if(zoomspeed < 0.5 || zoomspeed > 16)
zoomspeed = 3.5;
-
- float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
- float spawnzoomspeed = autocvar_cl_spawnzoom_speed;
-
zoomdir = button_zoom;
if(hud == HUD_NORMAL)
if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
{
current_viewzoom = min(1, current_viewzoom + drawframetime);
}
- else if(zoomin_effect)
+ else if(autocvar_cl_spawnzoom && zoomin_effect)
{
- /*if(autocvar_cl_spawnzoom_type == 1) { current_viewzoom = (current_viewzoom + drawframetime * spawnzoomspeed * (1 - 1 / spawnzoomfactor)); }
- else { */
+ float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
- current_viewzoom += (spawnzoomspeed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+ current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
if(current_viewzoom == 1) { zoomin_effect = 0; }
}
if(teamplay)
if(t == myteam)
return SHOTTYPE_HITTEAM;
- if(t == COLOR_SPECTATOR)
+ if(t == NUM_SPECTATOR)
return SHOTTYPE_HITWORLD;
return SHOTTYPE_HITENEMY;
}
#define BUTTON_3 4
#define BUTTON_4 8
float cl_notice_run();
+float prev_myteam;
void CSQC_UpdateView(float w, float h)
{
entity e;
button_attack2 = (input_buttons & BUTTON_3);
button_zoom = (input_buttons & BUTTON_4);
- // FIXME do we need this hack?
- if(isdemo())
- {
- // in demos, input_buttons do not work
- button_zoom = (autocvar__togglezoom == "-");
- }
-
#define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
#endif
myteam = GetPlayerColor(player_localentnum - 1);
+ if(myteam != prev_myteam)
+ {
+ myteamcolors = colormapPaletteColor(myteam, 1);
+ for(i = 0; i < HUD_PANEL_NUM; ++i)
+ hud_panel[i].update_time = time;
+ prev_myteam = myteam;
+ }
+
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+ float is_dead = (getstati(STAT_HEALTH) <= 0);
+
+ // FIXME do we need this hack?
+ if(isdemo())
+ {
+ // in demos, input_buttons do not work
+ button_zoom = (autocvar__togglezoom == "-");
+ }
+ else if(button_zoom
+ && autocvar_cl_unpress_zoom_on_death
+ && (spectatee_status >= 0)
+ && (is_dead || intermission))
+ {
+ // no zoom while dead or in intermission please
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
+ if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || 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 = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
HUD_InitScores();
}
- if(last_switchweapon != switchweapon) {
+ if(last_switchweapon != switchweapon)
+ {
weapontime = time;
last_switchweapon = switchweapon;
+ if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
+ if(autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = FALSE;
+ }
}
- if(last_activeweapon != activeweapon) {
+ if(last_activeweapon != activeweapon)
+ {
last_activeweapon = activeweapon;
e = get_weaponinfo(activeweapon);
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
}
}
}
-
- if(autocvar_hud_damage)
+
+ if(autocvar_hud_damage && !getstati(STAT_FROZEN))
{
splash_size_x = max(vid_conwidth, vid_conheight);
splash_size_y = max(vid_conwidth, vid_conheight);
//else
{
- 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);
+ if(getstatf(STAT_REVIVE_PROGRESS))
{
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);
if(getstatf(STAT_REVIVE_PROGRESS))
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
}
void CSQC_common_hud(void)
{
- // do some accuracy var caching
- float i;
- if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
- {
- if(autocvar_accuracy_color_levels != acc_color_levels)
- {
- if(acc_color_levels)
- strunzone(acc_color_levels);
- acc_color_levels = strzone(autocvar_accuracy_color_levels);
- acc_levels = tokenize_console(acc_color_levels);
- if (acc_levels > MAX_ACCURACY_LEVELS)
- acc_levels = MAX_ACCURACY_LEVELS;
-
- for (i = 0; i < acc_levels; ++i)
- acc_lev[i] = stof(argv(i)) / 100.0;
- }
- // let know that acc_col[] needs to be loaded
- acc_col[0] = '-1 0 0';
- }
+ if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
+ Accuracy_LoadLevels();
HUD_Main(); // always run these functions for alpha checks
HUD_DrawScoreboard();