float pickup_crosshair_time, pickup_crosshair_size;
float use_nex_charge_pool;
+float myhealth, myhealth_prev;
+float myhealth_flash;
+
+vector myhealth_gentlergb;
+
void CSQC_UpdateView(float w, float h)
{
entity e;
drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
}
+ // improved polyblend
+ vector rgb;
+ if(cvar("hud_damage"))
+ {
+ float myhealth_flash_temp;
+ myhealth = getstati(STAT_HEALTH);
+
+ // fade out
+ myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
+ // add new damage
+ myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
+
+ float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
+ pain_threshold = cvar("hud_damage_pain_threshold");
+ pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");
+ pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");
+
+ if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
+ {
+ pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
+ }
+
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
+
+ if(myhealth_prev < 1)
+ {
+ if(myhealth >= 1)
+ {
+ myhealth_flash = 0; // just spawned, clear the flash immediately
+ myhealth_flash_temp = 0;
+ }
+ else
+ {
+ myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
+ }
+ }
+
+ if(spectatee_status == -1 || intermission)
+ {
+ myhealth_flash = 0; // observing, or match ended
+ myhealth_flash_temp = 0;
+ }
+
+ myhealth_prev = myhealth;
+
+ if(autocvar_cl_gentle_damage || cvar("cl_gentle"))
+ {
+ if(autocvar_cl_gentle_damage == 2)
+ {
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+ {
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ }
+ }
+ else
+ myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));
+
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ }
+ else
+ drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+ }
+
// Draw the mouse cursor
// NOTE: drawpic must happen after R_RenderScene for some reason
//drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
}
else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
- vector rgb;
if(nex_charge_pool || use_nex_charge_pool)
{
use_nex_charge_pool = 1;