traceline(view_origin, view_origin + 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(vecs_x > 0)
vecs_y = -vecs_y;
else
entity nightvision_noise, nightvision_noise2;
float pickup_crosshair_time, pickup_crosshair_size;
+float hit_time, typehit_time;
+float nextsound_hit_time, nextsound_typehit_time;
+float hitindication_crosshair_time, hitindication_crosshair_size;
float use_nex_chargepool;
float myhealth, myhealth_prev;
vector myhealth_gentlergb;
+float contentavgalpha, liquidalpha_prev;
+vector liquidcolor_prev;
+
void CSQC_UpdateView(float w, float h)
{
entity e;
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
- if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright >= 1)
+ if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
}
+
// improved polyblend
vector rgb;
+ if(autocvar_hud_contents)
+ {
+ float contentalpha_temp, incontent, liquidalpha, contentfadetime;
+ vector liquidcolor;
+
+ switch(pointcontents(view_origin))
+ {
+ case CONTENT_WATER:
+ liquidalpha = autocvar_hud_contents_water_alpha;
+ liquidcolor = stov(autocvar_hud_contents_water_color);
+ incontent = 1;
+ break;
+
+ case CONTENT_LAVA:
+ liquidalpha = autocvar_hud_contents_lava_alpha;
+ liquidcolor = stov(autocvar_hud_contents_lava_color);
+ incontent = 1;
+ break;
+
+ case CONTENT_SLIME:
+ liquidalpha = autocvar_hud_contents_slime_alpha;
+ liquidcolor = stov(autocvar_hud_contents_slime_color);
+ incontent = 1;
+ break;
+
+ default:
+ liquidalpha = 0;
+ liquidcolor = '0 0 0';
+ incontent = 0;
+ break;
+ }
+
+ if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
+ { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
+ contentfadetime = autocvar_hud_contents_fadeintime;
+ liquidalpha_prev = liquidalpha;
+ liquidcolor_prev = liquidcolor;
+ }
+ else
+ contentfadetime = autocvar_hud_contents_fadeouttime;
+
+ contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
+ contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
+
+ if(contentavgalpha)
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+ }
+
if(autocvar_hud_damage)
{
float myhealth_flash_temp;
scoreboard_active = HUD_WouldDrawScoreboard();
+ hit_time = getstatf(STAT_HIT_TIME);
+ if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
+ {
+ sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
+ nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
+ }
+ typehit_time = getstatf(STAT_TYPEHIT_TIME);
+ if(typehit_time > nextsound_typehit_time)
+ {
+ sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+ nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
+ }
+
float hud;
hud = getstati(STAT_HUD);
if(hud == HUD_SPIDERBOT)
// TrueAim check
float shottype;
- float bullets, ring_scale;
+ float weapon_clipload, weapon_clipsize, ring_scale;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
wcross_origin_z = 0;
}
if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
+ else if(autocvar_crosshair_color_by_health)
+ {
+ local float x = getstati(STAT_HEALTH);
+
+ //x = red
+ //y = green
+ //z = blue
+
+ wcross_color_z = 0;
+
+ if(x > 200)
+ {
+ wcross_color_x = 0;
+ wcross_color_y = 1;
+ }
+ else if(x > 150)
+ {
+ wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
+ wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
+ }
+ else if(x > 100)
+ {
+ wcross_color_x = 1 - (x-100)*0.02 * 0.6;
+ wcross_color_y = 1 - (x-100)*0.02 * 0.1;
+ wcross_color_z = 1 - (x-100)*0.02;
+ }
+ else if(x > 50)
+ {
+ wcross_color_x = 1;
+ wcross_color_y = 1;
+ wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+ }
+ else if(x > 20)
+ {
+ wcross_color_x = 1;
+ wcross_color_y = (x-20)*90/27/100;
+ wcross_color_z = (x-20)*90/27/100 * 0.2;
+ }
+ else
+ {
+ wcross_color_x = 1;
+ wcross_color_y = 0;
+ }
+ }
else
wcross_color = stov(autocvar_crosshair_color);
wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
}
+
+ vector hitindication_color;
+ if(autocvar_crosshair_hitindication)
+ {
+ hitindication_color = stov(autocvar_crosshair_hitindication_color);
+ if(hitindication_crosshair_time < hit_time)
+ {
+ hitindication_crosshair_size = 1;
+ hitindication_crosshair_time = hit_time;
+ }
+
+ if(hitindication_crosshair_size > 0)
+ hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
+ else
+ hitindication_crosshair_size = 0;
+
+ wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
+ wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
+ wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
+ wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
+ }
if(shottype == SHOTTYPE_HITENEMY)
wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
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_SNIPERRIFLE && cr_maxbullets)
+ // ring around crosshair representing bullets left in weapon clip
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+ if (weapon_clipload)
{
- bullets = getstati(STAT_BULLETS_LOADED);
- f = bound(0, bullets / cr_maxbullets, 1);
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);
a = autocvar_crosshair_ring_sniperrifle_alpha;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
- else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
+ if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
if(nex_chargepool || use_nex_chargepool)
{
else
{
tmp = getmousepos() * 0.1;
- if(vlen(tmp)>autocvar_camera_mouse_treshold)
+ if(vlen(tmp)>autocvar_camera_mouse_threshold)
{
mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));