]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/client/View.qc
Spawn FOV effect
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
index 1a758a7925ead45b8d6ae4747da12a5b943a5db2..1ab5b7ea3b1ff0b4d4ff7ba0203c8455c7b60f09 100644 (file)
@@ -248,16 +248,18 @@ void CSQC_ctf_hud(void);
 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
@@ -274,6 +276,7 @@ void CSQC_UpdateView(float w, float h)
        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
@@ -295,10 +298,14 @@ void CSQC_UpdateView(float w, float h)
        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
@@ -322,6 +329,7 @@ void CSQC_UpdateView(float w, float h)
                        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
@@ -439,6 +447,19 @@ void CSQC_UpdateView(float w, float h)
        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
@@ -596,7 +617,7 @@ void CSQC_UpdateView(float w, float h)
                        \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
@@ -724,11 +745,9 @@ void CSQC_UpdateView(float w, float h)
                        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
@@ -740,6 +759,10 @@ void CSQC_UpdateView(float w, float h)
        {\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
@@ -747,7 +770,7 @@ void CSQC_UpdateView(float w, float h)
                        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
@@ -771,7 +794,7 @@ void CSQC_UpdateView(float w, float h)
                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
@@ -803,6 +826,24 @@ void CSQC_UpdateView(float w, float h)
                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
@@ -884,6 +925,7 @@ void CSQC_UpdateView(float w, float h)
                if(self.draw2d)\r
                        self.draw2d();\r
        self = e;\r
+       Draw_ShowNames_All();\r
 \r
        // draw radar\r
        if(\r
@@ -1009,6 +1051,35 @@ void CSQC_UpdateView(float w, float h)
                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
@@ -1321,6 +1392,10 @@ void CSQC_UpdateView(float w, float h)
                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