void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float camera_mode;
+float CAMERA_FREE = 1;
+float CAMERA_CHASE = 2;
float reticle_type;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
float checkfail[16];
+#define BUTTON_3 4
+#define BUTTON_4 8
void CSQC_UpdateView(float w, float h)
{
entity e;
hud = getstati(STAT_HUD);
if(checkextension("DP_CSQC_MINFPS_QUALITY"))
- view_quality = R_SetView(VF_MINFPS_QUALITY);
+ view_quality = getproperty(VF_MINFPS_QUALITY);
else
view_quality = 1;
CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
- vf_size = R_SetView3fv(VF_SIZE);
- vf_min = R_SetView3fv(VF_MIN);
+ vf_size = getpropertyvec(VF_SIZE);
+ vf_min = getpropertyvec(VF_MIN);
vid_width = vf_size_x;
vid_height = vf_size_y;
if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
{
// 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 = R_SetView3fv(VF_ORIGIN);
+ vector current_view_origin = getpropertyvec(VF_ORIGIN);
// 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 R_SetView()
+ // Ideally, there should be another way to enable third person cameras, such as through setproperty()
if(!autocvar_chase_active)
cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
- R_SetView(VF_ORIGIN, trace_endpos);
- R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
+ setproperty(VF_ORIGIN, trace_endpos);
+ setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
}
else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
{
// do lockview after event chase camera so that it still applies whenever necessary.
if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
{
- R_SetView(VF_ORIGIN, freeze_org);
- R_SetView(VF_ANGLES, freeze_ang);
+ setproperty(VF_ORIGIN, freeze_org);
+ setproperty(VF_ANGLES, freeze_ang);
}
else
{
- freeze_org = R_SetView3fv(VF_ORIGIN);
- freeze_ang = R_SetView3fv(VF_ANGLES);
+ freeze_org = getpropertyvec(VF_ORIGIN);
+ freeze_ang = getpropertyvec(VF_ANGLES);
}
WarpZone_FixView();
//WarpZone_FixPMove();
// Render the Scene
- view_origin = R_SetView3fv(VF_ORIGIN);
- view_angles = R_SetView3fv(VF_ANGLES);
+ view_origin = getpropertyvec(VF_ORIGIN);
+ view_angles = getpropertyvec(VF_ANGLES);
makevectors(view_angles);
view_forward = v_forward;
view_right = v_right;
}
// ALWAYS Clear Current Scene First
- R_ClearScene();
+ clearscene();
#ifdef WORKAROUND_XON010
if(checkextension("DP_CSQC_ROTATEMOVES"))
{
#endif
- R_SetView(VF_ORIGIN, view_origin);
- R_SetView(VF_ANGLES, view_angles);
+ setproperty(VF_ORIGIN, view_origin);
+ setproperty(VF_ANGLES, view_angles);
#ifdef WORKAROUND_XON010
}
#endif
// FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
- R_SetView(VF_SIZE, vf_size);
- R_SetView(VF_MIN, vf_min);
+ setproperty(VF_SIZE, vf_size);
+ setproperty(VF_MIN, vf_min);
// Assign Standard Viewflags
// Draw the World (and sky)
- R_SetView(VF_DRAWWORLD, 1);
+ setproperty(VF_DRAWWORLD, 1);
// Set the console size vars
vid_conwidth = autocvar_vid_conwidth;
vid_conheight = autocvar_vid_conheight;
vid_pixelheight = autocvar_vid_pixelheight;
- R_SetView(VF_FOV, GetCurrentFov(fov));
+ setproperty(VF_FOV, GetCurrentFov(fov));
// Camera for demo playback
if(camera_active)
}
// Draw the Crosshair
- R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
+ setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
// Draw the Engine Status Bar (the default Quake HUD)
- R_SetView(VF_DRAWENGINEHUD, 0);
+ setproperty(VF_DRAWENGINESBAR, 0);
// Update the mouse position
/*
self.draw();
self = e;
- R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
- R_RenderScene();
+ addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+ renderscene();
// now switch to 2D drawing mode by calling a 2D drawing function
// then polygon drawing will draw as 2D stuff, and NOT get queued until the
if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
- vector rgb, tc_00, tc_01, tc_10, tc_11;
+ vector tc_00, tc_01, tc_10, tc_11;
+ vector rgb;
+ rgb_x = 0; // fteqcc sucks
+ rgb_y = 0; // fteqcc sucks
+ rgb_z = 0; // fteqcc sucks
if(!nightvision_noise)
{
wcross_scale *= 1 - autocvar__menu_alpha;
wcross_alpha *= 1 - autocvar__menu_alpha;
- wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+ wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
{
if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
{
f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
- wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+ wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
f = 1 - f;
}
}
wcross_name_alpha_goal_prev = f;
- wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+ wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
if(autocvar_crosshair_dot)
string w0, h0;
w0 = ftos(autocvar_vid_conwidth);
h0 = ftos(autocvar_vid_conheight);
- //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
- //R_SetView(VF_FOV, '90 90 0');
- R_SetView(VF_ORIGIN, '0 0 0');
- R_SetView(VF_ANGLES, '0 0 0');
- R_SetView(VF_PERSPECTIVE, 1);
+ //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
+ //setproperty(VF_FOV, '90 90 0');
+ setproperty(VF_ORIGIN, '0 0 0');
+ setproperty(VF_ANGLES, '0 0 0');
+ setproperty(VF_PERSPECTIVE, 1);
makevectors('0 0 0');
vector v1, v2;
cvar_set("vid_conwidth", "800");
CSQC_BUMBLE_HUD();
}
// let's reset the view back to normal for the end
- R_SetView(VF_MIN, '0 0 0');
- R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+ setproperty(VF_MIN, '0 0 0');
+ setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
}
current_position = current_origin + current_camera_offset;
}
- R_SetView(VF_ANGLES, current_angles);
- R_SetView(VF_ORIGIN, current_position);
+ setproperty(VF_ANGLES, current_angles);
+ setproperty(VF_ORIGIN, current_position);
}