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https://github.com/ddnet/ddnet.git
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Merge branch 'master' of http://github.com/oy/teeworlds
This commit is contained in:
commit
ae4aebd365
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@ -280,7 +280,7 @@ public:
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return false;
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char aBuffer[MAX_PATH_LENGTH];
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return remove(GetPath(Type, pFilename, aBuffer, sizeof(aBuffer)));
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return !remove(GetPath(Type, pFilename, aBuffer, sizeof(aBuffer)));
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}
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virtual bool CreateFolder(const char *pFoldername, int Type)
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@ -289,7 +289,7 @@ public:
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return false;
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char aBuffer[MAX_PATH_LENGTH];
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return fs_makedir(GetPath(Type, pFoldername, aBuffer, sizeof(aBuffer)));
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return !fs_makedir(GetPath(Type, pFoldername, aBuffer, sizeof(aBuffer)));
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}
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static IStorage *Create(const char *pApplicationName, int NumArgs, const char **ppArguments)
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@ -1,6 +1,7 @@
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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/demo.h>
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#include <engine/shared/config.h>
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#include <game/generated/client_data.h>
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@ -152,11 +153,16 @@ void CEffects::PlayerDeath(vec2 Pos, int Cid)
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vec3 BloodColor(1.0f,1.0f,1.0f);
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if(Cid >= 0)
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{
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if(g_Config.m_PlayerUseCustomColor)
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BloodColor = m_pClient->m_pSkins->GetColorV3(g_Config.m_PlayerColorBody);
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else
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{
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const CSkins::CSkin *s = m_pClient->m_pSkins->Get(m_pClient->m_aClients[Cid].m_SkinId);
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if(s)
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BloodColor = s->m_BloodColor;
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}
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}
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for(int i = 0; i < 64; i++)
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{
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@ -116,8 +116,8 @@ void CMenus::RenderSettingsPlayer(CUIRect MainView)
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if(g_Config.m_PlayerUseCustomColor)
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{
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OwnSkinInfo.m_ColorBody = m_pClient->m_pSkins->GetColor(g_Config.m_PlayerColorBody);
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OwnSkinInfo.m_ColorFeet = m_pClient->m_pSkins->GetColor(g_Config.m_PlayerColorFeet);
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OwnSkinInfo.m_ColorBody = m_pClient->m_pSkins->GetColorV4(g_Config.m_PlayerColorBody);
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OwnSkinInfo.m_ColorFeet = m_pClient->m_pSkins->GetColorV4(g_Config.m_PlayerColorFeet);
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OwnSkinInfo.m_Texture = pOwnSkin->m_ColorTexture;
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}
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@ -250,8 +250,8 @@ void CMenus::RenderSettingsPlayer(CUIRect MainView)
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if(g_Config.m_PlayerUseCustomColor)
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{
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Info.m_ColorBody = m_pClient->m_pSkins->GetColor(g_Config.m_PlayerColorBody);
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Info.m_ColorFeet = m_pClient->m_pSkins->GetColor(g_Config.m_PlayerColorFeet);
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Info.m_ColorBody = m_pClient->m_pSkins->GetColorV4(g_Config.m_PlayerColorBody);
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Info.m_ColorFeet = m_pClient->m_pSkins->GetColorV4(g_Config.m_PlayerColorFeet);
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Info.m_Texture = s->m_ColorTexture;
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}
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@ -261,9 +261,10 @@ void CMenus::RenderSettingsPlayer(CUIRect MainView)
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if(g_Config.m_Debug)
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{
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vec3 BloodColor = g_Config.m_PlayerUseCustomColor ? m_pClient->m_pSkins->GetColorV3(g_Config.m_PlayerColorBody) : s->m_BloodColor;
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Graphics()->TextureSet(-1);
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Graphics()->QuadsBegin();
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Graphics()->SetColor(s->m_BloodColor.r, s->m_BloodColor.g, s->m_BloodColor.b, 1.0f);
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Graphics()->SetColor(BloodColor.r, BloodColor.g, BloodColor.b, 1.0f);
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IGraphics::CQuadItem QuadItem(Item.m_Rect.x, Item.m_Rect.y, 12, 12);
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Graphics()->QuadsDrawTL(&QuadItem, 1);
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Graphics()->QuadsEnd();
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@ -50,6 +50,7 @@ void CParticles::Add(int Group, CParticle *pPart)
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// remove from the free list
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int Id = m_FirstFree;
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m_FirstFree = m_aParticles[Id].m_NextPart;
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if(m_FirstFree != -1)
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m_aParticles[m_FirstFree].m_PrevPart = -1;
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// copy data
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@ -179,7 +179,12 @@ static vec3 HslToRgb(vec3 in)
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return Out;
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}
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vec4 CSkins::GetColor(int v)
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vec3 CSkins::GetColorV3(int v)
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{
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return HslToRgb(vec3(((v>>16)&0xff)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
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}
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vec4 CSkins::GetColorV4(int v)
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{
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vec3 r = HslToRgb(vec3(((v>>16)&0xff)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
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return vec4(r.r, r.g, r.b, 1.0f);
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@ -22,7 +22,8 @@ public:
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void Init();
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vec4 GetColor(int v);
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vec3 GetColorV3(int v);
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vec4 GetColorV4(int v);
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int Num();
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const CSkin *Get(int Index);
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int Find(const char *pName);
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@ -745,8 +745,8 @@ void CGameClient::OnNewSnapshot()
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if(m_aClients[Cid].m_aSkinName[0] == 'x' || m_aClients[Cid].m_aSkinName[1] == '_')
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str_copy(m_aClients[Cid].m_aSkinName, "default", 64);
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m_aClients[Cid].m_SkinInfo.m_ColorBody = m_pSkins->GetColor(m_aClients[Cid].m_ColorBody);
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m_aClients[Cid].m_SkinInfo.m_ColorFeet = m_pSkins->GetColor(m_aClients[Cid].m_ColorFeet);
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m_aClients[Cid].m_SkinInfo.m_ColorBody = m_pSkins->GetColorV4(m_aClients[Cid].m_ColorBody);
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m_aClients[Cid].m_SkinInfo.m_ColorFeet = m_pSkins->GetColorV4(m_aClients[Cid].m_ColorFeet);
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m_aClients[Cid].m_SkinInfo.m_Size = 64;
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// find new skin
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@ -993,8 +993,8 @@ void CGameClient::CClientData::UpdateRenderInfo()
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if(m_Team >= 0 && m_Team <= 1)
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{
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m_RenderInfo.m_Texture = g_GameClient.m_pSkins->Get(m_SkinId)->m_ColorTexture;
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m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColor(TeamColors[m_Team]);
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m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColor(TeamColors[m_Team]);
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m_RenderInfo.m_ColorBody = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
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m_RenderInfo.m_ColorFeet = g_GameClient.m_pSkins->GetColorV4(TeamColors[m_Team]);
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}
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}
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}
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