Holo:
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Health pack and bacta should be scaled down for holo by .25 because it is too big and looks bad(first screen has scaled HP and not scaled bacta)
I didn't use new textures/shaders for holo texture, I just changed color in code for original shader.
It also need server side support(without it, picked up item will disappear).
I added attachment with effects and models for holograms.
Scale:
Code: Select all
// decrease the size of the health pack
if (item->giType == IT_HEALTH) {
VectorScale(ent.axis[0], 0.75, ent.axis[0]);
VectorScale(ent.axis[1], 0.75, ent.axis[1]);
VectorScale(ent.axis[2], 0.75, ent.axis[2]);
ent.nonNormalizedAxes = qtrue;
}
Code: Select all
if (( es->eFlags & EF_ITEMPLACEHOLDER ) && item->giType == IT_AMMO) // item has been picked up
{
if ( es->eFlags & EF_DEAD ) // if item had been droped, don't show at all
return;
ent.renderfx |= RF_RGB_TINT;
ent.shaderRGBA[0] = 230;
ent.shaderRGBA[1] = 230;
ent.shaderRGBA[2] = 0;
ent.customShader = cgs.media.itemRespawningPlaceholder;
}
if ((es->eFlags & EF_ITEMPLACEHOLDER) && item->giType == IT_HEALTH) // item has been picked up
{
if (es->eFlags & EF_DEAD) // if item had been droped, don't show at all
return;
ent.renderfx |= RF_RGB_TINT;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 0;
ent.shaderRGBA[2] = 0;
ent.customShader = cgs.media.itemRespawningPlaceholder;
}
if ((es->eFlags & EF_ITEMPLACEHOLDER) && item->giType == IT_ARMOR) // item has been picked up
{
if (es->eFlags & EF_DEAD) // if item had been droped, don't show at all
return;
ent.renderfx |= RF_RGB_TINT;
ent.shaderRGBA[0] = 20;
ent.shaderRGBA[1] = 200;
ent.shaderRGBA[2] = 20;
ent.customShader = cgs.media.itemRespawningPlaceholder;
}
if ((es->eFlags & EF_ITEMPLACEHOLDER) && item->giType == IT_HOLDABLE) // item has been picked up
{
if (es->eFlags & EF_DEAD) // if item had been droped, don't show at all
return;
ent.renderfx |= RF_RGB_TINT;
ent.shaderRGBA[0] = 0;
ent.shaderRGBA[1] = 200;
ent.shaderRGBA[2] = 125;
ent.customShader = cgs.media.itemRespawningPlaceholder;
}