remove gl_polyblend, and let a CSQC fullscreen image with blood splatter (thanks...
authorFruitieX <fruitiex@gmail.com>
Wed, 17 Nov 2010 18:16:55 +0000 (20:16 +0200)
committerFruitieX <fruitiex@gmail.com>
Wed, 17 Nov 2010 18:16:55 +0000 (20:16 +0200)
defaultXonotic.cfg
gfx/blood.tga [new file with mode: 0644]
qcsrc/client/View.qc
qcsrc/common/constants.qh

index 6d8aca9..c6f14bc 100644 (file)
@@ -255,7 +255,7 @@ cl_followmodel_up_lowpass 10 "gun following upward lowpass in 1/s"
 
 cl_rollangle 0 // amount of view tilt when strafing, default is 2.0
 v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds
-gl_polyblend 0.5 // whether to use screen tints, default is 1
+gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC
 r_motionblur 0 // motion blur value, default is 0
 r_damageblur 0 // motion blur when damaged, default is 0
 
@@ -1368,6 +1368,15 @@ seta hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_ch
 seta hud_showbinds 1   "the way to show the keys to press in HUD messages: 0 displays commands, 1 bound keys, 2 both"
 seta hud_showbinds_limit 2     "maximum number of bound keys to show for a command. 0 for unlimited"
 
+seta hud_damage_factor 0.05 "(damage * factor) = how much to add to the alpha value"
+seta hud_damage_fade_rate 1 "how much to subtract from the alpha value each second"
+seta hud_damage_maxalpha 2 "how much to limit the alpha value to"
+seta hud_damage_pain_treshold 0.1 "how much alpha to ignore (must be bigger than the hud_damage_factor so that e.g. rot is ignored)"
+seta hud_damage_pain_treshold_lower 1 "how much we lower pain_treshold with when nearing 0 health (if pain_treshold gets negative then we always draw a flash at alpha = fabs(pain_treshold)"
+seta hud_damage_pain_treshold_lower_health 50 "at which health we start lowering pain_treshold"
+seta hud_damage_pain_treshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"
+seta hud_damage_pain_treshold_pulsating_period 0.8 "one pulse every X seconds"
+
 // scoreboard
 seta scoreboard_columns default
 seta scoreboard_border_thickness 1 "scoreboard border thickness"
diff --git a/gfx/blood.tga b/gfx/blood.tga
new file mode 100644 (file)
index 0000000..34c3d83
Binary files /dev/null and b/gfx/blood.tga differ
index 119941a..c2e6ea5 100644 (file)
@@ -351,6 +351,9 @@ entity nightvision_noise, nightvision_noise2;
 
 float pickup_crosshair_time, pickup_crosshair_size;
 
+float myhealth, myhealth_prev;
+float myhealth_flash;
+
 void CSQC_UpdateView(float w, float h)
 {
        entity e;
@@ -660,6 +663,50 @@ void CSQC_UpdateView(float w, float h)
                        drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
        }
 
+       // improved polyblend
+       float myhealth_flash_temp;
+       myhealth = getstati(STAT_HEALTH);
+
+       // fade out
+       myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
+       // add new damage
+       myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
+
+       float pain_treshold, pain_treshold_lower, pain_treshold_lower_health;
+       pain_treshold = cvar("hud_damage_pain_treshold");
+       pain_treshold_lower = cvar("hud_damage_pain_treshold_lower");
+       pain_treshold_lower_health = cvar("hud_damage_pain_treshold_lower_health");
+
+       if(pain_treshold_lower && myhealth < pain_treshold_lower_health)
+       {
+               pain_treshold = pain_treshold - max(cvar("hud_damage_pain_treshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_treshold_pulsating_period")))) * pain_treshold_lower * (1 - max(0, myhealth)/pain_treshold_lower_health);
+       }
+
+       myhealth_flash_temp = bound(0, myhealth_flash - pain_treshold, 1);
+
+       if(myhealth_prev < 1)
+       {
+               if(myhealth >= 1)
+               {
+                       myhealth_flash = 0; // just spawned, clear the flash immediately
+                       myhealth_flash_temp = 0;
+               }
+               else
+               {
+                       myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
+               }
+       }
+
+       if(spectatee_status == -1)
+       {
+               myhealth_flash = 0; // observing
+               myhealth_flash_temp = 0;
+       }
+
+       myhealth_prev = myhealth;
+
+       drawpic(reticle_pos, "gfx/blood", reticle_size, '1 0 0', bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
+
        // Draw the mouse cursor
        // NOTE: drawpic must happen after R_RenderScene for some reason
        //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
index 4acf797..963dfb9 100644 (file)
@@ -293,6 +293,7 @@ float CVAR_READONLY = 4;
 ///////////////////////////
 // csqc communication stuff
 
+const float STAT_CSHIFT_DAMAGE = 1;
 const float STAT_KH_KEYS = 32;
 const float STAT_CTF_STATE = 33;
 const float STAT_WEAPONS = 35;