]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge remote-tracking branch 'origin/terencehill/forced_intermission_eventchase'
authorSamual Lenks <samual@xonotic.org>
Wed, 12 Dec 2012 21:44:46 +0000 (16:44 -0500)
committerSamual Lenks <samual@xonotic.org>
Wed, 12 Dec 2012 21:44:46 +0000 (16:44 -0500)
Conflicts:
qcsrc/client/View.qc

1  2 
qcsrc/client/View.qc

diff --combined qcsrc/client/View.qc
index e9c21f9dd229b4e77967617ae4af7e5a956eb5b8,cdf86aada4826992c731c927a968984931497578..9ffe5a738c67634732ac4716a6fc8e7ccace8106
@@@ -442,7 -442,7 +442,7 @@@ void CSQC_UpdateView(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 = getpropertyvec(VF_ORIGIN);
-                       
                        // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
                        // Ideally, there should be another way to enable third person cameras, such as through setproperty()
                        if(!autocvar_chase_active)
                        eventchase_current_distance = 0; // start from 0 next time
                }
        }
+       // workaround for camera stuck between player's legs when using chase_active 1
+       // because the engine stops updating the chase_active camera when the game ends
+       else if(intermission)
+       {
+               cvar_settemp("chase_active", "-1");
+               eventchase_current_distance = 0;
+       }
  
        // do lockview after event chase camera so that it still applies whenever necessary.
 -      if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
 +      if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
        {
                setproperty(VF_ORIGIN, freeze_org);
                setproperty(VF_ANGLES, freeze_ang);
                        calledhooks |= HOOK_END;
                }
        }
-       
-   Announcer();
+       Announcer();
  
        fov = autocvar_fov;
        if(fov <= 59.5)
  
                        if(autocvar_crosshair_hitindication)
                        {
 -                              vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
 +                              vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
 +                              
                                if(hitindication_crosshair_time < hit_time)
                                {
                                        if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
              CSQC_RAPTOR_HUD();
          else if(hud == HUD_BUMBLEBEE)
              CSQC_BUMBLE_HUD();
 +        else if(hud == HUD_BUMBLEBEE_GUN)
 +            CSQC_BUMBLE_GUN_HUD();
      }
        
        cl_notice_run();