float contentavgalpha, liquidalpha_prev;\r
float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
+float volume_modify_changed_1, volume_modify_changed_2;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
float fov;\r
float f, i, j;\r
vector v, vo;\r
+ float a;\r
\r
vector artwork_pos, artwork_size;\r
\r
// next R_RenderScene call\r
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
\r
+ // screen effects\r
if(cvar("hud_contents"))\r
{\r
float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
}\r
\r
+ // volume cutting\r
if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
{\r
float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
- if(getstati(STAT_VORE_EATEN))\r
- {\r
- volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
- volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
- }\r
- else\r
- {\r
- volume_modify_1_target = 1;\r
- volume_modify_2_target = 1;\r
- }\r
- volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
\r
- if(spectatee_status == -1 || intermission)\r
+ if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
{\r
- // no volume fading is currently taking place, so if we change the volume settings, update the initial volume\r
- volume_modify_default_1 = cvar("volume");\r
- volume_modify_default_2 = cvar("bgmvolume");\r
+ // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
+ // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
+ // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
+\r
+ volume_modify_default_1 = cvar("menu_volume");\r
+ volume_modify_default_2 = cvar("menu_bgmvolume");\r
+\r
+ volume_modify_changed_1 = cvar("menu_volume");\r
+ volume_modify_changed_2 = cvar("menu_bgmvolume");\r
}\r
- else if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
+ else\r
{\r
- if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
- volume_modify_1 -= volume_modify_fade;\r
- else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
- volume_modify_1 += volume_modify_fade;\r
+ if(spectatee_status == -1 || intermission)\r
+ {\r
+ volume_modify_1_target = volume_modify_default_1;\r
+ volume_modify_2_target = volume_modify_default_2;\r
+ }\r
+ else if(getstati(STAT_VORE_EATEN))\r
+ {\r
+ volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
+ volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
+ }\r
else\r
- volume_modify_1 = volume_modify_1_target;\r
+ {\r
+ volume_modify_1_target = volume_modify_default_1;\r
+ volume_modify_2_target = volume_modify_default_2;\r
+ }\r
+ volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
\r
- if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
- volume_modify_2 -= volume_modify_fade;\r
- else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
- volume_modify_2 += volume_modify_fade;\r
- else\r
- volume_modify_2 = volume_modify_1_target;\r
+ if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
+ {\r
+ if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
+ volume_modify_1 -= volume_modify_fade;\r
+ else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
+ volume_modify_1 += volume_modify_fade;\r
+ else\r
+ volume_modify_1 = volume_modify_1_target;\r
\r
- cvar_set("volume", ftos(volume_modify_1));\r
- cvar_set("bgmvolume", ftos(volume_modify_2));\r
- // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
- }\r
- else if(cvar("volume") != volume_modify_default_1 || cvar("bgmvolume") != volume_modify_default_2)\r
- {\r
- // no volume fading is currently taking place, so if we change the volume settings, update the initial volume\r
- volume_modify_default_1 = cvar("volume");\r
- volume_modify_default_2 = cvar("bgmvolume");\r
+ if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
+ volume_modify_2 -= volume_modify_fade;\r
+ else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
+ volume_modify_2 += volume_modify_fade;\r
+ else\r
+ volume_modify_2 = volume_modify_2_target;\r
+\r
+ cvar_set("volume", ftos(volume_modify_1));\r
+ cvar_set("bgmvolume", ftos(volume_modify_2));\r
+ // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
+ }\r
}\r
}\r
\r
else\r
shottype = SHOTTYPE_HITWORLD;\r
\r
+ float weapon_clipload, weapon_clipsize, ring_scale;\r
+\r
string wcross_style;\r
wcross_style = cvar_string("crosshair");\r
\r
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
wcross_name_alpha_goal_prev = f;\r
+\r
+ // ring around crosshair representing bullets left in weapon clip\r
+ a = cvar("crosshair_ring_alpha");\r
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+ if (weapon_clipload && a)\r
+ {\r
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
+ ring_scale = cvar("crosshair_ring_size");\r
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
+ }\r
}\r
}\r
else\r