Merge branch 'master' into mirceakitsune/hud_postprocessing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index cca4aae..adfd96a 100644 (file)
@@ -955,7 +955,7 @@ void CSQC_UpdateView(float w, float h)
 
                        // TrueAim check
                        float shottype;
-                       float bullets, 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;
@@ -1153,50 +1153,79 @@ void CSQC_UpdateView(float w, float h)
 
                        wcross_scale *= 1 - autocvar__menu_alpha;
                        wcross_alpha *= 1 - autocvar__menu_alpha;
-
-                       ring_scale = autocvar_crosshair_ring_size;
-
                        wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
 
-                       float nex_charge, nex_chargepool;
-                       nex_charge = getstatf(STAT_NEX_CHARGE);
-                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+                       // crosshair rings for weapon stats
+                       if (autocvar_crosshair_ring)
+                       {
+                               // declarations and stats
+                               float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
+                               string ring_image, ring_inner_image;
+                               vector ring_rgb, ring_inner_rgb;
+                               
+                               ring_scale = autocvar_crosshair_ring_size;
 
-                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                               nex_charge_movingavg = nex_charge;
+                               float weapon_clipload, weapon_clipsize;
+                               weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+                               weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
 
-                       // ring around crosshair representing bullets left in camping rifle clip
-                       if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
-                       {
-                               bullets = getstati(STAT_BULLETS_LOADED);
-                               f = bound(0, bullets / cr_maxbullets, 1);
+                               float nex_charge, nex_chargepool;
+                               nex_charge = getstatf(STAT_NEX_CHARGE);
+                               nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
 
-                               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(nex_chargepool || use_nex_chargepool)
-                               {
-                                       use_nex_chargepool = 1;
+                               if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                       nex_charge_movingavg = nex_charge;
+                                       
 
-                                       a = autocvar_crosshair_ring_nex_inner_alpha;
-                                       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;
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               // handle the values
+                               if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                               {
+                                       if (nex_chargepool || use_nex_chargepool) { 
+                                               use_nex_chargepool = 1; 
+                                               ring_inner_value = nex_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); 
+                                       }
+                                               
+                                       ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
+                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+                                       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;
+
+                                       // draw the outer ring to show the current charge of the weapon
+                                       ring_value = nex_charge;
+                                       ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
-                               else
+                               else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
                                {
-                                       // indicate how much we're charging right now with an inner circle
-                                       a = autocvar_crosshair_ring_nex_inner_alpha;
-                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
+                                       ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                       ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring.tga";
+                               }
 
-                                       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;
-                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
+                               {
+                                       ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+                                       ring_scale = autocvar_crosshair_ring_reload_size;
+                                       ring_alpha = autocvar_crosshair_ring_reload_alpha;
+                                       ring_rgb = wcross_color;
+                                       
+                                       // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
+                                       // if a new image for another weapon is added, add the code (and its respective file/value) here
+                                       if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 8))
+                                               ring_image = "gfx/crosshair_ring_sniperrifle.tga";
+                                       else
+                                               ring_image = "gfx/crosshair_ring.tga";
                                }
 
-                               // draw the charge
-                               a = autocvar_crosshair_ring_nex_outer_alpha;
-                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE);
+
+                               if (ring_value)
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE);
                        }
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \