]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Don't draw viewlocation cursor or force angles as a spectator
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index d624b4eef432e673a20bac9a7912dbb042dfdef7..95a437e926dac488d40dfe96b8e879c5df7bcaf7 100644 (file)
@@ -1,5 +1,7 @@
 #include "view.qh"
 
+#include "autocvars.qh"
+#include "miscfunctions.qh"
 #include "announcer.qh"
 #include "hud/_mod.qh"
 #include "mapvoting.qh"
@@ -10,6 +12,7 @@
 #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/viewloc.qh>
+#include <common/triggers/trigger/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
 
@@ -62,10 +67,9 @@ float autocvar_cl_leanmodel_highpass = 0.2;
 float autocvar_cl_leanmodel_lowpass = 0.05;
 
 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
-#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
-{ \
-       ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
-} MACRO_END
+
+#define lowpass(value, frac, ref_store, ret) \
+       ret = ref_store = ref_store * (1 - frac) + (value) * frac;
 
 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
 { \
@@ -312,6 +316,7 @@ void viewmodel_draw(entity this)
                e.csqcmodel_effects = fx;
                CSQCModel_Effects_Apply(e);
        }
+       if(a >= 0)
        {
                string name = wep.mdl;
                string newname = wep.wr_viewmodel(wep, this);
@@ -770,6 +775,8 @@ bool WantEventchase(entity this)
                        return true;
                if(MUTATOR_CALLHOOK(WantEventchase, this))
                        return true;
+               if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
+                       return true;
                if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
                {
                        if(autocvar_cl_eventchase_death == 2)
@@ -905,7 +912,8 @@ vector crosshair_getcolor(entity this, float health_stat)
 
                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
@@ -1346,6 +1354,71 @@ void HUD_Crosshair(entity this)
        }
 }
 
+const int MAX_SPECIALCOMMAND = 15;
+vector specialcommand_slots[MAX_SPECIALCOMMAND];
+vector specialcommand_colors[MAX_SPECIALCOMMAND];
+const float SPECIALCOMMAND_SPEED = 150;
+const float SPECIALCOMMAND_TURNSPEED = 2;
+const float SPECIALCOMMAND_SIZE = 0.025;
+const float SPECIALCOMMAND_CHANCE = 0.35;
+float sc_spawntime, sc_changetime;
+vector sc_color = '1 1 1';
+void SpecialCommand()
+{
+       if(!STAT(MOVEVARS_SPECIALCOMMAND))
+               return;
+
+       if(time >= sc_changetime)
+       {
+               sc_changetime = time + 1;
+               sc_color = randomvec() * 1.5;
+               sc_color.x = bound(0.2, sc_color.x, 0.75);
+               sc_color.y = bound(0.2, sc_color.y, 0.75);
+               sc_color.z = bound(0.2, sc_color.z, 0.75);
+       }
+       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
+
+       if(!precache_pic("gfx/smile"))
+               return; // damn party poopers
+
+       for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
+       {
+               vector slot = specialcommand_slots[j];
+               if(slot.y)
+                       slot.y += SPECIALCOMMAND_SPEED * frametime;
+               if(slot.z)
+                       slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+               if(slot.y >= vid_conheight)
+                       slot = '0 0 0';
+
+               if(slot == '0 0 0')
+               {
+                       if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
+                       {
+                               slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
+                               slot.y = 1; // start it off 0 so we can use it
+                               slot.z = random();
+                               sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
+                               vector newcolor = randomvec() * 2;
+                               newcolor.x = bound(0.4, newcolor.x, 1);
+                               newcolor.y = bound(0.4, newcolor.y, 1);
+                               newcolor.z = bound(0.4, newcolor.z, 1);
+                               specialcommand_colors[j] = newcolor;
+                       }
+               }
+               else
+               {
+                       vector splash_size = '0 0 0';
+                       splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+                       splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
+                       drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+                       //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+               }
+
+               specialcommand_slots[j] = slot;
+       }
+}
+
 void HUD_Draw(entity this)
 {
        // if we don't know gametype and scores yet avoid drawing the scoreboard
@@ -1401,11 +1474,25 @@ void HUD_Draw(entity this)
                }
 
        // crosshair goes VERY LAST
+       SpecialCommand();
        UpdateDamage();
        HUD_Crosshair(this);
        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;
@@ -1503,6 +1590,11 @@ void CSQC_UpdateView(entity this, float w, float h)
                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
        {
@@ -1554,10 +1646,6 @@ void CSQC_UpdateView(entity this, float w, float h)
                        }
                        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)
@@ -1711,7 +1799,7 @@ void CSQC_UpdateView(entity this, float w, float h)
                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,
@@ -1989,7 +2077,7 @@ void CSQC_UpdateView(entity this, float w, float h)
                // 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;
@@ -2044,7 +2132,7 @@ void CSQC_UpdateView(entity this, float w, float h)
 
 
        // improved polyblend
-       if(autocvar_hud_contents)
+       if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
        {
                float contentalpha_temp, incontent, liquidalpha, contentfadetime;
                vector liquidcolor;
@@ -2255,7 +2343,7 @@ void CSQC_UpdateView(entity this, float w, float h)
        // draw 2D entities
        IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
        Draw_ShowNames_All();
-#ifdef DEBUGDRAW
+#if ENABLE_DEBUGDRAW
        Debug_Draw();
 #endif
 
@@ -2302,6 +2390,8 @@ void CSQC_UpdateView(entity this, float w, float h)
                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();