zoomdir = button_zoom;
if(hud == HUD_NORMAL)
- if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
return '1 0 0' * fovx + '0 1 0' * fovy;
}
+vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
+{
+ float fovx, fovy;
+ float width = (ov_worldmax_x - ov_worldmin_x);
+ float height = (ov_worldmax_y - ov_worldmin_y);
+ float distance_to_middle_of_world = vlen(ov_mid - ov_org);
+ fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
+ fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
+ return '1 0 0' * fovx + '0 1 0' * fovy;
+}
+
// this function must match W_SetupShot!
float zoomscript_caught;
float TrueAimCheck()
{
- float nudge = 1; // added to traceline target and subtracted from result
+ float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
vector vecs, trueaimpoint, w_shotorg;
vector mi, ma, dv;
float shottype;
ta = trueaim;
mv = MOVE_NOMONSTERS;
- switch(activeweapon)
+ switch(activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
case WEP_PORTO: // shoots from eye
case WEP_HOOK: // no trueaim
- case WEP_GRENADE_LAUNCHER: // toss curve
+ case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
- case WEP_NEX:
- case WEP_MINSTANEX:
+ case WEP_VORTEX:
+ case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
case WEP_RIFLE:
return EnemyHitCheck();
}
break;
- case WEP_ROCKET_LAUNCHER: // projectile has a size!
+ case WEP_DEVASTATOR: // projectile has a size!
mi = '-3 -3 -3';
ma = '3 3 3';
break;
break;
}
+ vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+
vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
- traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
+ traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
- if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
- trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
+ if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+ trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
if(vecs_x > 0)
vecs_y = -vecs_y;
vecs = '0 0 0';
dv = view_right * vecs_y + view_up * vecs_z;
- w_shotorg = view_origin + dv;
+ w_shotorg = traceorigin + dv;
// now move the vecs forward as much as requested if possible
tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
float reticle_type;
+string reticle_image;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
void CSQC_RAPTOR_HUD();
float hit_time, typehit_time;
float nextsound_hit_time, nextsound_typehit_time;
float hitindication_crosshair_time, hitindication_crosshair_size;
-float use_nex_chargepool;
+float use_vortex_chargepool;
float myhealth, myhealth_prev;
float myhealth_flash;
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission)
+ WepSet weapons_stat = WepSet_GetFromStat();
+ if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
{
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
WarpZone_FixView();
//WarpZone_FixPMove();
+ vector ov_org = '0 0 0';
+ vector ov_mid = '0 0 0';
+ vector ov_worldmin = '0 0 0';
+ vector ov_worldmax = '0 0 0';
+ if(autocvar_cl_orthoview)
+ {
+ ov_worldmin = mi_picmin;
+ ov_worldmax = mi_picmax;
+
+ float ov_width = (ov_worldmax_x - ov_worldmin_x);
+ float ov_height = (ov_worldmax_y - ov_worldmin_y);
+ float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
+
+ ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
+ ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
+
+ float ov_nearest = vlen(ov_org - vec3(
+ bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
+ bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
+ bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
+ ));
+
+ float ov_furthest = 0;
+ float dist = 0;
+
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+
+ cvar_settemp("r_nearclip", ftos(ov_nearest));
+ cvar_settemp("r_farclip_base", ftos(ov_furthest));
+ cvar_settemp("r_farclip_world", "0");
+ cvar_settemp("r_novis", "1");
+ cvar_settemp("r_useportalculling", "0");
+ cvar_settemp("r_useinfinitefarclip", "0");
+
+ setproperty(VF_ORIGIN, ov_org);
+ setproperty(VF_ANGLES, '90 0 0');
+
+ #if 0
+ printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+ vtos(ov_org),
+ vtos(getpropertyvec(VF_ANGLES)),
+ ov_distance,
+ ov_nearest,
+ ov_furthest);
+ #endif
+ }
+
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
vid_conheight = autocvar_vid_conheight;
vid_pixelheight = autocvar_vid_pixelheight;
- setproperty(VF_FOV, GetCurrentFov(fov));
+ if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
+ else { setproperty(VF_FOV, GetCurrentFov(fov)); }
// Camera for demo playback
if(camera_active)
R_EndPolygon();
}
- // Draw the aiming reticle for weapons that use it
- // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
- // It must be a persisted float for fading out to work properly (you let go of the zoom button for
- // the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || is_dead || hud != HUD_NORMAL)
- reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught))
- reticle_type = 2; // nex zoom
- else if(button_zoom || zoomscript_caught)
- reticle_type = 1; // normal zoom
- else if((activeweapon == WEP_NEX) && button_attack2)
- reticle_type = 2; // nex zoom
-
- if(reticle_type && autocvar_cl_reticle)
+ if(autocvar_cl_reticle)
{
- if(autocvar_cl_reticle_stretch)
+ // Draw the aiming reticle for weapons that use it
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
{
- reticle_size_x = vid_conwidth;
- reticle_size_y = vid_conheight;
- reticle_pos_x = 0;
- reticle_pos_y = 0;
+ // no zoom reticle while dead
+ reticle_type = 0;
}
- else
+ else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
{
- reticle_size_x = max(vid_conwidth, vid_conheight);
- reticle_size_y = max(vid_conwidth, vid_conheight);
- reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
- reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ if(reticle_image != "") { reticle_type = 2; }
+ else { reticle_type = 0; }
}
-
- f = current_zoomfraction;
- if(zoomscript_caught)
- f = 1;
- if(autocvar_cl_reticle_item_normal)
+ else if(button_zoom || zoomscript_caught)
{
- if(reticle_type == 1 && f)
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
+ // normal zoom
+ reticle_type = 1;
}
- if(autocvar_cl_reticle_item_nex)
+
+ if(reticle_type)
{
- if(reticle_type == 2 && f)
- drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+ if(autocvar_cl_reticle_stretch)
+ {
+ reticle_size_x = vid_conwidth;
+ reticle_size_y = vid_conheight;
+ reticle_pos_x = 0;
+ reticle_pos_y = 0;
+ }
+ else
+ {
+ reticle_size_x = max(vid_conwidth, vid_conheight);
+ reticle_size_y = max(vid_conwidth, vid_conheight);
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+ }
+
+ if(zoomscript_caught)
+ f = 1;
+ else
+ f = current_zoomfraction;
+
+ if(f)
+ {
+ switch(reticle_type)
+ {
+ case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+ case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+ }
+ }
}
}
+ else
+ {
+ if(reticle_type != 0) { reticle_type = 0; }
+ }
// improved polyblend
}
}
}
-
+
float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
float e2 = (autocvar_hud_powerup != 0);
if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
//else
{
- if(getstati(STAT_FROZEN))
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- if(getstatf(STAT_REVIVE_PROGRESS))
+ if(gametype == MAPINFO_TYPE_FREEZETAG)
{
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ if(getstati(STAT_FROZEN))
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ if(getstatf(STAT_REVIVE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
}
if(autocvar_r_letterbox == 0)
shottype = SHOTTYPE_HITWORLD;
vector wcross_color = '0 0 0', wcross_size = '0 0 0';
- string wcross_wep = "", wcross_name;
+ string wcross_name = "";
float wcross_scale, wcross_blur;
- if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = get_weaponinfo(switchingweapon);
- if (e && e.netname != "")
+ if(e)
{
- wcross_wep = e.netname;
if(autocvar_crosshair_per_weapon)
{
- 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;
+ // WEAPONTODO: access these through some general settings (with non-balance config settings)
+ //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ //if (wcross_resolution == 0)
+ //return;
+
+ //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ wcross_resolution *= e.w_crosshair_size;
+ wcross_name = e.w_crosshair;
}
}
}
- //print(sprintf("crosshair style: %s\n", wcross_style));
- wcross_name = strcat("gfx/crosshair", wcross_style);
+ if(wcross_name == "")
+ wcross_name = strcat("gfx/crosshair", wcross_style);
// MAIN CROSSHAIR COLOR DECISION
switch(autocvar_crosshair_color_special)
{
case 1: // crosshair_color_per_weapon
{
- if(wcross_wep != "")
+ if(e)
{
- wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+ wcross_color = e.wpcolor;
break;
}
else { goto normalcolor; }
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
- float nex_charge, nex_chargepool;
- nex_charge = getstatf(STAT_NEX_CHARGE);
- nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+ float vortex_charge, vortex_chargepool;
+ vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+ vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
- if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- nex_charge_movingavg = nex_charge;
+ if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ vortex_charge_movingavg = vortex_charge;
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+ if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
- ring_inner_value = nex_chargepool;
+ if (vortex_chargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = vortex_chargepool;
} else {
- nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
}
- ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = nex_charge;
- ring_alpha = autocvar_crosshair_ring_nex_alpha;
+ ring_value = vortex_charge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
Accuracy_LoadLevels();
- HUD_Main(); // always run these functions for alpha checks
- HUD_DrawScoreboard();
+ HUD_Main(); // always run these functions for alpha checks
+ HUD_DrawScoreboard();
- if (scoreboard_active) // scoreboard/accuracy
- HUD_Reset();
- else if (intermission == 2) // map voting screen
- {
- HUD_FinaleOverlay();
- HUD_Reset();
- }
- /*
- switch(hud)
+ if (scoreboard_active) // scoreboard/accuracy
+ HUD_Reset();
+ else if (intermission == 2) // map voting screen
{
- case HUD_SPIDERBOT:
- CSQC_SPIDER_HUD();
- break;
-
- case HUD_WAKIZASHI:
- CSQC_WAKIZASHI_HUD();
- break;
-
- case HUD_BUMBLEBEE:
- CSQC_BUMBLE_HUD();
- break;
+ MapVote_Draw();
+ HUD_Reset();
}
- */
}