multi_manager entities now behave correctly when calling themselves in MULTITHREADED mode. Remove GS_RENDERFX option. Too many entities rely on its functionality anyway. Fixed some rendermode behaviour - ladders will no longer be visible. You can now see the playermodel (and no longer the viewmodel) in mirrors. Fixed a lot of warnings.
57 lines
1.3 KiB
C
57 lines
1.3 KiB
C
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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string
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Colors_RGB8_to_HEX(vector color)
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{
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string out = "^x";
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for (int i = 0; i < 3; i++) {
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string a = "";
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float b = rint(color[i] * 15);
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switch (b) {
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case 10:
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a = "A";
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break;
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case 11:
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a = "B";
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break;
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case 12:
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a = "C";
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break;
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case 13:
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a = "D";
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break;
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case 14:
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a = "E";
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break;
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case 15:
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a = "F";
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break;
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default:
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a = ftos(b);
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}
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out = sprintf("%s%s", out, a);
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}
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return out;
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}
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string
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Colors_RGB255_to_HEX(vector color)
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{
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return Colors_RGB8_to_HEX(color / 255);
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}
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