Merge branch 'master' into Lyberta/StandaloneOverkillWeapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 7a05460..e2aadf1 100644 (file)
@@ -29,6 +29,7 @@
 
 #include <common/vehicles/all.qh>
 #include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/okvortex.qh>
 #include <common/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
@@ -470,7 +471,7 @@ vector GetCurrentFov(float fov)
                {
                        entity wepent = viewmodels[slot];
                        if(wepent.switchweapon == wepent.activeweapon)
-                       if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+                       if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
                                zoomdir += button_attack2;
                }
        }
@@ -662,6 +663,7 @@ float TrueAimCheck(entity wepent)
                case WEP_MORTAR: // toss curve
                        return SHOTTYPE_HITWORLD;
                case WEP_VORTEX:
+               case WEP_OVERKILL_VORTEX:
                case WEP_VAPORIZER:
                        mv = MOVE_NORMAL;
                        break;
@@ -1186,6 +1188,10 @@ void HUD_Crosshair(entity this)
                                vortex_charge = STAT(VORTEX_CHARGE);
                                vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
 
+                               float okvortex_charge, okvortex_chargepool;
+                               okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
+                               okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
+
                                float arc_heat = STAT(ARC_HEAT);
 
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
@@ -1214,6 +1220,26 @@ void HUD_Crosshair(entity this)
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
+                               else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
+                               {
+                                       if (okvortex_chargepool || use_vortex_chargepool) {
+                                               use_vortex_chargepool = 1;
+                                               ring_inner_value = okvortex_chargepool;
+                                       } else {
+                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
+                                       }
+
+                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+                                       ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+                                       ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+                                       // draw the outer ring to show the current charge of the weapon
+                                       ring_value = okvortex_charge;
+                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+                                       ring_rgb = wcross_color;
+                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                               }
                                else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
                                        ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.