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-rw-r--r--src/engine/client/client.c17
-rw-r--r--src/engine/config.c2
-rw-r--r--src/engine/snapshot.c21
-rw-r--r--src/game/client/cl_render.h23
-rw-r--r--src/game/client/cl_skin.cpp82
-rw-r--r--src/game/client/cl_skin.h14
-rw-r--r--src/game/client/game_client.cpp157
-rw-r--r--src/game/client/menu2.cpp272
-rw-r--r--src/game/game_variables.h4
-rw-r--r--src/game/vmath.h6
10 files changed, 466 insertions, 132 deletions
diff --git a/src/engine/client/client.c b/src/engine/client/client.c
index 19ddf9e4..ecb48582 100644
--- a/src/engine/client/client.c
+++ b/src/engine/client/client.c
@@ -446,6 +446,9 @@ static int client_load_data()
 	return 1;
 }
 
+extern int snapshot_data_rate[0xffff];
+extern int snapshot_data_updates[0xffff];
+
 static void client_debug_render()
 {
 	static NETSTATS prev, current;
@@ -478,6 +481,20 @@ static void client_debug_render()
 		(int)(1.0f/frametime_avg));
 	gfx_quads_text(2, 2, 16, buffer);
 	
+	/* render rates */
+	{
+		int i;
+		for(i = 0; i < 256; i++)
+		{
+			if(snapshot_data_rate[i])
+			{
+				sprintf(buffer, "%4d : %8d %8d %8d", i, snapshot_data_rate[i]/8, snapshot_data_updates[i],
+					(snapshot_data_rate[i]/snapshot_data_updates[i])/8);
+				gfx_quads_text(2, 100+i*8, 16, buffer);
+			}
+		}
+	}
+	
 	/* render graphs */
 	gfx_mapscreen(0,0,400.0f,300.0f);
 	graph_render(&predict_graph, 300, 10, 90, 50);
diff --git a/src/engine/config.c b/src/engine/config.c
index 97241e48..a4e802bf 100644
--- a/src/engine/config.c
+++ b/src/engine/config.c
@@ -188,7 +188,7 @@ void config_save(const char *filename)
 #undef MACRO_CONFIG_INT
 #undef MACRO_CONFIG_STR
 
-#define MACRO_CONFIG_INT(name,def,min,max) void config_set_ ## name (CONFIGURATION *c, int val) { if (val < min) val = min; if (max != 0 && val > max) val = max; c->name = val; }
+#define MACRO_CONFIG_INT(name,def,min,max) void config_set_ ## name (CONFIGURATION *c, int val) { if(min != max) { if (val < min) val = min; if (max != 0 && val > max) val = max; } c->name = val; }
 #define MACRO_CONFIG_STR(name,len,def) void config_set_ ## name (CONFIGURATION *c, const char *str) { strncpy(c->name, str, len-1); c->name[sizeof(c->name)-1] = 0; }
 #include "config_variables.h"
 #undef MACRO_CONFIG_INT
diff --git a/src/engine/snapshot.c b/src/engine/snapshot.c
index 40bad21e..3bd2f6de 100644
--- a/src/engine/snapshot.c
+++ b/src/engine/snapshot.c
@@ -1,4 +1,5 @@
 #include "snapshot.h"
+#include "compression.h"
 
 
 int *snapitem_data(SNAPSHOT_ITEM *item) { return (int *)(item+1); }
@@ -108,11 +109,25 @@ static int diff_item(int *past, int *current, int *out, int size)
 	return needed;
 }
 
+int snapshot_data_rate[0xffff] = {0};
+int snapshot_data_updates[0xffff] = {0};
+static int snapshot_current = 0;
+
 static void undiff_item(int *past, int *diff, int *out, int size)
 {
 	while(size)
 	{
 		*out = *past+*diff;
+		
+		if(*diff == 0)
+			snapshot_data_rate[snapshot_current] += 1;
+		else
+		{
+			unsigned char buf[16];
+			unsigned char *end = vint_pack(buf,  *diff);
+			snapshot_data_rate[snapshot_current] += (int)(end - (unsigned char*)buf) * 8;
+		}
+		
 		out++;
 		past++;
 		diff++;
@@ -260,6 +275,7 @@ int snapshot_unpack_delta(SNAPSHOT *from, SNAPSHOT *to, void *srcdata, int data_
 		itemsize = *data++;
 		type = *data++;
 		id = *data++;
+		snapshot_current = type;
 		
 		key = (type<<16)|id;
 		
@@ -273,9 +289,14 @@ int snapshot_unpack_delta(SNAPSHOT *from, SNAPSHOT *to, void *srcdata, int data_
 		{
 			/* we got an update so we need to apply the diff */
 			undiff_item((int *)snapitem_data(snapshot_get_item(from, fromindex)), data, newdata, itemsize/4);
+			snapshot_data_updates[snapshot_current]++;
 		}
 		else /* no previous, just copy the data */
+		{
 			mem_copy(newdata, data, itemsize);
+			snapshot_data_rate[snapshot_current] += itemsize*8;
+			snapshot_data_updates[snapshot_current]++;
+		}
 			
 		data += itemsize/4;
 	}
diff --git a/src/game/client/cl_render.h b/src/game/client/cl_render.h
new file mode 100644
index 00000000..44ae7ad4
--- /dev/null
+++ b/src/game/client/cl_render.h
@@ -0,0 +1,23 @@
+struct animstate
+{
+	keyframe body;
+	keyframe back_foot;
+	keyframe front_foot;
+	keyframe attach;
+};
+
+void anim_seq_eval(sequence *seq, float time, keyframe *frame);
+void anim_eval(animation *anim, float time, animstate *state);
+void anim_add_keyframe(keyframe *seq, keyframe *added, float amount);
+void anim_add(animstate *state, animstate *added, float amount);
+void anim_eval_add(animstate *state, animation *anim, float time, float amount);
+
+struct tee_render_info
+{
+	int texture;
+	vec4 color_body;
+	vec4 color_feet;
+	float size;
+};
+
+void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos);
diff --git a/src/game/client/cl_skin.cpp b/src/game/client/cl_skin.cpp
new file mode 100644
index 00000000..6e450b4f
--- /dev/null
+++ b/src/game/client/cl_skin.cpp
@@ -0,0 +1,82 @@
+#include <string.h>
+#include <stdio.h>
+#include <engine/system.h>
+#include <engine/interface.h>
+#include "cl_skin.h"
+#include "../math.h"
+
+enum
+{
+	MAX_SKINS=256,
+};
+
+static skin skins[MAX_SKINS] = {{-1, -1, {0}, {0}}};
+static int num_skins = 0;
+
+static void skinscan(const char *name, int is_dir, void *user)
+{
+	int l = strlen(name);
+	if(l < 4 || is_dir || num_skins == MAX_SKINS)
+		return;
+	if(strcmp(name+l-4, ".png") != 0)
+		return;
+		
+	char buf[512];
+	sprintf(buf, "data/skins/%s", name);
+	IMAGE_INFO info;
+	if(!gfx_load_png(&info, buf))
+	{
+		dbg_msg("game", "failed to load skin from %s", name);
+		return;
+	}
+	
+	skins[num_skins].org_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
+	
+	// create colorless version
+	unsigned char *d = (unsigned char *)info.data;
+	int step = info.format == IMG_RGBA ? 4 : 3;
+	
+	for(int i = 0; i < info.width*info.height; i++)
+	{
+		int v = (d[i*step]+d[i*step+1]+d[i*step+2])/3;
+		d[i*step] = v;
+		d[i*step+1] = v;
+		d[i*step+2] = v;
+	}
+	
+	skins[num_skins].color_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
+	mem_free(info.data);
+
+	// set skin data	
+	strncpy(skins[num_skins].name, name, min((int)sizeof(skins[num_skins].name),l-4));
+	dbg_msg("game", "load skin %s", skins[num_skins].name);
+	num_skins++;
+}
+
+
+void skin_init()
+{
+	// load skins
+	fs_listdir("data/skins", skinscan, 0);
+}
+
+int skin_num()
+{
+	return num_skins;	
+}
+
+const skin *skin_get(int index)
+{
+	return &skins[index%num_skins];
+}
+
+int skin_find(const char *name)
+{
+	for(int i = 0; i < num_skins; i++)
+	{
+		if(strcmp(skins[i].name, name) == 0)
+			return i;
+	}
+	return -1;
+}
+
diff --git a/src/game/client/cl_skin.h b/src/game/client/cl_skin.h
new file mode 100644
index 00000000..84dbc5f2
--- /dev/null
+++ b/src/game/client/cl_skin.h
@@ -0,0 +1,14 @@
+
+// do this better and nicer
+typedef struct 
+{
+	int org_texture;
+	int color_texture;
+	char name[31];
+	const char term[1];
+} skin;
+
+void skin_init();
+int skin_num();
+const skin *skin_get(int index);
+int skin_find(const char *name);
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp
index 7d01311e..5698fc05 100644
--- a/src/game/client/game_client.cpp
+++ b/src/game/client/game_client.cpp
@@ -15,6 +15,8 @@ extern "C" {
 #include "mapres_tilemap.h"
 #include "data.h"
 #include "menu.h"
+#include "cl_skin.h"
+#include "cl_render.h"
 
 // sound channels
 enum
@@ -24,10 +26,13 @@ enum
 	CHN_WORLD,
 };
 
+// red team color = 54090
+// blue team color = 10998628
+
+
 data_container *data = 0x0;
 
 int gametype = GAMETYPE_DM;
-//static int skinseed = 0;
 
 static int music_menu = -1;
 static int music_menu_id = -1;
@@ -51,29 +56,6 @@ static const obj_player_character *local_prev_character = 0;
 static const obj_player_info *local_info = 0;
 static const obj_game *gameobj = 0;
 
-// do this better and nicer
-struct skin
-{
-	int org_texture;
-	int color_texture;
-	char name[31];
-	const char term[1];
-};
-
-enum
-{
-	MAX_SKINS=256,
-};
-
-struct tee_render_info
-{
-	int texture;
-	vec4 color;
-};
-
-static skin skins[MAX_SKINS] = {{-1, -1, {0}, {0}}};
-static int num_skins = 0;
-
 static struct client_data
 {
 	char name[64];
@@ -541,46 +523,6 @@ static void render_loading(float percent)
 	gfx_swap();
 }
 
-static void skinscan(const char *name, int is_dir, void *user)
-{
-	int l = strlen(name);
-	if(l < 4 || is_dir || num_skins == MAX_SKINS)
-		return;
-	if(strcmp(name+l-4, ".png") != 0)
-		return;
-		
-	char buf[512];
-	sprintf(buf, "data/skins/%s", name);
-	IMAGE_INFO info;
-	if(!gfx_load_png(&info, buf))
-	{
-		dbg_msg("game", "failed to load skin from %s", name);
-		return;
-	}
-	
-	skins[num_skins].org_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
-	
-	// create colorless version
-	unsigned char *d = (unsigned char *)info.data;
-	int step = info.format == IMG_RGBA ? 4 : 3;
-	
-	for(int i = 0; i < info.width*info.height; i++)
-	{
-		int v = (d[i*step]+d[i*step+1]+d[i*step+2])/3;
-		d[i*step] = v;
-		d[i*step+1] = v;
-		d[i*step+2] = v;
-	}
-	
-	skins[num_skins].color_texture = gfx_load_texture_raw(info.width, info.height, info.format, info.data);
-	mem_free(info.data);
-
-	// set skin data	
-	strncpy(skins[num_skins].name, name, min((int)sizeof(skins[num_skins].name),l-4));
-	dbg_msg("game", "load skin %s", skins[num_skins].name);
-	num_skins++;
-}
-
 extern "C" void modc_init()
 {
 	// init menu
@@ -627,8 +569,7 @@ extern "C" void modc_init()
 		current++;
 	}
 	
-	// load skins
-	fs_listdir("data/skins", skinscan, 0);
+	skin_init();
 }
 
 extern "C" void modc_entergame()
@@ -914,7 +855,7 @@ void send_info(bool start)
 		msg_pack_start(MSG_CHANGEINFO, MSGFLAG_VITAL);
 	msg_pack_string(config.player_name, 64);
 	msg_pack_string(config.player_skin, 64);
-	msg_pack_int(config.player_color);
+	msg_pack_int(config.player_color_body);
 	msg_pack_end();
 	client_send_msg();
 }
@@ -1030,7 +971,7 @@ static void render_flag(const obj_flag *prev, const obj_flag *current)
     gfx_quads_end();
 }
 
-static void anim_seq_eval(sequence *seq, float time, keyframe *frame)
+void anim_seq_eval(sequence *seq, float time, keyframe *frame)
 {
 	if(seq->num_frames == 0)
 	{
@@ -1072,17 +1013,7 @@ static void anim_seq_eval(sequence *seq, float time, keyframe *frame)
 	}
 }
 
-struct animstate
-{
-	keyframe body;
-	keyframe back_foot;
-	keyframe front_foot;
-	keyframe attach;
-};
-
-
-
-static void anim_eval(animation *anim, float time, animstate *state)
+void anim_eval(animation *anim, float time, animstate *state)
 {
 	anim_seq_eval(&anim->body, time, &state->body);
 	anim_seq_eval(&anim->back_foot, time, &state->back_foot);
@@ -1090,14 +1021,14 @@ static void anim_eval(animation *anim, float time, animstate *state)
 	anim_seq_eval(&anim->attach, time, &state->attach);
 }
 
-static void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
+void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
 {
 	seq->x += added->x*amount;
 	seq->y += added->y*amount;
 	seq->angle += added->angle*amount;
 }
 
-static void anim_add(animstate *state, animstate *added, float amount)
+void anim_add(animstate *state, animstate *added, float amount)
 {
 	anim_add_keyframe(&state->body, &added->body, amount);
 	anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
@@ -1105,7 +1036,7 @@ static void anim_add(animstate *state, animstate *added, float amount)
 	anim_add_keyframe(&state->attach, &added->attach, amount);
 }
 
-static void anim_eval_add(animstate *state, animation *anim, float time, float amount)
+void anim_eval_add(animstate *state, animation *anim, float time, float amount)
 {
 	animstate add;
 	anim_eval(anim, time, &add);
@@ -1115,7 +1046,7 @@ static void anim_eval_add(animstate *state, animation *anim, float time, float a
 static void render_hand(int skin_id, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
 {
 	// for drawing hand
-	skin_id = skin_id%num_skins;
+	const skin *s = skin_get(skin_id);
 	
 	float basesize = 10.0f;
 	//dir = normalize(hook_pos-pos);
@@ -1137,7 +1068,7 @@ static void render_hand(int skin_id, vec2 center_pos, vec2 dir, float angle_offs
 	hand_pos += diry * post_rot_offset.y;
 
 	//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
-	gfx_texture_set(skins[skin_id].color_texture);
+	gfx_texture_set(s->color_texture);
 	gfx_quads_begin();
 
 	// two passes
@@ -1154,7 +1085,7 @@ static void render_hand(int skin_id, vec2 center_pos, vec2 dir, float angle_offs
 	gfx_quads_end();
 }
 
-static void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos)
+void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos)
 {
 	vec2 direction = dir;
 	vec2 position = pos;
@@ -1162,7 +1093,6 @@ static void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 d
 	//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
 	gfx_texture_set(info->texture);
 	gfx_quads_begin();
-	gfx_setcolor(info->color.r, info->color.g, info->color.b, info->color.a);
 	//gfx_quads_draw(pos.x, pos.y-128, 128, 128);
 
 	// first pass we draw the outline
@@ -1170,18 +1100,20 @@ static void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 d
 	for(int p = 0; p < 2; p++)
 	{
 		int outline = p==0 ? 1 : 0;
-		//int shift = skin;
 
 		for(int f = 0; f < 2; f++)
 		{
-			float basesize = 16.0f;
+			float animscale = info->size * 1.0f/64.0f;
+			float basesize = info->size;
 			if(f == 1)
 			{
 				gfx_quads_setrotation(anim->body.angle*pi*2);
 
 				// draw body
+				gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a);
+				vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale;
 				select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0);
-				gfx_quads_draw(position.x+anim->body.x, position.y+anim->body.y, 4*basesize, 4*basesize);
+				gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize);
 
 				// draw eyes
 				if(p == 1)
@@ -1204,22 +1136,27 @@ static void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 d
 							select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0);
 							break;
 					}
-					int h = emote == EMOTE_BLINK ? (int)(basesize/3) : (int)(basesize);
-					gfx_quads_draw(position.x-4+direction.x*4, position.y-8+direction.y*3, basesize*1.5f, h*1.5f);
-					gfx_quads_draw(position.x+4+direction.x*4, position.y-8+direction.y*3, -basesize*1.5f, h*1.5f);
+					
+					float eyescale = basesize*0.40f;
+					float h = emote == EMOTE_BLINK ? basesize*0.15f : eyescale;
+					float eyeseparation = (0.075f - 0.010f*fabs(direction.x))*basesize;
+					vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize;
+					gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h);
+					gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h);
 				}
 			}
 
 			// draw feet
+			gfx_setcolor(info->color_feet.r, info->color_feet.g, info->color_feet.b, info->color_feet.a);
 			select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0);
 
 			keyframe *foot = f ? &anim->front_foot : &anim->back_foot;
 
-			float w = basesize*2.5f*1.5f;
-			float h = basesize*1.425f*1.5f;
+			float w = basesize;
+			float h = basesize/2;
 
 			gfx_quads_setrotation(foot->angle*pi*2);
-			gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h);
+			gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h);
 		}
 	}
 
@@ -1538,7 +1475,8 @@ static void render_player(
 	{
 		vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
 		tee_render_info ghost = client_datas[info.clientid].skin_info;
-		ghost.color.a = 0.5f;
+		ghost.color_body.a = 0.5f;
+		ghost.color_feet.a = 0.5f;
 		render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
 	}
 
@@ -1999,16 +1937,16 @@ void render_world(float center_x, float center_y, float zoom)
 static void next_skin()
 {
 	int skin_id = 0;
-	for(int i = 0; i < num_skins; i++)
+	for(int i = 0; i < skin_num(); i++)
 	{
-		if(strcmp(config.player_skin, skins[i].name) == 0)
+		if(strcmp(config.player_skin, skin_get(i)->name) == 0)
 		{
-			skin_id = (i+1)%num_skins;
+			skin_id = (i+1)%skin_num();
 			break;
 		}
 	}
 	
-	config_set_player_skin(&config, skins[skin_id].name);
+	config_set_player_skin(&config, skin_get(skin_id)->name);
 	send_info(false);
 }
 
@@ -2706,20 +2644,15 @@ extern "C" void modc_message(int msg)
 		(void)color;
 		strncpy(client_datas[cid].name, name, 64);
 		strncpy(client_datas[cid].skin_name, skinname, 64);
-		client_datas[cid].skin_info.color = vec4(1,1,1,1); //color;
+		client_datas[cid].skin_info.color_body = vec4(1,1,1,1); //color;
+		client_datas[cid].skin_info.color_feet = vec4(1,1,1,1); //color;
+		client_datas[cid].skin_info.size = 64;
 		
 		// find new skin
-		client_datas[cid].skin_id = 0;
-		for(int i = 0; i < num_skins; i++)
-		{
-			if(strcmp(skins[i].name, client_datas[cid].skin_name) == 0)
-			{
-				client_datas[cid].skin_id = i;
-				break;
-			}
-		}
-		
-		client_datas[cid].skin_info.texture = skins[client_datas[cid].skin_id].org_texture;
+		client_datas[cid].skin_id = skin_find(client_datas[cid].skin_name);
+		if(client_datas[cid].skin_id < 0)
+			client_datas[cid].skin_id = 0;
+		client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->org_texture;
 	}
 	else if(msg == MSG_READY_TO_ENTER)
 	{
diff --git a/src/game/client/menu2.cpp b/src/game/client/menu2.cpp
index 10e66f4f..f1c0ac72 100644
--- a/src/game/client/menu2.cpp
+++ b/src/game/client/menu2.cpp
@@ -21,6 +21,8 @@ extern "C" {
 #include "mapres_tilemap.h"
 
 #include "data.h"
+#include "cl_render.h"
+#include "cl_skin.h"
 #include <mastersrv/mastersrv.h>
 
 extern data_container *data;
@@ -497,8 +499,6 @@ float ui2_do_scrollbar_v(const void *id, const RECT *rect, float current)
 
 	handle.y += (rect->h-handle.h)*current;
 
-	//dbg_msg("scroll", "%f %f %f %f", handle.x,handle.y,handle.w,handle.h);
-	
 	/* logic */
     float ret = current;
     int inside = ui_mouse_inside(handle.x,handle.y,handle.w,handle.h);
@@ -506,11 +506,7 @@ float ui2_do_scrollbar_v(const void *id, const RECT *rect, float current)
 	if(ui_active_item() == id)
 	{
 		if(!ui_mouse_button(0))
-		{
-			//if(inside)
-			//	ret = 1;
 			ui_set_active_item(0);
-		}
 		
 		float min = rect->y;
 		float max = rect->h-handle.h;
@@ -549,6 +545,62 @@ float ui2_do_scrollbar_v(const void *id, const RECT *rect, float current)
     return ret;
 }
 
+
+
+float ui2_do_scrollbar_h(const void *id, const RECT *rect, float current)
+{
+	RECT handle;
+	static float offset_x;
+	ui2_vsplit_l(rect, 33, &handle, 0);
+
+	handle.x += (rect->w-handle.w)*current;
+
+	/* logic */
+    float ret = current;
+    int inside = ui_mouse_inside(handle.x,handle.y,handle.w,handle.h);
+
+	if(ui_active_item() == id)
+	{
+		if(!ui_mouse_button(0))
+			ui_set_active_item(0);
+		
+		float min = rect->x;
+		float max = rect->w-handle.w;
+		float cur = ui_mouse_x()-offset_x;
+		ret = (cur-min)/max;
+		if(ret < 0.0f) ret = 0.0f;
+		if(ret > 1.0f) ret = 1.0f;
+	}
+	else if(ui_hot_item() == id)
+	{
+		if(ui_mouse_button(0))
+		{
+			ui_set_active_item(id);
+			offset_x = ui_mouse_x()-handle.x;
+		}
+	}
+	
+	if(inside)
+		ui_set_hot_item(id);
+
+	// render
+	RECT rail;
+	ui2_hmargin(rect, 5.0f, &rail);
+	ui2_draw_rect(&rail, vec4(1,1,1,0.25f), 0, 0.0f);
+
+	RECT slider = handle;
+	slider.h = rail.y-slider.y;
+	ui2_draw_rect(&slider, vec4(1,1,1,0.25f), CORNER_T, 2.5f);
+	slider.y = rail.y+rail.h;
+	ui2_draw_rect(&slider, vec4(1,1,1,0.25f), CORNER_B, 2.5f);
+
+	slider = handle;
+	ui2_margin(&slider, 5.0f, &slider);
+	ui2_draw_rect(&slider, vec4(1,1,1,0.25f), CORNER_ALL, 2.5f);
+	
+    return ret;
+}
+
 int ui2_do_key_reader(void *id, const RECT *rect, int key)
 {
 	// process
@@ -756,7 +808,7 @@ static void menu2_render_serverbrowser(RECT main_view)
 			ui2_vsplit_r(&headers, 2, &headers, &cols[i].spacer);
 		}
 	}
-
+	
 	for(int i = 0; i < num_cols; i++)
 	{
 		if(cols[i].direction == 0)
@@ -960,20 +1012,192 @@ static void menu2_render_serverbrowser(RECT main_view)
 	}
 }
 
+
+// these converter functions were nicked from some random internet pages
+static float hue_to_rgb(float v1, float v2, float h)
+{
+   if(h < 0) h += 1;
+   if(h > 1) h -= 1;
+   if((6 * h) < 1) return v1 + ( v2 - v1 ) * 6 * h;
+   if((2 * h) < 1) return v2;
+   if((3 * h) < 2) return v1 + ( v2 - v1 ) * ((2.0f/3.0f) - h) * 6;
+   return v1;
+}
+
+vec3 hsl_to_rgb(vec3 in)
+{
+	float v1, v2;
+	vec3 out;
+
+	if(in.s == 0)
+	{
+		out.r = in.l;
+		out.g = in.l;
+		out.b = in.l;
+	}
+	else
+	{
+		if(in.l < 0.5f) 
+			v2 = in.l * (1 + in.s);
+		else           
+			v2 = (in.l+in.s) - (in.s*in.l);
+
+		v1 = 2 * in.l - v2;
+
+		out.r = hue_to_rgb(v1, v2, in.h + (1.0f/3.0f));
+		out.g = hue_to_rgb(v1, v2, in.h);
+		out.b = hue_to_rgb(v1, v2, in.h - (1.0f/3.0f));
+	} 
+
+	return out;
+}
+
+static vec4 get_color(int v)
+{
+	vec3 r = hsl_to_rgb(vec3((v>>16)/255.0f, ((v>>8)&0xff)/255.0f, 0.5f+(v&0xff)/255.0f*0.5f));
+	return vec4(r.r, r.g, r.b, 1.0f);
+}
+
 static void menu2_render_settings_player(RECT main_view)
 {
 	RECT button;
-	
-	ui2_hsplit_t(&main_view, 20.0f, &button, &main_view);
-	ui2_do_label(&button, "Name:", 18.0, -1);
-	ui2_vsplit_l(&button, 80.0f, 0, &button);
-	ui2_vsplit_l(&button, 180.0f, &button, 0);
-	ui2_do_edit_box(config.player_name, &button, config.player_name, sizeof(config.player_name));
+	RECT skinselection;
+	ui2_vsplit_l(&main_view, 300.0f, &main_view, &skinselection);
+
 
 	ui2_hsplit_t(&main_view, 20.0f, &button, &main_view);
-	if (ui2_do_button(&config.dynamic_camera, "Dynamic camera", config.dynamic_camera, &button, ui2_draw_checkbox, 0))
-		config.dynamic_camera ^= 1;
 
+	// render settings
+	{	
+		ui2_hsplit_t(&main_view, 20.0f, &button, &main_view);
+		ui2_do_label(&button, "Name:", 18.0, -1);
+		ui2_vsplit_l(&button, 80.0f, 0, &button);
+		ui2_vsplit_l(&button, 180.0f, &button, 0);
+		ui2_do_edit_box(config.player_name, &button, config.player_name, sizeof(config.player_name));
+
+		ui2_hsplit_t(&main_view, 20.0f, &button, &main_view);
+		if (ui2_do_button(&config.dynamic_camera, "Dynamic camera", config.dynamic_camera, &button, ui2_draw_checkbox, 0))
+			config.dynamic_camera ^= 1;
+			
+		ui2_hsplit_t(&main_view, 20.0f, &button, &main_view);
+		if (ui2_do_button(&config.player_color_body, "Custom colors", config.player_use_custom_color, &button, ui2_draw_checkbox, 0))
+			config.player_use_custom_color = config.player_use_custom_color?0:1;
+		
+		if(config.player_use_custom_color)
+		{
+			int *colors[2];
+			colors[0] = &config.player_color_body;
+			colors[1] = &config.player_color_feet;
+			
+			const char *parts[] = {"Body", "Feet"};
+			const char *labels[] = {"Hue", "Sat.", "Lht."};
+			static int color_slider[2][3] = {{0}};
+			//static float v[2][3] = {{0, 0.5f, 0.25f}, {0, 0.5f, 0.25f}};
+				
+			for(int i = 0; i < 2; i++)
+			{
+				RECT text;
+				ui2_hsplit_t(&main_view, 20.0f, &text, &main_view);
+				ui2_vsplit_l(&text, 15.0f, 0, &text);
+				ui2_do_label(&text, parts[i], 18, -1);
+				
+				int prevcolor = *colors[i];
+				int color = 0;
+				for(int s = 0; s < 3; s++)
+				{
+					RECT text;
+					ui2_hsplit_t(&main_view, 19.0f, &button, &main_view);
+					ui2_vsplit_l(&button, 30.0f, 0, &button);
+					ui2_vsplit_l(&button, 30.0f, &text, &button);
+					ui2_vsplit_r(&button, 5.0f, &button, 0);
+					ui2_hsplit_t(&button, 4.0f, 0, &button);
+					
+					float k = ((prevcolor>>((2-s)*8))&0xff)  / 255.0f;
+					k = ui2_do_scrollbar_h(&color_slider[i][s], &button, k);
+					color <<= 8;
+					color += clamp((int)(k*255), 0, 255);
+					ui2_do_label(&text, labels[s], 20, -1);
+					 
+				}
+				
+				*colors[i] = color;
+				ui2_hsplit_t(&main_view, 5.0f, 0, &main_view);
+			}
+		}
+	}
+		
+	// draw header
+	RECT header, footer;
+	ui2_hsplit_t(&skinselection, 20, &header, &skinselection);
+	ui2_draw_rect(&header, vec4(1,1,1,0.25f), CORNER_T, 5.0f); 
+	ui2_do_label(&header, "Skins", 18.0f, 0);
+
+	// draw footers	
+	ui2_hsplit_b(&skinselection, 20, &skinselection, &footer);
+	ui2_draw_rect(&footer, vec4(1,1,1,0.25f), CORNER_B, 5.0f); 
+	ui2_vsplit_l(&footer, 10.0f, 0, &footer);
+
+	// modes
+	ui2_draw_rect(&skinselection, vec4(0,0,0,0.15f), 0, 0);
+
+	RECT scroll;
+	ui2_vsplit_r(&skinselection, 15, &skinselection, &scroll);
+
+	RECT list = skinselection;
+	ui2_hsplit_t(&list, 50, &button, &list);
+	
+	int num = (int)(skinselection.h/button.h);
+	static float scrollvalue = 0;
+	static int scrollbar = 0;
+	ui2_hmargin(&scroll, 5.0f, &scroll);
+	scrollvalue = ui2_do_scrollbar_v(&scrollbar, &scroll, scrollvalue);
+
+	int start = (int)((skin_num()-num)*scrollvalue);
+	if(start < 0)
+		start = 0;
+		
+	animstate state;
+	anim_eval(&data->animations[ANIM_BASE], 0, &state);
+	anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f);
+	//anim_eval_add(&state, &data->animations[ANIM_WALK], fmod(client_localtime(), 1.0f), 1.0f);
+		
+	for(int i = start; i < start+num && i < skin_num(); i++)
+	{
+		const skin *s = skin_get(i);
+		char buf[128];
+		sprintf(buf, "%s", s->name);
+		int selected = 0;
+		if(strcmp(s->name, config.player_skin) == 0)
+			selected = 1;
+		
+		tee_render_info info;
+		info.texture = s->org_texture;
+		info.color_body = vec4(1,1,1,1);
+		info.color_feet = vec4(1,1,1,1);
+		if(config.player_use_custom_color)
+		{
+			info.color_body = get_color(config.player_color_body);
+			info.color_feet = get_color(config.player_color_feet);
+			info.texture = s->color_texture;
+		}
+			
+		info.size = ui2_scale()*50.0f;
+		
+		RECT icon;
+		RECT text;
+		ui2_vsplit_l(&button, 50.0f, &icon, &text);
+		
+		if(ui2_do_button(s, "", selected, &button, ui2_draw_list_row, 0))
+			config_set_player_skin(&config, s->name);
+		
+		ui2_hsplit_t(&text, 12.0f, 0, &text); // some margin from the top
+		ui2_do_label(&text, buf, 24, 0);
+		
+		ui2_hsplit_t(&icon, 5.0f, 0, &icon); // some margin from the top
+		render_tee(&state, &info, 0, vec2(1, 0), vec2(icon.x+icon.w/2, icon.y+icon.h/2));
+		
+		ui2_hsplit_t(&list, 50, &button, &list);
+	}
 }
 
 typedef void (*assign_func_callback)(CONFIGURATION *config, int value);
@@ -1212,6 +1436,24 @@ static void menu2_render_game(RECT main_view)
 
 int menu2_render()
 {
+	/*
+	gfx_mapscreen(0,0,2*4/3.0f,2);
+	gfx_clear(gui_color.r, gui_color.g, gui_color.b);
+	
+	animstate state;
+	anim_eval(&data->animations[ANIM_BASE], 0, &state);
+	//anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
+	anim_eval_add(&state, &data->animations[ANIM_WALK], fmod(client_localtime(), 1.0f), 1.0f);
+		
+	tee_render_info info;
+	info.texture = skin_get(1)->org_texture;
+	info.color = vec4(1,1,1,1);
+	info.size = 1.0f; //ui2_scale()*16.0f;
+	render_tee(&state, &info, 0, vec2(sinf(client_localtime()*3), cosf(client_localtime()*3)), vec2(1,1));
+		
+	return 0;
+	*/
+	
 	gfx_mapscreen(0,0,800,600);
 	
 	static bool first = true;
diff --git a/src/game/game_variables.h b/src/game/game_variables.h
index 3f779730..e183658e 100644
--- a/src/game/game_variables.h
+++ b/src/game/game_variables.h
@@ -39,7 +39,9 @@ MACRO_CONFIG_INT(dynamic_camera, 1, 0, 1)
 MACRO_CONFIG_INT(warmup, 0, 0, 0)
 MACRO_CONFIG_INT(team, -10, -1, 0)
 
-MACRO_CONFIG_INT(player_color, -1, -1, 256)
+MACRO_CONFIG_INT(player_use_custom_color, 0, 0, 1)
+MACRO_CONFIG_INT(player_color_body, 65408, 0, 0)
+MACRO_CONFIG_INT(player_color_feet, 65408, 0, 0)
 MACRO_CONFIG_STR(player_skin, 64, "default")
 
 MACRO_CONFIG_INT(dbg_new_gui, 0, 0, 1)
diff --git a/src/game/vmath.h b/src/game/vmath.h
index d7b502b1..7eaed12f 100644
--- a/src/game/vmath.h
+++ b/src/game/vmath.h
@@ -70,9 +70,9 @@ template<typename T>
 class vector3_base
 {
 public:
-	union { T x,r; };
-	union { T y,g; };
-	union { T z,b; };
+	union { T x,r,h; };
+	union { T y,g,s; };
+	union { T z,b,v,l; };
 
 	vector3_base() {}
 	vector3_base(float nx, float ny, float nz)