X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=b78d960559f81bf961718557251dbcc1355bcfba;hp=5e162cb7c96fe4c4267592ff482f4726e85f8344;hb=71e6c75bc408ae5a116f296797c49c0cef7be113;hpb=b2bebff5bd5d111bb469de032d9b878d95f3c033 diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 5e162cb7c..b78d96055 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -162,13 +162,13 @@ vector GetCurrentFov(float fov) else setsensitivityscale(1); - 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) // _type = 0 disables velocity zoom too { if(intermission) { curspeed = 0; } else { + + makevectors(view_angles); v = pmove_vel; if(csqcplayer) v = csqcplayer.velocity; @@ -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 } @@ -375,9 +375,11 @@ entity nightvision_noise, nightvision_noise2; #define MAX_TIME_DIFF 5 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 hitsound_time_prev; +float spectatee_status_prev; // for preventing hitsound when switching spectatee +float damage_dealt_total, damage_dealt_total_prev; +float typehit_time, typehit_time_prev; +float hitindication_crosshair_size; float use_vortex_chargepool; float myhealth, myhealth_prev; @@ -392,6 +394,30 @@ float contentavgalpha, liquidalpha_prev; vector liquidcolor_prev; float eventchase_current_distance; +float eventchase_running; +float WantEventchase() +{ + if(autocvar_cl_orthoview) + return FALSE; + if(intermission) + return TRUE; + if(spectatee_status >= 0) + { + if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO))) + return TRUE; + if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0)) + { + if(autocvar_cl_eventchase_death == 2) + { + // don't stop eventchase once it's started (even if velocity changes afterwards) + if(self.velocity == '0 0 0' || eventchase_running) + return TRUE; + } + else return TRUE; + } + } + return FALSE; +} vector damage_blurpostprocess, content_blurpostprocess; @@ -493,9 +519,10 @@ 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 { - 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)))) + if(WantEventchase()) { + eventchase_running = TRUE; + // 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); @@ -536,6 +563,7 @@ void CSQC_UpdateView(float w, float h) } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code { + eventchase_running = FALSE; cvar_set("chase_active", "0"); eventchase_current_distance = 0; // start from 0 next time } @@ -819,10 +847,7 @@ void CSQC_UpdateView(float w, float h) { // apply night vision effect vector tc_00, tc_01, tc_10, tc_11; - vector rgb; - rgb_x = 0; // fteqcc sucks - rgb_y = 0; // fteqcc sucks - rgb_z = 0; // fteqcc sucks + vector rgb = '0 0 0'; if(!nightvision_noise) { @@ -1151,34 +1176,105 @@ void CSQC_UpdateView(float w, float h) scoreboard_active = HUD_WouldDrawScoreboard(); - hit_time = getstatf(STAT_HIT_TIME); - if(hit_time > nextsound_hit_time && autocvar_cl_hitsound) + // varying sound pitch + damage_dealt_total = getstati(STAT_DAMAGE_DEALT_TOTAL); + + // detect overflow on server side + if (damage_dealt_total < damage_dealt_total_prev) { - if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. - sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE); + dprint("resetting dmg total: ", ftos(damage_dealt_total), " prev: ", ftos(damage_dealt_total_prev), "\n"); + damage_dealt_total_prev = 0; + } - nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time; + // prevent hitsound when switching spectatee + if (spectatee_status != spectatee_status_prev) + { + damage_dealt_total_prev = damage_dealt_total; + } + spectatee_status_prev = spectatee_status; + + // amount of damage since last hit sound + float unaccounted_damage = damage_dealt_total - damage_dealt_total_prev; + + + if (autocvar_cl_hitsound == 1) + { + if ( time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time ) + if ( damage_dealt_total > 0 ) + { + sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE); + hitsound_time_prev = time; + } + } + else if (unaccounted_damage > 0 && autocvar_cl_hitsound > 0 && time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time) + { + // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b + float a, b, c, x; + a = autocvar_cl_hitsound_max_pitch; + b = autocvar_cl_hitsound_min_pitch; + c = autocvar_cl_hitsound_nom_damage; + x = unaccounted_damage; + float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b)); + + // if sound variation is disabled, set pitch_shift to 1 + if (autocvar_cl_hitsound == 1) + { + pitch_shift = 1; + } + + // if pitch shift is reversed, mirror in (max-min)/2 + min + if (autocvar_cl_hitsound == 3) + { + float mirror_value = (a-b)/2 + b; + pitch_shift = mirror_value + (mirror_value - pitch_shift); + } + + dprint("dmg total (dmg): ", ftos(damage_dealt_total), " (+", ftos(unaccounted_damage), "), pitch shift: ", ftos(pitch_shift), "\n"); + + // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary + // todo: normalize sound pressure levels? seems unnecessary + + // scale to fit function interface + float param_pitch_shift = pitch_shift * 100; + + // play sound + sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, param_pitch_shift, 0); + + // track damage accounted for + damage_dealt_total_prev = damage_dealt_total; + + // remember when this sound was played to prevent sound spam + hitsound_time_prev = time; + } + else if (autocvar_cl_hitsound == 0) + { + // forget the damage to prevent hitsound when enabling it + damage_dealt_total_prev = damage_dealt_total; } + typehit_time = getstatf(STAT_TYPEHIT_TIME); - if(typehit_time > nextsound_typehit_time) + if(typehit_time - typehit_time_prev > autocvar_cl_hitsound_antispam_time) { - if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. - sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE); - - nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time; + sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); + typehit_time_prev = typehit_time; } //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) @@ -1357,16 +1453,14 @@ void CSQC_UpdateView(float w, float h) wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup; } + // todo: make crosshair hit indication dependent on damage dealt if(autocvar_crosshair_hitindication) { vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); - if(hitindication_crosshair_time < hit_time) + if(unaccounted_damage) { - if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old - hitindication_crosshair_size = 1; - - hitindication_crosshair_time = hit_time; + hitindication_crosshair_size = 1; } if(hitindication_crosshair_size > 0) @@ -1453,6 +1547,8 @@ 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; @@ -1507,6 +1603,14 @@ 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)