X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=5df078f4b771742cd7612c66ab59f2ac9430ac85;hp=837c72f3e5ff3ae3f94158726012badfa28e8804;hb=d9b5f3d1a9c73003eb046909ffb9832d46505ed7;hpb=ee3543c1c14ffc6cd14b6dbd07d76d4cb65e3bd6 diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 837c72f3e..5df078f4b 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -104,7 +104,7 @@ vector GetCurrentFov(float fov) zoomdir = button_zoom; if(hud == HUD_NORMAL) - if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here + if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -164,7 +164,7 @@ vector GetCurrentFov(float fov) makevectors(view_angles); - if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too + if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && autocvar_cl_velocityzoom_factor) // _type = 0 disables velocity zoom too { if(intermission) { curspeed = 0; } else @@ -183,7 +183,7 @@ vector GetCurrentFov(float fov) velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom; - velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1); + velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1); //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging } @@ -280,15 +280,15 @@ float TrueAimCheck() ta = trueaim; mv = MOVE_NOMONSTERS; - switch(activeweapon) // WEAPONTODO + switch(activeweapon) { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye case WEP_HOOK: // no trueaim - case WEP_MORTAR: // toss curve + case WEP_GRENADE_LAUNCHER: // toss curve return SHOTTYPE_HITWORLD; - case WEP_VORTEX: - case WEP_VAPORIZER: + case WEP_NEX: + case WEP_MINSTANEX: mv = MOVE_NORMAL; break; case WEP_RIFLE: @@ -300,7 +300,7 @@ float TrueAimCheck() return EnemyHitCheck(); } break; - case WEP_DEVASTATOR: // projectile has a size! + case WEP_ROCKET_LAUNCHER: // projectile has a size! mi = '-3 -3 -3'; ma = '3 3 3'; break; @@ -365,7 +365,6 @@ float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; -string reticle_image; string NextFrameCommand; void CSQC_SPIDER_HUD(); void CSQC_RAPTOR_HUD(); @@ -378,7 +377,7 @@ float pickup_crosshair_time, pickup_crosshair_size; float hit_time, typehit_time; float nextsound_hit_time, nextsound_typehit_time; float hitindication_crosshair_time, hitindication_crosshair_size; -float use_vortex_chargepool; +float use_nex_chargepool; float myhealth, myhealth_prev; float myhealth_flash; @@ -493,7 +492,8 @@ void CSQC_UpdateView(float w, float h) // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { - if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview) + WepSet weapons_stat = WepSet_GetFromStat(); + if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO)))) { // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.) vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org); @@ -573,7 +573,7 @@ void CSQC_UpdateView(float w, float h) float ov_width = (ov_worldmax_x - ov_worldmin_x); float ov_height = (ov_worldmax_y - ov_worldmin_y); - float ov_distance = (autocvar_cl_orthoview_resolution * max(ov_width, ov_height)); + float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height)); ov_mid = ((ov_worldmax + ov_worldmin) * 0.5); ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance)); @@ -596,12 +596,12 @@ void CSQC_UpdateView(float w, float h) if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - cvar_set("r_nearclip", ftos(ov_nearest)); - cvar_set("r_farclip_base", ftos(ov_furthest)); - cvar_set("r_farclip_world", "0"); - cvar_set("r_novis", "1"); - cvar_set("r_useportalculling", "0"); - cvar_set("r_useinfinitefarclip", "0"); + cvar_settemp("r_nearclip", ftos(ov_nearest)); + cvar_settemp("r_farclip_base", ftos(ov_furthest)); + cvar_settemp("r_farclip_world", "0"); + cvar_settemp("r_novis", "1"); + cvar_settemp("r_useportalculling", "0"); + cvar_settemp("r_useinfinitefarclip", "0"); setproperty(VF_ORIGIN, ov_org); setproperty(VF_ANGLES, '90 0 0'); @@ -867,64 +867,50 @@ void CSQC_UpdateView(float w, float h) R_EndPolygon(); } - if(autocvar_cl_reticle) + // 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 + // the view to go back to normal, so reticle_type would become 0 as we fade out) + if(spectatee_status || is_dead || hud != HUD_NORMAL) + reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators + else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught)) + reticle_type = 2; // nex zoom + else if(button_zoom || zoomscript_caught) + reticle_type = 1; // normal zoom + else if((activeweapon == WEP_NEX) && button_attack2) + reticle_type = 2; // nex zoom + + if(reticle_type && autocvar_cl_reticle) { - // 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 - // the view to go back to normal, so reticle_type would become 0 as we fade out) - if(spectatee_status || is_dead || hud != HUD_NORMAL) + if(autocvar_cl_reticle_stretch) { - // no zoom reticle while dead - reticle_type = 0; + reticle_size_x = vid_conwidth; + reticle_size_y = vid_conheight; + reticle_pos_x = 0; + reticle_pos_y = 0; } - else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon) + else { - if(reticle_image != "") { reticle_type = 2; } - else { reticle_type = 0; } + reticle_size_x = max(vid_conwidth, vid_conheight); + reticle_size_y = max(vid_conwidth, vid_conheight); + reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; + reticle_pos_y = (vid_conheight - reticle_size_y) / 2; } - else if(button_zoom || zoomscript_caught) + + f = current_zoomfraction; + if(zoomscript_caught) + f = 1; + if(autocvar_cl_reticle_item_normal) { - // normal zoom - reticle_type = 1; + if(reticle_type == 1 && f) + drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL); } - - if(reticle_type) + if(autocvar_cl_reticle_item_nex) { - if(autocvar_cl_reticle_stretch) - { - reticle_size_x = vid_conwidth; - reticle_size_y = vid_conheight; - reticle_pos_x = 0; - reticle_pos_y = 0; - } - else - { - reticle_size_x = max(vid_conwidth, vid_conheight); - reticle_size_y = max(vid_conwidth, vid_conheight); - reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; - reticle_pos_y = (vid_conheight - reticle_size_y) / 2; - } - - if(zoomscript_caught) - f = 1; - else - f = current_zoomfraction; - - if(f) - { - switch(reticle_type) - { - case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break; - case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; - } - } + if(reticle_type == 2 && f) + drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL); } } - else - { - if(reticle_type != 0) { reticle_type = 0; } - } // improved polyblend @@ -1169,15 +1155,20 @@ void CSQC_UpdateView(float w, float h) //else { - if(gametype == MAPINFO_TYPE_FREEZETAG) + 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_Color(NADE_TYPE_HEAL), 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 { - if(getstati(STAT_FROZEN)) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - 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); - } + 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) @@ -1208,7 +1199,18 @@ void CSQC_UpdateView(float w, float h) // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward); wcross_origin_z = 0; - if(autocvar_crosshair_hittest) + + if( + autocvar_crosshair_hittest + && + ( + autocvar_crosshair_hittest_blur + || + autocvar_crosshair_hittest_scale + || + autocvar_crosshair_hittest_showimpact + ) + ) { vector wcross_oldorigin; wcross_oldorigin = wcross_origin; @@ -1224,8 +1226,7 @@ void CSQC_UpdateView(float w, float h) if(!autocvar_crosshair_hittest_showimpact) wcross_origin = wcross_oldorigin; } - else - shottype = SHOTTYPE_HITWORLD; + else { shottype = SHOTTYPE_HITWORLD; } vector wcross_color = '0 0 0', wcross_size = '0 0 0'; string wcross_wep = "", wcross_name; @@ -1383,9 +1384,9 @@ void CSQC_UpdateView(float w, float h) } if(shottype == SHOTTYPE_HITENEMY) - wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0 + wcross_scale *= autocvar_crosshair_hittest_scale; // is not queried if hittest is 0 if(shottype == SHOTTYPE_HITTEAM) - wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0 + wcross_scale /= autocvar_crosshair_hittest_scale; // is not queried if hittest is 0 f = fabs(autocvar_crosshair_effect_time); if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev) @@ -1451,32 +1452,32 @@ void CSQC_UpdateView(float w, float h) weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); - float vortex_charge, vortex_chargepool; - vortex_charge = getstatf(STAT_VORTEX_CHARGE); - vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL); + float nex_charge, nex_chargepool; + nex_charge = getstatf(STAT_NEX_CHARGE); + nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); - if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game - vortex_charge_movingavg = vortex_charge; + if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game + nex_charge_movingavg = nex_charge; // handle the values - if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex + if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex { - if (vortex_chargepool || use_vortex_chargepool) { - use_vortex_chargepool = 1; - ring_inner_value = vortex_chargepool; + if (nex_chargepool || use_nex_chargepool) { + use_nex_chargepool = 1; + ring_inner_value = nex_chargepool; } else { - vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge; - ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1); + nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; + ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_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_alpha = autocvar_crosshair_ring_nex_inner_alpha; + ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_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 = vortex_charge; - ring_alpha = autocvar_crosshair_ring_vortex_alpha; + ring_value = nex_charge; + ring_alpha = autocvar_crosshair_ring_nex_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } @@ -1675,32 +1676,16 @@ 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(); + HUD_Main(); // always run these functions for alpha checks + HUD_DrawScoreboard(); - if (scoreboard_active) // scoreboard/accuracy - HUD_Reset(); - else if (intermission == 2) // map voting screen - { - HUD_FinaleOverlay(); - HUD_Reset(); - } - /* - switch(hud) + if (scoreboard_active) // scoreboard/accuracy + HUD_Reset(); + else if (intermission == 2) // map voting screen { - case HUD_SPIDERBOT: - CSQC_SPIDER_HUD(); - break; - - case HUD_WAKIZASHI: - CSQC_WAKIZASHI_HUD(); - break; - - case HUD_BUMBLEBEE: - CSQC_BUMBLE_HUD(); - break; + MapVote_Draw(); + HUD_Reset(); } - */ }