-#include "_all.qh"
#include "announcer.qh"
#include "hook.qh"
#include "hud.qh"
#include "hud_config.qh"
#include "mapvoting.qh"
-#include "noise.qh"
#include "scoreboard.qh"
#include "shownames.qh"
-#include "waypointsprites.qh"
+#include "quickmenu.qh"
#include "mutators/events.qh"
+#include "../common/anim.qh"
#include "../common/constants.qh"
#include "../common/mapinfo.qh"
-#include "../common/nades.qh"
+#include "../common/gamemodes/all.qh"
+#include "../common/nades/all.qh"
#include "../common/stats.qh"
#include "../common/triggers/target/music.qh"
#include "../common/teams.qh"
-#include "../common/util.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 "../csqcmodellib/cl_player.qh"
+#include "../lib/csqcmodel/cl_player.qh"
-#include "../warpzonelib/client.qh"
-#include "../warpzonelib/common.qh"
-#include "../warpzonelib/mathlib.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)
+
+void viewmodel_draw(entity this)
+{
+ int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
+ int c = stof(getplayerkeyvalue(current_player, "colors"));
+ vector g = colormapPaletteColor(c & 0x0F, true) * 2;
+ entity me = CSQCModel_server2csqc(player_localentnum);
+ int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
+ | EF_NODEPTHTEST)
+ &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
+ for (entity e = this; e; e = e.weaponchild)
+ {
+ e.drawmask = mask;
+ e.colormap = c;
+ e.glowmod = g;
+ e.csqcmodel_effects = fx;
+ WITH(entity, self, e, CSQCModel_Effects_Apply());
+ }
+}
+
+entity viewmodel;
+STATIC_INIT(viewmodel) {
+ viewmodel = new(viewmodel);
+ viewmodel.draw = viewmodel_draw;
+}
entity porto;
vector polyline[16];
-void Porto_Draw()
+void Porto_Draw(entity this)
{
vector p, dir, ang, q, nextdir;
float portal_number, portal1_idx;
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())
{
case WEP_TUBA.m_id: // no aim
case WEP_PORTO.m_id: // shoots from eye
+ case WEP_NEXBALL.m_id: // shoots from eye
case WEP_HOOK.m_id: // no trueaim
case WEP_MORTAR.m_id: // toss curve
return SHOTTYPE_HITWORLD;
return SHOTTYPE_HITWORLD;
}
-void CSQC_common_hud(void);
-
void PostInit(void);
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float eventchase_current_distance;
float eventchase_running;
bool WantEventchase()
-{
+{SELFPARAM();
if(autocvar_cl_orthoview)
return false;
if(intermission)
{
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)))
+ if(MUTATOR_CALLHOOK(WantEventchase, self))
+ return true;
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
return true;
if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
{
return false;
}
-vector damage_blurpostprocess, content_blurpostprocess;
+void HUD_Crosshair_Vehicle()
+{
+ if(hud != HUD_BUMBLEBEE_GUN)
+ {
+ Vehicle info = get_vehicleinfo(hud);
+ info.vr_crosshair(info);
+ }
+}
-float checkfail[16];
+vector damage_blurpostprocess, content_blurpostprocess;
float unaccounted_damage = 0;
void UpdateDamage()
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
- dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+ LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
}
damage_dealt_time_prev = damage_dealt_time;
spectatee_status_prev = spectatee_status;
}
-void UpdateHitsound()
+void HitSound()
{
// varying sound pitch
pitch_shift = mirror_value + (mirror_value - pitch_shift);
}
- dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+ LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
- sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
}
unaccounted_damage = 0;
hitsound_time_prev = time;
float typehit_time = getstatf(STAT_TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
- sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
+ sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
typehit_time_prev = typehit_time;
}
}
-void UpdateCrosshair()
-{
+void HUD_Crosshair()
+{SELFPARAM();
static float rainbow_last_flicker;
- static vector rainbow_prev_color;
+ static vector rainbow_prev_color;
entity e = self;
float f, i, j;
vector v;
- 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_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
- {
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
- }
- else if(getstatf(STAT_REVIVE_PROGRESS))
- {
- DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
- }
-
- if(autocvar_r_letterbox == 0)
- if(autocvar_viewsize < 120)
- CSQC_common_hud();
-
- // crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc)
+ if(!scoreboard_active && !camera_active && intermission != 2 &&
+ spectatee_status != -1 && !csqcplayer.viewloc &&
+ !HUD_MinigameMenu_IsOpened() )
{
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
+ if (hud != HUD_NORMAL)
+ {
+ HUD_Crosshair_Vehicle();
+ return;
+ }
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
}
}
+void HUD_Draw()
+{
+ 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_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
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
+ else if(getstatf(STAT_REVIVE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
+
+ if(autocvar_r_letterbox == 0)
+ if(autocvar_viewsize < 120)
+ {
+ if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
+ Accuracy_LoadLevels();
+
+ HUD_Main();
+ HUD_DrawScoreboard();
+ }
+
+ // crosshair goes VERY LAST
+ UpdateDamage();
+ HUD_Crosshair();
+ HitSound();
+}
+
+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();
float prev_myteam;
int lasthud;
float vh_notice_time;
+void WaypointSprite_Load();
void CSQC_UpdateView(float w, float h)
-{
+{SELFPARAM();
entity e;
float fov;
float f;
- int i;
vector vf_size, vf_min;
float a;
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;
if(myteam != prev_myteam)
{
myteamcolors = colormapPaletteColor(myteam, 1);
- for(i = 0; i < HUD_PANEL_NUM; ++i)
- hud_panel[i].update_time = time;
+ FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
prev_myteam = myteam;
}
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())
+ float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
+ entity gen = world;
+
+ if(ons_roundlost)
+ {
+ entity e;
+ for(e = world; (e = find(e, classname, "onslaught_generator")); )
+ {
+ if(e.health <= 0)
+ {
+ gen = e;
+ break;
+ }
+ }
+ if(!gen)
+ ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
+ }
+ if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
{
eventchase_running = true;
// 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(ons_roundlost) { current_view_origin = gen.origin; }
// detect maximum viewoffset and use it
vector view_offset = autocvar_cl_eventchase_viewoffset;
if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
+ if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
if(view_offset)
{
// make the camera smooth back
float chase_distance = autocvar_cl_eventchase_distance;
if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
+ if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_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
}
// 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);
WarpZone_FixView();
//WarpZone_FixPMove();
+ {
+ static string name_last;
+ string name = get_weaponinfo(switchingweapon).mdl;
+ if (name != name_last)
+ {
+ name_last = name;
+ CL_WeaponEntity_SetModel(viewmodel, name);
+ updateanim(viewmodel);
+ if (!viewmodel.animstate_override)
+ setanim(viewmodel, viewmodel.anim_idle, true, false, false);
+ }
+ }
vector ov_org = '0 0 0';
vector ov_mid = '0 0 0';
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
- printf("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\n",
vtos(ov_org),
vtos(getpropertyvec(VF_ANGLES)),
ov_distance,
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);
mousepos = mousepos*0.5 + getmousepos();
*/
- e = self;
- for(self = world; (self = nextent(self)); )
- if(self.draw)
- self.draw();
- self = e;
+ for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
+ WITH(entity, self, e, e.draw(e));
+ }
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
if(autocvar_cl_reticle)
{
+ Weapon wep = get_weaponinfo(activeweapon);
// Draw the aiming reticle for weapons that use it
// 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
// no zoom reticle while dead
reticle_type = 0;
}
- else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
+ else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
{
if(reticle_image != "") { reticle_type = 2; }
else { reticle_type = 0; }
if(autocvar_cl_gentle_damage == 2)
{
if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
- {
myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
- }
}
else
myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
- 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);
+ if(myhealth_flash_temp > 0)
+ 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
+ else if(myhealth_flash_temp > 0)
drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
} else */
// draw 2D entities
- e = self;
- for(self = world; (self = nextent(self)); )
- if(self.draw2d)
- self.draw2d();
- self = e;
+ for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
+ WITH(entity, self, e, e.draw2d(e));
+ }
Draw_ShowNames_All();
scoreboard_active = HUD_WouldDrawScoreboard();
- UpdateDamage();
- UpdateCrosshair();
- UpdateHitsound();
+ HUD_Draw();
if(NextFrameCommand)
{
if(autocvar__hud_configure)
HUD_Panel_Mouse();
-
- if(hud && !intermission)
- if(hud == HUD_BUMBLEBEE_GUN)
- CSQC_BUMBLE_GUN_HUD();
- else
- VEH_ACTION(hud, VR_HUD);
+ else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
+ HUD_Minigame_Mouse();
+ else if(QuickMenu_IsOpened())
+ QuickMenu_Mouse();
+ else
+ HUD_Radar_Mouse();
cl_notice_run();
}
-void CSQC_common_hud(void)
-{
- if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
- Accuracy_LoadLevels();
-
- HUD_Main(); // always run these functions for alpha checks
- HUD_DrawScoreboard();
-
- // scoreboard/accuracy, map/gametype voting screen
- if (scoreboard_active || intermission == 2)
- HUD_Reset();
-}
-
-
// following vectors must be global to allow seamless switching between camera modes
vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
void CSQC_Demo_Camera()