float contentavgalpha, liquidalpha_prev;
vector liquidcolor_prev;
+float chase_current_distance;
+vector chase_old_origin;
+
void CSQC_UpdateView(float w, float h)
{
entity e;
input_angles = warpzone_fixview_cl_viewangles;
view_angles = warpzone_fixview_angles;
+ // event chase cam
+ if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
+ if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
+ {
+ if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission) && intermission <= 1) // not during the map voting screen
+ {
+ // We must set chase_active in order to get a third person view (1st person weapon model hidden and own player model showing).
+ // Ideally, there should be another way to enable third person mode, such as an R_SetView() function specifically for this purpose.
+
+ if(!autocvar_chase_active)
+ cvar_set("chase_active", "-1"); // -1 enables chase_active as well as marking it as set by this code, and not by the user (which would be 1)
+
+ // make the camera smooth back
+ if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
+ chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
+ else if(chase_current_distance != autocvar_cl_chase_distance)
+ chase_current_distance = autocvar_cl_chase_distance;
+
+ vector chase_target_origin;
+ makevectors(view_angles);
+ chase_target_origin = pmove_org - view_forward * chase_current_distance;
+
+ // don't allow the camera to go through walls
+ traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self);
+ if(trace_fraction == 1)
+ {
+ R_SetView(VF_ORIGIN, chase_target_origin);
+ chase_old_origin = chase_target_origin;
+ }
+ else
+ R_SetView(VF_ORIGIN, chase_old_origin);
+ }
+ else if(autocvar_chase_active < 0)
+ {
+ cvar_set("chase_active", "0");
+ chase_current_distance = 0; // start from 0
+ }
+ }
+
if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
{
pmove_org = freeze_pmove_org;
freeze_input_angles = input_angles;
// Render the Scene
- if(!intermission || !view_set)
+ if(!intermission || !view_set || (intermission && autocvar_cl_chase_intermission))
{
view_origin = pmove_org + vo;
view_angles = input_angles;
drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
- if(spectatee_status >= 0 && !intermission)
- {
- if(getstati(STAT_HEALTH) <= 0)
- {
- if(!cvar("chase_active"))
- cvar_set("chase_active", "1");
- }
- else if(cvar("chase_active"))
- cvar_set("chase_active", "0");
- }
-
// 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);
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
// crosshair rings for weapon stats
- if ((autocvar_crosshair_ring) || (autocvar_crosshair_ring_reload))
+ if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
{
// declarations and stats
float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
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_alpha = autocvar_crosshair_ring_nex_inner_alpha;
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;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// 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_alpha = autocvar_crosshair_ring_nex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
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_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
- // if the main ring is already used by another weapon, instead use the inner one for ammo.
- // inner ring is secondary anyway and doesn't matter as much as main ring, so overriding it is no issue.
- if(ring_value && autocvar_crosshair_ring_reload_inner)
- {
- ring_inner_value = bound(0, weapon_clipload / weapon_clipsize, 1);
- ring_inner_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_inner_rgb = wcross_color;
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
- }
- else
- {
- 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;
+ 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 == 80))
- ring_image = "gfx/crosshair_ring_sniperrifle.tga";
- else
- ring_image = "gfx/crosshair_ring.tga";
- }
+ // 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 == 80))
+ ring_image = "gfx/crosshair_ring_sniperrifle.tga";
+ else
+ ring_image = "gfx/crosshair_ring.tga";
}
- if ((autocvar_crosshair_ring_inner || autocvar_crosshair_ring_reload_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 (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, wcross_alpha * 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);
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
}
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \