cvar_t cl_crossx = {"cl_crossx", "0", false};
cvar_t cl_crossy = {"cl_crossy", "0", false};
-cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
+//cvar_t gl_cshiftpercent = {"gl_cshiftpercent", "100", false};
+cvar_t gl_polyblend = {"gl_polyblend", "1", true};
float v_dmg_time, v_dmg_roll, v_dmg_pitch;
cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
- cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
- if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
- cl.cshifts[CSHIFT_DAMAGE].percent = 0;
- if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
- cl.cshifts[CSHIFT_DAMAGE].percent = 150;
-
- if (armor > blood)
- {
- cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
- cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
- cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
- }
- else if (armor)
- {
- cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
- cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
- cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
- }
- else
+ if (gl_polyblend.value)
{
- cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
- cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
- cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
+ cl.cshifts[CSHIFT_DAMAGE].percent += 3*count;
+ if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
+ cl.cshifts[CSHIFT_DAMAGE].percent = 0;
+ if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
+ cl.cshifts[CSHIFT_DAMAGE].percent = 150;
+
+ if (armor > blood)
+ {
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
+ }
+ else if (armor)
+ {
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
+ }
+ else
+ {
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
+ cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
+ }
}
//
*/
void V_BonusFlash_f (void)
{
- cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
- cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
- cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
- cl.cshifts[CSHIFT_BONUS].percent = 50;
+ if (gl_polyblend.value)
+ {
+ cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
+ cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
+ cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
+ cl.cshifts[CSHIFT_BONUS].percent = 50;
+ }
}
/*
{
cshift_t* c;
c = &cl.cshifts[CSHIFT_CONTENTS]; // just to shorten the code below
+ if (!gl_polyblend.value)
+ {
+ c->percent = 0;
+ return;
+ }
switch (contents)
{
case CONTENTS_EMPTY:
*/
void V_CalcPowerupCshift (void)
{
+ if (!gl_polyblend.value)
+ {
+ cl.cshifts[CSHIFT_POWERUP].percent = 0;
+ return;
+ }
if (cl.items & IT_QUAD)
{
cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
b = 0;
a = 0;
- if (gl_cshiftpercent.value)
- {
+// if (gl_cshiftpercent.value)
+// {
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
- a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
+// a2 = ((cl.cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
+ a2 = cl.cshifts[j].percent * (1.0f / 255.0f);
if (!a2)
continue;
g *= a2;
b *= a2;
}
- }
+// }
v_blend[0] = bound(0, r * (1.0/255.0), 1);
v_blend[1] = bound(0, g * (1.0/255.0), 1);
view->model = cl.model_precache[cl.stats[STAT_WEAPON]];
view->frame = cl.stats[STAT_WEAPONFRAME];
- view->colormap = 0; //vid.colormap;
+ view->colormap = -1; // no special coloring
// set up the refresh position
if (!intimerefresh)
Cvar_RegisterVariable (&crosshair);
Cvar_RegisterVariable (&cl_crossx);
Cvar_RegisterVariable (&cl_crossy);
- Cvar_RegisterVariable (&gl_cshiftpercent);
+// Cvar_RegisterVariable (&gl_cshiftpercent);
+ Cvar_RegisterVariable (&gl_polyblend);
Cvar_RegisterVariable (&cl_rollspeed);
Cvar_RegisterVariable (&cl_rollangle);