]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Sync with master
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 8f38cb5bcdc1c3b545b256c976118ef37853ea9b..c54b4446543e5b8b81e1051191b522ff4a4b51d9 100644 (file)
@@ -675,7 +675,7 @@ void CSQC_UpdateView(float w, float h)
        {
                float contentalpha_temp, incontent, liquidalpha, contentfadetime;
                vector liquidcolor;
-
+               
                switch(pointcontents(view_origin))
                {
                        case CONTENT_WATER:
@@ -683,26 +683,26 @@ void CSQC_UpdateView(float w, float h)
                                liquidcolor = stov(autocvar_hud_contents_water_color);
                                incontent = 1;
                                break;
-
+                               
                        case CONTENT_LAVA:
                                liquidalpha = autocvar_hud_contents_lava_alpha;
                                liquidcolor = stov(autocvar_hud_contents_lava_color);
                                incontent = 1;
-                               break;
-
+                               break;  
+                                                       
                        case CONTENT_SLIME:
                                liquidalpha = autocvar_hud_contents_slime_alpha;
                                liquidcolor = stov(autocvar_hud_contents_slime_color);
                                incontent = 1;
                                break;
-
+                               
                        default:
                                liquidalpha = 0;
                                liquidcolor = '0 0 0';
                                incontent = 0;
                                break;
                }
-
+               
                if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
                { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
                        contentfadetime = autocvar_hud_contents_fadeintime;
@@ -711,14 +711,14 @@ void CSQC_UpdateView(float w, float h)
                }
                else
                        contentfadetime = autocvar_hud_contents_fadeouttime;
-
+                       
                contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
                contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
-
+               
                if(contentavgalpha)
                        drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
        }
-
+       
        if(autocvar_hud_damage)
        {
                splash_size_x = max(vid_conwidth, vid_conheight);
@@ -916,13 +916,13 @@ void CSQC_UpdateView(float w, float h)
                        else if(autocvar_crosshair_color_by_health)
                        {
                                local float x = getstati(STAT_HEALTH);
-
+                               
                                //x = red
                                //y = green
                                //z = blue
-
+                               
                                wcross_color_z = 0;
-
+                               
                                if(x > 200)
                                {
                                        wcross_color_x = 0;
@@ -943,7 +943,7 @@ void CSQC_UpdateView(float w, float h)
                                {
                                        wcross_color_x = 1;
                                        wcross_color_y = 1;
-                                       wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+                                       wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  
                                }
                                else if(x > 20)
                                {
@@ -987,7 +987,7 @@ void CSQC_UpdateView(float w, float h)
 
                                wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
                        }
-
+                       
                        vector hitindication_color;
                        if(autocvar_crosshair_hitindication)
                        {
@@ -1065,13 +1065,13 @@ void CSQC_UpdateView(float w, float h)
                        wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
 
                        // crosshair rings for weapon stats
-                       if ((autocvar_crosshair_ring) || (autocvar_crosshair_ring_reload))
+                       if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
                        {
                                // declarations and stats
                                float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
                                string ring_image, ring_inner_image;
                                vector ring_rgb, ring_inner_rgb;
-
+                               
                                ring_scale = autocvar_crosshair_ring_size;
 
                                float weapon_clipload, weapon_clipsize;
@@ -1084,69 +1084,57 @@ void CSQC_UpdateView(float w, float h)
 
                                if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        nex_charge_movingavg = nex_charge;
-
+                                       
 
                                // handle the values
                                if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
                                {
-                                       if (nex_chargepool || use_nex_chargepool) {
-                                               use_nex_chargepool = 1;
+                                       if (nex_chargepool || use_nex_chargepool) { 
+                                               use_nex_chargepool = 1; 
                                                ring_inner_value = nex_chargepool;
-                                       } else {
+                                       } else { 
                                                nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); 
                                        }
-
-                                       ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
+                                               
+                                       ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
                                        ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_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 = nex_charge;
-                                       ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
+                                       ring_alpha = autocvar_crosshair_ring_nex_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
-                               else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+                               else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) 
                                {
                                        ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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 = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
+                                       ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";
                                }
 
-                               if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+                               if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring 
                                {
-                                       // if the main ring is already used by another weapon, instead use the inner one for ammo.
-                                       // inner ring is secondary anyway and doesn't matter as much as main ring, so overriding it is no issue.
-                                       if(ring_value && autocvar_crosshair_ring_reload_inner)
-                                       {
-                                               ring_inner_value = bound(0, weapon_clipload / weapon_clipsize, 1);
-                                               ring_inner_alpha = autocvar_crosshair_ring_reload_alpha;
-                                               ring_inner_rgb = wcross_color;
-                                               ring_inner_image = "gfx/crosshair_ring_inner.tga";
-                                       }
+                                       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 ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
+                                               ring_image = "gfx/crosshair_ring_sniperrifle.tga";
                                        else
-                                       {
-                                               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 ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
-                                                       ring_image = "gfx/crosshair_ring_sniperrifle.tga";
-                                               else
-                                                       ring_image = "gfx/crosshair_ring.tga";
-                                       }
+                                               ring_image = "gfx/crosshair_ring.tga";
                                }
 
-                               if ((autocvar_crosshair_ring_inner || autocvar_crosshair_ring_reload_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, ring_inner_alpha, DRAWFLAG_ADDITIVE);
+                               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, ring_alpha, DRAWFLAG_ADDITIVE);
+                                       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) \
@@ -1261,7 +1249,6 @@ void CSQC_UpdateView(float w, float h)
        R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
 }
 
-
 void CSQC_common_hud(void)
 {
        // HUD_SortFrags(); done in HUD_Draw
@@ -1296,7 +1283,7 @@ void CSQC_common_hud(void)
                        HUD_DrawScoreboard();
 
                        if (scoreboard_active) // scoreboard/accuracy
-                       {
+                       {       
                                HUD_Reset();
                                // HUD_DrawScoreboard takes care of centerprint_start
                        }