#include "view.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
#include "announcer.qh"
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include "mutators/events.qh"
#include <common/animdecide.qh>
+#include <common/deathtypes/all.qh>
#include <common/ent_cs.qh>
#include <common/anim.qh>
#include <common/constants.qh>
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
+#include <common/wepent.qh>
#include <common/weapons/weapon/tuba.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/okvortex.qh>
#include <common/viewloc.qh>
+#include <common/triggers/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
e.csqcmodel_effects = fx;
CSQCModel_Effects_Apply(e);
}
+ if(a >= 0)
{
string name = wep.mdl;
string newname = wep.wr_viewmodel(wep, this);
{
entity wepent = viewmodels[slot];
if(wepent.switchweapon == wepent.activeweapon)
- if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
}
}
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
+ case WEP_OVERKILL_VORTEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
case 2: // crosshair_color_by_health
{
- float hp = health_stat;
+ vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
+ float hp = floor(v.x + 1);
//x = red
//y = green
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
- spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
+ spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
!HUD_MinigameMenu_IsOpened() )
{
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
float shottype;
// 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);
+ if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ wcross_origin = viewloc_mousepos;
+ else
+ wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
wcross_origin.z = 0;
if(autocvar_crosshair_hittest)
{
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
+ float okvortex_charge, okvortex_chargepool;
+ okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
+ okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
+
float arc_heat = STAT(ARC_HEAT);
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
+ {
+ if (okvortex_chargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = okvortex_chargepool;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
+ }
+
+ 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 = okvortex_charge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
HitSound();
}
+void ViewLocation_Mouse()
+{
+ if(spectatee_status)
+ return; // don't draw it as spectator!
+
+ viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
+ viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
+ viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
+
+ //float cursor_alpha = 1 - autocvar__menu_alpha;
+ //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
+}
+
bool ov_enabled;
float oldr_nearclip;
float oldr_farclip_base;
button_zoom = false;
}
+ // abused multiple places below
+ entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+ if(!local_player)
+ local_player = this; // fall back!
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
}
eventchase_running = true;
- entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
- if(!local_player)
- local_player = this; // fall back!
-
// 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);
if (custom_eventchase)
ov_enabled = true;
#if 0
- LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+ LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
vtos(ov_org),
vtos(getpropertyvec(VF_ANGLES)),
ov_distance,
// 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)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
{
// no zoom reticle while dead
reticle_type = 0;
HUD_Minigame_Mouse();
else if(QuickMenu_IsOpened())
QuickMenu_Mouse();
+ else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ ViewLocation_Mouse(); // NOTE: doesn't use cursormode
else
HUD_Radar_Mouse();