float pickup_crosshair_time, pickup_crosshair_size;
+float myhealth, myhealth_prev;
+float myhealth_flash;
+
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
+ 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_treshold, pain_treshold_lower, pain_treshold_lower_health;
+ pain_treshold = cvar("hud_damage_pain_treshold");
+ pain_treshold_lower = cvar("hud_damage_pain_treshold_lower");
+ pain_treshold_lower_health = cvar("hud_damage_pain_treshold_lower_health");
+
+ if(pain_treshold_lower && myhealth < pain_treshold_lower_health)
+ {
+ pain_treshold = pain_treshold - max(cvar("hud_damage_pain_treshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_treshold_pulsating_period")))) * pain_treshold_lower * (1 - max(0, myhealth)/pain_treshold_lower_health);
+ }
+
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_treshold, 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)
+ {
+ myhealth_flash = 0; // observing
+ myhealth_flash_temp = 0;
+ }
+
+ myhealth_prev = myhealth;
+
+ drawpic(reticle_pos, "gfx/blood", reticle_size, '1 0 0', 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);