]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge branch 'terencehill/crosshair_colors' into fruitiex/panelhud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 79a3b760b5f1c74783cf87cd6a74d14e52c7035e..119941ad2c017ace633f6089070b4bca09ffa093 100644 (file)
@@ -349,6 +349,8 @@ void CSQC_RAPTOR_HUD();
 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;
@@ -356,6 +358,7 @@ void CSQC_UpdateView(float w, float h)
        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);
@@ -563,11 +566,11 @@ void CSQC_UpdateView(float w, float h)
        // 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)
                {
@@ -706,7 +709,7 @@ void CSQC_UpdateView(float w, float h)
                        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;
 
@@ -739,33 +742,30 @@ void CSQC_UpdateView(float w, float h)
                        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);
 
@@ -779,9 +779,25 @@ void CSQC_UpdateView(float w, float h)
                                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");
@@ -840,6 +856,9 @@ void CSQC_UpdateView(float w, float h)
                        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)
                        {
@@ -851,6 +870,15 @@ void CSQC_UpdateView(float w, float h)
                        }
                        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);
                        }
@@ -1083,7 +1111,7 @@ void CSQC_SPIDER_HUD()
 
 void CSQC_RAPTOR_HUD()
 {
-       float rockets, reload, heat, hp, shield, energy;
+       float reload, hp, shield, energy;
        vector picsize, hudloc;
 
     // Fetch health & ammo stats
@@ -1265,18 +1293,22 @@ void CSQC_common_hud(void)
                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