]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/client/View.qc
Respawn screen flash
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
index 6ae6d038c7a7b80db19593a418452c6ea1aa2417..bf89e9a4257dfd24a8333f995bbf25ea87e49747 100644 (file)
@@ -253,7 +253,7 @@ float camera_mode;
 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
@@ -322,6 +322,7 @@ 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
@@ -596,7 +597,7 @@ 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
@@ -740,6 +741,10 @@ 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 +752,7 @@ 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 +776,7 @@ 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 +808,24 @@ 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 +907,7 @@ 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 +1033,38 @@ 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(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