mod_q3bsp_lightmapmergepower 4
// player defaults
-_cl_color 112
+_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set
_cl_name Player
_cl_playermodel models/player/erebus.iqm
_cl_playerskin 0
set sv_use_csqc_players 1 "set to 0 to disable CSQC players for better Xonotic 0.5 compat"
set cl_precacheplayermodels 0 "TODO please check if this needs to be 1 or if precaching a model the server already requested is fast enough to do it at runtime"
seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0)"
-seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0, and is ignored in teamplay)"
+seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0, and is ignored in teamplay with more than two teams)"
seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)"
seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (requires server to have sv_use_csqc_players 1, and is ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)"
string autocvar_cl_forcemyplayermodel;
float autocvar_cl_forcemyplayerskin;
float autocvar_cl_forcemyplayercolors;
+float autocvar__cl_color;
float autocvar__cl_playerskin;
string autocvar__cl_playermodel;
float autocvar_cl_precacheplayermodels;
}
// apply it
- if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && islocalplayer)
+ float isfriend;
+ float cm;
+ cm = self.forceplayermodels_savecolormap;
+ cm = (cm >= 1024) ? cm : (stof(getplayerkeyvalue(self.colormap - 1, "colors")) + 1024);
+
+ if(teamplay)
+ isfriend = (cm == 1024 + 17 * myteam);
+ else
+ isfriend = islocalplayer;
+
+ if(autocvar_cl_forcemyplayermodel != "" && forceplayermodels_myisgoodmodel && isfriend)
{
self.model = forceplayermodels_mymodel;
self.modelindex = forceplayermodels_mymodelindex;
}
// forceplayercolors too
- if(!teamplay)
+ 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 != COLOR_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)
+ self.colormap = forcecolor_friend;
+ }
+ else
+ {
+ if(forcecolor_enemy)
+ self.colormap = forcecolor_enemy;
+ }
+ }
+ else
{
if(autocvar_cl_forcemyplayercolors && islocalplayer)
self.colormap = 1024 + autocvar_cl_forcemyplayercolors;
}
float ListBox_mouseRelease(entity me, vector pos)
{
- vector absSize;
if(me.pressed == 1)
{
// slider dragging mode
if not(me.cvarName)
return;
+ if(cvar_string(me.cvarName) == cvar_defstring(me.cvarName))
+ cvar_set(me.cvarName, ftos(16 * floor(random() * 15) + floor(random() * 15)));
+
if(me.cvarPart == 1)
me.checked = (cvar(me.cvarName) & 240) == me.cvarValueFloat * 16;
else
void XonoticPlayerSettingsTab_fill(entity me)
{
entity e, pms, label, box;
- float i, r, m, n;
+ float i;
me.TR(me);
me.TD(me, 1, 0.5, me.playerNameLabel = makeXonoticTextLabel(0, _("Name:")));
me.TR(me);
me.TR(me);
me.TR(me);
+
+ me.TR(me);
+ me.TDempty(me, 1);
+ me.TD(me, 1, 2, e = makeXonoticTextLabel(0.5, _("Model:")));
me.TR(me);
- me.gotoRC(me, 8, 0.0);
+ me.TDempty(me, 1);
pms = makeXonoticPlayerModelSelector();
- me.TD(me, 1, 0.6, e = makeXonoticTextLabel(1, _("Model:")));
me.TD(me, 1, 0.3, e = makeXonoticButton("<<", '0 0 0'));
e.onClick = PlayerModelSelector_Prev_Click;
e.onClickEntity = pms;
- me.TD(me, me.rows - (me.currentRow + 2), 1.8, pms);
+ me.TD(me, me.rows - (me.currentRow + 2), 1.4, pms);
me.TD(me, 1, 0.3, e = makeXonoticButton(">>", '0 0 0'));
e.onClick = PlayerModelSelector_Next_Click;
e.onClickEntity = pms;
me.TR(me);
- r = me.currentRow;
- m = me.rows - (r + 3);
- n = 16 - !cvar("developer");
- m = m / (n - 1);
- for(i = 0; i < n; ++i)
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Glowing color:")));
+ for(i = 0; i < 15; ++i)
{
- me.gotoRC(me, r + i * m, 0.1);
- me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
+ if(mod(i, 5) == 0)
+ me.TR(me);
+ me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(1, 0, i), '0 1 0');
}
- for(i = 0; i < n; ++i)
+ me.TR(me);
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0.5, _("Detail color:")));
+ for(i = 0; i < 15; ++i)
{
- me.gotoRC(me, r + i * m, 0.4);
- me.TDNoMargin(me, m, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
+ if(mod(i, 5) == 0)
+ me.TR(me);
+ me.TDNoMargin(me, 1, 0.2, e = makeXonoticColorButton(2, 1, i), '0 1 0');
}
-
// crosshair_enabled: 0 = no crosshair options, 1 = no crosshair selection, but everything else enabled, 2 = all crosshair options enabled
// FIXME: In the future, perhaps make one global crosshair_type cvar which has 0 for disabled, 1 for custom, 2 for per weapon, etc?
me.gotoRC(me, 0, 3.2); me.setFirstColumn(me, me.currentColumn);