM_SPECTATOR) && (fpc == 1 || fpc == 2 || fpc == 3 || fpc == 5))
+ forceplayercolors_enabled = true;
+ }
+ else if (teamplay)
+ {
+ if ((team_count == 2) && (myteam != NUM_SPECTATOR) && (fpc == 2 || fpc == 4 || fpc == 5))
+ forceplayercolors_enabled = true;
+ }
+ else
+ {
+ if (fpc == 1 || fpc == 2)
+ forceplayercolors_enabled = true;
+ }
+
// forceplayercolors too
if(teamplay)
{
// own team's color is never forced
- int forcecolor_friend = 0;
- int forcecolor_enemy = 0;
+ int forcecolor_friend = 0, forcecolor_enemy = 0;
entity tm;
if(autocvar_cl_forcemyplayercolors)
forcecolor_friend = 1024 + autocvar_cl_forcemyplayercolors;
- if((autocvar_cl_forceplayercolors == 2 && team_count == 2)
- || (autocvar_cl_forceplayercolors == 3 && IS_GAMETYPE(DUEL)))
+
+ if(forceplayercolors_enabled)
forcecolor_enemy = 1024 + autocvar__cl_color;
if(forcecolor_enemy && !forcecolor_friend)
this.colormap = forcecolor_enemy;
}
}
- else
+ else // if(!teamplay)
{
if(autocvar_cl_forcemyplayercolors && islocalplayer)
this.colormap = 1024 + autocvar_cl_forcemyplayercolors;
- else if(autocvar_cl_forceplayercolors)
+ else if (autocvar_cl_forceuniqueplayercolors && !islocalplayer && !gametype.m_1v1)
+ {
+ // Assign each enemy unique colors
+ // pick colors from 0 to 14 since 15 is the rainbow color
+ // pl01 0 1, pl02 1 2, ..., pl14 13 14, pl15 14 0
+ // pl16 0 2, pl17 1 3, ..., pl29 13 0, pl30 14 1
+ int num = this.entnum - 1;
+ int c1 = num % 15;
+ int q = floor(num / 15);
+ int c2 = (c1 + 1 + q) % 15;
+ this.colormap = 1024 + (c1 << 4) + c2;
+ }
+ else if(forceplayercolors_enabled)
this.colormap = player_localnum + 1;
}
}
// recursive predraw call to fix issues with forcemodels and LOD if bone indexes mismatch
- if(this.tag_entity.classname == "csqcmodel")
+ if(this.tag_entity.classname == "ENT_CLIENT_MODEL")
{
CSQCModel_Hook_PreDraw(this.tag_entity, (this.tag_entity.isplayermodel & ISPLAYER_CLIENT));
}
return;
this.csqcmodel_predraw_run = framecount;
- if(!this.modelindex || this.model == "null" || this.alpha < 0)
+ if(!this.modelindex || this.model == "null")
{
this.drawmask = 0;
if(this.snd_looping > 0)
tracebox(this.origin + '0 0 1', this.mins, this.maxs, this.origin - '0 0 4', MOVE_NORMAL, this);
if(trace_startsolid || trace_fraction < 1)
onground = 1;
+ // predicted clients handle smoothing in the prediction code
+ this.origin = CSQCModel_ApplyStairSmoothing(this, onground, this.origin);
}
animdecide_load_if_needed(this);
animdecide_setimplicitstate(this, onground);
bool is_playermodel = (substring(this.model, 0, 14) == "models/player/" || substring(this.model, 0, 17) == "models/ok_player/" ||
(substring(this.model, 0, 16) == "models/monsters/" && (this.isplayermodel & BIT(1))));
this.isplayermodel = BITSET(this.isplayermodel, ISPLAYER_MODEL, is_playermodel);
+ this.csqcmodel_isdead = false; // workaround for dead players who become a spectator
// save values set by server
if((this.isplayermodel & ISPLAYER_MODEL))