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Add a translucent option for weapons #2918

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Feb 9, 2024
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2 changes: 2 additions & 0 deletions pkg/unvanquished_src.dpkdir/ui/options_movements_cosmetic.rml
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,8 @@
<option value="0"><translate>Disable</translate></option>
<option value="1"><translate>Humans only</translate></option>
<option value="2"><translate>Humans and aliens</translate></option>
<option value="3"><translate>Humans (translucent)</translate></option>
<option value="4"><translate>Humans and aliens (translucent)</translate></option>
</select>
<h3><translate>First-person weapons</translate></h3>
<p><translate>Show gun, pincer, hand and mandible models in first-person.</translate></p>
Expand Down
2 changes: 1 addition & 1 deletion src/cgame/cg_main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -69,7 +69,7 @@ Cvar::Cvar<bool> cg_noPlayerAnims("cg_noplayeranims", "disable player animations
Cvar::Cvar<bool> cg_footsteps("cg_footsteps", "make footstep sounds", Cvar::CHEAT, true);
Cvar::Cvar<bool> cg_addMarks("cg_marks", "enable marks (e.g. bullet holes)", Cvar::NONE, true);
Cvar::Cvar<int> cg_viewsize("cg_viewsize", "size of rectangle the world is drawn in", Cvar::NONE, 100);
Cvar::Range<Cvar::Cvar<int>> cg_drawGun("cg_drawGun", "draw 1st-person weapon (1 = guns, 2 = guns & claws)", Cvar::NONE, 1, 0, 2);
Cvar::Range<Cvar::Cvar<int>> cg_drawGun("cg_drawGun", "draw 1st-person weapon (1 = guns, 2 = guns & claws, 3 = translucent guns, 4 = translucent guns and claws)", Cvar::NONE, 1, 0, 4);
Cvar::Cvar<float> cg_gun_x("cg_gunX", "model debugging: gun x offset", Cvar::CHEAT, 0);
Cvar::Cvar<float> cg_gun_y("cg_gunY", "model debugging: gun y offset", Cvar::CHEAT, 0);
Cvar::Cvar<float> cg_gun_z("cg_gunZ", "model debugging: gun z offset", Cvar::CHEAT, 0);
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24 changes: 22 additions & 2 deletions src/cgame/cg_weapons.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1414,6 +1414,12 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
CG_TransformSkeleton( &gun.skeleton, weapon->scale );
}

if ( cg_drawGun.Get() >= 3 && ps ) {
gun.shaderRGBA = Color::White;
gun.shaderRGBA.SetAlpha( 32 );
gun.customShader = cgs.media.plainColorShader;
}

trap_R_AddRefEntityToScene( &gun );

if ( !ps )
Expand All @@ -1428,6 +1434,12 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
else
{
barrel.hModel = weapon->barrelModel;

if ( cg_drawGun.Get() >= 3 ) {
barrel.shaderRGBA = Color::White;
barrel.shaderRGBA.SetAlpha( 32 );
barrel.customShader = cgs.media.plainColorShader;
}
}

// add the spinning barrel
Expand Down Expand Up @@ -1585,10 +1597,12 @@ void CG_AddViewWeapon( playerState_t *ps )

wi = &cg_weapons[ weapon ];

/* cg_drawGun has 3 values:
/* cg_drawGun has 5 values:
- 0 : draw no gun at all
- 1 : draw gun for humans
- 2 : draw gun for humans and aliens */
- 2 : draw gun for humans and aliens
- 3 : draw translucent gun for humans
- 4 : draw translucent gun for humans and aliens */
switch ( cg_drawGun.Get() )
{
case 0: // none
Expand All @@ -1608,6 +1622,12 @@ void CG_AddViewWeapon( playerState_t *ps )
drawGun = true;
break;
*/

case 3: // humans only
if ( BG_Weapon( weapon )->team == TEAM_ALIENS ) {
drawGun = false;
}
break;
}

if ( !wi->registered )
Expand Down