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, respawn_flash_lasthealth;\r
float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
float old_blurradius, old_bluralpha, old_sharpen_intensity;\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
\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
// 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(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
+ vore_flash_laststate = vore_flash_state;\r
+ }\r
+ if(cvar("cl_flash_respawn"))\r
+ {\r
+ float respawn_flash_health;\r
+ respawn_flash_health = getstati(STAT_HEALTH);\r
+\r
+ if(respawn_flash_lasthealth <= 0 && respawn_flash_health > 0)\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
+\r
+ respawn_flash_lasthealth = respawn_flash_health;\r
+ }\r
+\r
if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
{\r
// crosshair goes VERY LAST\r