mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-21 19:51:18 +00:00
Overhaul of parts of the polyblend system. Contrast in GL no longer uses
another alpha blend, it's set up exactly as another factor in determining the final blend. This should help speed up framerates a little. New cvars: cl_cshift_bonus: Set to 0 to disable bonus flashes. cl_cshift_contents: Set to 0 to disable content blends. cl_cshift_damage: Set to 0 to disable damage blends. cl_cshift_powerup: Set to 0 to disable powerup (quad, pent, etc) blends. All of these cvars work for both GL and software, and all of them check the value of the "cshifts" serverinfo. cshifts is a bit field, with the following bits defined: bonus: 1 contents: 2 damage: 4 powerup: 8 An admin can force any of these to be respected by choosing the numbers of the cshifts to be enforced, and adding them up. examples: serverinfo cshifts 15 turns them all on. serverinfo cshifts 10 turns on powerup and contents shifts. also, the gl_cshiftpercent Cvar no longer does anything. I'll remove it entirely soon.
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bf066ac5e6
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5 changed files with 84 additions and 56 deletions
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@ -27,14 +27,19 @@
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*/
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// view.h
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#ifndef _VIEW_H
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#define _VIEW_H
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#ifndef __view_h_
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#define __view_h_
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#include "mathlib.h"
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#include "cvar.h"
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extern cvar_t *brightness;
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extern cvar_t *contrast;
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extern cvar_t *brightness;
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extern cvar_t *contrast;
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#define INFO_CSHIFT_BONUS (1 << 0)
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#define INFO_CSHIFT_CONTENTS (1 << 1)
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#define INFO_CSHIFT_DAMAGE (1 << 2)
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#define INFO_CSHIFT_POWERUP (1 << 3)
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void V_Init (void);
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void V_Init_Cvars (void);
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@ -51,4 +56,4 @@ void V_ParseDamage (void);
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void V_SetContentsColor (int contents);
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void V_CalcBlend (void);
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#endif // _VIEW_H
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#endif // __view_h_
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@ -115,6 +115,11 @@ cvar_t *cl_sbar_separator;
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cvar_t *cl_hudswap;
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cvar_t *cl_maxfps;
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cvar_t *cl_cshift_bonus;
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cvar_t *cl_cshift_contents;
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cvar_t *cl_cshift_damage;
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cvar_t *cl_cshift_powerup;
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cvar_t *lookspring;
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cvar_t *lookstrafe;
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cvar_t *sensitivity;
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@ -1257,6 +1262,16 @@ CL_Init_Cvars (void)
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developer = Cvar_Get ("developer", "0", CVAR_NONE,
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"show info interesting to developers");
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// Misty: Turn on or off screen filling colors for powerups among other things.
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cl_cshift_bonus = Cvar_Get ("cl_cshift_bonus", "1", CVAR_ARCHIVE,
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"Show bonus flash on item pickup");
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cl_cshift_contents = Cvar_Get ("cl_cshift_content", "1", CVAR_ARCHIVE,
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"Shift view colors for contents (water, slime, etc)");
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cl_cshift_damage = Cvar_Get ("cl_cshift_damage", "1", CVAR_ARCHIVE,
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"Shift view colors on damage");
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cl_cshift_powerup = Cvar_Get ("cl_cshift_powerup", "1", CVAR_ARCHIVE,
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"Shift view colors for powerups");
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cl_autoexec = Cvar_Get ("cl_autoexec", "0", CVAR_ROM,
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"exec autoexec.cfg on gamedir change");
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cl_warncmd = Cvar_Get ("cl_warncmd", "0", CVAR_NONE,
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@ -904,7 +904,7 @@ int oldviewsize = 0;
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extern void R_ForceLightUpdate ();
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qboolean lighthalf;
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unsigned char lighthalf_v[3];
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extern cvar_t *gl_lightmode, *brightness, *contrast;
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extern cvar_t *gl_lightmode, *brightness;
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/*
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SCR_UpdateScreen
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@ -1041,24 +1041,16 @@ SCR_UpdateScreen (void)
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glColor3ubv (lighthalf_v);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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Cvar_SetValue (contrast, bound (0.0, contrast->value, 1.0));
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if (v_blend[3] || (contrast->value < 0.999)) { // precision
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glBegin (GL_QUADS);
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if (contrast->value < 0.999) { // precision
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glColor4f (0.5, 0.5, 0.5, (1 - contrast->value));
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glVertex2f (0, 0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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}
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if (v_blend[3]) {
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glColor4fv (v_blend);
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glVertex2f (0, 0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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}
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if (v_blend[3]) {
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glBegin (GL_QUADS);
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glColor4fv (v_blend);
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glVertex2f (0, 0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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glEnd ();
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glColor3ubv (lighthalf_v);
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}
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@ -60,7 +60,7 @@ extern double host_frametime;
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extern int onground;
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extern byte gammatable[256];
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extern cvar_t *gl_cshiftpercent;
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extern cvar_t *contrast;
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byte ramps[3][256];
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float v_blend[4];
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@ -86,11 +86,7 @@ V_CalcBlend (void)
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a = 0;
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for (j = 0; j < NUM_CSHIFTS; j++) {
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if (!gl_cshiftpercent->value)
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continue;
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a2 =
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((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
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a2 = cl.cshifts[j].percent / 255.0;
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if (!a2)
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continue;
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@ -104,14 +100,21 @@ V_CalcBlend (void)
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a = 1.0 - a3;
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}
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if ((a2 = 1 - bound (0.0, contrast->value, 1.0)) < 0.999) { // add contrast
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r += (128 - r) * a2;
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g += (128 - g) * a2;
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b += (128 - b) * a2;
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a3 = (1.0 - a) * (1.0 - a2);
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a = 1.0 - a3;
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}
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// LordHavoc: saturate color
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if (a) {
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a2 = 1.0 / a;
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r *= a2;
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g *= a2;
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b *= a2;
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if (a > 1) // clamp alpha blend too
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a = 1;
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}
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v_blend[0] = min (r, 255.0) / 255.0;
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@ -71,8 +71,6 @@ cvar_t *v_ipitch_level;
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cvar_t *v_idlescale;
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cvar_t *v_contentblend;
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float v_dmg_time, v_dmg_roll, v_dmg_pitch;
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extern int in_forward, in_forward2, in_back;
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@ -263,6 +261,11 @@ V_DriftPitch (void)
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cvar_t *gl_cshiftpercent;
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extern cvar_t *cl_cshift_bonus;
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extern cvar_t *cl_cshift_contents;
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extern cvar_t *cl_cshift_damage;
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extern cvar_t *cl_cshift_powerup;
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cshift_t cshift_empty = { {130, 80, 50}, 0 };
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cshift_t cshift_water = { {130, 80, 50}, 128 };
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cshift_t cshift_slime = { {0, 25, 5}, 150 };
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@ -295,8 +298,6 @@ V_CheckGamma (void)
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return true;
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}
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/*
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===============
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V_ParseDamage
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void
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V_ParseDamage (void)
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{
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int armor, blood;
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vec3_t from;
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int i;
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@ -323,26 +325,27 @@ V_ParseDamage (void)
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cl.faceanimtime = cl.time + 0.2; // but sbar face into pain frame
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cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
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if (cl.cshifts[CSHIFT_DAMAGE].percent < 0)
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cl.cshifts[CSHIFT_DAMAGE].percent = 0;
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if (cl.cshifts[CSHIFT_DAMAGE].percent > 150)
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cl.cshifts[CSHIFT_DAMAGE].percent = 150;
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if (cl_cshift_damage->int_val
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|| (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_DAMAGE)) {
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if (armor > blood) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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} else if (armor) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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} else {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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cl.cshifts[CSHIFT_DAMAGE].percent += 3 * count;
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cl.cshifts[CSHIFT_DAMAGE].percent = bound (0, cl.cshifts[CSHIFT_DAMAGE].percent, 150);
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if (armor > blood) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
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} else if (armor) {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
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} else {
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cl.cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
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cl.cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
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}
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}
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//
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// calculate view angle kicks
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//
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void
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V_BonusFlash_f (void)
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{
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if (!cl_cshift_bonus->int_val
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&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_BONUS))
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return;
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cl.cshifts[CSHIFT_BONUS].destcolor[0] = 215;
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cl.cshifts[CSHIFT_BONUS].destcolor[1] = 186;
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cl.cshifts[CSHIFT_BONUS].destcolor[2] = 69;
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Underwater, lava, etc each has a color shift
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=============
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*/
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void
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V_SetContentsColor (int contents)
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{
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if (!v_contentblend->int_val) {
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if (!cl_cshift_contents->int_val
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&& !(atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_CONTENTS)) {
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cl.cshifts[CSHIFT_CONTENTS] = cshift_empty;
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return;
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}
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V_CalcPowerupCshift
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=============
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*/
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void
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V_CalcPowerupCshift (void)
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{
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if (!cl_cshift_powerup->int_val
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|| (atoi (Info_ValueForKey (cl.serverinfo, "cshifts")) & INFO_CSHIFT_POWERUP))
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return;
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if (cl.stats[STAT_ITEMS] & IT_QUAD) {
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cl.cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
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cl.cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
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v_iroll_level = Cvar_Get ("v_iroll_level", "0.1", CVAR_NONE, "None");
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v_ipitch_level = Cvar_Get ("v_ipitch_level", "0.3", CVAR_NONE, "None");
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v_contentblend = Cvar_Get ("v_contentblend", "1", CVAR_NONE, "None");
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v_idlescale = Cvar_Get ("v_idlescale", "0", CVAR_NONE, "None");
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cl_rollspeed = Cvar_Get ("cl_rollspeed", "200", CVAR_NONE, "None");
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