HUD face now also affected by tag color.
Added two more tag colors to round up to 16. Fixed tag light color not updating when changed. Recalculated tag light colors.
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parent
505e86cfd0
commit
4a46817881
11 changed files with 45 additions and 20 deletions
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@ -118,3 +118,11 @@ Brightmap Texture "models/DemoTagsYellow.png"
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{
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Map "models/DemoTags_bright.png"
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}
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Brightmap Texture "models/DemoTagsBlack.png"
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{
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Map "models/DemoTags_bright.png"
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}
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Brightmap Texture "models/DemoTagsRust.png"
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{
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Map "models/DemoTags_bright.png"
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}
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Before Width: | Height: | Size: 401 B After Width: | Height: | Size: 936 B |
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@ -177,6 +177,8 @@ SWWM_COL_10 = "Red";
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SWWM_COL_11 = "Violet";
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SWWM_COL_12 = "White";
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SWWM_COL_13 = "Yellow";
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SWWM_COL_14 = "Black";
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SWWM_COL_15 = "Rust";
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SWWM_UTITLE = "Interface Options";
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SWWM_BONKHAMMER = "Bonk Hammer";
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SWWM_FRIENDLYFIRE = "Friendly Fire";
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@ -174,6 +174,8 @@ SWWM_COL_10 = "Rojo";
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SWWM_COL_11 = "Violeta";
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SWWM_COL_12 = "Blanco";
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SWWM_COL_13 = "Amarillo";
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SWWM_COL_14 = "Negro";
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SWWM_COL_15 = "Óxido";
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SWWM_UTITLE = "Opciones de Interfaz";
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SWWM_BONKHAMMER = "Martillo Loco";
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SWWM_FRIENDLYFIRE = "Fuego Amigo";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r570 \cu(Thu 13 Oct 13:02:56 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r570 \cu(2022-10-13 13:02:56)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r571 \cu(Thu 13 Oct 13:43:32 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r571 \cu(2022-10-13 13:43:32)\c-";
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@ -98,6 +98,8 @@ OptionValue "SWWMTagColor"
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11, "$SWWM_COL_11"
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12, "$SWWM_COL_12"
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13, "$SWWM_COL_13"
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14, "$SWWM_COL_14"
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15, "$SWWM_COL_15"
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}
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OptionValue "SWWMFriendlyFire"
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{
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BIN
models/DemoTagsBlack.png
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BIN
models/DemoTagsBlack.png
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After Width: | Height: | Size: 7.7 KiB |
BIN
models/DemoTagsRust.png
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BIN
models/DemoTagsRust.png
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After Width: | Height: | Size: 7.7 KiB |
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@ -190,6 +190,8 @@ Class SWWMStatusBar : BaseStatusBar
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transient ui int rss;
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transient CVar tagcolor; // for mugshot
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override void FlushNotify()
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{
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// flush interpolators (useful since this virtual gets called
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@ -2882,7 +2884,10 @@ Class SWWMStatusBar : BaseStatusBar
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Vector2 shake = (RandomShiver(),RandomShiver())*noiz;
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if ( !CPlayer.mo.FindInventory("GhostPower") )
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{
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Screen.DrawTexture(FaceTex[0],false,margin+shake.x,ss.y-(margin+32)+shake.y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( !tagcolor ) tagcolor = CVar.GetCVar('swwm_tagcolor',CPlayer);
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int facecol = tagcolor.GetInt();
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if ( (facecol < 0) || (facecol > 15) ) facecol = 0;
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Screen.DrawTexture(FaceTex[0],false,margin+shake.x,ss.y-(margin+32)+shake.y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcWidth,32,DTA_SrcHeight,32,DTA_DestWidth,32,DTA_DestHeight,32,DTA_SrcX,32*(facecol%4),DTA_SrcY,32*(facecol/4));
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bool raging = CPlayer.mo.FindInventory("RagekitPower");
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bool angy = CPlayer.mo.FindInventory("AngeryPower");
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if ( raging && angy ) Screen.DrawTexture(FaceTex[16],false,margin+shake.x,ss.y-(margin+32)+shake.y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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@ -181,7 +181,9 @@ Class Demolitionist : PlayerPawn
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"Red",
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"Violet",
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"White",
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"Yellow"
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"Yellow",
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"Black",
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"Rust"
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};
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int idx = tagcolor.GetInt();
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if ( (idx < 0) || (idx >= colname.Size()) ) idx = 0;
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@ -596,6 +596,7 @@ Class DemolitionistSelfLight : Thinker
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bool oldglow;
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Actor target;
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transient CVar tagcolor;
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int oldcolor;
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override void Tick()
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{
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@ -607,20 +608,22 @@ Class DemolitionistSelfLight : Thinker
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if ( !tagcolor ) tagcolor = CVar.GetCVar('swwm_tagcolor',target.player);
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static const Color litecolor[] =
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{
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Color(255,32,48,24), // Green
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Color(255,24,24,48), // Blue
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Color(255,24,48,48), // Cyan
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Color(255,24,48,32), // Dragonfly
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Color(255,48,40,24), // Gold
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Color(255,48,24,48), // Magenta
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Color(255,48,32,24), // Orange
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Color(255,48,40,32), // Peach
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Color(255,48,32,40), // Pink
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Color(255,32,24,48), // Purple
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Color(255,48,24,24), // Red
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Color(255,32,24,48), // Violet
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Color(255,48,48,48), // White
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Color(255,48,48,24) // Yellow
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Color(255, 24, 48, 8), // Green
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Color(255, 16, 24, 56), // Blue
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Color(255, 16, 48, 56), // Cyan
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Color(255, 24, 48, 24), // Dragonfly
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Color(255, 56, 32, 16), // Gold
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Color(255, 48, 16, 56), // Magenta
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Color(255, 56, 24, 16), // Orange
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Color(255, 56, 32, 32), // Peach
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Color(255, 56, 16, 40), // Pink
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Color(255, 48, 24, 56), // Purple
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Color(255, 48, 16, 8), // Red
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Color(255, 32, 16, 56), // Violet
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Color(255, 48, 48, 48), // White
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Color(255, 56, 56, 16), // Yellow
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Color(255, 16, 16, 16), // Black
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Color(255, 32, 16, 16) // Rust
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};
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int idx = tagcolor.GetInt();
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if ( (idx < 0) || (idx >= litecolor.Size()) ) idx = 0;
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@ -628,9 +631,9 @@ Class DemolitionistSelfLight : Thinker
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// setting the pitch to a value outside [-90,90] makes it auto-update to the actor's own pitch
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// this is undocumented and it's very great and nice and fine that such a thing had to be found out purely by chance
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// how very wonderful /s
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if ( curactive && !oldactive )
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if ( curactive && (!oldactive || (idx != oldcolor)) )
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{
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target.A_AttachLight('DemoSelfLight',DynamicLight.PointLight,Color(112,144,176),200,0,DynamicLight.LF_DONTLIGHTSELF|DynamicLight.LF_ATTENUATE|DynamicLight.LF_SPOT,(5,0,target.player?(target.player.viewz-target.pos.z):(target.height*.93)),0,15,60,180);
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target.A_AttachLight('DemoSelfLight',DynamicLight.PointLight,Color(255,112,144,176),200,0,DynamicLight.LF_DONTLIGHTSELF|DynamicLight.LF_ATTENUATE|DynamicLight.LF_SPOT,(5,0,target.player?(target.player.viewz-target.pos.z):(target.height*.93)),0,15,60,180);
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target.A_AttachLight('DemoSelfLight2',DynamicLight.PointLight,litecolor[idx],80,0,DynamicLight.LF_DONTLIGHTSELF|DynamicLight.LF_ATTENUATE,(0,0,target.height/2));
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}
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else if ( !curactive && oldactive )
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@ -639,5 +642,6 @@ Class DemolitionistSelfLight : Thinker
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target.A_AttachLight('DemoSelfLight2',DynamicLight.PointLight,0,0,0);
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}
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oldactive = curactive;
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oldcolor = idx;
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}
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}
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