-#include "_all.qh"
#include "announcer.qh"
#include "hook.qh"
-#include "hud.qh"
-#include "hud_config.qh"
+#include "hud/all.qh"
#include "mapvoting.qh"
#include "scoreboard.qh"
#include "shownames.qh"
+#include "quickmenu.qh"
#include "mutators/events.qh"
+#include "../common/anim.qh"
#include "../common/constants.qh"
+#include "../common/debug.qh"
#include "../common/mapinfo.qh"
-#include "../common/nades.qh"
+#include "../common/gamemodes/all.qh"
+#include "../common/physics.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 "../lib/csqcmodel/cl_player.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)
+
+float autocvar_cl_viewmodel_scale;
+
+bool autocvar_cl_bobmodel;
+float autocvar_cl_bobmodel_speed;
+float autocvar_cl_bobmodel_side;
+float autocvar_cl_bobmodel_up;
+
+float autocvar_cl_followmodel;
+float autocvar_cl_followmodel_side_speed;
+float autocvar_cl_followmodel_side_highpass;
+float autocvar_cl_followmodel_side_highpass1;
+float autocvar_cl_followmodel_side_limit;
+float autocvar_cl_followmodel_side_lowpass;
+float autocvar_cl_followmodel_up_speed;
+float autocvar_cl_followmodel_up_highpass;
+float autocvar_cl_followmodel_up_highpass1;
+float autocvar_cl_followmodel_up_limit;
+float autocvar_cl_followmodel_up_lowpass;
+
+float autocvar_cl_leanmodel;
+float autocvar_cl_leanmodel_side_speed;
+float autocvar_cl_leanmodel_side_highpass;
+float autocvar_cl_leanmodel_side_highpass1;
+float autocvar_cl_leanmodel_side_lowpass;
+float autocvar_cl_leanmodel_side_limit;
+float autocvar_cl_leanmodel_up_speed;
+float autocvar_cl_leanmodel_up_highpass;
+float autocvar_cl_leanmodel_up_highpass1;
+float autocvar_cl_leanmodel_up_lowpass;
+float autocvar_cl_leanmodel_up_limit;
+
+#define lowpass(value, frac, ref_store, ret) do \
+{ \
+ float __frac = bound(0, frac, 1); \
+ ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
+} while (0)
+
+#define lowpass_limited(value, frac, limit, ref_store, ret) do \
+{ \
+ float __ignore; lowpass(value, frac, ref_store, __ignore); \
+ ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
+} while (0)
+
+#define highpass(value, frac, ref_store, ret) do \
+{ \
+ float __f; lowpass(value, frac, ref_store, __f); \
+ ret = (value) - __f; \
+} while (0)
+
+#define highpass_limited(value, frac, limit, ref_store, ret) do \
+{ \
+ float __f; lowpass_limited(value, frac, limit, ref_store, __f); \
+ ret = (value) - __f; \
+} while (0)
+
+#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
+{ \
+ lowpass(value.x, fracx, ref_store.x, ref_out.x); \
+ lowpass(value.y, fracy, ref_store.y, ref_out.y); \
+ lowpass(value.z, fracz, ref_store.z, ref_out.z); \
+} while (0)
+
+#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
+{ \
+ highpass(value.x, fracx, ref_store.x, ref_out.x); \
+ highpass(value.y, fracy, ref_store.y, ref_out.y); \
+ highpass(value.z, fracz, ref_store.z, ref_out.z); \
+} while (0)
+
+#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) do \
+{ \
+ highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
+ highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
+ highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
+} while (0)
+
+void viewmodel_animate(entity this)
+{
+ static float prevtime;
+ float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
+ prevtime = time;
+
+ if (autocvar_chase_active) return;
+ if (getstati(STAT_HEALTH) <= 0) return;
+
+ entity view = CSQCModel_server2csqc(player_localentnum - 1);
+
+ bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
+ static bool oldonground;
+ static float hitgroundtime;
+ static float lastongroundtime;
+ if (clonground)
+ {
+ float f = time; // cl.movecmd[0].time
+ if (!oldonground)
+ hitgroundtime = f;
+ lastongroundtime = f;
+ }
+ oldonground = clonground;
+
+ vector gunorg = '0 0 0', gunangles = '0 0 0';
+ static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
+
+ bool teleported = view.csqcmodel_teleported;
+
+ // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+ if (teleported)
+ {
+ // try to fix the first highpass; result is NOT
+ // perfect! TODO find a better fix
+ gunangles_prev = view_angles;
+ gunorg_prev = view_origin;
+ }
+
+ static vector gunorg_highpass = '0 0 0';
+
+ // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+ gunorg_highpass += gunorg_prev;
+ highpass3_limited(view_origin,
+ frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
+ frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
+ frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
+ gunorg_highpass, gunorg);
+ gunorg_prev = view_origin;
+ gunorg_highpass -= gunorg_prev;
+
+ static vector gunangles_highpass = '0 0 0';
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ gunangles_highpass += gunangles_prev;
+ PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+ YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+ ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+ highpass3_limited(view_angles,
+ frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
+ frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
+ 0, 0,
+ gunangles_highpass, gunangles);
+ gunangles_prev = view_angles;
+ gunangles_highpass -= gunangles_prev;
+
+ // 3. calculate the RAW adjustment vectors
+ gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
+ gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
+ gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
+
+ PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
+ YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
+ ROLL(gunangles) = 0;
+
+ static vector gunorg_adjustment_highpass;
+ static vector gunorg_adjustment_lowpass;
+ static vector gunangles_adjustment_highpass;
+ static vector gunangles_adjustment_lowpass;
+
+ // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ highpass3(gunorg,
+ frametime * autocvar_cl_followmodel_side_highpass,
+ frametime * autocvar_cl_followmodel_side_highpass,
+ frametime * autocvar_cl_followmodel_up_highpass,
+ gunorg_adjustment_highpass, gunorg);
+ lowpass3(gunorg,
+ frametime * autocvar_cl_followmodel_side_lowpass,
+ frametime * autocvar_cl_followmodel_side_lowpass,
+ frametime * autocvar_cl_followmodel_up_lowpass,
+ gunorg_adjustment_lowpass, gunorg);
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ highpass3(gunangles,
+ frametime * autocvar_cl_leanmodel_up_highpass,
+ frametime * autocvar_cl_leanmodel_side_highpass,
+ 0,
+ gunangles_adjustment_highpass, gunangles);
+ lowpass3(gunangles,
+ frametime * autocvar_cl_leanmodel_up_lowpass,
+ frametime * autocvar_cl_leanmodel_side_lowpass,
+ 0,
+ gunangles_adjustment_lowpass, gunangles);
+ float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
+
+ // vertical view bobbing code
+ // TODO: cl_bob
+
+ // horizontal view bobbing code
+ // TODO: cl_bob2
+
+ // fall bobbing code
+ // causes the view to swing down and back up when touching the ground
+ // TODO: cl_bobfall
+
+ // gun model bobbing code
+ if (autocvar_cl_bobmodel)
+ {
+ // calculate for swinging gun model
+ // the gun bobs when running on the ground, but doesn't bob when you're in the air.
+ // Sajt: I tried to smooth out the transitions between bob and no bob, which works
+ // for the most part, but for some reason when you go through a message trigger or
+ // pick up an item or anything like that it will momentarily jolt the gun.
+ vector forward, right, up;
+ float bspeed;
+ float t = 1;
+ float s = time * autocvar_cl_bobmodel_speed;
+ if (clonground)
+ {
+ if (time - hitgroundtime < 0.2)
+ {
+ // just hit the ground, speed the bob back up over the next 0.2 seconds
+ t = time - hitgroundtime;
+ t = bound(0, t, 0.2);
+ t *= 5;
+ }
+ }
+ else
+ {
+ // recently left the ground, slow the bob down over the next 0.2 seconds
+ t = time - lastongroundtime;
+ t = 0.2 - bound(0, t, 0.2);
+ t *= 5;
+ }
+ bspeed = xyspeed * 0.01;
+ MAKEVECTORS(makevectors, gunangles, forward, right, up);
+ float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
+ gunorg += bobr * right;
+ float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
+ gunorg += bobu * up;
+ }
+ this.origin += view_forward * gunorg.x + view_right * gunorg.y + view_up * gunorg.z;
+ gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+ this.angles += gunangles;
+}
+
+.vector viewmodel_origin, viewmodel_angles;
-#include "../csqcmodellib/cl_player.qh"
+void viewmodel_draw(entity this)
+{
+ int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
+ float a = this.alpha;
+ int c = stof(getplayerkeyvalue(current_player, "colors"));
+ vector g = this.glowmod; // TODO: completely clientside: colormapPaletteColor(c & 0x0F, true) * 2;
+ entity me = CSQCModel_server2csqc(player_localentnum - 1);
+ 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.alpha = a;
+ e.colormap = c;
+ e.glowmod = g;
+ e.csqcmodel_effects = fx;
+ WITH(entity, self, e, CSQCModel_Effects_Apply());
+ }
+ {
+ static string name_last;
+ string name = Weapons_from(activeweapon).mdl;
+ if (name != name_last)
+ {
+ name_last = name;
+ CL_WeaponEntity_SetModel(this, name);
+ this.viewmodel_origin = this.origin;
+ this.viewmodel_angles = this.angles;
+ }
+ anim_update(this);
+ if (!this.animstate_override)
+ anim_set(this, this.anim_idle, true, false, false);
+ }
+ float eta = (STAT(WEAPON_NEXTTHINK) - time); // TODO: / W_WeaponRateFactor();
+ float f = 0; // 0..1; 0: fully active
+ switch (this.state)
+ {
+ case WS_RAISE:
+ {
+ // entity newwep = Weapons_from(activeweapon);
+ float delay = 0.2; // TODO: newwep.switchdelay_raise;
+ f = eta / max(eta, delay);
+ break;
+ }
+ case WS_DROP:
+ {
+ // entity oldwep = Weapons_from(activeweapon);
+ float delay = 0.2; // TODO: newwep.switchdelay_drop;
+ f = 1 - eta / max(eta, delay);
+ break;
+ }
+ case WS_CLEAR:
+ {
+ f = 1;
+ break;
+ }
+ }
+ this.origin = this.viewmodel_origin;
+ this.angles = this.viewmodel_angles;
+ this.angles_x = (-90 * f * f);
+ viewmodel_animate(this);
+ setorigin(this, this.origin);
+}
-#include "../warpzonelib/client.qh"
-#include "../warpzonelib/common.qh"
+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;
void Porto_Init()
{
- porto = spawn();
- porto.classname = "porto";
+ porto = new(porto);
+ make_pure(porto);
porto.draw = Porto_Draw;
porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
void TrueAim_Init()
{
- trueaim = spawn();
- trueaim.classname = "trueaim";
+ trueaim = new(trueaim);
+ make_pure(trueaim);
trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- trueaim_rifle = spawn();
- trueaim_rifle.classname = "trueaim_rifle";
+ trueaim_rifle = new(trueaim_rifle);
+ make_pure(trueaim_rifle);
trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
}
{
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;
break;
}
- vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
+ vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * getstati(STAT_VIEWHEIGHT));
- vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
+ vecs = decompressShotOrigin(STAT(SHOTORG));
traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
return SHOTTYPE_HITWORLD;
}
-void CSQC_common_hud(void);
-
-void PostInit(void);
+void PostInit();
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float camera_mode;
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)))
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
return true;
if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
{
return false;
}
+void HUD_Crosshair_Vehicle()
+{
+ if(hud != HUD_BUMBLEBEE_GUN)
+ {
+ Vehicle info = get_vehicleinfo(hud);
+ info.vr_crosshair(info);
+ }
+}
+
vector damage_blurpostprocess, content_blurpostprocess;
float unaccounted_damage = 0;
{
// accumulate damage with each stat update
static float damage_total_prev = 0;
- float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
+ float damage_total = STAT(DAMAGE_DEALT_TOTAL);
float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
damage_total_prev = damage_total;
static float damage_dealt_time_prev = 0;
- float damage_dealt_time = getstatf(STAT_HIT_TIME);
+ float damage_dealt_time = STAT(HIT_TIME);
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
spectatee_status_prev = spectatee_status;
}
-void UpdateHitsound()
+void HitSound()
{
// varying sound pitch
// 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;
}
static float typehit_time_prev = 0;
- float typehit_time = getstatf(STAT_TYPEHIT_TIME);
+ float typehit_time = 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;
if(autocvar_crosshair_pickup)
{
- float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
+ float stat_pickup_time = STAT(LAST_PICKUP);
if(pickup_crosshair_time < stat_pickup_time)
{
ring_scale = autocvar_crosshair_ring_size;
float weapon_clipload, weapon_clipsize;
- weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
- weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
+ weapon_clipload = STAT(WEAPON_CLIPLOAD);
+ weapon_clipsize = STAT(WEAPON_CLIPSIZE);
float ok_ammo_charge, ok_ammo_chargepool;
- ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
- ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
+ ok_ammo_charge = STAT(OK_AMMO_CHARGE);
+ ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
float vortex_charge, vortex_chargepool;
- vortex_charge = getstatf(STAT_VORTEX_CHARGE);
- vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
+ vortex_charge = STAT(VORTEX_CHARGE);
+ vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
- float arc_heat = getstatf(STAT_ARC_HEAT);
+ float arc_heat = STAT(ARC_HEAT);
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vortex_charge;
}
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_value = bound(0, 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.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (activeweapon == WEP_HAGAR.m_id && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
- ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
+ ring_value = bound(0, STAT(HAGAR_LOAD) / hagar_maxrockets, 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
wcross_color = stov(autocvar_crosshair_dot_color);
CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
- // FIXME why don't we use wcross_alpha here?cl_notice_run();
+ // FIXME why don't we use wcross_alpha here?
wcross_color = wcross_color_old;
}
}
}
}
+void HUD_Draw()
+{
+ vector rgb = '0 0 0';
+ float a = 1;
+ if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
+ {
+ rgb = MUTATOR_ARGV(0, vector);
+ a = MUTATOR_ARGV(0, float);
+ }
+ else if(STAT(FROZEN))
+ {
+ rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
+ }
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
+ if(!intermission)
+ if(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", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * 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(STAT(REVIVE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", 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_useportalculling;
float oldr_useinfinitefarclip;
-const int BUTTON_3 = 4;
-const int BUTTON_4 = 8;
-float cl_notice_run();
+void cl_notice_run();
float prev_myteam;
int lasthud;
float vh_notice_time;
entity e;
float fov;
float f;
- int i;
vector vf_size, vf_min;
float a;
++framecount;
- hud = getstati(STAT_HUD);
+ stats_get();
+ hud = STAT(HUD);
if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
vh_notice_time = time + autocvar_cl_vehicles_notify_time;
else
view_quality = 1;
- button_attack2 = (input_buttons & BUTTON_3);
- button_zoom = (input_buttons & BUTTON_4);
+ button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
+ button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
vf_size = getpropertyvec(VF_SIZE);
vf_min = getpropertyvec(VF_MIN);
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;
}
- ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+ ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
float is_dead = (getstati(STAT_HEALTH) <= 0);
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));
- float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
+ float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
entity gen = world;
if(ons_roundlost)
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- // next WANTED weapon (for HUD)
- switchweapon = getstati(STAT_SWITCHWEAPON);
-
// currently switching-to weapon (for crosshair)
- switchingweapon = getstati(STAT_SWITCHINGWEAPON);
+ switchingweapon = STAT(SWITCHINGWEAPON);
// actually active weapon (for zoom)
activeweapon = getstati(STAT_ACTIVEWEAPON);
mousepos = mousepos*0.5 + getmousepos();
*/
- for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
- WITH(entity, self, e, e.draw());
- }
+ FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
if(!nightvision_noise)
{
- nightvision_noise = spawn();
- nightvision_noise.classname = "nightvision_noise";
+ nightvision_noise = new(nightvision_noise);
}
if(!nightvision_noise2)
{
- nightvision_noise2 = spawn();
- nightvision_noise2.classname = "nightvision_noise2";
+ nightvision_noise2 = new(nightvision_noise2);
}
// color tint in yellow
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_hud_damage && !getstati(STAT_FROZEN))
+ if(autocvar_hud_damage && !STAT(FROZEN))
{
splash_size.x = max(vid_conwidth, vid_conheight);
splash_size.y = max(vid_conwidth, vid_conheight);
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.
}
// edge detection postprocess handling done second (used by hud_powerup)
- float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
+ float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
else if(cvar("r_glsl_postprocess") == 2)
cvar_set("r_glsl_postprocess", "0");
- if(menu_visible)
- menu_show();
-
/*if(gametype == MAPINFO_TYPE_CTF)
{
ctf_view();
} else */
// draw 2D entities
- for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
- WITH(entity, self, e, e.draw2d());
- }
+ FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
Draw_ShowNames_All();
+ Debug_Draw();
scoreboard_active = HUD_WouldDrawScoreboard();
- UpdateDamage();
- UpdateCrosshair();
- UpdateHitsound();
+ HUD_Draw();
if(NextFrameCommand)
{
else
HUD_Radar_Mouse();
- if(hud && !intermission)
- if(hud == HUD_BUMBLEBEE_GUN)
- CSQC_BUMBLE_GUN_HUD();
- else
- VEH_ACTION(hud, VR_HUD);
-
cl_notice_run();
// let's reset the view back to normal for the end
}
-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()