X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=b98e5df0fce34fbdf7e09164196cf87ceb64e4c6;hp=b0b98f977d2bef3ab68c7df585bab470114ec670;hb=cbca1a79315fe08c4796273a490a4d12b7d3291d;hpb=7adfa50770480660adc22c71077b525f952ecc6a diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index b0b98f977d..b98e5df0fc 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,10 +1,10 @@ #include "view.qh" #include "announcer.qh" -#include "hud/all.qh" +#include "hud/_mod.qh" #include "mapvoting.qh" -#include "scoreboard.qh" #include "shownames.qh" +#include "hud/panel/scoreboard.qh" #include "hud/panel/quickmenu.qh" #include "mutators/events.qh" @@ -13,16 +13,19 @@ #include #include #include +#include #include #include -#include +#include #include #include #include #include +#include + #include -#include +#include #include #include #include @@ -281,9 +284,11 @@ void viewmodel_animate(entity this) .float weapon_eta_last; .float weapon_switchdelay; +.string name_last; + void viewmodel_draw(entity this) { - if(!activeweapon || !autocvar_r_drawviewmodel) + if(!this.activeweapon || !autocvar_r_drawviewmodel) return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; @@ -292,9 +297,9 @@ void viewmodel_draw(entity this) if (invehicle) a = -1; else if (wasinvehicle) a = 1; wasinvehicle = invehicle; - Weapon wep = activeweapon; - int c = stof(getplayerkeyvalue(current_player, "colors")); - vector g = weaponentity_glowmod(wep, c); + Weapon wep = this.activeweapon; + int c = entcs_GetClientColors(current_player); + vector g = weaponentity_glowmod(wep, NULL, c, this); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -309,12 +314,14 @@ void viewmodel_draw(entity this) CSQCModel_Effects_Apply(e); } { - static string name_last; string name = wep.mdl; - bool swap = name != name_last; + string newname = wep.wr_viewmodel(wep, this); + if(newname) + name = newname; + bool swap = name != this.name_last; // if (swap) { - name_last = name; + this.name_last = name; CL_WeaponEntity_SetModel(this, name, swap); this.viewmodel_origin = this.origin; this.viewmodel_angles = this.angles; @@ -353,9 +360,9 @@ void viewmodel_draw(entity this) setorigin(this, this.origin); } -entity viewmodel; STATIC_INIT(viewmodel) { - viewmodel = new(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodels[slot] = new(viewmodel); } void Porto_Draw(entity this); @@ -368,65 +375,70 @@ STATIC_INIT(Porto) } const int polyline_length = 16; -vector polyline[polyline_length]; +.vector polyline[polyline_length]; void Porto_Draw(entity this) { - if (activeweapon != WEP_PORTO) return; - if (spectatee_status) return; - if (WEP_CVAR(porto, secondary)) return; - if (intermission == 1) return; - if (intermission == 2) return; - if (STAT(HEALTH) <= 0) return; - - vector pos = view_origin; - vector dir = view_forward; - if (angles_held_status) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - makevectors(angles_held); - dir = v_forward; - } + entity wepent = viewmodels[slot]; - polyline[0] = pos; + if (wepent.activeweapon != WEP_PORTO) continue; + if (spectatee_status) continue; + if (WEP_CVAR(porto, secondary)) continue; + if (intermission == 1) continue; + if (intermission == 2) continue; + if (STAT(HEALTH) <= 0) continue; - int portal_number = 0, portal1_idx = 1, portal_max = 2; - int n = 1 + 2; // 2 lines == 3 points - for (int idx = 0; idx < n && idx < polyline_length - 1; ) - { - traceline(pos, pos + 65536 * dir, true, this); - dir = reflect(dir, trace_plane_normal); - pos = trace_endpos; - polyline[++idx] = pos; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) - { - n += 1; - continue; - } - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + vector pos = view_origin; + vector dir = view_forward; + if (wepent.angles_held_status) { - n = max(2, idx); - break; + makevectors(wepent.angles_held); + dir = v_forward; } - // check size + + wepent.polyline[0] = pos; + + int portal_number = 0, portal1_idx = 1, portal_max = 2; + int n = 1 + 2; // 2 lines == 3 points + for (int idx = 0; idx < n && idx < polyline_length - 1; ) { - vector ang = vectoangles2(trace_plane_normal, dir); - ang.x = -ang.x; - makevectors(ang); - if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + traceline(pos, pos + 65536 * dir, true, this); + dir = reflect(dir, trace_plane_normal); + pos = trace_endpos; + wepent.polyline[++idx] = pos; + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + { + n += 1; + continue; + } + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { n = max(2, idx); break; } + // check size + { + vector ang = vectoangles2(trace_plane_normal, dir); + ang.x = -ang.x; + makevectors(ang); + if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + { + n = max(2, idx); + break; + } + } + portal_number += 1; + if (portal_number >= portal_max) break; + if (portal_number == 1) portal1_idx = idx; + } + for (int idx = 0; idx < n - 1; ++idx) + { + vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1]; + if (idx == 0) p -= view_up * 16; // line from player + vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; + Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } - portal_number += 1; - if (portal_number >= portal_max) break; - if (portal_number == 1) portal1_idx = idx; - } - for (int idx = 0; idx < n - 1; ++idx) - { - vector p = polyline[idx], q = polyline[idx + 1]; - if (idx == 0) p -= view_up * 16; // line from player - vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; - Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } } @@ -448,10 +460,17 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; + if(hud == HUD_NORMAL && !spectatee_status) - if(switchweapon == activeweapon) - if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here - zoomdir += button_attack2; + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + 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 + zoomdir += button_attack2; + } + } if(spectatee_status > 0 || isdemo()) { if(spectatorbutton_zoom) @@ -618,7 +637,7 @@ float EnemyHitCheck() return SHOTTYPE_HITENEMY; } -float TrueAimCheck() +float TrueAimCheck(entity wepent) { 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; @@ -631,7 +650,7 @@ float TrueAimCheck() ta = trueaim; mv = MOVE_NOMONSTERS; - switch(activeweapon) // WEAPONTODO + switch(wepent.activeweapon) // WEAPONTODO { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye @@ -710,12 +729,10 @@ float TrueAimCheck() void PostInit(); void CSQC_Demo_Camera(); -float HUD_WouldDrawScoreboard(); float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; -string reticle_image; string NextFrameCommand; vector freeze_org, freeze_ang; @@ -792,7 +809,7 @@ void UpdateDamage() if (damage_dealt_time != damage_dealt_time_prev) { unaccounted_damage += unaccounted_damage_new; - LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n"); + LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")"); } damage_dealt_time_prev = damage_dealt_time; @@ -807,9 +824,18 @@ void HitSound() { // varying sound pitch + bool have_arc = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + + if(wepent.activeweapon == WEP_ARC) + have_arc = true; + } + static float hitsound_time_prev = 0; // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time - float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2; + bool arc_hack = have_arc && autocvar_cl_hitsound >= 2; if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time) { if (autocvar_cl_hitsound && unaccounted_damage) @@ -818,8 +844,8 @@ void HitSound() float a = autocvar_cl_hitsound_max_pitch; float b = autocvar_cl_hitsound_min_pitch; float c = autocvar_cl_hitsound_nom_damage; - float x = unaccounted_damage; - float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b)); + float d = unaccounted_damage; + float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b)); // if sound variation is disabled, set pitch_shift to 1 if (autocvar_cl_hitsound == 1) @@ -832,7 +858,7 @@ void HitSound() pitch_shift = mirror_value + (mirror_value - pitch_shift); } - LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n"); + LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift)); // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary // todo: normalize sound pressure levels? seems unnecessary @@ -871,7 +897,7 @@ vector crosshair_getcolor(entity this, float health_stat) case 2: // crosshair_color_by_health { - float x = health_stat; + float hp = health_stat; //x = red //y = green @@ -879,33 +905,33 @@ vector crosshair_getcolor(entity this, float health_stat) wcross_color.z = 0; - if(x > 200) + if(hp > 200) { wcross_color.x = 0; wcross_color.y = 1; } - else if(x > 150) + else if(hp > 150) { - wcross_color.x = 0.4 - (x-150)*0.02 * 0.4; - wcross_color.y = 0.9 + (x-150)*0.02 * 0.1; + wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4; + wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1; } - else if(x > 100) + else if(hp > 100) { - wcross_color.x = 1 - (x-100)*0.02 * 0.6; - wcross_color.y = 1 - (x-100)*0.02 * 0.1; - wcross_color.z = 1 - (x-100)*0.02; + wcross_color.x = 1 - (hp-100)*0.02 * 0.6; + wcross_color.y = 1 - (hp-100)*0.02 * 0.1; + wcross_color.z = 1 - (hp-100)*0.02; } - else if(x > 50) + else if(hp > 50) { wcross_color.x = 1; wcross_color.y = 1; - wcross_color.z = 0.2 + (x-50)*0.02 * 0.8; + wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8; } - else if(x > 20) + else if(hp > 20) { wcross_color.x = 1; - wcross_color.y = (x-20)*90/27/100; - wcross_color.z = (x-20)*90/27/100 * 0.2; + wcross_color.y = (hp-20)*90/27/100; + wcross_color.z = (hp-20)*90/27/100 * 0.2; } else { @@ -937,7 +963,7 @@ void HUD_Crosshair(entity this) float f, i, j; vector v; if(!scoreboard_active && !camera_active && intermission != 2 && - spectatee_status != -1 && !csqcplayer.viewloc && + spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) && !HUD_MinigameMenu_IsOpened() ) { if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering @@ -973,14 +999,15 @@ void HUD_Crosshair(entity this) if(autocvar_crosshair_hittest) { vector wcross_oldorigin; + entity thiswep = viewmodels[0]; // TODO: unhardcode wcross_oldorigin = wcross_origin; - shottype = TrueAimCheck(); + shottype = TrueAimCheck(thiswep); if(shottype == SHOTTYPE_HITWORLD) { v = wcross_origin - wcross_oldorigin; v.x /= vid_conwidth; v.y /= vid_conheight; - if(vlen(v) > 0.01) + if(vdist(v, >, 0.01)) shottype = SHOTTYPE_HITOBSTRUCTION; } if(!autocvar_crosshair_hittest_showimpact) @@ -996,7 +1023,8 @@ void HUD_Crosshair(entity this) entity e = WEP_Null; if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { - e = switchingweapon; + entity wepent = viewmodels[0]; // TODO: unhardcode + e = wepent.switchingweapon; if(e) { if(autocvar_crosshair_per_weapon) @@ -1141,10 +1169,6 @@ void HUD_Crosshair(entity this) weapon_clipload = STAT(WEAPON_CLIPLOAD); weapon_clipsize = STAT(WEAPON_CLIPSIZE); - float ok_ammo_charge, ok_ammo_chargepool; - ok_ammo_charge = STAT(OK_AMMO_CHARGE); - ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL); - float vortex_charge, vortex_chargepool; vortex_charge = STAT(VORTEX_CHARGE); vortex_chargepool = STAT(VORTEX_CHARGEPOOL); @@ -1154,9 +1178,10 @@ void HUD_Crosshair(entity this) if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game vortex_charge_movingavg = vortex_charge; + entity wepent = viewmodels[0]; // TODO: unhardcode // 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 && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex { if (vortex_chargepool || use_vortex_chargepool) { use_vortex_chargepool = 1; @@ -1176,27 +1201,20 @@ void HUD_Crosshair(entity this) ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) + 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. ring_alpha = autocvar_crosshair_ring_minelayer_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1); ring_alpha = autocvar_crosshair_ring_hagar_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - else if (ok_ammo_charge) - { - ring_value = ok_ammo_chargepool; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring { ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); @@ -1206,12 +1224,12 @@ void HUD_Crosshair(entity this) // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. // if a new image for another weapon is added, add the code (and its respective file/value) here - if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) + if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) ring_image = "gfx/crosshair_ring_rifle.tga"; else ring_image = "gfx/crosshair_ring.tga"; } - else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC ) { ring_value = arc_heat; ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + @@ -1322,6 +1340,13 @@ void HUD_Crosshair(entity this) void HUD_Draw(entity this) { + // if we don't know gametype and scores yet avoid drawing the scoreboard + // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all + // e.g. since initial player's health is 0 hud would display the hud_damage effect, + // cl_deathscoreboard would show the scoreboard and so on + if(!gametype) + return; + if(!intermission) if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) { @@ -1337,6 +1362,11 @@ void HUD_Draw(entity this) DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * 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(STAT(CAPTURE_PROGRESS)) + { + DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + } else if(STAT(REVIVE_PROGRESS)) { DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); @@ -1350,7 +1380,6 @@ void HUD_Draw(entity this) Accuracy_LoadLevels(); HUD_Main(); - HUD_DrawScoreboard(); HUD_Scale_Disable(); } @@ -1369,6 +1398,7 @@ float oldr_useportalculling; float oldr_useinfinitefarclip; void cl_notice_run(); + float prev_myteam; int lasthud; float vh_notice_time; @@ -1479,8 +1509,6 @@ void CSQC_UpdateView(entity this, float w, float h) cvar_set("chase_active", "0"); float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); - float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST)); - entity gen = NULL; float vehicle_viewdist = 0; vector vehicle_viewofs = '0 0 0'; @@ -1495,17 +1523,18 @@ void CSQC_UpdateView(entity this, float w, float h) } } - if(ons_roundlost) - { - FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, { - gen = it; - break; - }); - if(!gen) - ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show - } - if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost)) + if(WantEventchase(this)) { + vector current_view_origin_override = '0 0 0'; + vector view_offset_override = '0 0 0'; + float chase_distance_override = 0; + bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); + if(custom_eventchase) + { + current_view_origin_override = M_ARGV(0, vector); + view_offset_override = M_ARGV(1, vector); + chase_distance_override = M_ARGV(0, float); + } eventchase_running = true; entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); @@ -1514,7 +1543,8 @@ void CSQC_UpdateView(entity this, float w, float h) // 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); - if(ons_roundlost) { current_view_origin = gen.origin; } + if (custom_eventchase) + current_view_origin = current_view_origin_override; // detect maximum viewoffset and use it vector view_offset = autocvar_cl_eventchase_viewoffset; @@ -1525,7 +1555,8 @@ void CSQC_UpdateView(entity this, float w, float h) else view_offset = autocvar_cl_eventchase_vehicle_viewoffset; } - if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; } + if (custom_eventchase) + view_offset = view_offset_override; if(view_offset) { @@ -1548,7 +1579,8 @@ void CSQC_UpdateView(entity this, float w, float h) else chase_distance = autocvar_cl_eventchase_vehicle_distance; } - if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; } + if (custom_eventchase) + chase_distance = chase_distance_override; if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get @@ -1686,7 +1718,8 @@ void CSQC_UpdateView(entity this, float w, float h) // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call - viewmodel_draw(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodel_draw(viewmodels[slot]); // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); @@ -1730,6 +1763,9 @@ void CSQC_UpdateView(entity this, float w, float h) if(!postinit) PostInit(); + if(intermission && !gameover_time) + gameover_time = time; + if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) @@ -1761,46 +1797,36 @@ void CSQC_UpdateView(entity this, float w, float h) ColorTranslateMode = autocvar_cl_stripcolorcodes; - // currently switching-to weapon (for crosshair) - switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON)); - - // actually active weapon (for zoom) - activeweapon = Weapons_from(STAT(ACTIVEWEAPON)); - - switchweapon = Weapons_from(STAT(SWITCHWEAPON)); - - f = (serverflags & SERVERFLAG_TEAMPLAY); - if(f != teamplay) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - teamplay = f; - HUD_InitScores(); - } + entity wepent = viewmodels[slot]; - if(last_switchweapon != switchweapon) - { - weapontime = time; - last_switchweapon = switchweapon; - if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + if(wepent.last_switchweapon != wepent.switchweapon) { - localcmd("-zoom\n"); - button_zoom = false; + weapontime = time; + wepent.last_switchweapon = wepent.switchweapon; + if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + { + localcmd("-zoom\n"); + button_zoom = false; + } + if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) + { + localcmd("-fire\n"); + localcmd("-fire2\n"); + button_attack2 = false; + } } - if(autocvar_cl_unpress_attack_on_weapon_switch) + if(wepent.last_activeweapon != wepent.activeweapon) { - localcmd("-fire\n"); - localcmd("-fire2\n"); - button_attack2 = false; - } - } - if(last_activeweapon != activeweapon) - { - last_activeweapon = activeweapon; + wepent.last_activeweapon = wepent.activeweapon; - e = activeweapon; - if(e.netname != "") - localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); - else - localcmd("\ncl_hook_activeweapon none\n"); + e = wepent.activeweapon; + if(e.netname != "") + localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); + else if(slot == 0) + localcmd("\ncl_hook_activeweapon none\n"); + } } // ALWAYS Clear Current Scene First @@ -1826,8 +1852,7 @@ void CSQC_UpdateView(entity this, float w, float h) else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd else { setproperty(VF_FOV, GetCurrentFov(fov)); } - // Camera for demo playback - if(camera_active) + if(camera_active) // Camera for demo playback { if(autocvar_camera_enable) CSQC_Demo_Camera(); @@ -1929,7 +1954,20 @@ void CSQC_UpdateView(entity this, float w, float h) if(autocvar_cl_reticle) { - Weapon wep = activeweapon; + string reticle_image = ""; + bool wep_zoomed = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepe = viewmodels[slot]; + Weapon wep = wepe.activeweapon; + if(wep != WEP_Null && wep.wr_zoom) + { + bool do_zoom = wep.wr_zoom(wep, NULL); + if(wep.w_reticle && wep.w_reticle != "") + reticle_image = wep.w_reticle; + wep_zoomed += do_zoom; + } + } // 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 @@ -1939,9 +1977,9 @@ void CSQC_UpdateView(entity this, float w, float h) // no zoom reticle while dead reticle_type = 0; } - else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon) + else if(wep_zoomed && autocvar_cl_reticle_weapon) { - if(reticle_image != "") { reticle_type = 2; } + if(reticle_image && reticle_image != "") { reticle_type = 2; } else { reticle_type = 0; } } else if(button_zoom || zoomscript_caught) @@ -2202,7 +2240,7 @@ void CSQC_UpdateView(entity this, float w, float h) Draw_ShowNames_All(); Debug_Draw(); - scoreboard_active = HUD_WouldDrawScoreboard(); + scoreboard_active = Scoreboard_WouldDraw(); HUD_Draw(this); // this parameter for deep vehicle function @@ -2241,7 +2279,7 @@ void CSQC_UpdateView(entity this, float w, float h) if(autocvar__hud_configure) HUD_Panel_Mouse(); - else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() ) + else if (HUD_MinigameMenu_IsOpened() || active_minigame) HUD_Minigame_Mouse(); else if(QuickMenu_IsOpened()) QuickMenu_Mouse();