zoomspeed = 3.5;
zoomdir = button_zoom;
- if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
+ if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
case WEP_MINSTANEX:
mv = MOVE_NORMAL;
break;
- case WEP_SNIPERRIFLE:
+ case WEP_RIFLE:
ta = trueaim_rifle;
mv = MOVE_NORMAL;
if(zoomscript_caught)
void PostInit(void);
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
-float view_set;
float camera_mode;
float reticle_type;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
void CSQC_RAPTOR_HUD();
-vector freeze_pmove_org, freeze_input_angles;
+vector freeze_org, freeze_ang;
entity nightvision_noise, nightvision_noise2;
float pickup_crosshair_time, pickup_crosshair_size;
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
- warpzone_fixview_origin = pmove_org + vo;
- warpzone_fixview_cl_viewangles = input_angles;
- warpzone_fixview_angles = view_angles;
- WarpZone_FixView();
- pmove_org = warpzone_fixview_origin - vo;
- input_angles = warpzone_fixview_cl_viewangles;
- view_angles = warpzone_fixview_angles;
-
if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
{
- pmove_org = freeze_pmove_org;
- input_angles = view_angles = freeze_input_angles;
- R_SetView(VF_ORIGIN, pmove_org + vo);
- R_SetView(VF_ANGLES, view_angles);
- //R_SetView(VF_CL_VIEWANGLES, input_angles);
+ R_SetView(VF_ORIGIN, freeze_org);
+ R_SetView(VF_ANGLES, freeze_ang);
+ }
+ else
+ {
+ freeze_org = R_SetView3fv(VF_ORIGIN);
+ freeze_ang = R_SetView3fv(VF_ANGLES);
}
- freeze_pmove_org = pmove_org;
- freeze_input_angles = input_angles;
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
+ if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
{
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
// Ideally, there should be another way to enable third person cameras, such as through R_SetView()
vector eventchase_target_origin;
makevectors(view_angles);
// pass 1, used to check where the camera would go and obtain the trace_fraction
- eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
+ eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
- traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
// pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
// The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
- eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+ eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+ WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
- R_SetView(VF_ORIGIN, eventchase_target_origin);
- R_SetView(VF_ANGLES, view_angles);
+ R_SetView(VF_ORIGIN, trace_endpos);
+ R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
}
else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
{
}
}
+ WarpZone_FixView();
+ //WarpZone_FixPMove();
+
// Render the Scene
- if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
- {
- #ifdef VEHICLES_CSQC
- if(hud)
- {
- view_origin = vehicle_hudmodel.origin; //pmove_org + vo + randomvec() * 20;
- view_angles = input_angles;
- R_SetView(VF_ORIGIN, view_origin);
- makevectors(view_angles);
- view_forward = v_forward;
- view_right = v_right;
- view_up = v_up;
- view_set = 1;
- }
- else
- {
- #endif
- view_origin = pmove_org + vo;
- view_angles = input_angles;
- makevectors(view_angles);
- view_forward = v_forward;
- view_right = v_right;
- view_up = v_up;
- view_set = 1;
- #ifdef VEHICLES_CSQC
- }
- #endif
- }
+ view_origin = R_SetView3fv(VF_ORIGIN);
+ view_angles = R_SetView3fv(VF_ANGLES);
+ makevectors(view_angles);
+ view_forward = v_forward;
+ view_right = v_right;
+ view_up = v_up;
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
TargetMusic_Advance();
Fog_Force();
- drawframetime = max(0.000001, time - drawtime);
+ if(drawtime == 0)
+ drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
+ else
+ drawframetime = bound(0.000001, time - drawtime, 1);
drawtime = time;
// watch for gametype changes here...
// ALWAYS Clear Current Scene First
R_ClearScene();
+ R_SetView(VF_ORIGIN, view_origin);
+ R_SetView(VF_ANGLES, view_angles);
// FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
R_SetView(VF_SIZE, vf_size);
// the view to go back to normal, so reticle_type would become 0 as we fade out)
if(spectatee_status || getstati(STAT_HEALTH) <= 0)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
+ else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
else if(button_zoom || zoomscript_caught)
reticle_type = 1; // normal zoom
- else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
+ else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
reticle_type = 2; // nex zoom
if (reticle_type)
if(contentavgalpha)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
}
+
+ if(autocvar_hud_damage && !autocvar_chase_active)
- if(autocvar_hud_damage)
{
splash_size_x = max(vid_conwidth, vid_conheight);
splash_size_y = max(vid_conwidth, vid_conheight);
drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, 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);
- //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
- //self = edict_num(player_localnum);
- //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
- //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
- // as long as the ctf part isn't in, this is useless
if(menu_visible)
menu_show();
// 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";
+ if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ ring_image = "gfx/crosshair_ring_rifle.tga";
else
ring_image = "gfx/crosshair_ring.tga";
}