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Merge pull request #1606 from LordSk/feature/team_colors
Tuned down custom skin saturation/luminosity influence on team colors
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commit
e6634cc6bd
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@ -354,46 +354,29 @@ vec4 CSkins::GetColorV4(int v, bool UseAlpha) const
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int CSkins::GetTeamColor(int UseCustomColors, int PartColor, int Team, int Part) const
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{
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static const int s_aTeamColors[3] = {12895054, 65387, 10223467};
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static const int s_aTeamColors[3] = {0xC4C34E, 0x00FF6B, 0x9BFF6B};
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int TeamHue = (s_aTeamColors[Team+1]>>16)&0xff;
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int TeamSat = (s_aTeamColors[Team+1]>>8)&0xff;
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int TeamLgt = s_aTeamColors[Team+1]&0xff;
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int PartSat = (PartColor>>8)&0xff;
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int PartLgt = PartColor&0xff;
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if(!UseCustomColors)
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{
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int ColorVal = s_aTeamColors[Team+1];
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if(Part == SKINPART_MARKING)
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ColorVal |= 0xff000000;
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return ColorVal;
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PartSat = 255;
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PartLgt = 255;
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}
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/*blue128: 128/PI*ARCSIN(COS((PI*(x+10)/128)))+182 // (decoration, marking, hands)
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blue64: 64/PI*ARCSIN(COS((PI*(x-76)/64)))+172 // (body, feet, eyes)
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red128: Mod((128/PI*ARCSIN(COS((PI*(x-105)/128)))+297),256)
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red64: Mod((64/PI*ARCSIN(COS((PI*(x-56)/64)))+280),256)*/
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int MinSat = 160;
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int MaxSat = 255;
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float Dark = DARKEST_COLOR_LGT/255.0f;
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int MinLgt = Dark + 64*(1.0f-Dark);
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int MaxLgt = Dark + 191*(1.0f-Dark);
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int Hue = 0;
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int Sat = (PartColor>>8)&0xff;
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int Lgt = PartColor&0xff;
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int h = TeamHue;
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int s = clamp(mix(TeamSat, PartSat, 0.2), MinSat, MaxSat);
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int l = clamp(mix(TeamLgt, PartLgt, 0.2), (int)DARKEST_COLOR_LGT, 200);
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int NewHue;
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if(Team == TEAM_RED)
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{
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if(Part == SKINPART_MARKING || Part == SKINPART_DECORATION || Part == SKINPART_HANDS)
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NewHue = (int)(128.0f/pi*asinf(cosf(pi/128.0f*(Hue-105.0f))) + 297.0f) % 256;
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else
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NewHue = (int)(64.0f/pi*asinf(cosf(pi/64.0f*(Hue-56.0f))) + 280.0f) % 256;
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}
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else
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NewHue = 64.0f/pi*asinf(cosf(pi/64.0f*(Hue-76.0f))) + 172.0f;
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int NewSat = clamp(Sat, MinSat, MaxSat);
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int NewLgt = clamp(Lgt, MinLgt, MaxLgt);
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int ColorVal = (NewHue<<16) + (NewSat<<8) + NewLgt;
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if(Part == SKINPART_MARKING)
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int ColorVal = (h<<16) + (s<<8) + l;
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if(Part == SKINPART_MARKING) // keep alpha
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ColorVal += PartColor&0xff000000;
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return ColorVal;
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