entity porto;
vector polyline[16];
-float Q3SURFACEFLAG_SLICK = 2; // low friction surface
-float DPCONTENTS_SOLID = 1; // blocks player movement
-float DPCONTENTS_BODY = 32; // blocks player movement
-float DPCONTENTS_CORPSE = 64; // blocks player movement
-float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
void Porto_Draw()
{
vector p, dir, ang, q, nextdir;
zoomdir = button_zoom;
if(hud == HUD_NORMAL)
- if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
else if(autocvar_cl_spawnzoom && zoomin_effect)
{
float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
-
- current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+
+ current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
if(current_viewzoom == 1) { zoomin_effect = 0; }
}
setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
else
setsensitivityscale(1);
-
+
makevectors(view_angles);
if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
- v = pmove_vel;
- if(csqcplayer)
- v = csqcplayer.velocity;
-
- switch(autocvar_cl_velocityzoom_type)
+ if(intermission) { curspeed = 0; }
+ else
{
- case 3: curspeed = max(0, v_forward * v); break;
- case 2: curspeed = (v_forward * v); break;
- case 1: default: curspeed = vlen(v); break;
+ v = pmove_vel;
+ if(csqcplayer)
+ v = csqcplayer.velocity;
+
+ switch(autocvar_cl_velocityzoom_type)
+ {
+ case 3: curspeed = max(0, v_forward * v); break;
+ case 2: curspeed = (v_forward * v); break;
+ case 1: default: curspeed = vlen(v); break;
+ }
}
-
+
velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
-
+
//print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
}
else
return '1 0 0' * fovx + '0 1 0' * fovy;
}
+vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
+{
+ float fovx, fovy;
+ float width = (ov_worldmax_x - ov_worldmin_x);
+ float height = (ov_worldmax_y - ov_worldmin_y);
+ float distance_to_middle_of_world = vlen(ov_mid - ov_org);
+ fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
+ fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
+ return '1 0 0' * fovx + '0 1 0' * fovy;
+}
+
// this function must match W_SetupShot!
float zoomscript_caught;
float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
float wcross_name_changestarttime, wcross_name_changedonetime;
float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
+
+float wcross_ring_prev;
+
entity trueaim;
entity trueaim_rifle;
ta = trueaim;
mv = MOVE_NOMONSTERS;
- switch(activeweapon)
+ switch(activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
case WEP_PORTO: // shoots from eye
case WEP_HOOK: // no trueaim
- case WEP_GRENADE_LAUNCHER: // toss curve
+ case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
- case WEP_NEX:
- case WEP_MINSTANEX:
+ case WEP_VORTEX:
+ case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
case WEP_RIFLE:
return EnemyHitCheck();
}
break;
- case WEP_ROCKET_LAUNCHER: // projectile has a size!
+ case WEP_DEVASTATOR: // projectile has a size!
mi = '-3 -3 -3';
ma = '3 3 3';
break;
break;
}
+ vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+
vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
- traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+ traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
- if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
- trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
+ if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+ trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
if(vecs_x > 0)
vecs_y = -vecs_y;
vecs = '0 0 0';
dv = view_right * vecs_y + view_up * vecs_z;
- w_shotorg = view_origin + dv;
+ w_shotorg = traceorigin + dv;
// now move the vecs forward as much as requested if possible
tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float camera_mode;
-float CAMERA_FREE = 1;
-float CAMERA_CHASE = 2;
+const float CAMERA_FREE = 1;
+const float CAMERA_CHASE = 2;
float reticle_type;
+string reticle_image;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
void CSQC_RAPTOR_HUD();
float hit_time, typehit_time;
float nextsound_hit_time, nextsound_typehit_time;
float hitindication_crosshair_time, hitindication_crosshair_size;
-float use_nex_chargepool;
+float use_vortex_chargepool;
float myhealth, myhealth_prev;
float myhealth_flash;
float checkfail[16];
+float rainbow_last_flicker;
+vector rainbow_prev_color;
+
#define BUTTON_3 4
#define BUTTON_4 8
float cl_notice_run();
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
+ if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview)
{
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
- vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
+ vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
+
+ // detect maximum viewoffset and use it
+ if(autocvar_cl_eventchase_viewoffset)
+ {
+ WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
+ if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
+ else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
+ }
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
// Ideally, there should be another way to enable third person cameras, such as through setproperty()
WarpZone_FixView();
//WarpZone_FixPMove();
+ vector ov_org = '0 0 0';
+ vector ov_mid = '0 0 0';
+ vector ov_worldmin = '0 0 0';
+ vector ov_worldmax = '0 0 0';
+ if(autocvar_cl_orthoview)
+ {
+ ov_worldmin = mi_picmin;
+ ov_worldmax = mi_picmax;
+
+ float ov_width = (ov_worldmax_x - ov_worldmin_x);
+ float ov_height = (ov_worldmax_y - ov_worldmin_y);
+ float ov_distance = (autocvar_cl_orthoview_resolution * max(ov_width, ov_height));
+
+ ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
+ ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
+
+ float ov_nearest = vlen(ov_org - vec3(
+ bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
+ bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
+ bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
+ ));
+
+ float ov_furthest = 0;
+ float dist = 0;
+
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+
+ cvar_set("r_nearclip", ftos(ov_nearest));
+ cvar_set("r_farclip_base", ftos(ov_furthest));
+ cvar_set("r_farclip_world", "0");
+ cvar_set("r_novis", "1");
+ cvar_set("r_useportalculling", "0");
+ cvar_set("r_useinfinitefarclip", "0");
+
+ setproperty(VF_ORIGIN, ov_org);
+ setproperty(VF_ANGLES, '90 0 0');
+
+ #if 0
+ printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+ vtos(ov_org),
+ vtos(getpropertyvec(VF_ANGLES)),
+ ov_distance,
+ ov_nearest,
+ ov_furthest);
+ #endif
+ }
+
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
vid_conheight = autocvar_vid_conheight;
vid_pixelheight = autocvar_vid_pixelheight;
- setproperty(VF_FOV, GetCurrentFov(fov));
+ if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
+ else { setproperty(VF_FOV, GetCurrentFov(fov)); }
// Camera for demo playback
if(camera_active)
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
- if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
+ if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
{
// apply night vision effect
vector tc_00, tc_01, tc_10, tc_11;
R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
}
-
- // Draw the aiming reticle for weapons that use it
- // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
- // It must be a persisted float for fading out to work properly (you let go of the zoom button for
- // the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || is_dead || hud != HUD_NORMAL)
- reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
- reticle_type = 2; // nex zoom
- else if(button_zoom || zoomscript_caught)
- reticle_type = 1; // normal zoom
- else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
- reticle_type = 2; // nex zoom
-
- if(reticle_type && autocvar_cl_reticle)
+
+ if(autocvar_cl_reticle)
{
- if(autocvar_cl_reticle_stretch)
+ // Draw the aiming reticle for weapons that use it
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
{
- reticle_size_x = vid_conwidth;
- reticle_size_y = vid_conheight;
- reticle_pos_x = 0;
- reticle_pos_y = 0;
+ // no zoom reticle while dead
+ reticle_type = 0;
}
- else
+ else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
{
- reticle_size_x = max(vid_conwidth, vid_conheight);
- reticle_size_y = max(vid_conwidth, vid_conheight);
- reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
- reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ if(reticle_image != "") { reticle_type = 2; }
+ else { reticle_type = 0; }
}
-
- f = current_zoomfraction;
- if(zoomscript_caught)
- f = 1;
- if(autocvar_cl_reticle_item_normal)
+ else if(button_zoom || zoomscript_caught)
{
- if(reticle_type == 1 && f)
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
+ // normal zoom
+ reticle_type = 1;
}
- if(autocvar_cl_reticle_item_nex)
+
+ if(reticle_type)
{
- if(reticle_type == 2 && f)
- drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+ if(autocvar_cl_reticle_stretch)
+ {
+ reticle_size_x = vid_conwidth;
+ reticle_size_y = vid_conheight;
+ reticle_pos_x = 0;
+ reticle_pos_y = 0;
+ }
+ else
+ {
+ reticle_size_x = max(vid_conwidth, vid_conheight);
+ reticle_size_y = max(vid_conwidth, vid_conheight);
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ }
+
+ if(zoomscript_caught)
+ f = 1;
+ else
+ f = current_zoomfraction;
+
+ if(f)
+ {
+ switch(reticle_type)
+ {
+ case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+ case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+ }
+ }
}
}
+ else
+ {
+ if(reticle_type != 0) { reticle_type = 0; }
+ }
// improved polyblend
old_bluralpha = 0;
}
- // edge detection postprocess handling done second (used by hud_powerup)
+ // edge detection postprocess handling done second (used by hud_powerup)
float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
-
+
sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
-
+
if(autocvar_hud_powerup && sharpen_intensity > 0)
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
{
if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
- sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
-
+ sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
+
nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
}
typehit_time = getstatf(STAT_TYPEHIT_TIME);
- if(typehit_time > nextsound_typehit_time)
+ if(typehit_time > nextsound_typehit_time)
{
if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
- sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
-
+ sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
+
nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
}
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
{
- if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
-
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
string wcross_wep = "", wcross_name;
float wcross_scale, wcross_blur;
- if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
+ if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ {
e = get_weaponinfo(switchingweapon);
if (e && e.netname != "")
{
}
}
}
- if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
- wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
- else if(autocvar_crosshair_color_by_health)
- {
- float x = getstati(STAT_HEALTH);
- //x = red
- //y = green
- //z = blue
-
- wcross_color_z = 0;
+ //printf("crosshair style: %s\n", wcross_style);
+ wcross_name = strcat("gfx/crosshair", wcross_style);
- if(x > 200)
- {
- wcross_color_x = 0;
- wcross_color_y = 1;
- }
- else if(x > 150)
- {
- wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
- wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
- }
- else if(x > 100)
- {
- wcross_color_x = 1 - (x-100)*0.02 * 0.6;
- wcross_color_y = 1 - (x-100)*0.02 * 0.1;
- wcross_color_z = 1 - (x-100)*0.02;
- }
- else if(x > 50)
+ // MAIN CROSSHAIR COLOR DECISION
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // crosshair_color_per_weapon
{
- wcross_color_x = 1;
- wcross_color_y = 1;
- wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+ if(wcross_wep != "")
+ {
+ wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+ break;
+ }
+ else { goto normalcolor; }
}
- else if(x > 20)
+
+ case 2: // crosshair_color_by_health
{
- wcross_color_x = 1;
- wcross_color_y = (x-20)*90/27/100;
- wcross_color_z = (x-20)*90/27/100 * 0.2;
+ float x = getstati(STAT_HEALTH);
+
+ //x = red
+ //y = green
+ //z = blue
+
+ wcross_color_z = 0;
+
+ if(x > 200)
+ {
+ wcross_color_x = 0;
+ wcross_color_y = 1;
+ }
+ else if(x > 150)
+ {
+ wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
+ wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
+ }
+ else if(x > 100)
+ {
+ wcross_color_x = 1 - (x-100)*0.02 * 0.6;
+ wcross_color_y = 1 - (x-100)*0.02 * 0.1;
+ wcross_color_z = 1 - (x-100)*0.02;
+ }
+ else if(x > 50)
+ {
+ wcross_color_x = 1;
+ wcross_color_y = 1;
+ wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+ }
+ else if(x > 20)
+ {
+ wcross_color_x = 1;
+ wcross_color_y = (x-20)*90/27/100;
+ wcross_color_z = (x-20)*90/27/100 * 0.2;
+ }
+ else
+ {
+ wcross_color_x = 1;
+ wcross_color_y = 0;
+ }
+ break;
}
- else
+
+ case 3: // crosshair_color_rainbow
{
- wcross_color_x = 1;
- wcross_color_y = 0;
+ if(time >= rainbow_last_flicker)
+ {
+ rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+ rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+ }
+ wcross_color = rainbow_prev_color;
+ break;
}
+ :normalcolor
+ default: { wcross_color = stov(autocvar_crosshair_color); break; }
}
- else
- wcross_color = stov(autocvar_crosshair_color);
-
- wcross_name = strcat("gfx/crosshair", wcross_style);
if(autocvar_crosshair_effect_scalefade)
{
if(autocvar_crosshair_pickup)
{
float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
-
+
if(pickup_crosshair_time < stat_pickup_time)
{
if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
pickup_crosshair_size = 1;
-
+
pickup_crosshair_time = stat_pickup_time;
}
if(autocvar_crosshair_hitindication)
{
- vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-
+ vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+
if(hitindication_crosshair_time < hit_time)
{
if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
hitindication_crosshair_size = 1;
-
+
hitindication_crosshair_time = hit_time;
}
if(shottype == SHOTTYPE_HITTEAM)
wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
- f = autocvar_crosshair_effect_speed;
- if(f < 0)
- f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
+ f = fabs(autocvar_crosshair_effect_time);
if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
{
wcross_changedonetime = time + f;
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
- float nex_charge, nex_chargepool;
- nex_charge = getstatf(STAT_NEX_CHARGE);
- nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+ float vortex_charge, vortex_chargepool;
+ vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+ vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
- if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- nex_charge_movingavg = nex_charge;
+ if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ vortex_charge_movingavg = vortex_charge;
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+ if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
- ring_inner_value = nex_chargepool;
- } else {
- nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ if (vortex_chargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = vortex_chargepool;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
}
- ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = nex_charge;
- ring_alpha = autocvar_crosshair_ring_nex_alpha;
+ ring_value = vortex_charge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_image = "gfx/crosshair_ring.tga";
}
- if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
ring_scale = autocvar_crosshair_ring_reload_size;
}
// if in weapon switch animation, fade ring out/in
- if(g_weaponswitchdelay > 0)
+ if(autocvar_crosshair_effect_time > 0)
{
- f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
- if(f > 0 && f < 2)
- ring_alpha *= fabs(1 - f);
+ f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+ if (!(f < 1))
+ {
+ wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
+ }
+
+ if(wcross_ring_prev)
+ {
+ if(f < 1)
+ ring_alpha *= fabs(1 - bound(0, f, 1));
+ }
+ else
+ {
+ if(f < 1)
+ ring_alpha *= bound(0, f, 1);
+ }
}
if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
{
vector wcross_color_old;
wcross_color_old = wcross_color;
-
+
if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
wcross_color = stov(autocvar_crosshair_dot_color);
-
+
CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
// FIXME why don't we use wcross_alpha here?cl_notice_run();
wcross_color = wcross_color_old;
if(autocvar__hud_configure)
HUD_Panel_Mouse();
-
+
if(hud && !intermission)
- {
+ {
if(hud == HUD_SPIDERBOT)
CSQC_SPIDER_HUD();
else if(hud == HUD_WAKIZASHI)
else if(hud == HUD_BUMBLEBEE_GUN)
CSQC_BUMBLE_GUN_HUD();
}
-
+
cl_notice_run();
-
+
// let's reset the view back to normal for the end
setproperty(VF_MIN, '0 0 0');
setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);