]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Rename a few parameters and locals named x, y, z
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index e5f8b6a580969ee76a0687fd19aee735a756afa1..a3bc0462e3ccc24970fce9a148a390db6dc8466f 100644 (file)
@@ -13,6 +13,7 @@
 #include <common/ent_cs.qh>
 #include <common/anim.qh>
 #include <common/constants.qh>
+#include <common/net_linked.qh>
 #include <common/debug.qh>
 #include <common/mapinfo.qh>
 #include <common/gamemodes/_mod.qh>
@@ -21,6 +22,8 @@
 #include <common/triggers/target/music.qh>
 #include <common/teams.qh>
 
+#include <common/weapons/weapon/tuba.qh>
+
 #include <common/vehicles/all.qh>
 #include <common/weapons/_all.qh>
 #include <common/viewloc.qh>
@@ -311,6 +314,12 @@ void viewmodel_draw(entity this)
        {
                static string name_last;
                string name = wep.mdl;
+               if(wep == WEP_TUBA)
+               {
+                       name = (this.tuba_instrument == 0) ? "tuba" :
+                          (this.tuba_instrument == 1) ? "akordeon" :
+                                                    "kleinbottle";
+               }
                bool swap = name != name_last;
                // if (swap)
                {
@@ -817,8 +826,8 @@ void HitSound()
                        float a = autocvar_cl_hitsound_max_pitch;
                        float b = autocvar_cl_hitsound_min_pitch;
                        float c = autocvar_cl_hitsound_nom_damage;
-                       float x = unaccounted_damage;
-                       float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
+                       float d = unaccounted_damage;
+                       float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
 
                        // if sound variation is disabled, set pitch_shift to 1
                        if (autocvar_cl_hitsound == 1)
@@ -870,7 +879,7 @@ vector crosshair_getcolor(entity this, float health_stat)
 
                case 2: // crosshair_color_by_health
                {
-                       float x = health_stat;
+                       float hp = health_stat;
 
                        //x = red
                        //y = green
@@ -878,33 +887,33 @@ vector crosshair_getcolor(entity this, float health_stat)
 
                        wcross_color.z = 0;
 
-                       if(x > 200)
+                       if(hp > 200)
                        {
                                wcross_color.x = 0;
                                wcross_color.y = 1;
                        }
-                       else if(x > 150)
+                       else if(hp > 150)
                        {
-                               wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
-                               wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
+                               wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
+                               wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
                        }
-                       else if(x > 100)
+                       else if(hp > 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;
+                               wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
+                               wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
+                               wcross_color.z = 1 - (hp-100)*0.02;
                        }
-                       else if(x > 50)
+                       else if(hp > 50)
                        {
                                wcross_color.x = 1;
                                wcross_color.y = 1;
-                               wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
+                               wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
                        }
-                       else if(x > 20)
+                       else if(hp > 20)
                        {
                                wcross_color.x = 1;
-                               wcross_color.y = (x-20)*90/27/100;
-                               wcross_color.z = (x-20)*90/27/100 * 0.2;
+                               wcross_color.y = (hp-20)*90/27/100;
+                               wcross_color.z = (hp-20)*90/27/100 * 0.2;
                        }
                        else
                        {
@@ -1490,8 +1499,6 @@ void CSQC_UpdateView(entity this, float w, float h)
                        cvar_set("chase_active", "0");
 
                float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
-               float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
-               entity gen = NULL;
 
                float vehicle_viewdist = 0;
                vector vehicle_viewofs = '0 0 0';
@@ -1506,18 +1513,18 @@ void CSQC_UpdateView(entity this, float w, float h)
                        }
                }
 
-               if(ons_roundlost) // TODO: move this junk to a client mutator for onslaught (possible using the WantEventchase hook)
+               if(WantEventchase(this))
                {
-                       IL_EACH(g_onsgenerators, it.health <= 0,
+                       vector current_view_origin_override = '0 0 0';
+                       vector view_offset_override = '0 0 0';
+                       float chase_distance_override = 0;
+                       bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
+                       if(custom_eventchase)
                        {
-                               gen = it;
-                               break;
-                       });
-                       if(!gen)
-                               ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
-               }
-               if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
-               {
+                               current_view_origin_override = M_ARGV(0, vector);
+                               view_offset_override = M_ARGV(1, vector);
+                               chase_distance_override = M_ARGV(0, float);
+                       }
                        eventchase_running = true;
 
                        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
@@ -1526,7 +1533,8 @@ void CSQC_UpdateView(entity this, float w, float h)
 
                        // 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; }
+                       if (custom_eventchase)
+                               current_view_origin = current_view_origin_override;
 
                        // detect maximum viewoffset and use it
                        vector view_offset = autocvar_cl_eventchase_viewoffset;
@@ -1537,7 +1545,8 @@ void CSQC_UpdateView(entity this, float w, float h)
                                else
                                        view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
                        }
-                       if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
+                       if (custom_eventchase)
+                               view_offset = view_offset_override;
 
                        if(view_offset)
                        {
@@ -1560,7 +1569,8 @@ void CSQC_UpdateView(entity this, float w, float h)
                                else
                                        chase_distance = autocvar_cl_eventchase_vehicle_distance;
                        }
-                       if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
+                       if (custom_eventchase)
+                               chase_distance = chase_distance_override;
 
                        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