59 lines
1.7 KiB
C
59 lines
1.7 KiB
C
|
|
#include "features.h"
|
|
#include "../include/globals.h"
|
|
#include "../include/cvars.h"
|
|
#include "../include/util.h"
|
|
|
|
#include <GL/gl.h>
|
|
|
|
enum chams_settings {
|
|
DISABLED = 0,
|
|
PLAYER_CHAMS = 1,
|
|
HAND_CHAMS = 2,
|
|
/* ALL is 3, but we can OR player and hands */
|
|
};
|
|
|
|
visible_flags visible_mode;
|
|
|
|
bool chams(void* this_ptr) {
|
|
const int setting = cv_chams->value;
|
|
if (setting == DISABLED)
|
|
return false;
|
|
|
|
cl_entity_t* ent = i_enginestudio->GetCurrentEntity();
|
|
|
|
if (ent->index == localplayer->index && setting & HAND_CHAMS) {
|
|
/* If we are rendering hands and setting is on, render them */
|
|
glDisable(GL_TEXTURE_2D);
|
|
visible_mode = HANDS; /* Set for this call */
|
|
|
|
i_studiomodelrenderer->StudioRenderFinal(this_ptr);
|
|
|
|
visible_mode = NONE; /* Reset for future calls */
|
|
glEnable(GL_TEXTURE_2D);
|
|
return true;
|
|
} else if (!(setting & PLAYER_CHAMS) || !valid_player(ent) ||
|
|
!is_alive(ent)) {
|
|
/* If we don't want player chams, or this is not a player, stop */
|
|
return false;
|
|
}
|
|
|
|
/* If we got here it means we are rendering a valid player */
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glDisable(GL_DEPTH_TEST); /* Ignore depth (walls between target) */
|
|
visible_mode = NOT_VISIBLE;
|
|
i_studiomodelrenderer->StudioRenderFinal(this_ptr);
|
|
|
|
glEnable(GL_DEPTH_TEST); /* Don't ignore depth, different color chams */
|
|
visible_mode = VISIBLE;
|
|
i_studiomodelrenderer->StudioRenderFinal(this_ptr);
|
|
|
|
/* Reset for future calls to glColor4f (from here or somewhere else) */
|
|
visible_mode = NONE;
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
/* StudioRenderModel hook doesn't need to call original */
|
|
return true;
|
|
}
|