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);
string wcross_wep, wcross_name;
float wcross_scale, wcross_blur;
- wcross_color_x = cvar("crosshair_color_red");
- wcross_color_y = cvar("crosshair_color_green");
- wcross_color_z = cvar("crosshair_color_blue");
- if (cvar("crosshair_per_weapon")) {
+ if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
e = get_weaponinfo(activeweapon);
if (e && e.netname != "")
{
wcross_wep = e.netname;
- wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- if (wcross_resolution == 0)
- return;
- wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
- if (wcross_alpha == 0)
- return;
-
- wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- if(wcross_style == "")
- wcross_style = e.netname;
-
- if(!cvar("crosshair_color_override"))
+ if(cvar("crosshair_per_weapon"))
{
- wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
- wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
- wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
+ wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ if (wcross_resolution == 0)
+ return;
+ wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
+ if (wcross_alpha == 0)
+ return;
+
+ wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ if(wcross_style == "" || wcross_style == "0")
+ wcross_style = wcross_wep;
}
}
}
+ if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
+ wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
+ else
+ wcross_color = stov(cvar_string("crosshair_color"));
wcross_name = strcat("gfx/crosshair", wcross_style);
case HUD_NORMAL:
// do some accuracy var caching
float i;
- if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
if(!(gametype == GAME_RACE || gametype == GAME_CTS))
{
- if(acc_color_levels)
- strunzone(acc_color_levels);
- acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
- acc_levels = tokenize(acc_color_levels);
- if (acc_levels > MAX_ACCURACY_LEVELS)
- acc_levels = MAX_ACCURACY_LEVELS;
-
- for (i = 0; i < acc_levels; ++i)
- acc_lev[i] = stof(argv(i));
+ if(cvar_string("accuracy_color_levels") != acc_color_levels)
+ {
+ if(acc_color_levels)
+ strunzone(acc_color_levels);
+ acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
+ acc_levels = tokenize(acc_color_levels);
+ if (acc_levels > MAX_ACCURACY_LEVELS)
+ acc_levels = MAX_ACCURACY_LEVELS;
+
+ for (i = 0; i < acc_levels; ++i)
+ acc_lev[i] = stof(argv(i));
+ }
+ // let know that acc_col[] needs to be loaded
+ acc_col_x[0] = -1;
}
HUD_Main(); // always run these functions for alpha checks