zoomdir = button_zoom;
if(hud == HUD_NORMAL)
+ if(switchweapon == activeweapon)
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())
{
if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
return true;
+ if(MUTATOR_CALLHOOK(WantEventchase, self))
+ 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))
vector damage_blurpostprocess, content_blurpostprocess;
-float checkfail[16];
-
float unaccounted_damage = 0;
void UpdateDamage()
{
}
}
+bool ov_enabled;
+float oldr_nearclip;
+float oldr_farclip_base;
+float oldr_farclip_world;
+float oldr_novis;
+float oldr_useportalculling;
+float oldr_useinfinitefarclip;
+
const int BUTTON_3 = 4;
const int BUTTON_4 = 8;
float cl_notice_run();
button_attack2 = (input_buttons & BUTTON_3);
button_zoom = (input_buttons & BUTTON_4);
-#define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
- float checkfailv = (func)(parm); \
- if (checkfailv != (val)) { \
- if (!checkfail[(flag)]) \
- localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
- checkfail[(flag)] = 1; \
- } \
-} while(0)
- CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
- CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
- CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
- CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
- CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
- CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
- CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
-
vf_size = getpropertyvec(VF_SIZE);
vf_min = getpropertyvec(VF_MIN);
vid_width = vf_size.x;
}
// do lockview after event chase camera so that it still applies whenever necessary.
- if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
+ if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
{
setproperty(VF_ORIGIN, freeze_org);
setproperty(VF_ANGLES, freeze_ang);
if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if(!ov_enabled)
+ {
+ oldr_nearclip = cvar("r_nearclip");
+ oldr_farclip_base = cvar("r_farclip_base");
+ oldr_farclip_world = cvar("r_farclip_world");
+ oldr_novis = cvar("r_novis");
+ oldr_useportalculling = cvar("r_useportalculling");
+ oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
+ }
+
cvar_settemp("r_nearclip", ftos(ov_nearest));
cvar_settemp("r_farclip_base", ftos(ov_furthest));
cvar_settemp("r_farclip_world", "0");
setproperty(VF_ORIGIN, ov_org);
setproperty(VF_ANGLES, '90 0 0');
+ ov_enabled = true;
+
#if 0
LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
vtos(ov_org),
ov_furthest);
#endif
}
+ else
+ {
+ if(ov_enabled)
+ {
+ cvar_set("r_nearclip", ftos(oldr_nearclip));
+ cvar_set("r_farclip_base", ftos(oldr_farclip_base));
+ cvar_set("r_farclip_world", ftos(oldr_farclip_world));
+ cvar_set("r_novis", ftos(oldr_novis));
+ cvar_set("r_useportalculling", ftos(oldr_useportalculling));
+ cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
+ }
+ ov_enabled = false;
+ }
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
HUD_Panel_Mouse();
else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
HUD_Minigame_Mouse();
+ else if(QuickMenu_IsOpened())
+ QuickMenu_Mouse();
else
HUD_Radar_Mouse();