vector freeze_pmove_org, freeze_input_angles;
entity nightvision_noise, nightvision_noise2;
+float pickup_crosshair_time, pickup_crosshair_size;
+
void CSQC_UpdateView(float w, float h)
{
entity e;
float f, i, j;
vector v, vo;
vector vf_size, vf_min;
+ float a;
vf_size = R_SetView3fv(VF_SIZE);
vf_min = R_SetView3fv(VF_MIN);
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
+ if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
vector rgb, tc_00, tc_01, tc_10, tc_11;
- float a;
if(!nightvision_noise)
{
wcross_resolution = cvar("crosshair_size");
if (wcross_resolution == 0)
return;
- wcross_alpha = cvar("crosshair_color_alpha");
+ wcross_alpha = cvar("crosshair_alpha");
if (wcross_alpha == 0)
return;
string wcross_wep, wcross_name;
float wcross_scale, wcross_blur;
- wcross_color_x = cvar("crosshair_color_red");
- wcross_color_y = cvar("crosshair_color_green");
- wcross_color_z = cvar("crosshair_color_blue");
- if (cvar("crosshair_per_weapon")) {
+ if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
e = get_weaponinfo(activeweapon);
if (e && e.netname != "")
{
wcross_wep = e.netname;
- wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- if (wcross_resolution == 0)
- return;
- wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
- if (wcross_alpha == 0)
- return;
-
- wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- if(wcross_style == "")
- wcross_style = e.netname;
-
- if(!cvar("crosshair_color_override"))
+ if(cvar("crosshair_per_weapon"))
{
- wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
- wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
- wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
+ wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ if (wcross_resolution == 0)
+ return;
+ wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
+ if (wcross_alpha == 0)
+ return;
+
+ wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ if(wcross_style == "" || wcross_style == "0")
+ wcross_style = wcross_wep;
}
}
}
+ if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
+ wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
+ else
+ wcross_color = stov(cvar_string("crosshair_color"));
wcross_name = strcat("gfx/crosshair", wcross_style);
wcross_scale = 1;
}
+ if(cvar("crosshair_pickup"))
+ {
+ if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
+ {
+ pickup_crosshair_size = 1;
+ pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
+ }
+
+ if(pickup_crosshair_size > 0)
+ pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
+ else
+ pickup_crosshair_size = 0;
+
+ wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
+ }
+
if(shottype == SHOTTYPE_HITENEMY)
wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
- else if(shottype == SHOTTYPE_HITTEAM)
+ if(shottype == SHOTTYPE_HITTEAM)
wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
f = cvar("crosshair_effect_speed");
float nex_charge;
nex_charge = getstatf(STAT_NEX_CHARGE);
+ if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ nex_charge_movingavg = nex_charge;
+
// ring around crosshair representing bullets left in camping rifle clip
if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
{
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
+ vector rgb;
+ // indicate how much we're charging right now with an inner circle
+ a = cvar("crosshair_nexvelocity_currentcharge_alpha");
+ nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
+
+ rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+
+ // draw the charge
a = cvar("crosshair_nexvelocity_alpha");
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
void CSQC_RAPTOR_HUD()
{
- float rockets, reload, heat, hp, shield, energy;
+ float reload, hp, shield, energy;
vector picsize, hudloc;
// Fetch health & ammo stats
case HUD_NORMAL:
// do some accuracy var caching
float i;
- if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
if(!(gametype == GAME_RACE || gametype == GAME_CTS))
{
- if(acc_color_levels)
- strunzone(acc_color_levels);
- acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
- acc_levels = tokenize(acc_color_levels);
- if (acc_levels > MAX_ACCURACY_LEVELS)
- acc_levels = MAX_ACCURACY_LEVELS;
-
- for (i = 0; i < acc_levels; ++i)
- acc_lev[i] = stof(argv(i));
+ if(cvar_string("accuracy_color_levels") != acc_color_levels)
+ {
+ if(acc_color_levels)
+ strunzone(acc_color_levels);
+ acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
+ acc_levels = tokenize(acc_color_levels);
+ if (acc_levels > MAX_ACCURACY_LEVELS)
+ acc_levels = MAX_ACCURACY_LEVELS;
+
+ for (i = 0; i < acc_levels; ++i)
+ acc_lev[i] = stof(argv(i));
+ }
+ // let know that acc_col[] needs to be loaded
+ acc_col_x[0] = -1;
}
HUD_Main(); // always run these functions for alpha checks