Add ASUS walls via AlphaModulate and ColorModulate.
* Again, should really call this somewhere else. Signed-off-by: aixxe <me@aixxe.net>
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@ -17,6 +17,10 @@ void GUI::DrawConfigurationWindow() {
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ImGui::Checkbox("No sky", &GUI::NoSky::Enabled);
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ImGui::ColorEdit3("##No sky color", GUI::NoSky::Color);
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ImGui::Spacing();
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ImGui::Checkbox("ASUS walls", &GUI::ASUS::Enabled);
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ImGui::ColorEdit4("##ASUS walls color", GUI::ASUS::Color, true);
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ImGui::Spacing();
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ImGui::PopItemWidth();
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ImGui::End();
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@ -7,6 +7,9 @@ bool GUI::BunnyHop::Enabled = true;
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bool GUI::NoSky::Enabled = true;
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float GUI::NoSky::Color[3] = {0, 0, 0.275};
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bool GUI::ASUS::Enabled = true;
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float GUI::ASUS::Color[4] = {1, 1, 1, 0.75};
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void GUI::Render() {
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// Draw various global components.
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GUI::DrawFramerateCounter();
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@ -15,6 +15,11 @@ namespace GUI {
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extern float Color[3];
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}
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namespace ASUS {
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extern bool Enabled;
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extern float Color[4];
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}
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void DrawFramerateCounter();
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void DrawConfigurationWindow();
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@ -21,6 +21,17 @@ void Hooks::FrameStageNotify(IBaseClientDLL* thisptr, ClientFrameStage_t stage)
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continue;
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}
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if (!strcmp(material->GetTextureGroupName(), TEXTURE_GROUP_WORLD)) {
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// ASUS walls.
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if (GUI::ASUS::Enabled) {
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material->ColorModulate(GUI::ASUS::Color[0], GUI::ASUS::Color[1], GUI::ASUS::Color[2]);
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material->AlphaModulate(GUI::ASUS::Color[3]);
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} else {
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material->ColorModulate(1, 1, 1);
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material->AlphaModulate(1);
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}
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}
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}
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}
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