#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>
#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>
}
{
string name = wep.mdl;
+ string newname = wep.wr_viewmodel(wep, this);
+ if(newname)
+ name = newname;
bool swap = name != this.name_last;
// if (swap)
{
setorigin(this, this.origin);
}
-entity viewmodels[MAX_WEAPONSLOTS];
STATIC_INIT(viewmodel) {
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
viewmodels[slot] = new(viewmodel);
}
const int polyline_length = 16;
-vector polyline[polyline_length];
+.vector polyline[polyline_length];
void Porto_Draw(entity this)
{
- entity wepent = viewmodels[0]; // TODO: unhardcode
- if (wepent.activeweapon != WEP_PORTO) return;
- if (spectatee_status) return;
- if (WEP_CVAR(porto, secondary)) return;
- if (intermission == 1) return;
- if (intermission == 2) return;
- if (STAT(HEALTH) <= 0) return;
-
- vector pos = view_origin;
- vector dir = view_forward;
- if (angles_held_status)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- makevectors(angles_held);
- dir = v_forward;
- }
+ entity wepent = viewmodels[slot];
- polyline[0] = pos;
+ if (wepent.activeweapon != WEP_PORTO) continue;
+ if (spectatee_status) continue;
+ if (WEP_CVAR(porto, secondary)) continue;
+ if (intermission == 1) continue;
+ if (intermission == 2) continue;
+ if (STAT(HEALTH) <= 0) continue;
- int portal_number = 0, portal1_idx = 1, portal_max = 2;
- int n = 1 + 2; // 2 lines == 3 points
- for (int idx = 0; idx < n && idx < polyline_length - 1; )
- {
- traceline(pos, pos + 65536 * dir, true, this);
- dir = reflect(dir, trace_plane_normal);
- pos = trace_endpos;
- polyline[++idx] = pos;
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ vector pos = view_origin;
+ vector dir = view_forward;
+ if (wepent.angles_held_status)
{
- n += 1;
- continue;
+ makevectors(wepent.angles_held);
+ dir = v_forward;
}
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- n = max(2, idx);
- break;
- }
- // check size
+
+ wepent.polyline[0] = pos;
+
+ int portal_number = 0, portal1_idx = 1, portal_max = 2;
+ int n = 1 + 2; // 2 lines == 3 points
+ for (int idx = 0; idx < n && idx < polyline_length - 1; )
{
- vector ang = vectoangles2(trace_plane_normal, dir);
- ang.x = -ang.x;
- makevectors(ang);
- if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ traceline(pos, pos + 65536 * dir, true, this);
+ dir = reflect(dir, trace_plane_normal);
+ pos = trace_endpos;
+ wepent.polyline[++idx] = pos;
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ {
+ n += 1;
+ continue;
+ }
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
n = max(2, idx);
break;
}
+ // check size
+ {
+ vector ang = vectoangles2(trace_plane_normal, dir);
+ ang.x = -ang.x;
+ makevectors(ang);
+ if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ {
+ n = max(2, idx);
+ break;
+ }
+ }
+ portal_number += 1;
+ if (portal_number >= portal_max) break;
+ if (portal_number == 1) portal1_idx = idx;
+ }
+ for (int idx = 0; idx < n - 1; ++idx)
+ {
+ vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
+ if (idx == 0) p -= view_up * 16; // line from player
+ vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
+ Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
}
- portal_number += 1;
- if (portal_number >= portal_max) break;
- if (portal_number == 1) portal1_idx = idx;
- }
- for (int idx = 0; idx < n - 1; ++idx)
- {
- vector p = polyline[idx], q = polyline[idx + 1];
- if (idx == 0) p -= view_up * 16; // line from player
- vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
- Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
}
}
return SHOTTYPE_HITENEMY;
}
-float TrueAimCheck()
+float TrueAimCheck(entity wepent)
{
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;
ta = trueaim;
mv = MOVE_NOMONSTERS;
- entity wepent = viewmodels[0]; // TODO: unhardcode
-
switch(wepent.activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
{
// varying sound pitch
- entity wepent = viewmodels[0]; // TODO: unhardcode
+ bool have_arc = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepent = viewmodels[slot];
+
+ if(wepent.activeweapon == WEP_ARC)
+ have_arc = true;
+ }
static float hitsound_time_prev = 0;
// HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
- float arc_hack = wepent.activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
{
if (autocvar_cl_hitsound && unaccounted_damage)
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)
case 2: // crosshair_color_by_health
{
- float x = health_stat;
+ float hp = health_stat;
//x = red
//y = green
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
{
if(autocvar_crosshair_hittest)
{
vector wcross_oldorigin;
+ entity thiswep = viewmodels[0]; // TODO: unhardcode
wcross_oldorigin = wcross_origin;
- shottype = TrueAimCheck();
+ shottype = TrueAimCheck(thiswep);
if(shottype == SHOTTYPE_HITWORLD)
{
v = wcross_origin - wcross_oldorigin;
weapon_clipload = STAT(WEAPON_CLIPLOAD);
weapon_clipsize = STAT(WEAPON_CLIPSIZE);
- float ok_ammo_charge, ok_ammo_chargepool;
- ok_ammo_charge = STAT(OK_AMMO_CHARGE);
- ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
-
float vortex_charge, vortex_chargepool;
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (ok_ammo_charge)
- {
- ring_value = ok_ammo_chargepool;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- entity wepent = viewmodels[0]; // TODO: unhardcode
-
- if(last_switchweapon != wepent.switchweapon)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- weapontime = time;
- last_switchweapon = wepent.switchweapon;
- if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ entity wepent = viewmodels[slot];
+
+ if(wepent.last_switchweapon != wepent.switchweapon)
{
- localcmd("-zoom\n");
- button_zoom = false;
+ weapontime = time;
+ wepent.last_switchweapon = wepent.switchweapon;
+ if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = false;
+ }
+ if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = false;
+ }
}
- if(autocvar_cl_unpress_attack_on_weapon_switch)
+ if(wepent.last_activeweapon != wepent.activeweapon)
{
- localcmd("-fire\n");
- localcmd("-fire2\n");
- button_attack2 = false;
- }
- }
- if(last_activeweapon != wepent.activeweapon)
- {
- last_activeweapon = wepent.activeweapon;
+ wepent.last_activeweapon = wepent.activeweapon;
- e = wepent.activeweapon;
- if(e.netname != "")
- localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
- else
- localcmd("\ncl_hook_activeweapon none\n");
+ e = wepent.activeweapon;
+ if(e.netname != "")
+ localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+ else if(slot == 0)
+ localcmd("\ncl_hook_activeweapon none\n");
+ }
}
// ALWAYS Clear Current Scene First
if(autocvar_cl_reticle)
{
- string reticle_image = wepent.activeweapon.w_reticle;
+ string reticle_image = "";
bool wep_zoomed = false;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
if(wep != WEP_Null && wep.wr_zoom)
{
bool do_zoom = wep.wr_zoom(wep, NULL);
- reticle_image = wep.w_reticle;
+ if(wep.w_reticle && wep.w_reticle != "")
+ reticle_image = wep.w_reticle;
wep_zoomed += do_zoom;
}
}