]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge branch 'master' into fruitiex/fruitbalance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 07b21d98af5af92e34f278808b3a919048666f40..89bc91fbe9178f8b70914cdbbdaeb8e0bfe85459 100644 (file)
@@ -347,6 +347,7 @@ void CSQC_SPIDER_HUD();
 void CSQC_RAPTOR_HUD();
 
 vector freeze_pmove_org, freeze_input_angles;
+entity nightvision_noise, nightvision_noise2;
 
 void CSQC_UpdateView(float w, float h)
 {
@@ -565,6 +566,56 @@ 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"))
+       {
+               // apply night vision effect
+               vector rgb, tc_00, tc_01, tc_10, tc_11;
+               float a;
+
+               if(!nightvision_noise)
+               {
+                       nightvision_noise = spawn();
+                       nightvision_noise.classname = "nightvision_noise";
+               }
+               if(!nightvision_noise2)
+               {
+                       nightvision_noise2 = spawn();
+                       nightvision_noise2.classname = "nightvision_noise2";
+               }
+
+               // color tint in yellow
+               drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+
+               // draw BG
+               a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
+               rgb = '1 1 1';
+               tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
+               tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
+               tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
+               //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
+               tc_11 = tc_01 + tc_10 - tc_00;
+               R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+               R_PolygonVertex('0 0 0', tc_00, rgb, a);
+               R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+               R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+               R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+               R_EndPolygon();
+
+               // draw FG
+               a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
+               rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
+               tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
+               tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
+               tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
+               tc_11 = tc_01 + tc_10 - tc_00;
+               R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+               R_PolygonVertex('0 0 0', tc_00, rgb, a);
+               R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+               R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+               R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+               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
@@ -646,6 +697,47 @@ void CSQC_UpdateView(float w, float h)
                        if(cvar("viewsize") < 120)
                                CSQC_common_hud();
 
+
+               // ring around crosshair representing velocity-dependent damage for the nex
+               if (activeweapon == WEP_NEX)
+               {
+                       float x, y;
+                       vector ringorigin, ringsize, t;
+                       ringorigin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
+                       ringsize = 64 * '1 1 0'; // testing only
+
+                       // TODO send from server
+                       float maxvel, minvel, curvel;
+                       minvel = 400;
+                       maxvel = 1000;
+                       curvel = vlen(pmove_vel);
+
+                       f = bound(0, (curvel - minvel) / (maxvel - minvel), 1);
+                       x = cos(f * M_2_PI);
+                       y = sin(f * M_2_PI);
+                       f = fabs(x) + fabs(y);
+                       x /= f;
+                       y /= f;
+                       print("x:", ftos(x), " y:", ftos(y), "\n");
+                       if(x >= 0 && y >= 0) // first quadrant
+                       {
+                               R_BeginPolygon("gfx/nex_ring.tga", DRAWFLAG_ADDITIVE);
+
+                               v = ringorigin;                 t = '0.5 0.5 0';
+                               R_PolygonVertex(v, t, '1 1 1', 1);
+
+                               v = ringorigin;                 t = '0.5 0.5 0';
+                               v_x += 0.5 * ringsize_x;        t += '0.5 0.5 0';
+                               R_PolygonVertex(v, t, '1 1 1', 1);
+
+                               v = ringorigin;                 t = '0.5 0.5 0';
+                               v_x += x * 0.5 * ringsize_x;    t += x * '0.5 0.5 0';
+                               v_y += y * 0.5 * ringsize_y;    t += y * '0.5 -0.5 0';
+                               R_PolygonVertex(v, t, '1 1 1', 1);
+                               R_EndPolygon();
+                       }
+               }
+
                // crosshair goes VERY LAST
                if(!scoreboard_active && !camera_active && intermission != 2) {
                        // TrueAim check