]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 70a4f2eeb1d579a0f894998cb4b999a902c5b5e2..2e204974a00427cfd3d7512df27e8b7512c47a0e 100644 (file)
@@ -1,33 +1,38 @@
+#include "view.qh"
 
 #include "announcer.qh"
 #include "hud/all.qh"
 #include "mapvoting.qh"
 #include "scoreboard.qh"
 #include "shownames.qh"
-#include "quickmenu.qh"
+#include "hud/panel/quickmenu.qh"
 
 #include "mutators/events.qh"
 
-#include "../common/anim.qh"
-#include "../common/constants.qh"
-#include "../common/debug.qh"
-#include "../common/mapinfo.qh"
+#include <common/animdecide.qh>
+#include <common/ent_cs.qh>
+#include <common/anim.qh>
+#include <common/constants.qh>
+#include <common/debug.qh>
+#include <common/mapinfo.qh>
 #include <common/gamemodes/all.qh>
-#include "../common/physics/player.qh"
-#include "../common/stats.qh"
-#include "../common/triggers/target/music.qh"
-#include "../common/teams.qh"
+#include <common/physics/player.qh>
+#include <common/stats.qh>
+#include <common/triggers/target/music.qh>
+#include <common/teams.qh>
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/all.qh>
-#include "../common/viewloc.qh"
-#include "../common/minigames/cl_minigames.qh"
-#include "../common/minigames/cl_minigames_hud.qh"
+#include <common/viewloc.qh>
+#include <common/minigames/cl_minigames.qh>
+#include <common/minigames/cl_minigames_hud.qh>
 
-#include "../lib/csqcmodel/cl_player.qh"
+#include <lib/csqcmodel/cl_player.qh>
+#include <lib/csqcmodel/cl_model.qh>
+#include "csqcmodel_hooks.qh"
 
-#include "../lib/warpzone/client.qh"
-#include "../lib/warpzone/common.qh"
+#include <lib/warpzone/client.qh>
+#include <lib/warpzone/common.qh>
 
 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
 
@@ -148,7 +153,7 @@ void viewmodel_animate(entity this)
                        vel = view.velocity;
                else
                {
-                       vector forward, right = '0 0 0', up = '0 0 0';
+                       vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
                        MAKEVECTORS(makevectors, view_angles, forward, right, up);
                        vel.x = view.velocity * forward;
                        vel.y = view.velocity * right * -1;
@@ -174,7 +179,7 @@ void viewmodel_animate(entity this)
                if(autocvar_cl_followmodel_velocity_absolute)
                {
                        vector fixed_gunorg;
-                       vector forward, right = '0 0 0', up = '0 0 0';
+                       vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
                        MAKEVECTORS(makevectors, view_angles, forward, right, up);
                        fixed_gunorg.x = gunorg * forward;
                        fixed_gunorg.y = gunorg * right * -1;
@@ -295,19 +300,21 @@ void viewmodel_draw(entity this)
        {
                static string name_last;
                string name = wep.mdl;
-               if (name != name_last)
+               bool swap = name != name_last;
+               // if (swap)
                {
                        name_last = name;
-                       CL_WeaponEntity_SetModel(this, name);
+                       CL_WeaponEntity_SetModel(this, name, swap);
                        this.viewmodel_origin = this.origin;
                        this.viewmodel_angles = this.angles;
                }
                anim_update(this);
-               if (!this.animstate_override)
+               if (!this.animstate_override && !this.animstate_looping)
                        anim_set(this, this.anim_idle, true, false, false);
        }
        float f = 0; // 0..1; 0: fully active
-       float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
+       float rate = STAT(WEAPONRATEFACTOR);
+       float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
        if (eta <= 0) f = this.weapon_eta_last;
        else switch (this.state)
        {
@@ -835,10 +842,88 @@ void HitSound()
        }
 }
 
-void HUD_Crosshair()
-{SELFPARAM();
+vector crosshair_getcolor(entity this, float health_stat)
+{
        static float rainbow_last_flicker;
        static vector rainbow_prev_color;
+       vector wcross_color = '0 0 0';
+       switch(autocvar_crosshair_color_special)
+       {
+               case 1: // crosshair_color_per_weapon
+               {
+                       if(this)
+                       {
+                               wcross_color = this.wpcolor;
+                               break;
+                       }
+                       else { goto normalcolor; }
+               }
+
+               case 2: // crosshair_color_by_health
+               {
+                       float x = health_stat;
+
+                       //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;
+                       }
+                       break;
+               }
+
+               case 3: // crosshair_color_rainbow
+               {
+                       if(time >= rainbow_last_flicker)
+                       {
+                               rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+                               rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+                       }
+                       wcross_color = rainbow_prev_color;
+                       break;
+               }
+LABEL(normalcolor)
+               default: { wcross_color = stov(autocvar_crosshair_color); break; }
+       }
+
+       return wcross_color;
+}
+
+void HUD_Crosshair()
+{SELFPARAM();
        entity e = this;
        float f, i, j;
        vector v;
@@ -919,77 +1004,7 @@ void HUD_Crosshair()
                        wcross_name = strcat("gfx/crosshair", wcross_style);
 
                // MAIN CROSSHAIR COLOR DECISION
-               switch(autocvar_crosshair_color_special)
-               {
-                       case 1: // crosshair_color_per_weapon
-                       {
-                               if(e)
-                               {
-                                       wcross_color = e.wpcolor;
-                                       break;
-                               }
-                               else { goto normalcolor; }
-                       }
-
-                       case 2: // crosshair_color_by_health
-                       {
-                               float x = 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;
-                               }
-                               break;
-                       }
-
-                       case 3: // crosshair_color_rainbow
-                       {
-                               if(time >= rainbow_last_flicker)
-                               {
-                                       rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
-                                       rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
-                               }
-                               wcross_color = rainbow_prev_color;
-                               break;
-                       }
-                       :normalcolor
-                       default: { wcross_color = stov(autocvar_crosshair_color); break; }
-               }
+               wcross_color = crosshair_getcolor(e, STAT(HEALTH));
 
                if(autocvar_crosshair_effect_scalefade)
                {
@@ -1345,6 +1360,7 @@ float vh_notice_time;
 void WaypointSprite_Load();
 void CSQC_UpdateView(float w, float h)
 {SELFPARAM();
+    TC(int, w); TC(int, h);
        entity e;
        float fov;
        float f;
@@ -1452,13 +1468,13 @@ void CSQC_UpdateView(float w, float h)
                        if(!gen)
                                ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
                }
-               if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+               if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
                {
                        eventchase_running = true;
 
                        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
                        if(!local_player)
-                               local_player = self; // fall back!
+                               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);
@@ -1477,7 +1493,7 @@ void CSQC_UpdateView(float w, float h)
 
                        if(view_offset)
                        {
-                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
                                if(trace_fraction == 1) { current_view_origin += view_offset; }
                                else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
                        }
@@ -1506,14 +1522,14 @@ void CSQC_UpdateView(float w, float h)
                        makevectors(view_angles);
 
                        vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+                       WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
 
                        // If the boxtrace fails, revert back to line tracing.
                        if(!local_player.viewloc)
                        if(trace_startsolid)
                        {
                                eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
-                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+                               WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
                                setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
                        }
                        else { setproperty(VF_ORIGIN, trace_endpos); }