]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/client/View.qc
Add crosshair ring setting to menu
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
index 0e4167c83fff54e70f9dbb7bff3e2c9aa5b1a41b..ca0fa126fb8f1583b4fcba4a740d096e5969f598 100644 (file)
@@ -257,6 +257,7 @@ float myhealth, myhealth_prev, myhealth_flash;
 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
@@ -269,6 +270,7 @@ void CSQC_UpdateView(float w, float h)
        float fov;\r
        float f, i, j;\r
        vector v, vo;\r
+       float a;\r
 \r
        vector artwork_pos, artwork_size;\r
 \r
@@ -458,6 +460,7 @@ void CSQC_UpdateView(float w, float h)
        // 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
@@ -696,52 +699,62 @@ void CSQC_UpdateView(float w, float h)
                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
@@ -914,6 +927,8 @@ void CSQC_UpdateView(float w, float h)
                        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
@@ -1045,6 +1060,17 @@ void CSQC_UpdateView(float w, float h)
                                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