entity nightvision_noise, nightvision_noise2;
float pickup_crosshair_time, pickup_crosshair_size;
+float use_nex_charge_pool;
+
+float myhealth, myhealth_prev;
+float myhealth_flash;
void CSQC_UpdateView(float w, float h)
{
drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
}
+ // improved polyblend
+ if(cvar("hud_damage"))
+ {
+ float myhealth_flash_temp;
+ myhealth = getstati(STAT_HEALTH);
+
+ // fade out
+ myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
+ // add new damage
+ myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
+
+ float pain_treshold, pain_treshold_lower, pain_treshold_lower_health;
+ pain_treshold = cvar("hud_damage_pain_treshold");
+ pain_treshold_lower = cvar("hud_damage_pain_treshold_lower");
+ pain_treshold_lower_health = cvar("hud_damage_pain_treshold_lower_health");
+
+ if(pain_treshold_lower && myhealth < pain_treshold_lower_health)
+ {
+ pain_treshold = pain_treshold - max(cvar("hud_damage_pain_treshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_treshold_pulsating_period")))) * pain_treshold_lower * (1 - max(0, myhealth)/pain_treshold_lower_health);
+ }
+
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_treshold, 1);
+
+ if(myhealth_prev < 1)
+ {
+ if(myhealth >= 1)
+ {
+ myhealth_flash = 0; // just spawned, clear the flash immediately
+ myhealth_flash_temp = 0;
+ }
+ else
+ {
+ myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
+ }
+ }
+
+ if(spectatee_status == -1 || intermission)
+ {
+ myhealth_flash = 0; // observing, or match ended
+ myhealth_flash_temp = 0;
+ }
+
+ myhealth_prev = myhealth;
+
+ drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ }
+
// Draw the mouse cursor
// NOTE: drawpic must happen after R_RenderScene for some reason
//drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
- float nex_charge;
+ float nex_charge, nex_charge_pool;
nex_charge = getstatf(STAT_NEX_CHARGE);
+ nex_charge_pool = getstatf(STAT_NEX_CHARGEPOOL);
if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
nex_charge_movingavg = nex_charge;
bullets = getstati(STAT_BULLETS_LOADED);
f = bound(0, bullets / cr_maxbullets, 1);
- a = cvar("crosshair_campingrifle_bulletcounter_alpha");
+ a = cvar("crosshair_ring_campingrifle_alpha");
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
vector rgb;
- // indicate how much we're charging right now with an inner circle
- a = cvar("crosshair_nexvelocity_currentcharge_alpha");
- nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
+ if(nex_charge_pool || use_nex_charge_pool)
+ {
+ use_nex_charge_pool = 1;
- rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
- DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ a = cvar("crosshair_ring_nex_inner_alpha");
+ rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_charge_pool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ }
+ else
+ {
+ // indicate how much we're charging right now with an inner circle
+ a = cvar("crosshair_ring_nex_inner_alpha");
+ nex_charge_movingavg = (1 - cvar("crosshair_ring_nex_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_ring_nex_currentcharge_movingavg_rate") * nex_charge;
+
+ rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_ring_nex_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ }
// draw the charge
- a = cvar("crosshair_nexvelocity_alpha");
+ a = cvar("crosshair_ring_nex_outer_alpha");
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}