void CSQC_RAPTOR_HUD();
vector freeze_pmove_org, freeze_input_angles;
+entity nightvision_noise, nightvision_noise2;
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
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