void PostInit(void);\r
void CSQC_Demo_Camera();\r
float Sbar_WouldDrawScoreboard ();\r
+float last_health, last_spectatee;\r
float view_set;\r
float camera_mode;\r
float reticle_type;\r
float chase_active_old;\r
float artwork_fade;\r
-float pickup_crosshair_time, pickup_crosshair_size;\r
+float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
+float spawnfov_current;\r
float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
-float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
+float stomachsplash_alpha;\r
float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
float volume_modify_changed_1, volume_modify_changed_2;\r
float eventchase_current_distance;\r
float f, i, j;\r
vector v, vo;\r
float a;\r
+ float respawned;\r
\r
vector reticle_pos, reticle_size;\r
vector splash_pos, splash_size;\r
pmove_org = warpzone_fixview_origin - vo;\r
input_angles = warpzone_fixview_angles;\r
\r
+ if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
+ if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
+ respawned = TRUE; // stays true for one frame\r
+\r
// event chase camera\r
if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
{\r
- if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
+ if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
{\r
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
// Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
\r
R_SetView(VF_ORIGIN, eventchase_target_origin);\r
+ R_SetView(VF_ANGLES, view_angles);\r
}\r
else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
{\r
vid_conheight = cvar("vid_conheight");\r
vid_pixelheight = cvar("vid_pixelheight");\r
\r
+ // spawn fov effect\r
+ if(cvar("cl_spawnfov"))\r
+ {\r
+ if(respawned)\r
+ spawnfov_current = 1 + cvar("cl_spawnfov");\r
+\r
+ if(spawnfov_current > 1)\r
+ spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
+ else\r
+ spawnfov_current = 1;\r
+ fov *= spawnfov_current;\r
+ }\r
+\r
R_SetView(VF_FOV, GetCurrentFov(fov));\r
\r
// Camera for demo playback\r
\r
contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
- \r
+\r
if(contentavgalpha)\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
\r
else\r
stomachsplash_alpha = 0;\r
}\r
- if(getstati(STAT_HEALTH) <= 0)\r
- stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
\r
- if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
- stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
+ if(respawned)\r
+ stomachsplash_alpha = 0; // we respawned, remove the effect\r
if(spectatee_status == -1)\r
stomachsplash_alpha = 0;\r
\r
{\r
// all of this should be done in the engine eventually\r
\r
+ // disable damage blur when dead, but keep content blur\r
+ if(getstati(STAT_HEALTH) <= 0)\r
+ damage_blurpostprocess = '0 0 0';\r
+\r
// enable or disable rendering types if they are used or not\r
if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
\r
// lets apply the postprocess effects from the previous two functions if needed\r
- if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
+ if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
{\r
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
\r
- if(cvar("hud_powerup") && sharpen_intensity > 0)\r
+ if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
{\r
sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
\r
cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
}\r
\r
+ if(cvar("hud_postprocessing"))\r
+ {\r
+ // change saturation based on the amount of armor we have\r
+ // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
+\r
+ if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+ {\r
+ float saturation;\r
+ saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
+ saturation = bound(0, saturation, 1);\r
+\r
+ if(cvar("r_glsl_saturation") != saturation)\r
+ cvar_set("r_glsl_saturation", ftos(saturation));\r
+ }\r
+ else if(cvar("r_glsl_saturation") != 1)\r
+ cvar_set("r_glsl_saturation", "1");\r
+ }\r
+\r
// volume cutting\r
if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
{\r
if(self.draw2d)\r
self.draw2d();\r
self = e;\r
+ Draw_ShowNames_All();\r
\r
// draw radar\r
if(\r
if(cvar("viewsize") < 120)\r
CSQC_common_hud();\r
\r
+ if(cvar("cl_flash_pickup"))\r
+ if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
+ {\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
+ pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
+ }\r
+ if(cvar("cl_flash_vore"))\r
+ {\r
+ float vore_flash_state;\r
+ if(getstati(STAT_VORE_EATEN))\r
+ vore_flash_state = -1;\r
+ else\r
+ vore_flash_state = getstati(STAT_VORE_LOAD);\r
+\r
+ if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
+ {\r
+ if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+ if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+ }\r
+\r
+ // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
+ vore_flash_laststate = vore_flash_state;\r
+ }\r
+ if(cvar("cl_flash_respawn"))\r
+ if(respawned)\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
+\r
if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
{\r
// crosshair goes VERY LAST\r
localcmd("sendcvar chase_active\n");\r
chase_active_old = cvar("chase_active");\r
}\r
+\r
+ // update some stats to be detected next frame\r
+ last_health = getstati(STAT_HEALTH);\r
+ last_spectatee = spectatee_status;\r
}\r
\r
void Sbar_Draw();\r