float Sbar_WouldDrawScoreboard ();\r
float view_set;\r
float camera_mode;\r
+float reticle_type;\r
float chase_active_old;\r
float artwork_fade;\r
float pickup_crosshair_time, pickup_crosshair_size;\r
float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
+float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
+float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
+float volume_modify_changed_1, volume_modify_changed_2;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
float fov;\r
float f, i, j;\r
vector v, vo;\r
+ float a;\r
\r
+ vector reticle_pos, reticle_size;\r
+ vector splash_pos, splash_size;\r
vector artwork_pos, artwork_size;\r
\r
WaypointSprite_Load();\r
// next R_RenderScene call\r
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
\r
+ // Draw the aiming reticle for weapons that use it\r
+ // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
+ // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
+ // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
+ if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
+ reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
+ else if(activeweapon && (button_zoom || zoomscript_caught))\r
+ reticle_type = 2; // weapon zoom\r
+ else if(button_zoom || zoomscript_caught)\r
+ reticle_type = 1; // normal zoom\r
+\r
+ if (reticle_type)\r
+ {\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
+\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
+ }\r
+\r
+ // screen effects\r
if(cvar("hud_contents"))\r
{\r
float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
\r
if(contentavgalpha)\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
+\r
+ if(cvar("hud_postprocessing"))\r
+ {\r
+ if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
+ {\r
+ // when inside the stomach, we use different blur settings than when we're inside other fluids\r
+ content_blurpostprocess_x = 1;\r
+ if(getstati(STAT_VORE_EATEN))\r
+ {\r
+ content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
+ content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
+ }\r
+ else\r
+ {\r
+ content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
+ content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
+ }\r
+ }\r
+ else\r
+ {\r
+ content_blurpostprocess_x = 0;\r
+ content_blurpostprocess_y = 0;\r
+ content_blurpostprocess_z = 0;\r
+ }\r
+ }\r
}\r
\r
if(cvar("hud_damage"))\r
{\r
+ splash_size_x = max(vid_conwidth, vid_conheight);\r
+ splash_size_y = max(vid_conwidth, vid_conheight);\r
+ splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
+ splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
+\r
float myhealth_flash_temp;\r
myhealth = getstati(STAT_HEALTH);\r
\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
}\r
else\r
- drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
\r
if(cvar("hud_postprocessing"))\r
{\r
- if(cvar("hud_damage_blur"))\r
+ if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
{\r
damage_blurpostprocess_x = 1;\r
damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
stomachsplash_alpha = 0;\r
\r
stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
- drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
+ drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
}\r
\r
if(cvar("hud_postprocessing"))\r
{\r
+ // all of this should be done in the engine eventually\r
+\r
+ // enable or disable rendering types if they are used or not\r
+ if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
+ cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
+ if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
+\r
// lets apply the postprocess effects from the previous two functions if needed\r
if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
{\r
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
- cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
- cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
+ if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
+ old_blurradius = blurradius;\r
+ old_bluralpha = bluralpha;\r
+ }\r
}\r
- else\r
+ else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
{\r
cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
- cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
+ old_blurradius = 0;\r
+ old_bluralpha = 0;\r
+ }\r
+\r
+ float sharpen_intensity;\r
+ if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
+ sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
+ if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
+ sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
+\r
+ if(cvar("hud_powerup") && sharpen_intensity > 0)\r
+ {\r
+ sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
+\r
+ if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
+ old_sharpen_intensity = sharpen_intensity;\r
+ }\r
+ }\r
+ else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+ old_sharpen_intensity = 0;\r
}\r
}\r
\r
- if not(cvar("hud_damage") && cvar("hud_postprocessing"))\r
+ if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
+ if(cvar("r_glsl_postprocess_uservec1_enable"))\r
{\r
// don't allow blur to get stuck on if we disable the cvar while damaged\r
cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
}\r
+ if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
+ if(cvar("r_glsl_postprocess_uservec2_enable"))\r
+ {\r
+ // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
+ }\r
+\r
+ // volume cutting\r
+ if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
+ {\r
+ float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
+\r
+ if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
+ {\r
+ // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
+ // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
+ // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
+\r
+ volume_modify_default_1 = cvar("menu_volume");\r
+ volume_modify_default_2 = cvar("menu_bgmvolume");\r
+\r
+ volume_modify_changed_1 = cvar("menu_volume");\r
+ volume_modify_changed_2 = cvar("menu_bgmvolume");\r
+ }\r
+ else\r
+ {\r
+ if(spectatee_status == -1 || intermission)\r
+ {\r
+ volume_modify_1_target = volume_modify_default_1;\r
+ volume_modify_2_target = volume_modify_default_2;\r
+ }\r
+ else if(getstati(STAT_VORE_EATEN))\r
+ {\r
+ volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
+ volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
+ }\r
+ else\r
+ {\r
+ volume_modify_1_target = volume_modify_default_1;\r
+ volume_modify_2_target = volume_modify_default_2;\r
+ }\r
+ volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
+\r
+ if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
+ {\r
+ if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
+ volume_modify_1 -= volume_modify_fade;\r
+ else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
+ volume_modify_1 += volume_modify_fade;\r
+ else\r
+ volume_modify_1 = volume_modify_1_target;\r
+\r
+ if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
+ volume_modify_2 -= volume_modify_fade;\r
+ else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
+ volume_modify_2 += volume_modify_fade;\r
+ else\r
+ volume_modify_2 = volume_modify_2_target;\r
+\r
+ cvar_set("volume", ftos(volume_modify_1));\r
+ cvar_set("bgmvolume", ftos(volume_modify_2));\r
+ // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
+ }\r
+ }\r
+ }\r
\r
// Draw the mouse cursor\r
// NOTE: drawpic must happen after R_RenderScene for some reason\r
Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
}\r
\r
+ float weapon_clipload, weapon_clipsize, ring_scale;\r
+\r
+ float swallow_indicator;\r
+ if(cvar("crosshair_swallowindicator"))\r
+ swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
+\r
float hud;\r
hud = getstati(STAT_HUD);\r
\r
wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
wcross_origin_z = 0;\r
if(cvar("crosshair_hittest"))\r
+ if(!swallow_indicator)\r
{\r
vector wcross_oldorigin;\r
wcross_oldorigin = wcross_origin;\r
shottype = SHOTTYPE_HITWORLD;\r
\r
string wcross_style;\r
- wcross_style = cvar_string("crosshair");\r
+\r
+ if(swallow_indicator > 1)\r
+ wcross_style = "_canswallow_team.tga";\r
+ else if(swallow_indicator > 0)\r
+ wcross_style = "_canswallow.tga";\r
+ else\r
+ wcross_style = cvar_string("crosshair");\r
\r
if (wcross_style != "0") {\r
vector wcross_color, wcross_size;\r
string wcross_name;\r
float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
\r
- wcross_color_x = cvar("crosshair_color_red");\r
- wcross_color_y = cvar("crosshair_color_green");\r
- wcross_color_z = cvar("crosshair_color_blue");\r
+ if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
+ {\r
+ wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
+ wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
+ wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
+ }\r
+ else if(cvar("crosshair_color_by_health"))\r
+ {\r
+ local float x = getstati(STAT_HEALTH);\r
+ \r
+ //x = red\r
+ //y = green\r
+ //z = blue\r
+ \r
+ wcross_color_z = 0;\r
+ \r
+ if(x > 200)\r
+ {\r
+ wcross_color_x = 0;\r
+ wcross_color_y = 1;\r
+ }\r
+ else if(x > 150)\r
+ {\r
+ wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
+ wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
+ }\r
+ else if(x > 100)\r
+ {\r
+ wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
+ wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
+ wcross_color_z = 1 - (x-100)*0.02;\r
+ }\r
+ else if(x > 50)\r
+ {\r
+ wcross_color_x = 1;\r
+ wcross_color_y = 1;\r
+ wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; \r
+ }\r
+ else if(x > 20)\r
+ {\r
+ wcross_color_x = 1;\r
+ wcross_color_y = (x-20)*90/27/100;\r
+ wcross_color_z = (x-20)*90/27/100 * 0.2;\r
+ }\r
+ else\r
+ {\r
+ wcross_color_x = 1;\r
+ wcross_color_y = 0;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ wcross_color_x = cvar("crosshair_color_red");\r
+ wcross_color_y = cvar("crosshair_color_green");\r
+ wcross_color_z = cvar("crosshair_color_blue");\r
+ }\r
wcross_alpha = cvar("crosshair_color_alpha");\r
wcross_resolution = cvar("crosshair_size");\r
\r
+ if(!activeweapon)\r
+ if(!swallow_indicator)\r
+ {\r
+ if(cvar("crosshair_unarmed_dim_color"))\r
+ wcross_color *= cvar("crosshair_unarmed_dim_color");\r
+ if(cvar("crosshair_unarmed_dim_alpha"))\r
+ wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
+ }\r
+\r
wcross_name = strcat("gfx/crosshair", wcross_style);\r
\r
if(cvar("crosshair_effect_scalefade"))\r
{\r
wcross_scale = 1;\r
}\r
+ if(swallow_indicator)\r
+ wcross_scale *= cvar("crosshair_swallowindicator_size");\r
\r
if(cvar("crosshair_pickup"))\r
{\r
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
wcross_name_alpha_goal_prev = f;\r
+\r
+ // ring around crosshair representing ammo left in weapon clip\r
+ weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
+ a = cvar("crosshair_ring_alpha");\r
+ if (weapon_clipload && a)\r
+ if (!swallow_indicator)\r
+ {\r
+ weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
+ ring_scale = cvar("crosshair_ring_size");\r
+ f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
+ }\r
}\r
}\r
else\r