}
}
-/**
- * Checks whether the server initiated a map restart (stat_game_starttime changed)
- *
- * TODO: Use a better solution where a common shared entitiy is used that contains
- * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
- * and STAT_FRAGLIMIT to be auto-sent)
- */
-void CheckForGamestartChange() {
- float startTime;
- startTime = getstatf(STAT_GAMESTARTTIME);
- if (previous_game_starttime != startTime) {
- if ((time + 5.0) < startTime) {
- //if connecting to server while restart was active don't always play prepareforbattle
- sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
- }
- if (time < startTime) {
- restartAnnouncer = spawn();
- restartAnnouncer.think = restartAnnouncer_Think;
- restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
- }
- }
- previous_game_starttime = startTime;
-}
-
void Porto_Init()
{
porto = spawn();
float avgspeed;
vector GetCurrentFov(float fov)
{
- float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
+ float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
+ float velocityzoom, curspeed;
zoomsensitivity = autocvar_cl_zoomsensitivity;
zoomfactor = autocvar_cl_zoomfactor;
zoomdir = button_zoom;
if(hud == HUD_NORMAL)
- if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
else
setsensitivityscale(1);
+
+ makevectors(view_angles);
- if (autocvar_cl_velocityzoom)
+ if(autocvar_cl_velocityzoom)
{
- velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
- avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
+ switch(autocvar_cl_velocityzoom_type)
+ {
+ case 3: curspeed = max(0, v_forward * pmove_vel); break;
+ case 2: curspeed = (v_forward * pmove_vel); break;
+ case 1: default: curspeed = vlen(pmove_vel); 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(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
+
+ //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
}
else
velocityzoom = 1;
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;
float a;
hud = getstati(STAT_HUD);
+ if(checkextension("DP_CSQC_MINFPS_QUALITY"))
+ view_quality = getproperty(VF_MINFPS_QUALITY);
+ else
+ view_quality = 1;
+
button_attack2 = (input_buttons & BUTTON_3);
button_zoom = (input_buttons & BUTTON_4);
CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
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;
WaypointSprite_Load();
+ CSQCPlayer_SetCamera();
+
if(spectatee_status)
myteam = GetPlayerColor(spectatee_status - 1);
else
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
- if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
- {
- R_SetView(VF_ORIGIN, freeze_org);
- R_SetView(VF_ANGLES, freeze_ang);
- }
- else
- {
- freeze_org = R_SetView3fv(VF_ORIGIN);
- freeze_ang = R_SetView3fv(VF_ANGLES);
- }
-
// 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 && 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 = 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)
vector eventchase_target_origin;
makevectors(view_angles);
// pass 1, used to check where the camera would go and obtain the trace_fraction
- eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
-
- WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+ eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
// pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
// The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
- eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
- WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+ 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
{
eventchase_current_distance = 0; // start from 0 next time
}
}
+
+ // 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)
+ {
+ setproperty(VF_ORIGIN, freeze_org);
+ setproperty(VF_ANGLES, freeze_ang);
+ }
+ else
+ {
+ 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;
PostInit();
if(intermission && !isdemo() && !(calledhooks & HOOK_END))
+ {
if(calledhooks & HOOK_START)
{
localcmd("\ncl_hook_gameend\n");
calledhooks |= HOOK_END;
}
-
- CheckForGamestartChange();
- serverAnnouncer();
- maptimeAnnouncer();
- carrierAnnouncer();
+ }
+
+ Announcer();
fov = autocvar_fov;
if(fov <= 59.5)
}
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- activeweapon = getstati(STAT_SWITCHWEAPON);
+
+ // next WANTED weapon (for HUD)
+ switchweapon = getstati(STAT_SWITCHWEAPON);
+
+ // currently switching-to weapon (for crosshair)
+ switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+
+ // actually active weapon (for zoom)
+ activeweapon = getstati(STAT_ACTIVEWEAPON);
+
f = (serverflags & SERVERFLAG_TEAMPLAY);
if(f != teamplay)
{
HUD_InitScores();
}
- if(last_weapon != activeweapon) {
+ if(last_switchweapon != switchweapon) {
weapontime = time;
- last_weapon = activeweapon;
+ last_switchweapon = switchweapon;
+ }
+ if(last_activeweapon != activeweapon) {
+ last_activeweapon = activeweapon;
e = get_weaponinfo(activeweapon);
if(e.netname != "")
}
// 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)
{
else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
reticle_type = 2; // nex zoom
- if (reticle_type)
+ if(reticle_type && autocvar_cl_reticle)
{
if(autocvar_cl_reticle_stretch)
{
}
}
- if(autocvar_hud_damage && !autocvar_chase_active)
+ if(autocvar_hud_damage)
{
splash_size_x = max(vid_conwidth, vid_conheight);
splash_size_y = max(vid_conwidth, vid_conheight);
myhealth_prev = myhealth;
- if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
+ // IDEA: change damage color/picture based on player model for robot/alien species?
+ // pro: matches model better
+ // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
+ // maybe different reddish pics?
+ if(autocvar_chase_active >= 0) // not while the event chase camera is active
{
- if(autocvar_cl_gentle_damage == 2)
+ if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
{
- if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+ if(autocvar_cl_gentle_damage == 2)
{
- myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+ {
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ }
}
+ else
+ myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
else
- myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
-
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
- else
- drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
- if(autocvar_hud_postprocessing)
+ if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
{
if(autocvar_hud_damage_blur && myhealth_flash_temp)
{
float sharpen_intensity, 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 && autocvar_chase_active >= 0) // not while the event chase camera is active
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
float wcross_scale, wcross_blur;
if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
- e = get_weaponinfo(activeweapon);
+ e = get_weaponinfo(switchingweapon);
if (e && e.netname != "")
{
wcross_wep = e.netname;
wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
else if(autocvar_crosshair_color_by_health)
{
- local float x = getstati(STAT_HEALTH);
+ float x = getstati(STAT_HEALTH);
//x = red
//y = green
f = autocvar_crosshair_effect_speed;
if(f < 0)
- f *= -2 * g_weaponswitchdelay;
+ f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
{
wcross_changedonetime = time + f;
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)
{
ring_image = "gfx/crosshair_ring.tga";
}
+ // if in weapon switch animation, fade ring out/in
+ if(g_weaponswitchdelay > 0)
+ {
+ f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
+ if(f > 0 && f < 2)
+ ring_alpha *= fabs(1 - f);
+ }
+
if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
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);
}
if(acc_color_levels)
strunzone(acc_color_levels);
acc_color_levels = strzone(autocvar_accuracy_color_levels);
- acc_levels = tokenize(acc_color_levels);
+ acc_levels = tokenize_console(acc_color_levels);
if (acc_levels > MAX_ACCURACY_LEVELS)
acc_levels = MAX_ACCURACY_LEVELS;
if(autocvar_camera_look_player)
{
- local vector dir;
- local float n;
+ vector dir;
+ float n;
dir = normalize(view_origin - current_position);
n = mouse_angles_z;
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);
}