vector myhealth_gentlergb;
-float contentavgalpha;
+float contentavgalpha, liquidalpha_prev;
+vector liquidcolor_prev;
void CSQC_UpdateView(float w, float h)
{
drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
}
- // improved polyblend with post processing effects
+
+ // improved polyblend
vector rgb;
- vector damage_blurpostprocess;
- vector content_blurpostprocess;
if(autocvar_hud_contents)
{
- float contentalpha_temp, incontent, liquidalpha;
+ float contentalpha_temp, incontent, liquidalpha, contentfadetime;
vector liquidcolor;
switch(pointcontents(view_origin))
break;
}
- contentalpha_temp = bound(0, drawframetime / max(0.0001, autocvar_hud_contents_fadetime), 1);
+ if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
+ { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
+ contentfadetime = autocvar_hud_contents_fadeintime;
+ liquidalpha_prev = liquidalpha;
+ liquidcolor_prev = liquidcolor;
+ }
+ else
+ contentfadetime = autocvar_hud_contents_fadeouttime;
+
+ contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
- //contentalpha_temp = contentavgalpha;
-
- if(incontent)
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor, contentavgalpha * liquidalpha, DRAWFLAG_NORMAL);
- if(autocvar_hud_postprocessing)
- {
- if(autocvar_hud_contents_blur)
- {
- content_blurpostprocess_x = 1;
- content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
- content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
- }
- else
- {
- content_blurpostprocess_x = 0;
- content_blurpostprocess_y = 0;
- content_blurpostprocess_z = 0;
- }
- }
+ if(contentavgalpha)
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
}
if(autocvar_hud_damage)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
- else if(autocvar_hud_damage_image)
- drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
-
- if(autocvar_hud_postprocessing)
- {
- if(autocvar_hud_damage_blur)
- {
- damage_blurpostprocess_x = 1;
- damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
- damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
- }
- else
- {
- damage_blurpostprocess_x = 0;
- damage_blurpostprocess_y = 0;
- damage_blurpostprocess_z = 0;
- }
- }
- }
-
- if(autocvar_hud_postprocessing)
- { // lets apply the postprocess effects from the previous two functions if needed
- if(damage_blurpostprocess_x || content_blurpostprocess_x)
- {
- float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
- float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
- cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
- cvar_set("r_glsl_postprocess_uservec1_enable", "1");
- }
else
- {
- cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
- cvar_set("r_glsl_postprocess_uservec1_enable", "0");
- }
+ drawpic(reticle_pos, "gfx/blood", reticle_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
// TrueAim check
float shottype;
- float bullets, ring_scale;
+ float weapon_clipload, weapon_clipsize, ring_scale;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
wcross_origin_z = 0;
}
if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
+ else if(autocvar_crosshair_color_by_health)
+ {
+ local float x = getstati(STAT_HEALTH);
+
+ //x = red
+ //y = green
+ //z = blue
+
+ wcross_color_z = 0;
+
+ if(x > 200)
+ {
+ wcross_color_x = 0;
+ wcross_color_y = 1;
+ }
+ else if(x > 150)
+ {
+ wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
+ wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
+ }
+ else if(x > 100)
+ {
+ wcross_color_x = 1 - (x-100)*0.02 * 0.6;
+ wcross_color_y = 1 - (x-100)*0.02 * 0.1;
+ wcross_color_z = 1 - (x-100)*0.02;
+ }
+ else if(x > 50)
+ {
+ wcross_color_x = 1;
+ wcross_color_y = 1;
+ wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+ }
+ else if(x > 20)
+ {
+ wcross_color_x = 1;
+ wcross_color_y = (x-20)*90/27/100;
+ wcross_color_z = (x-20)*90/27/100 * 0.2;
+ }
+ else
+ {
+ wcross_color_x = 1;
+ wcross_color_y = 0;
+ }
+ }
else
wcross_color = stov(autocvar_crosshair_color);
if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
nex_charge_movingavg = nex_charge;
- // ring around crosshair representing bullets left in camping rifle clip
- if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
+ // ring around crosshair representing bullets left in weapon clip
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
+ if (weapon_clipload)
{
- bullets = getstati(STAT_BULLETS_LOADED);
- f = bound(0, bullets / cr_maxbullets, 1);
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);
a = autocvar_crosshair_ring_sniperrifle_alpha;
DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
- else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
+ if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
{
if(nex_chargepool || use_nex_chargepool)
{
else
{
tmp = getmousepos() * 0.1;
- if(vlen(tmp)>autocvar_camera_mouse_treshold)
+ if(vlen(tmp)>autocvar_camera_mouse_threshold)
{
mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));