#include "announcer.qh"
#include "hud/all.qh"
#include "mapvoting.qh"
-#include "scoreboard.qh"
#include "shownames.qh"
-#include "quickmenu.qh"
+#include "hud/panel/scoreboard.qh"
+#include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
this.viewmodel_angles = this.angles;
}
anim_update(this);
- if (!this.animstate_override)
+ if (!this.animstate_override && !this.animstate_looping)
anim_set(this, this.anim_idle, true, false, false);
}
float f = 0; // 0..1; 0: fully active
{
entity e = new_pure(porto);
e.draw = Porto_Draw;
+ IL_PUSH(g_drawables, e);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
zoomspeed = 3.5;
zoomdir = button_zoom;
- if(hud == HUD_NORMAL)
+ if(hud == HUD_NORMAL && !spectatee_status)
if(switchweapon == activeweapon)
if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
void PostInit();
void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard();
+float Scoreboard_WouldDraw();
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
return true;
if(MUTATOR_CALLHOOK(WantEventchase, this))
return true;
- if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
- return true;
if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
{
if(autocvar_cl_eventchase_death == 2)
return false;
}
-void HUD_Crosshair_Vehicle()
+void HUD_Crosshair_Vehicle(entity this)
{
if(hud != HUD_BUMBLEBEE_GUN)
{
Vehicle info = Vehicles_from(hud);
- info.vr_crosshair(info);
+ info.vr_crosshair(info, this);
}
}
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
- sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
}
unaccounted_damage = 0;
hitsound_time_prev = time;
float typehit_time = STAT(TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
- sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
+ sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
typehit_time_prev = typehit_time;
}
}
-void HUD_Crosshair()
-{SELFPARAM();
+vector crosshair_getcolor(entity this, float health_stat)
+{
static float rainbow_last_flicker;
static vector rainbow_prev_color;
- entity e = this;
+ vector wcross_color = '0 0 0';
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // crosshair_color_per_weapon
+ {
+ if(this != WEP_Null && hud == HUD_NORMAL)
+ {
+ wcross_color = this.wpcolor;
+ break;
+ }
+ else { goto normalcolor; }
+ }
+
+ case 2: // crosshair_color_by_health
+ {
+ float x = health_stat;
+
+ //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;
+ }
+
+ case 3: // crosshair_color_rainbow
+ {
+ 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;
+ }
+LABEL(normalcolor)
+ default: { wcross_color = stov(autocvar_crosshair_color); break; }
+ }
+
+ return wcross_color;
+}
+
+void HUD_Crosshair(entity this)
+{
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ return;
+
if (hud != HUD_NORMAL)
{
- HUD_Crosshair_Vehicle();
+ HUD_Crosshair_Vehicle(this);
return;
}
string wcross_name = "";
float wcross_scale, wcross_blur;
+ entity e = WEP_Null;
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = switchingweapon;
wcross_name = strcat("gfx/crosshair", wcross_style);
// MAIN CROSSHAIR COLOR DECISION
- switch(autocvar_crosshair_color_special)
- {
- case 1: // crosshair_color_per_weapon
- {
- if(e)
- {
- wcross_color = e.wpcolor;
- break;
- }
- else { goto normalcolor; }
- }
-
- case 2: // crosshair_color_by_health
- {
- float x = 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;
- }
-
- case 3: // crosshair_color_rainbow
- {
- 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;
- }
-LABEL(normalcolor)
- default: { wcross_color = stov(autocvar_crosshair_color); break; }
- }
+ wcross_color = crosshair_getcolor(e, STAT(HEALTH));
if(autocvar_crosshair_effect_scalefade)
{
}
}
-void HUD_Draw()
+void HUD_Draw(entity this)
{
+ if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
}
else if(STAT(FROZEN))
{
Accuracy_LoadLevels();
HUD_Main();
- HUD_DrawScoreboard();
+ HUD_Scale_Disable();
}
// crosshair goes VERY LAST
UpdateDamage();
- HUD_Crosshair();
+ HUD_Crosshair(this);
HitSound();
}
int lasthud;
float vh_notice_time;
void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
-{SELFPARAM();
+void CSQC_UpdateView(entity this, float w, float h)
+{
TC(int, w); TC(int, h);
entity e;
float fov;
lasthud = hud;
+ HUD_Scale_Disable();
+
if(autocvar__hud_showbinds_reload) // menu can set this one
{
db_close(binddb);
else
view_quality = 1;
+ // this needs to be updated manually now due to the destruction of engine physics stats
+ if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
+ cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
+
button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
+ if(STAT(CAMERA_SPECTATOR))
+ {
+ if(spectatee_status > 0)
+ {
+ if(!autocvar_chase_active)
+ {
+ cvar_set("chase_active", "-2");
+ goto skip_eventchase_death;
+ }
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
+ if(autocvar_chase_active == -2)
+ goto skip_eventchase_death;
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
- entity gen = world;
+ entity gen = NULL;
float vehicle_viewdist = 0;
vector vehicle_viewofs = '0 0 0';
if(!gen)
ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
}
- if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+ if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
{
eventchase_running = true;
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
- local_player = self; // fall back!
+ local_player = this; // fall back!
// 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);
if(view_offset)
{
- WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
if(trace_fraction == 1) { current_view_origin += view_offset; }
else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
}
makevectors(view_angles);
vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
- WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
// If the boxtrace fails, revert back to line tracing.
if(!local_player.viewloc)
if(trace_startsolid)
{
eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
}
else { setproperty(VF_ORIGIN, trace_endpos); }
eventchase_current_distance = 0;
}
+ LABEL(skip_eventchase_death);
+
// do lockview after event chase camera so that it still applies whenever necessary.
if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
{
if(f != teamplay)
{
teamplay = f;
- HUD_InitScores();
+ Scoreboard_InitScores();
}
if(last_switchweapon != switchweapon)
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, it.draw(it));
+ IL_EACH(g_drawables, it.draw, it.draw(it));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, it.draw2d(it));
+ IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
Debug_Draw();
- scoreboard_active = HUD_WouldDrawScoreboard();
+ scoreboard_active = Scoreboard_WouldDraw();
- HUD_Draw();
+ HUD_Draw(this); // this parameter for deep vehicle function
if(NextFrameCommand)
{
// 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);
+
+ IL_ENDFRAME();
}