vector p, dir, ang, q, nextdir;
float idx, portal_number, portal1_idx;
- if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
+ if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+ return;
+ if(g_balance_porto_secondary)
return;
if(intermission == 1)
return;
{
float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
float velocityzoom, curspeed;
+ vector v;
zoomsensitivity = autocvar_cl_zoomsensitivity;
zoomfactor = autocvar_cl_zoomfactor;
makevectors(view_angles);
- if(autocvar_cl_velocityzoom)
+ if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
+ v = pmove_vel;
+ if(csqcplayer)
+ v = csqcplayer.velocity;
+
switch(autocvar_cl_velocityzoom_type)
{
- case 3: curspeed = max(0, v_forward * pmove_vel); break;
- case 2: curspeed = (v_forward * pmove_vel); break;
- case 1: default: curspeed = vlen(pmove_vel); break;
+ case 3: curspeed = max(0, v_forward * v); break;
+ case 2: curspeed = (v_forward * v); break;
+ case 1: default: curspeed = vlen(v); break;
}
velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
float EnemyHitCheck()
{
- float t;
+ float t, n;
wcross_origin = project_3d_to_2d(trace_endpos);
wcross_origin_z = 0;
- if(trace_networkentity < 1)
+ if(trace_ent)
+ n = trace_ent.entnum;
+ else
+ n = trace_networkentity;
+ if(n < 1)
return SHOTTYPE_HITWORLD;
- if(trace_networkentity > maxclients)
+ if(n > maxclients)
return SHOTTYPE_HITWORLD;
- t = GetPlayerColor(trace_networkentity - 1);
+ t = GetPlayerColor(n - 1);
if(teamplay)
if(t == myteam)
return SHOTTYPE_HITTEAM;
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
float camera_mode;
+float CAMERA_FREE = 1;
+float CAMERA_CHASE = 2;
float reticle_type;
string NextFrameCommand;
void CSQC_SPIDER_HUD();
float checkfail[16];
+#define BUTTON_3 4
+#define BUTTON_4 8
+float cl_notice_run();
void CSQC_UpdateView(float w, float h)
{
entity e;
vector v;
vector vf_size, vf_min;
float a;
+
+ execute_next_frame();
+
+ ++framecount;
+
hud = getstati(STAT_HUD);
+ if(checkextension("DP_CSQC_MINFPS_QUALITY"))
+ view_quality = getproperty(VF_MINFPS_QUALITY);
+ else
+ view_quality = 1;
+
button_attack2 = (input_buttons & BUTTON_3);
button_zoom = (input_buttons & BUTTON_4);
CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
- vf_size = R_SetView3fv(VF_SIZE);
- vf_min = R_SetView3fv(VF_MIN);
+ vf_size = getpropertyvec(VF_SIZE);
+ vf_min = getpropertyvec(VF_MIN);
vid_width = vf_size_x;
vid_height = vf_size_y;
CSQCPlayer_SetCamera();
+#ifdef COMPAT_XON050_ENGINE
if(spectatee_status)
myteam = GetPlayerColor(spectatee_status - 1);
else
+#endif
myteam = GetPlayerColor(player_localentnum - 1);
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
{
// 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 = R_SetView3fv(VF_ORIGIN);
+ 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 R_SetView()
+ // Ideally, there should be another way to enable third person cameras, such as through setproperty()
if(!autocvar_chase_active)
cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
- R_SetView(VF_ORIGIN, trace_endpos);
- R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
+ setproperty(VF_ORIGIN, trace_endpos);
+ setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
}
else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
{
// 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)
{
- R_SetView(VF_ORIGIN, freeze_org);
- R_SetView(VF_ANGLES, freeze_ang);
+ setproperty(VF_ORIGIN, freeze_org);
+ setproperty(VF_ANGLES, freeze_ang);
}
else
{
- freeze_org = R_SetView3fv(VF_ORIGIN);
- freeze_ang = R_SetView3fv(VF_ANGLES);
+ freeze_org = getpropertyvec(VF_ORIGIN);
+ freeze_ang = getpropertyvec(VF_ANGLES);
}
WarpZone_FixView();
//WarpZone_FixPMove();
// Render the Scene
- view_origin = R_SetView3fv(VF_ORIGIN);
- view_angles = R_SetView3fv(VF_ANGLES);
+ view_origin = getpropertyvec(VF_ORIGIN);
+ view_angles = getpropertyvec(VF_ANGLES);
makevectors(view_angles);
view_forward = v_forward;
view_right = v_right;
}
// ALWAYS Clear Current Scene First
- R_ClearScene();
+ clearscene();
#ifdef WORKAROUND_XON010
if(checkextension("DP_CSQC_ROTATEMOVES"))
{
#endif
- R_SetView(VF_ORIGIN, view_origin);
- R_SetView(VF_ANGLES, view_angles);
+ setproperty(VF_ORIGIN, view_origin);
+ setproperty(VF_ANGLES, view_angles);
#ifdef WORKAROUND_XON010
}
#endif
// FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
- R_SetView(VF_SIZE, vf_size);
- R_SetView(VF_MIN, vf_min);
+ setproperty(VF_SIZE, vf_size);
+ setproperty(VF_MIN, vf_min);
// Assign Standard Viewflags
// Draw the World (and sky)
- R_SetView(VF_DRAWWORLD, 1);
+ setproperty(VF_DRAWWORLD, 1);
// Set the console size vars
vid_conwidth = autocvar_vid_conwidth;
vid_conheight = autocvar_vid_conheight;
vid_pixelheight = autocvar_vid_pixelheight;
- R_SetView(VF_FOV, GetCurrentFov(fov));
+ setproperty(VF_FOV, GetCurrentFov(fov));
// Camera for demo playback
if(camera_active)
}
// Draw the Crosshair
- R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
+ setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
// Draw the Engine Status Bar (the default Quake HUD)
- R_SetView(VF_DRAWENGINEHUD, 0);
+ setproperty(VF_DRAWENGINESBAR, 0);
// Update the mouse position
/*
self.draw();
self = e;
- R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
- R_RenderScene();
+ addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+ 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
if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
{
// apply night vision effect
- vector rgb, tc_00, tc_01, tc_10, tc_11;
+ vector tc_00, tc_01, tc_10, tc_11;
+ vector rgb;
+ rgb_x = 0; // fteqcc sucks
+ rgb_y = 0; // fteqcc sucks
+ rgb_z = 0; // fteqcc sucks
if(!nightvision_noise)
{
}
}
- if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
+ float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
+ float e2 = (autocvar_hud_powerup != 0);
+ if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
{
// enable or disable rendering types if they are used or not
- if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
- if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
-
+ if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
+ if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
+
// blur postprocess handling done first (used by hud_damage and hud_contents)
if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
{
cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
old_sharpen_intensity = 0;
}
+
+ if(cvar("r_glsl_postprocess") == 0)
+ cvar_set("r_glsl_postprocess", "2");
}
+ else if(cvar("r_glsl_postprocess") == 2)
+ cvar_set("r_glsl_postprocess", "0");
if(menu_visible)
menu_show();
- /*if(gametype == GAME_CTF)
+ /*if(gametype == MAPINFO_TYPE_CTF)
{
ctf_view();
} else */
//else
{
- if(gametype == GAME_FREEZETAG)
+ if(gametype == MAPINFO_TYPE_FREEZETAG)
{
if(getstati(STAT_FROZEN))
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+ {
+ if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ return;
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
wcross_scale *= 1 - autocvar__menu_alpha;
wcross_alpha *= 1 - autocvar__menu_alpha;
- wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+ wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
{
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 = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+ 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;
}
}
wcross_name_alpha_goal_prev = f;
- wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
+ 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 != "0")
+
+ 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?
+ // FIXME why don't we use wcross_alpha here?cl_notice_run();
wcross_color = wcross_color_old;
}
}
string w0, h0;
w0 = ftos(autocvar_vid_conwidth);
h0 = ftos(autocvar_vid_conheight);
- //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
- //R_SetView(VF_FOV, '90 90 0');
- R_SetView(VF_ORIGIN, '0 0 0');
- R_SetView(VF_ANGLES, '0 0 0');
- R_SetView(VF_PERSPECTIVE, 1);
+ //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
+ //setproperty(VF_FOV, '90 90 0');
+ setproperty(VF_ORIGIN, '0 0 0');
+ setproperty(VF_ANGLES, '0 0 0');
+ setproperty(VF_PERSPECTIVE, 1);
makevectors('0 0 0');
vector v1, v2;
cvar_set("vid_conwidth", "800");
else if(hud == HUD_BUMBLEBEE)
CSQC_BUMBLE_HUD();
}
+
+ cl_notice_run();
+
// let's reset the view back to normal for the end
- R_SetView(VF_MIN, '0 0 0');
- R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+ setproperty(VF_MIN, '0 0 0');
+ setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
}
{
// do some accuracy var caching
float i;
- if(!(gametype == GAME_RACE || gametype == GAME_CTS))
+ if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
{
if(autocvar_accuracy_color_levels != acc_color_levels)
{
current_position = current_origin + current_camera_offset;
}
- R_SetView(VF_ANGLES, current_angles);
- R_SetView(VF_ORIGIN, current_position);
+ setproperty(VF_ANGLES, current_angles);
+ setproperty(VF_ORIGIN, current_position);
}