X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=d54dea8f70028c564ab5f0b6caa1e906182c04cd;hp=22618d6431d61f1419d60eac34612a039f588565;hb=c05104bde1e758c4022f9755f02f177aa0476134;hpb=3a9017e6791a5dd7de4ba669c3b1ff08d4347a5b diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 22618d6431..d54dea8f70 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -4,6 +4,7 @@ #include "miscfunctions.qh" #include "announcer.qh" #include "hud/_mod.qh" +#include "main.qh" #include "mapvoting.qh" #include "shownames.qh" #include "hud/panel/scoreboard.qh" @@ -31,7 +32,6 @@ #include #include -#include #include #include #include @@ -486,7 +486,7 @@ vector GetCurrentFov(float fov) else setsensitivityscale(1); - if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too + if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too { if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)) curspeed = 0; @@ -545,165 +545,17 @@ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, ve } // this function must match W_SetupShot! -float zoomscript_caught; bool minigame_wasactive; -vector wcross_origin; -float wcross_scale_prev, wcross_alpha_prev; -vector wcross_color_prev; -float wcross_scale_goal_prev, wcross_alpha_goal_prev; -vector wcross_color_goal_prev; -float wcross_changedonetime; - -string wcross_name_goal_prev, wcross_name_goal_prev_prev; -float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev; -float wcross_name_changestarttime, wcross_name_changedonetime; -float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev; - -float wcross_ring_prev; - -entity trueaim; -entity trueaim_rifle; - -const float SHOTTYPE_HITTEAM = 1; -const float SHOTTYPE_HITOBSTRUCTION = 2; -const float SHOTTYPE_HITWORLD = 3; -const float SHOTTYPE_HITENEMY = 4; - -void TrueAim_Init() -{ - (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; -} - -float EnemyHitCheck() -{ - float t, n; - wcross_origin = project_3d_to_2d(trace_endpos); - wcross_origin.z = 0; - if(trace_ent) - n = trace_ent.entnum; - else - n = trace_networkentity; - if(n < 1) - return SHOTTYPE_HITWORLD; - if(n > maxclients) - return SHOTTYPE_HITWORLD; - t = entcs_GetTeam(n - 1); - if(teamplay) - if(t == myteam) - return SHOTTYPE_HITTEAM; - if(t == NUM_SPECTATOR) - return SHOTTYPE_HITWORLD; - return SHOTTYPE_HITENEMY; -} - -float TrueAimCheck(entity wepent) -{ - if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM) - return SHOTTYPE_HITWORLD; - - 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; - entity ta; - float mv; - - mi = ma = '0 0 0'; - ta = trueaim; - mv = MOVE_NOMONSTERS; - - switch(wepent.activeweapon) // WEAPONTODO - { - case WEP_VORTEX: - case WEP_OVERKILL_NEX: - case WEP_VAPORIZER: - mv = MOVE_NORMAL; - break; - case WEP_RIFLE: - ta = trueaim_rifle; - mv = MOVE_NORMAL; - if(zoomscript_caught) - { - tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta); - return EnemyHitCheck(); - } - break; - case WEP_DEVASTATOR: // projectile has a size! - mi = '-3 -3 -3'; - ma = '3 3 3'; - break; - case WEP_FIREBALL: // projectile has a size! - mi = '-16 -16 -16'; - ma = '16 16 16'; - break; - case WEP_SEEKER: // projectile has a size! - mi = '-2 -2 -2'; - ma = '2 2 2'; - break; - case WEP_ELECTRO: // projectile has a size! - mi = '0 0 -3'; - ma = '0 0 -3'; - break; - } - - vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT)); - - vecs = decompressShotOrigin(STAT(SHOTORG)); - - traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta); - trueaimpoint = trace_endpos; - // move trueaimpoint a little bit forward to make the final tracebox reliable - // since it sometimes doesn't reach a teammate by a hair - trueaimpoint += view_forward; - - if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange)) - trueaimpoint = traceorigin + view_forward * g_trueaim_minrange; - - if(vecs.x > 0) - vecs.y = -vecs.y; - else - vecs = '0 0 0'; - - dv = view_right * vecs.y + view_up * vecs.z; - w_shotorg = traceorigin + dv; - - // now move the vecs forward as much as requested if possible - tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc - w_shotorg = trace_endpos - view_forward * nudge; - - tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta); - shottype = EnemyHitCheck(); - if(shottype != SHOTTYPE_HITWORLD) - return shottype; - -#if 0 - // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER? - // or rather, I know why, but see no fix - if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1) - // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace - return SHOTTYPE_HITOBSTRUCTION; -#endif - - return SHOTTYPE_HITWORLD; -} - float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; -float reticle_type; string NextFrameCommand; vector freeze_org, freeze_ang; entity nightvision_noise, nightvision_noise2; -const float MAX_TIME_DIFF = 5; -float pickup_crosshair_time, pickup_crosshair_size; -float hitindication_crosshair_size; -float use_vortex_chargepool; - float myhealth, myhealth_prev; float myhealth_flash; @@ -787,7 +639,7 @@ void View_EventChase(entity this) { if(hud != HUD_BUMBLEBEE_GUN) { - Vehicle info = Vehicles_from(hud); + Vehicle info = REGISTRY_GET(Vehicles, hud); vehicle_viewdist = info.height; vehicle_viewofs = info.view_ofs; if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots) @@ -894,18 +746,8 @@ void View_EventChase(entity this) } } -void HUD_Crosshair_Vehicle(entity this) -{ - if(hud != HUD_BUMBLEBEE_GUN) - { - Vehicle info = Vehicles_from(hud); - info.vr_crosshair(info, this); - } -} - vector damage_blurpostprocess, content_blurpostprocess; -float unaccounted_damage = 0; void UpdateDamage() { // accumulate damage with each stat update @@ -996,505 +838,6 @@ void HitSound() } } -vector crosshair_getcolor(entity this, float health_stat) -{ - static float rainbow_last_flicker; - static vector rainbow_prev_color; - vector wcross_color = '0 0 0'; - switch(autocvar_crosshair_color_special) - { - case 1: // crosshair_color_per_weapon - { - if(this != WEP_Null && hud == HUD_NORMAL) - { - wcross_color = this.wpcolor; - break; - } - else { goto normalcolor; } - } - - case 2: // crosshair_color_by_health - { - vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id); - float hp = floor(v.x + 1); - - //x = red - //y = green - //z = blue - - wcross_color.z = 0; - - if(hp > 200) - { - wcross_color.x = 0; - wcross_color.y = 1; - } - else if(hp > 150) - { - wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4; - wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1; - } - else if(hp > 100) - { - 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(hp > 50) - { - wcross_color.x = 1; - wcross_color.y = 1; - wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8; - } - else if(hp > 20) - { - wcross_color.x = 1; - wcross_color.y = (hp-20)*90/27/100; - wcross_color.z = (hp-20)*90/27/100 * 0.2; - } - else - { - wcross_color.x = 1; - wcross_color.y = 0; - } - break; - } - - case 3: // crosshair_color_rainbow - { - if(time >= rainbow_last_flicker) - { - rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness; - rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay; - } - wcross_color = rainbow_prev_color; - break; - } -LABEL(normalcolor) - default: { wcross_color = stov(autocvar_crosshair_color); break; } - } - - return wcross_color; -} - -void HUD_Crosshair(entity this) -{ - float f, i, j; - vector v; - if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && - spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) && - !HUD_MinigameMenu_IsOpened() ) - { - if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering - return; - - if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2) - return; - - if (hud != HUD_NORMAL) - { - HUD_Crosshair_Vehicle(this); - return; - } - - string wcross_style; - float wcross_alpha, wcross_resolution; - wcross_style = autocvar_crosshair; - if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "") - wcross_style = autocvar_crosshair_2d; - if (wcross_style == "0") - return; - wcross_resolution = autocvar_crosshair_size; - if (wcross_resolution == 0) - return; - wcross_alpha = autocvar_crosshair_alpha; - if (wcross_alpha == 0) - return; - - // TrueAim check - float shottype; - - // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; - if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM)) - wcross_origin = viewloc_mousepos; - else if(autocvar_chase_active > 0 && autocvar_crosshair_chase) - { - vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin); - if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1) - { - traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL); - float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha; - if(trace_ent == csqcplayer && STAT(HEALTH) > 0) - csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha); - else - csqcplayer.alpha = csqcplayer.m_alpha; - } - traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL); - wcross_origin = project_3d_to_2d(trace_endpos); - } - else - wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward); - wcross_origin.z = 0; - if(autocvar_crosshair_hittest) - { - vector wcross_oldorigin; - entity thiswep = viewmodels[0]; // TODO: unhardcode - wcross_oldorigin = wcross_origin; - shottype = TrueAimCheck(thiswep); - if(shottype == SHOTTYPE_HITWORLD) - { - v = wcross_origin - wcross_oldorigin; - v.x /= vid_conwidth; - v.y /= vid_conheight; - if(vdist(v, >, 0.01)) - shottype = SHOTTYPE_HITOBSTRUCTION; - } - if(!autocvar_crosshair_hittest_showimpact) - wcross_origin = wcross_oldorigin; - } - else - shottype = SHOTTYPE_HITWORLD; - - vector wcross_color = '0 0 0', wcross_size = '0 0 0'; - string wcross_name = ""; - float wcross_scale, wcross_blur; - - entity e = WEP_Null; - if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) - { - entity wepent = viewmodels[0]; // TODO: unhardcode - e = wepent.switchingweapon; - if(e) - { - if(autocvar_crosshair_per_weapon) - { - // WEAPONTODO: access these through some general settings (with non-balance config settings) - //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size")); - //if (wcross_resolution == 0) - //return; - - //wcross_style = cvar_string(strcat("crosshair_", wcross_wep)); - wcross_resolution *= e.w_crosshair_size; - wcross_name = e.w_crosshair; - } - } - } - - if(wcross_name == "") - wcross_name = strcat("gfx/crosshair", wcross_style); - - // MAIN CROSSHAIR COLOR DECISION - wcross_color = crosshair_getcolor(e, STAT(HEALTH)); - - if(autocvar_crosshair_effect_scalefade) - { - wcross_scale = wcross_resolution; - wcross_resolution = 1; - } - else - { - wcross_scale = 1; - } - - if(autocvar_crosshair_pickup) - { - float stat_pickup_time = STAT(LAST_PICKUP); - - if(pickup_crosshair_time < stat_pickup_time) - { - if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old - pickup_crosshair_size = 1; - - pickup_crosshair_time = stat_pickup_time; - } - - if(pickup_crosshair_size > 0) - pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime; - else - pickup_crosshair_size = 0; - - 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(unaccounted_damage) - { - hitindication_crosshair_size = 1; - } - - if(hitindication_crosshair_size > 0) - hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime; - else - hitindication_crosshair_size = 0; - - wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication; - wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x; - wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y; - wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z; - } - - // no effects needed for targeting enemies, this can't possibly span all valid targets! - // just show for teammates to give a sign that they're an invalid target - //if(shottype == SHOTTYPE_HITENEMY) - //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0 - if(shottype == SHOTTYPE_HITTEAM) - wcross_scale /= autocvar_crosshair_hittest; // 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) - { - wcross_changedonetime = time + f; - } - if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev) - { - wcross_name_changestarttime = time; - wcross_name_changedonetime = time + f; - if(wcross_name_goal_prev_prev) - strunzone(wcross_name_goal_prev_prev); - wcross_name_goal_prev_prev = wcross_name_goal_prev; - wcross_name_goal_prev = strzone(wcross_name); - wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev; - wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev; - wcross_resolution_goal_prev = wcross_resolution; - } - - wcross_scale_goal_prev = wcross_scale; - wcross_alpha_goal_prev = wcross_alpha; - wcross_color_goal_prev = wcross_color; - - if(spectatee_status == 0 && (shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))) - { - wcross_blur = 1; - wcross_alpha *= 0.75; - } - else - wcross_blur = 0; - // *_prev is at time-frametime - // * is at wcross_changedonetime+f - // what do we have at time? - if(time < wcross_changedonetime) - { - f = frametime / (wcross_changedonetime - time + frametime); - wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev; - wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev; - wcross_color = f * wcross_color + (1 - f) * wcross_color_prev; - } - - wcross_scale_prev = wcross_scale; - wcross_alpha_prev = wcross_alpha; - wcross_color_prev = wcross_color; - - MUTATOR_CALLHOOK(UpdateCrosshair); - - wcross_scale *= 1 - autocvar__menu_alpha; - wcross_alpha *= 1 - autocvar__menu_alpha; - wcross_size = draw_getimagesize(wcross_name) * wcross_scale; - - if(wcross_scale >= 0.001 && wcross_alpha >= 0.001) - { - // crosshair rings for weapon stats - if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) - { - // declarations and stats - float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0; - string ring_image = string_null, ring_inner_image = string_null; - vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0'; - - ring_scale = autocvar_crosshair_ring_size; - - entity wepent = viewmodels[0]; // TODO: unhardcode - - int weapon_clipload = wepent.clip_load; - int weapon_clipsize = wepent.clip_size; - - float arc_heat = wepent.arc_heat_percent; - float vcharge = wepent.vortex_charge; - float vchargepool = wepent.vortex_chargepool_ammo; - float oknex_charge_ = wepent.oknex_charge; - float oknex_chargepool_ = wepent.oknex_chargepool_ammo; - - if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game - vortex_charge_movingavg = vcharge; - - // handle the values - if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex - { - if (vchargepool || use_vortex_chargepool) { - use_vortex_chargepool = 1; - ring_inner_value = vchargepool; - } else { - vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge; - ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1); - } - - ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha; - ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, 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 = vcharge; - 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_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex) - { - if (oknex_chargepool_ || use_vortex_chargepool) { - use_vortex_chargepool = 1; - ring_inner_value = oknex_chargepool_; - } else { - vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_; - ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_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 = oknex_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, wepent.minelayer_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 (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar) - { - ring_value = bound(0, wepent.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(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring - { - ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); - ring_scale = autocvar_crosshair_ring_reload_size; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - - // 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 ((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 && wepent.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) - { - f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time; - if (f >= 1) - { - wcross_ring_prev = ((ring_image) ? true : false); - } - - if(wcross_ring_prev) - { - if(f < 1) - ring_alpha *= fabs(1 - bound(0, f, 1)); - } - else - { - if(f < 1) - ring_alpha *= bound(0, f, 1); - } - } - - if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring - DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); - - if (ring_value) - DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); - } - -#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ - MACRO_BEGIN \ - vector scaled_sz = sz * wcross_size; \ - if(wcross_blur > 0) \ - { \ - for(i = -2; i <= 2; ++i) \ - for(j = -2; j <= 2; ++j) \ - M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \ - } \ - else \ - { \ - M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \ - } \ - MACRO_END - -#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \ - drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) - -#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \ - CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) - - if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) - { - f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); - wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); - f = 1 - f; - } - else - { - f = 1; - } - wcross_name_alpha_goal_prev = f; - - wcross_size = draw_getimagesize(wcross_name) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); - - if(autocvar_crosshair_dot) - { - vector wcross_color_old; - wcross_color_old = wcross_color; - - if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0")) - wcross_color = stov(autocvar_crosshair_dot_color); - - CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); - // FIXME why don't we use wcross_alpha here? - wcross_color = wcross_color_old; - } - } - } - else - { - wcross_scale_prev = 0; - wcross_alpha_prev = 0; - wcross_scale_goal_prev = 0; - wcross_alpha_goal_prev = 0; - wcross_changedonetime = 0; - strfree(wcross_name_goal_prev); - strfree(wcross_name_goal_prev_prev); - wcross_name_changestarttime = 0; - wcross_name_changedonetime = 0; - wcross_name_alpha_goal_prev = 0; - wcross_name_alpha_goal_prev_prev = 0; - wcross_resolution_goal_prev = 0; - wcross_resolution_goal_prev_prev = 0; - } -} - const int MAX_SPECIALCOMMAND = 15; vector specialcommand_slots[MAX_SPECIALCOMMAND]; vector specialcommand_colors[MAX_SPECIALCOMMAND]; @@ -1538,7 +881,7 @@ void SpecialCommand() { slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth); slot.y = 1; // start it off 0 so we can use it - slot.z = floor(random() * Weapons_MAX); + slot.z = floor(random() * REGISTRY_MAX(Weapons)); sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time! vector newcolor = randomvec() * 2; newcolor.x = bound(0.4, newcolor.x, 1); @@ -1552,7 +895,7 @@ void SpecialCommand() vector splash_size = '0 0 0'; splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; - entity wep = Weapons_from(slot.z); + entity wep = REGISTRY_GET(Weapons, slot.z); if(wep == WEP_Null) drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); else @@ -1611,7 +954,7 @@ void HUD_Draw(entity this) if(autocvar_r_letterbox == 0) if(autocvar_viewsize < 120) { - if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS))) + if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy)) Accuracy_LoadLevels(); HUD_Main(); @@ -1635,6 +978,7 @@ void ViewLocation_Mouse() viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight); //float cursor_alpha = 1 - autocvar__menu_alpha; + //cursor_type = CURSOR_NORMAL; //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha); } @@ -1675,6 +1019,7 @@ void HUD_Mouse(entity player) if(!autocvar_hud_cursormode) update_mousepos(); + cursor_type = CURSOR_NORMAL; if(autocvar__hud_configure) HUD_Panel_Mouse(); else @@ -1744,80 +1089,6 @@ void View_NightVision() R_EndPolygon(); } -void DrawReticle(entity this) -{ - if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle)) - { - reticle_type = 0; - return; - } - - float is_dead = (STAT(HEALTH) <= 0); - string reticle_image = string_null; - 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(!reticle_image && 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 - // 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 || this.viewloc) - { - // no zoom reticle while dead - reticle_type = 0; - } - else if(wep_zoomed && autocvar_cl_reticle_weapon) - { - if(reticle_image) { reticle_type = 2; } - else { reticle_type = 0; } - } - else if(button_zoom || zoomscript_caught) - { - // normal zoom - reticle_type = 1; - } - - if(reticle_type) - { - vector reticle_pos = '0 0 0', reticle_size = '0 0 0'; - 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; - } - - float f = (zoomscript_caught) ? 1 : 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: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; - } - } - } -} - // visual overlay while in liquids // provides some effects to the postprocessing function void HUD_Contents() @@ -2038,16 +1309,20 @@ void View_PostProcessing() void View_Lock() { - if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened()))) - { + int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened())); + if (lock_type == 0) + lock_type = autocvar_cl_lockview; + + // lock_type 1: lock origin and angles + // lock_type 2: lock only origin + if(lock_type >= 1) setproperty(VF_ORIGIN, freeze_org); - setproperty(VF_ANGLES, freeze_ang); - } else - { freeze_org = getpropertyvec(VF_ORIGIN); + if(lock_type == 1) + setproperty(VF_ANGLES, freeze_ang); + else freeze_ang = getpropertyvec(VF_ANGLES); - } } void View_DemoCamera() @@ -2329,6 +1604,8 @@ void CSQC_UpdateView(entity this, float w, float h) vid_width = vf_size.x; vid_height = vf_size.y; + ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); + WaypointSprite_Load(); CSQCPlayer_SetCamera(); @@ -2339,8 +1616,6 @@ void CSQC_UpdateView(entity this, float w, float h) current_player = player_localnum; myteam = entcs_GetTeam(current_player); - ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); - // abused multiple places below entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); if(!local_player) @@ -2445,10 +1720,7 @@ void CSQC_UpdateView(entity this, float w, float h) addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently) renderscene(); - // now switch to 2D drawing mode by calling a 2D drawing function - // then polygon drawing will draw as 2D stuff, and NOT get queued until the - // next R_RenderScene call - drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); + // Now the the scene has been rendered, begin with the 2D drawing functions View_NightVision(); DrawReticle(local_player);