diff --git a/config/docs.cfg b/config/docs.cfg
index 407fa47e..e3e90f63 100644
--- a/config/docs.cfg
+++ b/config/docs.cfg
@@ -752,6 +752,10 @@ docargument [S] [Scale] [min 0.1/max 1/default 1];
docident [screenshottype] [Toggle format of screenshot image. Your choice is for BMP (0), JPEG (1) or PNG (2).];
docargument [T] [0=BMP, 1=JPEG, 2=PNG] [min 0/max 2/default 1];
docref [getscrext];
+docident [entarrowstyle] [Which way the arrow is drawn for playerstarts and vantage points.];
+docargument [S] [0=cone, 1=multihead] [min 0/max 1/default 1];
+docremark [The cone style draws 4 triangles approximating the cone of the arrowhead.];
+docremark [The multihead style draws 4 triangles rotated around the shaft, two of which are coloured slightly differently.];
docident [securemap] [Adds a map to the list of secured maps.];
docargument [S] [the name of the map] [] [0];
docremark [Secured maps can not be overwritten by the commands sendmap and getmap.];
diff --git a/docs/reference.xml b/docs/reference.xml
index 7f2da875..a6348219 100644
--- a/docs/reference.xml
+++ b/docs/reference.xml
@@ -3985,10 +3985,10 @@ name="AssaultCube Documentation" version="Current" xsi:schemaLocation="xml/cuber
Sets the behavior of weapon switching upon akimbo expiration.
-
-
-
-
+
+
+
+
If no ammunition is detected for the target weapon, it will fallback to the previous weapon until it finds a weapon with ammunition to use.
@@ -7137,7 +7137,7 @@ name="AssaultCube Documentation" version="Current" xsi:schemaLocation="xml/cuber
Specifies the required precision for pointing at entities sparklies.
-
+
@@ -7147,6 +7147,15 @@ name="AssaultCube Documentation" version="Current" xsi:schemaLocation="xml/cuber
Integer variable containing a bitmask of hidden entity types.
+
+ Which way the arrow is drawn for playerstarts and vantage points.
+
+
+ The cone style draws 4 triangles approximating the cone of the arrowhead.
+ The multihead style draws 4 triangles rotated around the shaft, two of which are coloured slightly differently.
+
+
+
Returns a list of deleted entities.
diff --git a/source/src/entities.cpp b/source/src/entities.cpp
index e53a5fdb..3c90234f 100644
--- a/source/src/entities.cpp
+++ b/source/src/entities.cpp
@@ -12,14 +12,14 @@ void toucheditingsettings(bool forcerestart){
{
if(keepshowingeditingsettingsfrom == 0 || forcerestart)
{
- keepshowingeditingsettingsfrom = lastmillis;
+ keepshowingeditingsettingsfrom = lastmillis;
keepshowingeditingsettingstill = lastmillis + editingsettingsvisibletime;
}
else
{
int deltat_a = keepshowingeditingsettingstill - lastmillis;
int deltat_b = lastmillis - keepshowingeditingsettingsfrom;
- int showfrac = editingsettingsvisibletime / 5;
+ int showfrac = editingsettingsvisibletime / 5;
if( deltat_b >= showfrac )// we ignore quick-changes inside the slide-in period
{
if( deltat_a <= showfrac )// changes in the slide-out period take that slide back and stay for almost the entire visibletime longer
@@ -30,7 +30,7 @@ void toucheditingsettings(bool forcerestart){
{
keepshowingeditingsettingsfrom = lastmillis - showfrac;
}
- keepshowingeditingsettingstill = keepshowingeditingsettingsfrom + editingsettingsvisibletime;
+ keepshowingeditingsettingstill = keepshowingeditingsettingsfrom + editingsettingsvisibletime;
}
}
}
@@ -112,15 +112,20 @@ void rendermapmodels()
}
}
-void renderentarrow(const entity &e, const vec &dir, float radius)
+VARP(entarrowstyle,0,1,1);
+
+void renderentarrow(const entity &e, const vec &dir, float radius, GLfloat color[4])
{
if(cleanedit || radius <= 0) return;
+ glColor4f(color[0],color[1],color[2],color[3]);
float arrowsize = min(radius/8, 0.5f);
- vec epos(e.x, e.y, e.z);
- vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos), spoke;
+ vec spoke;
spoke.orthogonal(dir);
spoke.normalize();
- spoke.mul(arrowsize);
+ spoke.mul(3*arrowsize/4);
+ arrowsize += arrowsize/2.0f;
+ vec epos(e.x, e.y, e.z);
+ vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos);
glDisable(GL_TEXTURE_2D); // this disables reaction to light, but also emphasizes shadows .. a nice effect, but should be independent
glDisable(GL_CULL_FACE);
glLineWidth(3);
@@ -128,21 +133,58 @@ void renderentarrow(const entity &e, const vec &dir, float radius)
glVertex3fv(epos.v);
glVertex3fv(target.v);
glEnd();
- glBegin(GL_TRIANGLE_FAN);
- glVertex3fv(target.v);
- loopi(5)
+ switch(entarrowstyle)
{
- vec p(spoke);
- p.rotate(PI2 * i / 4.0f, dir);
- p.add(arrowbase);
- glVertex3fv(p.v);
+ case 0: // 4seg cone at tip
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex3fv(target.v);
+ loopi(5)
+ {
+ vec p(spoke);
+ p.rotate(PI2 * i / 4.0f, dir);
+ p.add(arrowbase);
+ glVertex3fv(p.v);
+ }
+ glEnd();
+ break;
+ case 1: // 4 rotated & tinted tips
+ float rothead[] = {0,PI/2,PI/4,3*PI/4};
+ glBegin(GL_TRIANGLES);
+ loopi(4)
+ {
+ glVertex3fv(target.v);
+ vec p1(spoke);
+ vec p2(spoke.mul(-1));
+ if(i>0)
+ {
+ p1.rotate(rothead[i],dir);
+ p2.rotate(rothead[i],dir);
+ }
+ if(i==2)
+ {
+ float csf = (((color[1]+color[2]+color[3])/3.0f)>0.5f)?.75f:1.25f;
+ glColor4f( csf*color[0], csf*color[1], csf*color[2], color[3]>0.5f?(color[3]/2.0f):(color[3]*2.0f) );
+ }
+ p1.add(arrowbase);
+ glVertex3fv(p1.v);
+ p2.add(arrowbase);
+ glVertex3fv(p2.v);
+ }
+ glEnd();
+ break;
+ default: break;
}
- glEnd();
glLineWidth(1);
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
}
+void renderentarrow(const entity &e, const vec &dir, float radius)
+{
+ GLfloat color[4] = {0,1.0f,1.0f,1.0f}; // usual call from rendereditentites:PLAYERSTART
+ renderentarrow(e,dir,radius,color);
+}
+
void rendereditentities()
{
if(!editmode || cleanedit) return;
@@ -232,13 +274,26 @@ void rendereditentities()
}
if(i == closest)
{
- glColor3f(0, 1, 1);
+ //glColor3f(0, 1, 1);//default for 3arg renderentarrow now
vec dir(0, -1, 0);
dir.rotate_around_z(float(e.attr1) / ENTSCALE10 * RAD);
renderentarrow(e, dir, 4);
glColor3f(1, 1, 1);
}
break;
+ case DUMMYENT: // sparkly will be golden unless closestent
+ // why is VANTAGEPOINT stored in header instead of as an entity type? too easy? would come with multiples, viewing and editing instead of .. this:
+ if(e.attr2==VANTAGEDUMMY2){ // attr2 used as dummyent type indicator
+ int worldyaw = iabs(e.attr1+180) % 360;
+ vec dir( -sinf(RAD*worldyaw), cosf(RAD*worldyaw), sinf(RAD*e.attr5));
+ float cos4pitch = cosf(RAD*e.attr5);
+ dir.x *= cos4pitch;
+ dir.y *= cos4pitch;
+ GLfloat color[4] = {0.5f,0.5f,0.5f,1.0f};
+ renderentarrow(e, dir, 4, color);
+ glColor3f(1, 1, 1);
+ }
+ break;
}
}
}