X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=8a5fff1714c7f81ffd529432a6263ec288fb58ad;hp=d1071309404cd0b78a2440cdfb2d12963dc3ddf4;hb=8f8c153ded2fc16282faf86ec673b3d44120801c;hpb=198c14c07ac0c2f4484c171fce4145dcedc42172 diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index d10713094..8a5fff171 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -269,7 +269,7 @@ float EnemyHitCheck() float TrueAimCheck() { - float nudge = 1; // added to traceline target and subtracted from result + 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 shottype; @@ -493,7 +493,8 @@ 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); @@ -1169,15 +1170,20 @@ 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) @@ -1452,6 +1458,8 @@ void CSQC_UpdateView(float w, float h) vortex_charge = getstatf(STAT_VORTEX_CHARGE); vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL); + float arc_heat = getstatf(STAT_ARC_HEAT); + if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game vortex_charge_movingavg = vortex_charge; @@ -1506,6 +1514,14 @@ void CSQC_UpdateView(float w, float h) else ring_image = "gfx/crosshair_ring.tga"; } + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) + { + ring_value = arc_heat; + ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + + arc_heat*autocvar_crosshair_ring_arc_hot_alpha; + ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color; + ring_image = "gfx/crosshair_ring.tga"; + } // if in weapon switch animation, fade ring out/in if(autocvar_crosshair_effect_time > 0)