#include "view.qh"
#include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_all.qh"
#include "mapvoting.qh"
-#include "scoreboard.qh"
#include "shownames.qh"
+#include "hud/panel/scoreboard.qh"
#include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
#include <common/constants.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
-#include <common/gamemodes/all.qh>
+#include <common/gamemodes/_all.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
highpass(value.z, frac, ref_store.z, ref_out.z); \
} MACRO_END
-void viewmodel_animate(entity this)
+void calc_followmodel_ofs(entity view)
{
- static float prevtime;
- float frametime = (time - prevtime);
- prevtime = time;
+ if(cl_followmodel_time == time)
+ return; // cl_followmodel_ofs already calculated for this frame
- if (autocvar_chase_active) return;
- if (STAT(HEALTH) <= 0) return;
+ float frac;
+ vector gunorg = '0 0 0';
+ static vector vel_average;
+ static vector gunorg_prev = '0 0 0';
+ static vector gunorg_adjustment_highpass;
+ static vector gunorg_adjustment_lowpass;
+
+ vector vel;
+ if (autocvar_cl_followmodel_velocity_absolute)
+ vel = view.velocity;
+ else
+ {
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ vel.x = view.velocity * forward;
+ vel.y = view.velocity * right * -1;
+ vel.z = view.velocity * up;
+ }
- entity view = CSQCModel_server2csqc(player_localentnum - 1);
+ vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
+ vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
+ vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
- bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
- static bool oldonground;
- static float hitgroundtime;
- if (clonground)
+ frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
+ lowpass3(vel, frac, vel_average, gunorg);
+
+ gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+
+ // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ frac = avg_factor(autocvar_cl_followmodel_highpass);
+ highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+ frac = avg_factor(autocvar_cl_followmodel_lowpass);
+ lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+ if (autocvar_cl_followmodel_velocity_absolute)
{
- float f = time; // cl.movecmd[0].time
- if (!oldonground)
- hitgroundtime = f;
+ vector fixed_gunorg;
+ vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ fixed_gunorg.x = gunorg * forward;
+ fixed_gunorg.y = gunorg * right * -1;
+ fixed_gunorg.z = gunorg * up;
+ gunorg = fixed_gunorg;
}
- oldonground = clonground;
-
- bool teleported = view.csqcmodel_teleported;
+ cl_followmodel_ofs = gunorg;
+ cl_followmodel_time = time;
+}
+vector leanmodel_ofs(entity view)
+{
float frac;
- if(autocvar_cl_followmodel)
- {
- vector gunorg = '0 0 0';
- static vector vel_average;
- static vector gunorg_prev = '0 0 0';
- static vector gunorg_adjustment_highpass;
- static vector gunorg_adjustment_lowpass;
+ vector gunangles = '0 0 0';
+ static vector gunangles_prev = '0 0 0';
+ static vector gunangles_highpass = '0 0 0';
+ static vector gunangles_adjustment_highpass;
+ static vector gunangles_adjustment_lowpass;
- vector vel;
- if(autocvar_cl_followmodel_velocity_absolute)
- vel = view.velocity;
- else
- {
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
- vel.x = view.velocity * forward;
- vel.y = view.velocity * right * -1;
- vel.z = view.velocity * up;
- }
+ if (view.csqcmodel_teleported)
+ gunangles_prev = view_angles;
- vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
- vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
- vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ gunangles_highpass += gunangles_prev;
+ PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+ YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+ ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+ frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+ highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
+ gunangles_prev = view_angles;
+ gunangles_highpass -= gunangles_prev;
- frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
- lowpass3(vel, frac, vel_average, gunorg);
+ PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+ YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
- gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ frac = avg_factor(autocvar_cl_leanmodel_highpass);
+ highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+ frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+ lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
- // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
- // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
- frac = avg_factor(autocvar_cl_followmodel_highpass);
- highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
- frac = avg_factor(autocvar_cl_followmodel_lowpass);
- lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+ gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
- if(autocvar_cl_followmodel_velocity_absolute)
- {
- vector fixed_gunorg;
- vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
- fixed_gunorg.x = gunorg * forward;
- fixed_gunorg.y = gunorg * right * -1;
- fixed_gunorg.z = gunorg * up;
- gunorg = fixed_gunorg;
- }
+ return gunangles;
+}
- this.origin += gunorg;
+vector bobmodel_ofs(entity view)
+{
+ bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
+ static bool oldonground;
+ static float hitgroundtime;
+ if (clonground)
+ {
+ float f = time; // cl.movecmd[0].time
+ if (!oldonground)
+ hitgroundtime = f;
}
+ oldonground = clonground;
- if(autocvar_cl_leanmodel)
+ // calculate for swinging gun model
+ // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+ vector gunorg = '0 0 0';
+ static float bobmodel_scale = 0;
+ static float time_ofs = 0; // makes the effect always restart in the same way
+ if (clonground)
{
- vector gunangles = '0 0 0';
- static vector gunangles_prev = '0 0 0';
- static vector gunangles_highpass = '0 0 0';
- static vector gunangles_adjustment_highpass;
- static vector gunangles_adjustment_lowpass;
+ if (time - hitgroundtime > 0.05)
+ bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
+ }
+ else
+ bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
- if (teleported)
- gunangles_prev = view_angles;
+ float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+ if (bobmodel_scale && xyspeed)
+ {
+ float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+ float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+ gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+ gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
+ }
+ else
+ time_ofs = time;
- // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
- gunangles_highpass += gunangles_prev;
- PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
- YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
- ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
- frac = avg_factor(autocvar_cl_leanmodel_highpass1);
- highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
- gunangles_prev = view_angles;
- gunangles_highpass -= gunangles_prev;
+ return gunorg;
+}
- PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
- YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+void viewmodel_animate(entity this)
+{
+ if (autocvar_chase_active) return;
+ if (STAT(HEALTH) <= 0) return;
- // we assume here: PITCH = 0, YAW = 1, ROLL = 2
- frac = avg_factor(autocvar_cl_leanmodel_highpass);
- highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
- frac = avg_factor(autocvar_cl_leanmodel_lowpass);
- lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+ entity view = CSQCModel_server2csqc(player_localentnum - 1);
- gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
- this.angles += gunangles;
+ if (autocvar_cl_followmodel)
+ {
+ calc_followmodel_ofs(view);
+ this.origin += cl_followmodel_ofs;
}
- float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+ if (autocvar_cl_leanmodel)
+ this.angles += leanmodel_ofs(view);
// vertical view bobbing code
// TODO: cl_bob
// gun model bobbing code
if (autocvar_cl_bobmodel)
- {
- // calculate for swinging gun model
- // the gun bobs when running on the ground, but doesn't bob when you're in the air.
- static float bobmodel_scale = 0;
- static float time_ofs = 0; // makes the effect always restart in the same way
- if (clonground)
- {
- if (time - hitgroundtime > 0.05)
- bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
- }
- else
- bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
- if(bobmodel_scale && xyspeed)
- {
- float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
- float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
- vector gunorg = '0 0 0';
- gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
- gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
-
- this.origin += gunorg;
- }
- else
- time_ofs = time;
- }
+ this.origin += bobmodel_ofs(view);
}
.vector viewmodel_origin, viewmodel_angles;
void viewmodel_draw(entity this)
{
- if(!activeweapon)
+ if(!activeweapon || !autocvar_r_drawviewmodel)
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = this.alpha;
{
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 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);
}
}
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
- LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+ LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
}
damage_dealt_time_prev = damage_dealt_time;
pitch_shift = mirror_value + (mirror_value - pitch_shift);
}
- LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+ LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
// 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;
}
}
{
case 1: // crosshair_color_per_weapon
{
- if(this)
+ if(this != WEP_Null && hud == HUD_NORMAL)
{
wcross_color = this.wpcolor;
break;
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 = this; // wtf?
+ entity e = WEP_Null;
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = switchingweapon;
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
int lasthud;
float vh_notice_time;
void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
+void CSQC_UpdateView(entity this, float w, float h)
{
- SELFPARAM();
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';
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(this);
+ 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();
}