float view_set;\r
float camera_mode;\r
float chase_active_old;\r
+float artwork_fade;\r
+float pickup_crosshair_time, pickup_crosshair_size;\r
+float myhealth, myhealth_prev, myhealth_flash;\r
+float contentavgalpha, liquidalpha_prev;\r
+vector myhealth_gentlergb;\r
+vector liquidcolor_prev;\r
+vector damage_blurpostprocess, content_blurpostprocess;\r
string artwork_image;\r
+string intermission_song;\r
string NextFrameCommand;\r
void CSQC_UpdateView(float w, float h)\r
{\r
// next R_RenderScene call\r
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
\r
+ if(cvar("hud_contents"))\r
+ {\r
+ float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
+ vector liquidcolor;\r
+\r
+ if (getstati(STAT_VORE_EATEN))\r
+ {\r
+ liquidalpha = cvar("hud_contents_stomach_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
+ incontent = 1;\r
+ }\r
+ else\r
+ {\r
+ switch(pointcontents(view_origin))\r
+ {\r
+ case CONTENT_WATER:\r
+ liquidalpha = cvar("hud_contents_water_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
+ incontent = 1;\r
+ break;\r
+ \r
+ case CONTENT_LAVA:\r
+ liquidalpha = cvar("hud_contents_lava_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
+ incontent = 1;\r
+ break; \r
+ \r
+ case CONTENT_SLIME:\r
+ liquidalpha = cvar("hud_contents_slime_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
+ incontent = 1;\r
+ break;\r
+ \r
+ default:\r
+ liquidalpha = 0;\r
+ liquidcolor = '0 0 0';\r
+ incontent = 0;\r
+ break;\r
+ }\r
+ }\r
+ \r
+ if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
+ { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
+ contentfadetime = cvar("hud_contents_fadeintime");\r
+ liquidalpha_prev = liquidalpha;\r
+ liquidcolor_prev = liquidcolor;\r
+ }\r
+ else\r
+ contentfadetime = cvar("hud_contents_fadeouttime");\r
+ \r
+ contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
+ contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
+ \r
+ if(contentavgalpha)\r
+ drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
+ }\r
+\r
+ if(cvar("hud_damage"))\r
+ {\r
+ float myhealth_flash_temp;\r
+ myhealth = getstati(STAT_HEALTH);\r
+\r
+ // fade out\r
+ myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
+ // add new damage\r
+ myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
+\r
+ float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
+ pain_threshold = cvar("hud_damage_pain_threshold");\r
+ pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
+ pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
+\r
+ if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
+ {\r
+ pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
+ }\r
+\r
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
+\r
+ if(myhealth_prev < 1)\r
+ {\r
+ if(myhealth >= 1)\r
+ {\r
+ myhealth_flash = 0; // just spawned, clear the flash immediately\r
+ myhealth_flash_temp = 0;\r
+ }\r
+ else\r
+ {\r
+ myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
+ }\r
+ }\r
+\r
+ if(spectatee_status == -1 || intermission)\r
+ {\r
+ myhealth_flash = 0; // observing, or match ended\r
+ myhealth_flash_temp = 0;\r
+ }\r
+\r
+ myhealth_prev = myhealth;\r
+\r
+ if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
+ {\r
+ if(cvar("cl_gentle_damage") == 2)\r
+ {\r
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
+ {\r
+ myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
+ }\r
+ }\r
+ else\r
+ myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
+\r
+ drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ }\r
+ else\r
+ drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+\r
+ if(cvar("hud_postprocessing"))\r
+ {\r
+ if(cvar("hud_damage_blur"))\r
+ {\r
+ damage_blurpostprocess_x = 1;\r
+ damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
+ damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
+ }\r
+ else\r
+ {\r
+ damage_blurpostprocess_x = 0;\r
+ damage_blurpostprocess_y = 0;\r
+ damage_blurpostprocess_z = 0;\r
+ }\r
+ }\r
+ }\r
+\r
+ if(cvar("hud_stomach"))\r
+ if(getstati(STAT_VORE_EATEN))\r
+ drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), cvar("hud_stomach"), DRAWFLAG_NORMAL);\r
+\r
+ if(cvar("hud_postprocessing"))\r
+ { // lets apply the postprocess effects from the previous two functions if needed\r
+ if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
+ {\r
+ float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
+ float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
+ cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
+ cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
+ }\r
+ else\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
+ cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
+ }\r
+ }\r
+\r
// Draw the mouse cursor\r
// NOTE: drawpic must happen after R_RenderScene for some reason\r
//drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
)\r
teamradar_view();\r
\r
+ // Draw artwork and play intermission music\r
+ if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
+ {\r
+ if(cvar("cl_artwork"))\r
+ {\r
+ if(artwork_image == "")\r
+ {\r
+ if(getstati(STAT_WINNING)) // we are the winner\r
+ {\r
+ if(cvar("cl_artwork_win"))\r
+ {\r
+ artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
+ artwork_image = strzone(artwork_image);\r
+ }\r
+ }\r
+ else // we have lost\r
+ {\r
+ if(cvar("cl_artwork_lose"))\r
+ {\r
+ artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
+ artwork_image = strzone(artwork_image);\r
+ }\r
+ }\r
+ }\r
+\r
+ if(cvar("cl_artwork_stretch"))\r
+ {\r
+ artwork_size_x = vid_conwidth;\r
+ artwork_size_y = vid_conheight;\r
+ artwork_pos_x = 0;\r
+ artwork_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ artwork_size_x = max(vid_conwidth, vid_conheight);\r
+ artwork_size_y = max(vid_conwidth, vid_conheight);\r
+ artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
+ artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
+ }\r
+\r
+ if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
+ artwork_fade += frametime * cvar("cl_artwork_fade");\r
+ else\r
+ artwork_fade = cvar("cl_artwork_alpha");\r
+\r
+ if(artwork_image != "")\r
+ drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
+ }\r
+\r
+ if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
+ {\r
+ if(getstati(STAT_WINNING))\r
+ intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
+ else\r
+ intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
+ if(intermission_song != "")\r
+ {\r
+ localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
+ intermission_song = strzone(intermission_song);\r
+ }\r
+ }\r
+ }\r
+ else\r
+ {\r
+ artwork_fade = 0;\r
+ if(artwork_image != "")\r
+ {\r
+ strunzone(artwork_image);\r
+ artwork_image = "";\r
+ }\r
+\r
+ if(intermission_song != "")\r
+ {\r
+ strunzone(intermission_song);\r
+ intermission_song = "";\r
+ }\r
+ }\r
+\r
// draw sbar\r
if(cvar("r_letterbox") == 0) {\r
if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
wcross_scale = 1;\r
}\r
\r
+ if(cvar("crosshair_pickup"))\r
+ {\r
+ if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
+ {\r
+ pickup_crosshair_size = 1;\r
+ pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
+ }\r
+\r
+ if(pickup_crosshair_size > 0)\r
+ pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
+ else\r
+ pickup_crosshair_size = 0;\r
+\r
+ wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
+ }\r
+\r
if(shottype == SHOTTYPE_HITENEMY)\r
wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
if(shottype == SHOTTYPE_HITTEAM)\r
}\r
}\r
\r
- // Draw Artwork\r
- if(intermission && !isdemo()) // match has ended\r
- {\r
- //if(getstati(STAT_WINNING))\r
- //localcmd("disconnect\n");\r
-\r
- if(cvar("cl_artwork_stretch"))\r
- {\r
- artwork_size_x = vid_conwidth;\r
- artwork_size_y = vid_conheight;\r
- artwork_pos_x = 0;\r
- artwork_pos_y = 0;\r
- }\r
- else\r
- {\r
- artwork_size_x = max(vid_conwidth, vid_conheight);\r
- artwork_size_y = max(vid_conwidth, vid_conheight);\r
- artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
- artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
- }\r
-\r
- drawpic(artwork_pos, "gfx/hslimage", artwork_size, '1 1 1', 1, DRAWFLAG_NORMAL);\r
- }\r
-\r
if(NextFrameCommand)\r
{\r
localcmd("\n", NextFrameCommand, "\n");\r