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;\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 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
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
float a;\r
\r
vector reticle_pos, reticle_size;\r
+ vector splash_pos, splash_size;\r
vector artwork_pos, artwork_size;\r
\r
WaypointSprite_Load();\r
pmove_org = warpzone_fixview_origin - vo;\r
input_angles = warpzone_fixview_angles;\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(!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
+ if(!cvar("chase_active"))\r
+ 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)\r
+\r
+ // make the camera smooth back\r
+ if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
+ eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
+ else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
+ eventchase_current_distance = cvar("cl_eventchase_distance");\r
+\r
+ vector eventchase_target_origin;\r
+ makevectors(view_angles);\r
+ // pass 1, used to check where the camera would go and obtain the trace_fraction\r
+ eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
+\r
+ traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
+ // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
+ // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\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
+ cvar_set("chase_active", "0");\r
+ eventchase_current_distance = 0; // start from 0 next time\r
+ }\r
+ }\r
+\r
// Render the Scene\r
if(!intermission || !view_set)\r
{\r
else if(button_zoom || zoomscript_caught)\r
reticle_type = 1; // normal zoom\r
\r
- if(cvar("cl_reticle_stretch"))\r
- {\r
- reticle_size_x = vid_conwidth;\r
- reticle_size_y = vid_conheight;\r
- reticle_pos_x = 0;\r
- reticle_pos_y = 0;\r
- }\r
- else\r
+ if (reticle_type)\r
{\r
- reticle_size_x = max(vid_conwidth, vid_conheight);\r
- reticle_size_y = max(vid_conwidth, vid_conheight);\r
- reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
- reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
- }\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
\r
- f = current_zoomfraction;\r
- if(zoomscript_caught)\r
- f = 1;\r
- if(cvar("cl_reticle_item_normal"))\r
- {\r
- precache_pic("gfx/reticle_normal");\r
- if(reticle_type == 1 && f)\r
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
- }\r
- if(cvar("cl_reticle_item_weapon"))\r
- {\r
- precache_pic("gfx/reticle_weapon");\r
- if(reticle_type == 2 && f)\r
- drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
}\r
\r
// screen effects\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
\r
if(cvar("hud_damage"))\r
{\r
+ splash_size_x = max(vid_conwidth, vid_conheight);\r
+ splash_size_y = max(vid_conwidth, vid_conheight);\r
+ splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
+ splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
+\r
float myhealth_flash_temp;\r
myhealth = getstati(STAT_HEALTH);\r
\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
}\r
else\r
- drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
\r
if(cvar("hud_postprocessing"))\r
{\r
stomachsplash_alpha = 0;\r
\r
stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
- drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
+ drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
}\r
\r
if(cvar("hud_postprocessing"))\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") && cvar("hud_saturation"))\r
+ {\r
+ // change saturation based on the amount of armor we have\r
+ // ranges between 0 and 50 armor. 0 armor is saturation 0.5, and 0.5 armor or above is saturation 1\r
+\r
+ if(armor_enabled && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+ {\r
+ float saturation;\r
+ saturation = 0.5 + (getstati(STAT_ARMOR) * 1 * 0.01);\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
wcross_style = "_canswallow_team.tga";\r
else if(swallow_indicator > 0)\r
wcross_style = "_canswallow.tga";\r
+ else if(swallow_indicator < 0)\r
+ wcross_style = "_canswallow_no.tga";\r
else\r
wcross_style = cvar_string("crosshair");\r
\r
wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
}\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
+\r
if(shottype == SHOTTYPE_HITENEMY)\r
wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
if(shottype == SHOTTYPE_HITTEAM)\r