return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
+ int wepskin = this.m_skin;
bool invehicle = player_localentnum > maxclients;
if (invehicle) a = -1;
Weapon wep = this.activeweapon;
{
e.drawmask = mask;
e.alpha = a;
+ e.skin = wepskin;
e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
e.glowmod = g;
e.csqcmodel_effects = fx;
{
if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
return SHOTTYPE_HITWORLD;
-
+
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
vector vecs, trueaimpoint, w_shotorg;
vector mi, ma, dv;
float eventchase_current_distance;
float eventchase_running;
-int WantEventchase(entity this)
+int WantEventchase(entity this, bool want_vehiclechase)
{
if(autocvar_cl_orthoview)
return 0;
return 1;
if(spectatee_status >= 0)
{
- if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
+ if(want_vehiclechase)
return 1;
if(MUTATOR_CALLHOOK(WantEventchase, this))
return 1;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
wcross_origin = viewloc_mousepos;
+ else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
+ {
+ vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
+ if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
+ {
+ traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
+ if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
+ csqcplayer.alpha = crosshair_chase_playeralpha;
+ else
+ csqcplayer.alpha = csqcplayer.m_alpha;
+ }
+ traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
+ wcross_origin = project_3d_to_2d(trace_endpos);
+ }
else
wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
wcross_origin.z = 0;
lasthud = hud;
+ ReplicateVars(false);
+ if (ReplicateVars_NOT_SENDING())
+ ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+
HUD_Scale_Disable();
if(autocvar__hud_showbinds_reload) // menu can set this one
else if(autocvar_chase_active == -2)
cvar_set("chase_active", "0");
- float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
+ bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float vehicle_viewdist = 0;
vector vehicle_viewofs = '0 0 0';
Vehicle info = Vehicles_from(hud);
vehicle_viewdist = info.height;
vehicle_viewofs = info.view_ofs;
+ if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
+ vehicle_chase = false;
}
+ else
+ vehicle_chase = false;
}
- int eventchase = WantEventchase(this);
+ int eventchase = WantEventchase(this, vehicle_chase);
if (eventchase)
{
vector current_view_origin_override = '0 0 0';