]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Active eventchase_nexball only when playing or spectating somebody
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 2a41ba13c673c601f9134052a5f4cba68425a5ee..e4deda0341b161f4cc9114748544a074d203680c 100644 (file)
@@ -104,7 +104,7 @@ vector GetCurrentFov(float fov)
 
        zoomdir = button_zoom;
        if(hud == HUD_NORMAL)
-       if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+       if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
                zoomdir += button_attack2;
        if(spectatee_status > 0 || isdemo())
        {
@@ -162,13 +162,13 @@ vector GetCurrentFov(float fov)
        else
                setsensitivityscale(1);
 
-       makevectors(view_angles);
-
        if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
        {
                if(intermission) { curspeed = 0; }
                else
                {
+
+                       makevectors(view_angles);
                        v = pmove_vel;
                        if(csqcplayer)
                                v = csqcplayer.velocity;
@@ -269,7 +269,7 @@ float EnemyHitCheck()
 
 float TrueAimCheck()
 {
-       float nudge = 1; // added to traceline target and subtracted from result
+       float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
        vector vecs, trueaimpoint, w_shotorg;
        vector mi, ma, dv;
        float shottype;
@@ -280,15 +280,15 @@ float TrueAimCheck()
        ta = trueaim;
        mv = MOVE_NOMONSTERS;
 
-       switch(activeweapon)
+       switch(activeweapon) // WEAPONTODO
        {
                case WEP_TUBA: // no aim
                case WEP_PORTO: // shoots from eye
                case WEP_HOOK: // no trueaim
-               case WEP_GRENADE_LAUNCHER: // toss curve
+               case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
-               case WEP_NEX:
-               case WEP_MINSTANEX:
+               case WEP_VORTEX:
+               case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
                case WEP_RIFLE:
@@ -300,7 +300,7 @@ float TrueAimCheck()
                                return EnemyHitCheck();
                        }
                        break;
-               case WEP_ROCKET_LAUNCHER: // projectile has a size!
+               case WEP_DEVASTATOR: // projectile has a size!
                        mi = '-3 -3 -3';
                        ma = '3 3 3';
                        break;
@@ -365,6 +365,7 @@ float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
 float reticle_type;
+string reticle_image;
 string NextFrameCommand;
 void CSQC_SPIDER_HUD();
 void CSQC_RAPTOR_HUD();
@@ -374,10 +375,12 @@ entity nightvision_noise, nightvision_noise2;
 
 #define MAX_TIME_DIFF 5
 float pickup_crosshair_time, pickup_crosshair_size;
-float hit_time, typehit_time;
-float nextsound_hit_time, nextsound_typehit_time;
-float hitindication_crosshair_time, hitindication_crosshair_size;
-float use_nex_chargepool;
+float hitsound_time_prev;
+float spectatee_status_prev; // for preventing hitsound when switching spectatee
+float damage_dealt_total, damage_dealt_total_prev;
+float typehit_time, typehit_time_prev;
+float hitindication_crosshair_size;
+float use_vortex_chargepool;
 
 float myhealth, myhealth_prev;
 float myhealth_flash;
@@ -493,7 +496,7 @@ void CSQC_UpdateView(float w, float h)
        if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
        {
                WepSet weapons_stat = WepSet_GetFromStat();
-               if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
+               if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && spectatee_status >= 0 && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
                {
                        // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
                        vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
@@ -818,10 +821,7 @@ void CSQC_UpdateView(float w, float h)
        {
                // apply night vision effect
                vector tc_00, tc_01, tc_10, tc_11;
-               vector rgb;
-               rgb_x = 0; // fteqcc sucks
-               rgb_y = 0; // fteqcc sucks
-               rgb_z = 0; // fteqcc sucks
+               vector rgb = '0 0 0';
 
                if(!nightvision_noise)
                {
@@ -867,50 +867,64 @@ void CSQC_UpdateView(float w, float h)
                R_EndPolygon();
        }
 
-       // Draw the aiming reticle for weapons that use it
-       // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
-       // It must be a persisted float for fading out to work properly (you let go of the zoom button for
-       // the view to go back to normal, so reticle_type would become 0 as we fade out)
-       if(spectatee_status || is_dead || hud != HUD_NORMAL)
-               reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
-       else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || 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)
-               reticle_type = 2; // nex zoom
-
-       if(reticle_type && autocvar_cl_reticle)
+       if(autocvar_cl_reticle)
        {
-               if(autocvar_cl_reticle_stretch)
+               // Draw the aiming reticle for weapons that use it
+               // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
+               // It must be a persisted float for fading out to work properly (you let go of the zoom button for
+               // the view to go back to normal, so reticle_type would become 0 as we fade out)
+               if(spectatee_status || is_dead || hud != HUD_NORMAL)
                {
-                       reticle_size_x = vid_conwidth;
-                       reticle_size_y = vid_conheight;
-                       reticle_pos_x = 0;
-                       reticle_pos_y = 0;
+                       // no zoom reticle while dead
+                       reticle_type = 0;
                }
-               else
+               else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
                {
-                       reticle_size_x = max(vid_conwidth, vid_conheight);
-                       reticle_size_y = max(vid_conwidth, vid_conheight);
-                       reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
-                       reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+                       if(reticle_image != "") { reticle_type = 2; }
+                       else { reticle_type = 0; }
                }
-
-               f = current_zoomfraction;
-               if(zoomscript_caught)
-                       f = 1;
-               if(autocvar_cl_reticle_item_normal)
+               else if(button_zoom || zoomscript_caught)
                {
-                       if(reticle_type == 1 && f)
-                               drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
+                       // normal zoom
+                       reticle_type = 1;
                }
-               if(autocvar_cl_reticle_item_nex)
+
+               if(reticle_type)
                {
-                       if(reticle_type == 2 && f)
-                               drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
+                       if(autocvar_cl_reticle_stretch)
+                       {
+                               reticle_size_x = vid_conwidth;
+                               reticle_size_y = vid_conheight;
+                               reticle_pos_x = 0;
+                               reticle_pos_y = 0;
+                       }
+                       else
+                       {
+                               reticle_size_x = max(vid_conwidth, vid_conheight);
+                               reticle_size_y = max(vid_conwidth, vid_conheight);
+                               reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
+                               reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
+                       }
+
+                       if(zoomscript_caught)
+                               f = 1;
+                       else 
+                               f = current_zoomfraction;
+
+                       if(f)
+                       {
+                               switch(reticle_type)
+                               {
+                                       case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+                                       case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+                               }
+                       }
                }
        }
+       else
+       {
+               if(reticle_type != 0) { reticle_type = 0; }
+       }
 
 
        // improved polyblend
@@ -1136,34 +1150,105 @@ void CSQC_UpdateView(float w, float h)
 
        scoreboard_active = HUD_WouldDrawScoreboard();
 
-       hit_time = getstatf(STAT_HIT_TIME);
-       if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
+       // varying sound pitch
+       damage_dealt_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+       
+       // detect overflow on server side
+       if (damage_dealt_total < damage_dealt_total_prev)
        {
-               if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
-                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
+               dprint("resetting dmg total: ", ftos(damage_dealt_total), " prev: ", ftos(damage_dealt_total_prev), "\n");
+               damage_dealt_total_prev = 0;
+       }
 
-               nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
+       // prevent hitsound when switching spectatee
+       if (spectatee_status != spectatee_status_prev)
+       {
+               damage_dealt_total_prev = damage_dealt_total;
        }
+       spectatee_status_prev = spectatee_status;
+
+       // amount of damage since last hit sound
+       float unaccounted_damage = damage_dealt_total - damage_dealt_total_prev;
+       
+
+       if (autocvar_cl_hitsound == 1)
+       {
+               if ( time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time )
+               if ( damage_dealt_total > 0 )
+               {
+                       sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
+                       hitsound_time_prev = time;
+               }
+       }
+       else if (unaccounted_damage > 0 && autocvar_cl_hitsound > 0 && time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time)
+       {
+               // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
+               float a, b, c, x;
+               a = autocvar_cl_hitsound_max_pitch;
+               b = autocvar_cl_hitsound_min_pitch;
+               c = autocvar_cl_hitsound_nom_damage;
+               x = unaccounted_damage;
+               float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+               
+               // if sound variation is disabled, set pitch_shift to 1
+               if (autocvar_cl_hitsound == 1)
+               {
+                       pitch_shift = 1;
+               }
+               
+               // if pitch shift is reversed, mirror in (max-min)/2 + min
+               if (autocvar_cl_hitsound == 3)
+               {
+                       float mirror_value = (a-b)/2 + b;
+                       pitch_shift = mirror_value + (mirror_value - pitch_shift);
+               }
+               
+               dprint("dmg total (dmg): ", ftos(damage_dealt_total), " (+", ftos(unaccounted_damage), "), pitch shift: ", ftos(pitch_shift), "\n");
+               
+               // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
+               // todo: normalize sound pressure levels? seems unnecessary
+               
+               // scale to fit function interface
+               float param_pitch_shift = pitch_shift * 100;
+               
+               // play sound
+               sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, param_pitch_shift, 0);
+               
+               // track damage accounted for
+               damage_dealt_total_prev = damage_dealt_total;
+
+               // remember when this sound was played to prevent sound spam
+               hitsound_time_prev = time;
+       }
+       else if (autocvar_cl_hitsound == 0)
+       {
+               // forget the damage to prevent hitsound when enabling it
+               damage_dealt_total_prev = damage_dealt_total;
+       }
+       
        typehit_time = getstatf(STAT_TYPEHIT_TIME);
-       if(typehit_time > nextsound_typehit_time)
+       if(typehit_time - typehit_time_prev > autocvar_cl_hitsound_antispam_time)
        {
-               if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
-                       sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
-
-               nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
+               sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+               typehit_time_prev = typehit_time;
        }
 
        //else
        {
-               if(gametype == MAPINFO_TYPE_FREEZETAG)
+               if(getstati(STAT_FROZEN))
+                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+               else if (getstatf(STAT_HEALING_ORB)>time)
+                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+               if(!intermission)
+               if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
                {
-                       if(getstati(STAT_FROZEN))
-                               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-                       if(getstatf(STAT_REVIVE_PROGRESS))
-                       {
-                               DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-                               drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
-                       }
+                       DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+                       drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+               }
+               else if(getstatf(STAT_REVIVE_PROGRESS))
+               {
+                       DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+                       drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
                }
 
                if(autocvar_r_letterbox == 0)
@@ -1214,42 +1299,39 @@ void CSQC_UpdateView(float w, float h)
                                shottype = SHOTTYPE_HITWORLD;
 
                        vector wcross_color = '0 0 0', wcross_size = '0 0 0';
-                       string wcross_wep = "", wcross_name;
+                       string wcross_name = "";
                        float wcross_scale, wcross_blur;
 
-                       if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+                       if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
                        {
                                e = get_weaponinfo(switchingweapon);
-                               if (e && e.netname != "")
+                               if(e)
                                {
-                                       wcross_wep = e.netname;
                                        if(autocvar_crosshair_per_weapon)
                                        {
-                                               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;
+                                               // WEAPONTODO: access these through some general settings (with non-balance config settings)
+                                               //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+                                               //if (wcross_resolution == 0)
+                                                       //return;
+
+                                               //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+                                               wcross_resolution *= e.w_crosshair_size;
+                                               wcross_name = e.w_crosshair;
                                        }
                                }
                        }
 
-                       //printf("crosshair style: %s\n", wcross_style);
-                       wcross_name = strcat("gfx/crosshair", wcross_style);
+                       if(wcross_name == "")
+                               wcross_name = strcat("gfx/crosshair", wcross_style);
 
                        // MAIN CROSSHAIR COLOR DECISION
                        switch(autocvar_crosshair_color_special)
                        {
                                case 1: // crosshair_color_per_weapon
                                {
-                                       if(wcross_wep != "")
+                                       if(e)
                                        {
-                                               wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+                                               wcross_color = e.wpcolor;
                                                break;
                                        }
                                        else { goto normalcolor; }
@@ -1345,16 +1427,14 @@ void CSQC_UpdateView(float w, float h)
                                wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
                        }
 
+                       // todo: make crosshair hit indication dependent on damage dealt
                        if(autocvar_crosshair_hitindication)
                        {
                                vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
 
-                               if(hitindication_crosshair_time < hit_time)
+                               if(unaccounted_damage)
                                {
-                                       if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
-                                               hitindication_crosshair_size = 1;
-
-                                       hitindication_crosshair_time = hit_time;
+                                       hitindication_crosshair_size = 1;
                                }
 
                                if(hitindication_crosshair_size > 0)
@@ -1437,32 +1517,34 @@ void CSQC_UpdateView(float w, float h)
                                        weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
                                        weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
 
-                                       float nex_charge, nex_chargepool;
-                                       nex_charge = getstatf(STAT_NEX_CHARGE);
-                                       nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
+                                       float vortex_charge, vortex_chargepool;
+                                       vortex_charge = getstatf(STAT_VORTEX_CHARGE);
+                                       vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+
+                                       float arc_heat = getstatf(STAT_ARC_HEAT);
 
-                                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                               nex_charge_movingavg = nex_charge;
+                                       if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                                               vortex_charge_movingavg = vortex_charge;
 
 
                                        // handle the values
-                                       if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
+                                       if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
                                        {
-                                               if (nex_chargepool || use_nex_chargepool) {
-                                                       use_nex_chargepool = 1;
-                                                       ring_inner_value = nex_chargepool;
+                                               if (vortex_chargepool || use_vortex_chargepool) {
+                                                       use_vortex_chargepool = 1;
+                                                       ring_inner_value = vortex_chargepool;
                                                } else {
-                                                       nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+                                                       vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
+                                                       ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
                                                }
 
-                                               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_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                               ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_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 = autocvar_crosshair_ring_nex_alpha;
+                                               ring_value = vortex_charge;
+                                               ring_alpha = autocvar_crosshair_ring_vortex_alpha;
                                                ring_rgb = wcross_color;
                                                ring_image = "gfx/crosshair_ring_nexgun.tga";
                                        }
@@ -1495,6 +1577,14 @@ void CSQC_UpdateView(float w, float h)
                                                else
                                                        ring_image = "gfx/crosshair_ring.tga";
                                        }
+                                       else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+                                       {
+                                               ring_value = arc_heat;
+                                               ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+                                                       arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+                                               ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+                                               ring_image = "gfx/crosshair_ring.tga";
+                                       }
 
                                        // if in weapon switch animation, fade ring out/in
                                        if(autocvar_crosshair_effect_time > 0)