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Add cl_r1q2_lighstyle
, set to 0
for Vanilla Q2 dlight colors.
Since the first release Yamagi Quake II used the more fanzy R1Q2 colors for some dynamic lights: * In R1Q2 the rocket has orange light, matching the color of the fire trail and the generic explosion. Vanilla Quake II had yellow light, the same as the blaster and several muzzle flashs. * In R1Q2 hyperblaster projectiles are emitting yellow light, like the normal blaster. That matches the projectile colors, the muzzle flash and the effect when hitting a wall. And it's more logical, since the hyperblaster is just a blaster on steroids. Vanilla Quake II had white / uncolored lights. Add an option to revert to Vanilla Quake II colors, leave the R1Q2 colors as default. Closes #640.
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commit
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4 changed files with 25 additions and 3 deletions
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@ -81,6 +81,11 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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loading. If set to `0` pause mode is never entered, this is the
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loading. If set to `0` pause mode is never entered, this is the
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Vanilla Quake II behaviour.
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Vanilla Quake II behaviour.
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* **cl_r1q2_lightstyle**: Since the first release Yamagi Quake II used
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the R1Q2 colors for the dynamic lights of rockets and hyperblaster
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projectiles. Set to `0` to get the Vanilla Quake II colors. Defaults
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to `1`.
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* **cl_showfps**: Shows the framecounter. Set to `2` for more and to
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* **cl_showfps**: Shows the framecounter. Set to `2` for more and to
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`3` for even more informations.
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`3` for even more informations.
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@ -445,7 +445,15 @@ CL_AddPacketEntities(frame_t *frame)
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if (effects & EF_ROCKET)
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if (effects & EF_ROCKET)
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{
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{
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CL_RocketTrail(cent->lerp_origin, ent.origin, cent);
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CL_RocketTrail(cent->lerp_origin, ent.origin, cent);
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V_AddLight(ent.origin, 200, 1, 0.25f, 0);
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if (cl_r1q2_lightstyle->value)
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{
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V_AddLight(ent.origin, 200, 1, 0.23f, 0);
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}
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else
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{
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V_AddLight(ent.origin, 200, 1, 1, 0);
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}
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}
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}
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/* Do not reorder EF_BLASTER and EF_HYPERBLASTER.
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/* Do not reorder EF_BLASTER and EF_HYPERBLASTER.
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@ -470,11 +478,17 @@ CL_AddPacketEntities(frame_t *frame)
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{
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{
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V_AddLight(ent.origin, 200, 0, 1, 0);
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V_AddLight(ent.origin, 200, 0, 1, 0);
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}
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}
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else
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else
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{
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if (cl_r1q2_lightstyle->value)
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{
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{
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V_AddLight(ent.origin, 200, 1, 1, 0);
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V_AddLight(ent.origin, 200, 1, 1, 0);
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}
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}
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else
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{
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V_AddLight(ent.origin, 200, 1, 1, 1);
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}
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}
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}
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}
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else if (effects & EF_GIB)
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else if (effects & EF_GIB)
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{
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{
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@ -58,6 +58,7 @@ cvar_t *cl_paused;
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cvar_t *cl_loadpaused;
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cvar_t *cl_loadpaused;
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cvar_t *cl_lightlevel;
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cvar_t *cl_lightlevel;
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cvar_t *cl_r1q2_lightstyle;
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/* userinfo */
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/* userinfo */
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cvar_t *name;
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cvar_t *name;
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@ -524,6 +525,7 @@ CL_InitLocal(void)
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rcon_address = Cvar_Get("rcon_address", "", 0);
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rcon_address = Cvar_Get("rcon_address", "", 0);
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cl_lightlevel = Cvar_Get("r_lightlevel", "0", 0);
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cl_lightlevel = Cvar_Get("r_lightlevel", "0", 0);
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cl_r1q2_lightstyle = Cvar_Get("cl_r1q2_lightstyle", "1", CVAR_ARCHIVE);
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/* userinfo */
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/* userinfo */
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name = Cvar_Get("name", "unnamed", CVAR_USERINFO | CVAR_ARCHIVE);
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name = Cvar_Get("name", "unnamed", CVAR_USERINFO | CVAR_ARCHIVE);
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@ -315,6 +315,7 @@ extern cvar_t *horplus;
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extern cvar_t *cin_force43;
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extern cvar_t *cin_force43;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *vid_fullscreen;
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extern cvar_t *cl_anglekicks;
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extern cvar_t *cl_anglekicks;
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extern cvar_t *cl_r1q2_lightstyle;
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typedef struct
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typedef struct
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{
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{
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