#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;
-float autocvar_cl_viewmodel_alpha;
+float autocvar_cl_viewmodel_alpha = 1;
bool autocvar_cl_bobmodel;
float autocvar_cl_bobmodel_speed;
showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
}
-float drawtime;
float avgspeed;
vector GetCurrentFov(float fov)
{
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)
+ if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
{
traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
- csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
+ csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
else
csqcplayer.alpha = csqcplayer.m_alpha;
}
}
if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
if (ring_value)
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
}
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
//float cursor_alpha = 1 - autocvar__menu_alpha;
+ //cursor_type = CURSOR_NORMAL;
//draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
}
if(!autocvar_hud_cursormode)
update_mousepos();
+ cursor_type = CURSOR_NORMAL;
if(autocvar__hud_configure)
HUD_Panel_Mouse();
else
tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
//tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+ R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+ R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
vid_width = vf_size.x;
vid_height = vf_size.y;
+ ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
+
WaypointSprite_Load();
CSQCPlayer_SetCamera();
current_player = player_localnum;
myteam = entcs_GetTeam(current_player);
- ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
-
// abused multiple places below
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
- // now switch to 2D drawing mode by calling a 2D drawing function
- // then polygon drawing will draw as 2D stuff, and NOT get queued until the
- // next R_RenderScene call
- drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+ // Now the the scene has been rendered, begin with the 2D drawing functions
View_NightVision();
DrawReticle(local_player);