Rename r_colorBlindTeams to r_colorBlind to be compatible to future colorblind patches
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@ -39,9 +39,9 @@ namespace Components
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Dvar::Var TextRenderer::cg_newColors;
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Game::dvar_t* TextRenderer::sv_customTextColor;
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Dvar::Var TextRenderer::sv_allowColoredNames;
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Dvar::Var TextRenderer::ColorBlind;
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Game::dvar_t* TextRenderer::ColorAllyColorBlind;
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Game::dvar_t* TextRenderer::ColorEnemyColorBlind;
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Dvar::Var TextRenderer::r_colorBlind;
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Game::dvar_t* TextRenderer::g_ColorBlind_MyTeam;
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Game::dvar_t* TextRenderer::g_ColorBlind_EnemyTeam;
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unsigned TextRenderer::HsvToRgb(HsvColor hsv)
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{
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@ -750,13 +750,13 @@ namespace Components
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// Patches team overhead normally
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bool TextRenderer::Dvar_GetUnpackedColorByName(const char* name, float* expandedColor)
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{
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if (ColorBlind.get<bool>())
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if (r_colorBlind.get<bool>())
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{
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const auto str = std::string(name);
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if (str == "g_TeamColor_EnemyTeam")
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{
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// Dvar_GetUnpackedColor
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auto* colorblindEnemy = ColorEnemyColorBlind->current.color;
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const auto* colorblindEnemy = g_ColorBlind_EnemyTeam->current.color;
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expandedColor[0] = static_cast<float>(colorblindEnemy[0]) / 255.0f;
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expandedColor[1] = static_cast<float>(colorblindEnemy[1]) / 255.0f;
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expandedColor[2] = static_cast<float>(colorblindEnemy[2]) / 255.0f;
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@ -766,7 +766,7 @@ namespace Components
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else if (str == "g_TeamColor_MyTeam")
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{
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// Dvar_GetUnpackedColor
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auto* colorblindAlly = ColorAllyColorBlind->current.color;
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const auto* colorblindAlly = g_ColorBlind_MyTeam->current.color;
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expandedColor[0] = static_cast<float>(colorblindAlly[0]) / 255.0f;
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expandedColor[1] = static_cast<float>(colorblindAlly[1]) / 255.0f;
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expandedColor[2] = static_cast<float>(colorblindAlly[2]) / 255.0f;
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@ -831,12 +831,13 @@ namespace Components
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Utils::Hook(0x417770, ColorIndex, HOOK_JUMP).install()->quick();
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// Add a colorblind mode for team colors
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ColorBlind = Dvar::Register<bool>("r_colorBlindTeams", false, Game::dvar_flag::DVAR_FLAG_SAVED, "Use color-blindness-friendly colors for ingame team names");
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r_colorBlind = Dvar::Register<bool>("r_colorBlind", false, Game::dvar_flag::DVAR_FLAG_SAVED, "Use color-blindness-friendly colors");
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// A dark red
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ColorEnemyColorBlind = Game::Dvar_RegisterColor("g_ColorBlind_EnemyTeam", 0.659f, 0.088f, 0.145f, 1, Game::dvar_flag::DVAR_FLAG_SAVED, "Enemy team color for colorblind mode");
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g_ColorBlind_EnemyTeam = Game::Dvar_RegisterColor("g_ColorBlind_EnemyTeam", 0.659f, 0.088f, 0.145f, 1, Game::dvar_flag::DVAR_FLAG_SAVED, "Enemy team color for colorblind mode");
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// A bright yellow
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ColorAllyColorBlind = Game::Dvar_RegisterColor("g_ColorBlind_MyTeam", 1, 0.859f, 0.125f, 1, Game::dvar_flag::DVAR_FLAG_SAVED, "Ally team color for colorblind mode");
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g_ColorBlind_MyTeam = Game::Dvar_RegisterColor("g_ColorBlind_MyTeam", 1, 0.859f, 0.125f, 1, Game::dvar_flag::DVAR_FLAG_SAVED, "Ally team color for colorblind mode");
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// Replace team colors with colorblind team colors when colorblind is enabled
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Utils::Hook(0x406530, GetUnpackedColorByNameStub, HOOK_JUMP).install()->quick();
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// Disable SV_UpdateUserinfo_f, to block changing the name ingame
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@ -75,9 +75,9 @@ namespace Components
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static Dvar::Var cg_newColors;
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static Game::dvar_t* sv_customTextColor;
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static Dvar::Var sv_allowColoredNames;
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static Dvar::Var ColorBlind;
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static Game::dvar_t* ColorAllyColorBlind;
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static Game::dvar_t* ColorEnemyColorBlind;
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static Dvar::Var r_colorBlind;
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static Game::dvar_t* g_ColorBlind_MyTeam;
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static Game::dvar_t* g_ColorBlind_EnemyTeam;
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public:
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static void DrawText2D(const char* text, float x, float y, Game::Font_s* font, float xScale, float yScale, float sinAngle, float cosAngle, Game::GfxColor color, int maxLength, int renderFlags, int cursorPos, char cursorLetter, float padding, Game::GfxColor glowForcedColor, int fxBirthTime, int fxLetterTime, int fxDecayStartTime, int fxDecayDuration, Game::Material* fxMaterial, Game::Material* fxMaterialGlow);
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