]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
remove gl_polyblend, and let a CSQC fullscreen image with blood splatter (thanks...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 1c58d390450f2a57cb59d89e3f766d4894b44713..c2e6ea52b8e657077ba28d26ddbfd2fbd8d9b592 100644 (file)
@@ -351,6 +351,9 @@ entity nightvision_noise, nightvision_noise2;
 
 float pickup_crosshair_time, pickup_crosshair_size;
 
+float myhealth, myhealth_prev;
+float myhealth_flash;
+
 void CSQC_UpdateView(float w, float h)
 {
        entity e;
@@ -660,6 +663,50 @@ void CSQC_UpdateView(float w, float h)
                        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);
@@ -742,33 +789,30 @@ void CSQC_UpdateView(float w, float h)
                        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);
 
@@ -1296,18 +1340,22 @@ void CSQC_common_hud(void)
                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