#include "noise.qh"
#include "scoreboard.qh"
#include "shownames.qh"
-#include "vehicles/all.qh"
#include "waypointsprites.qh"
#include "../common/constants.qh"
vector p, dir, ang, q, nextdir;
float portal_number, portal1_idx;
- if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+ if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
return;
if(g_balance_porto_secondary)
return;
zoomdir = button_zoom;
if(hud == HUD_NORMAL)
- if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
switch(activeweapon) // WEAPONTODO
{
- case WEP_TUBA: // no aim
- case WEP_PORTO: // shoots from eye
- case WEP_HOOK: // no trueaim
- case WEP_MORTAR: // toss curve
+ case WEP_TUBA.m_id: // no aim
+ case WEP_PORTO.m_id: // shoots from eye
+ case WEP_HOOK.m_id: // no trueaim
+ case WEP_MORTAR.m_id: // toss curve
return SHOTTYPE_HITWORLD;
- case WEP_VORTEX:
- case WEP_VAPORIZER:
+ case WEP_VORTEX.m_id:
+ case WEP_VAPORIZER.m_id:
mv = MOVE_NORMAL;
break;
- case WEP_RIFLE:
+ case WEP_RIFLE.m_id:
ta = trueaim_rifle;
mv = MOVE_NORMAL;
if(zoomscript_caught)
return EnemyHitCheck();
}
break;
- case WEP_DEVASTATOR: // projectile has a size!
+ case WEP_DEVASTATOR.m_id: // projectile has a size!
mi = '-3 -3 -3';
ma = '3 3 3';
break;
- case WEP_FIREBALL: // projectile has a size!
+ case WEP_FIREBALL.m_id: // projectile has a size!
mi = '-16 -16 -16';
ma = '16 16 16';
break;
- case WEP_SEEKER: // projectile has a size!
+ case WEP_SEEKER.m_id: // projectile has a size!
mi = '-2 -2 -2';
ma = '2 2 2';
break;
- case WEP_ELECTRO: // projectile has a size!
+ case WEP_ELECTRO.m_id: // projectile has a size!
mi = '0 0 -3';
ma = '0 0 -3';
break;
float reticle_type;
string reticle_image;
string NextFrameCommand;
-void CSQC_SPIDER_HUD();
-void CSQC_RAPTOR_HUD();
vector freeze_org, freeze_ang;
entity nightvision_noise, nightvision_noise2;
return true;
if(spectatee_status >= 0)
{
- if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
+ if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
+ return true;
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
return true;
if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
{
static float hitsound_time_prev = 0;
// HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
- float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
{
if (autocvar_cl_hitsound && unaccounted_damage)
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);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, 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
{
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
if (vortex_chargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
// 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_RIFLE) && (weapon_clipsize == 80))
+ if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
ring_image = "gfx/crosshair_ring_rifle.tga";
else
ring_image = "gfx/crosshair_ring.tga";
}
- else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+ else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
{
ring_value = arc_heat;
ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
const int BUTTON_4 = 8;
float cl_notice_run();
float prev_myteam;
+int lasthud;
+float vh_notice_time;
void CSQC_UpdateView(float w, float h)
{
entity e;
hud = getstati(STAT_HUD);
+ if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
+ vh_notice_time = time + autocvar_cl_vehicles_notify_time;
+
+ lasthud = hud;
+
if(autocvar__hud_showbinds_reload) // menu can set this one
{
db_close(binddb);
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
+ float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
if(WantEventchase())
{
eventchase_running = true;
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
// detect maximum viewoffset and use it
- if(autocvar_cl_eventchase_viewoffset)
+ vector view_offset = autocvar_cl_eventchase_viewoffset;
+ if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
+
+ if(view_offset)
{
- WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
- if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
+ WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+ 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); }
}
if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
// make the camera smooth back
- if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
- eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
- else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
- eventchase_current_distance = autocvar_cl_eventchase_distance;
+ float chase_distance = autocvar_cl_eventchase_distance;
+ if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
+
+ if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
+ eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
+ else if(eventchase_current_distance != chase_distance)
+ eventchase_current_distance = chase_distance;
makevectors(view_angles);
HUD_Panel_Mouse();
if(hud && !intermission)
- {
- if(hud == HUD_SPIDERBOT)
- CSQC_SPIDER_HUD();
- else if(hud == HUD_WAKIZASHI)
- CSQC_WAKIZASHI_HUD();
- else if(hud == HUD_RAPTOR)
- CSQC_RAPTOR_HUD();
- else if(hud == HUD_BUMBLEBEE)
- CSQC_BUMBLE_HUD();
- else if(hud == HUD_BUMBLEBEE_GUN)
- CSQC_BUMBLE_GUN_HUD();
- }
+ if(hud == HUD_BUMBLEBEE_GUN)
+ CSQC_BUMBLE_GUN_HUD();
+ else
+ VEH_ACTION(hud, VR_HUD);
cl_notice_run();