-
Notifications
You must be signed in to change notification settings - Fork 18
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
"Special" hull color bugs #2
Comments
Everything in issue avaraline#2 is resolved, unfortunately we now have the opposite problem! The HUD is correct, the leg and scout shapes are correct, but the head retains the true team color. I suspect the issues lies with CBSPPart::ReplaceColor itself, based on how it seems to usually be called. The current implementation replaces `origColor` with `newColor`, but only if `origColor` is actually encountered. If the color (`kMarkerColor`, for example) was already replaced, it won't work.
I managed to fix the issues I reported above, but it was at the expense of the head color replacement. I now believe |
I have since confirmed that |
The problem persists even after #14, the issue being that |
First 2 gzr levelsets added + miscellaneous
avaraline merge
There are a couple issues that revolve around black and white hull colors:
Code is in place that is meant to replace the color of the scout, but it is not working.
The parts for the legs appear in
CWalkerActor
, itself a subclass ofCAbstractPlayer
(which is normally where special colors are applied), so I'm not sure why this ever worked in the original source. Maybe a peculiarity with Think C?The HUD simply reads the value of the
longTeamColor
property inCAbstractPlayer
, so this will need to be set another way. I'd recommend ditching the property entirely if possible and replacing it with a method that convertsteamColor
to the correspondinglong
value. In that case we'd want to move it toCAbstractActor
.The text was updated successfully, but these errors were encountered: