]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge remote branch 'origin/master' into fruitiex/fruit_vs_tzork-balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 510384c1d40541f67137b883dbfbc4809461ada1..ffe03d85280ffcf1c96caa917fa2fb49e0faab1b 100644 (file)
@@ -350,7 +350,7 @@ vector freeze_pmove_org, freeze_input_angles;
 entity nightvision_noise, nightvision_noise2;
 
 float pickup_crosshair_time, pickup_crosshair_size;
-float nex_charge_change, nex_charge_current_avg;
+float use_nex_charge_pool;
 
 void CSQC_UpdateView(float w, float h)
 {
@@ -567,7 +567,8 @@ void CSQC_UpdateView(float w, float h)
        // next R_RenderScene call
        drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
 
-       if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+       if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
+       if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
        {
                // apply night vision effect
                vector rgb, tc_00, tc_01, tc_10, tc_11;
@@ -742,33 +743,30 @@ void CSQC_UpdateView(float w, float h)
                        string wcross_wep, wcross_name;
                        float wcross_scale, wcross_blur;
 
-                       wcross_color_x = cvar("crosshair_color_red");
-                       wcross_color_y = cvar("crosshair_color_green");
-                       wcross_color_z = cvar("crosshair_color_blue");
-                       if (cvar("crosshair_per_weapon")) {
+                       if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
                                e = get_weaponinfo(activeweapon);
                                if (e && e.netname != "")
                                {
                                        wcross_wep = e.netname;
-                                       wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
-                                       if (wcross_resolution == 0)
-                                               return;
-                                       wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
-                                       if (wcross_alpha == 0)
-                                               return;
-
-                                       wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
-                                       if(wcross_style == "")
-                                               wcross_style = e.netname;
-
-                                       if(!cvar("crosshair_color_override"))
+                                       if(cvar("crosshair_per_weapon"))
                                        {
-                                               wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
-                                               wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
-                                               wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
+                                               wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+                                               if (wcross_resolution == 0)
+                                                       return;
+                                               wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
+                                               if (wcross_alpha == 0)
+                                                       return;
+
+                                               wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+                                               if(wcross_style == "" || wcross_style == "0")
+                                                       wcross_style = wcross_wep;
                                        }
                                }
                        }
+                       if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
+                               wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
+                       else
+                               wcross_color = stov(cvar_string("crosshair_color"));
 
                        wcross_name = strcat("gfx/crosshair", wcross_style);
 
@@ -856,8 +854,12 @@ void CSQC_UpdateView(float w, float h)
 
                        wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
 
-                       float nex_charge;
+                       float nex_charge, nex_charge_pool;
                        nex_charge = getstatf(STAT_NEX_CHARGE);
+                       nex_charge_pool = getstatf(STAT_NEX_CHARGEPOOL);
+
+                       if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+                               nex_charge_movingavg = nex_charge;
 
                        // ring around crosshair representing bullets left in camping rifle clip
                        if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
@@ -871,13 +873,23 @@ void CSQC_UpdateView(float w, float h)
                        else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
                        {
                                vector rgb;
-                               // indicate how much we're charging right now with an inner circle
-                               a = cvar("crosshair_nexvelocity_currentcharge_alpha");
-                               nex_charge_change = (1 - cvar("crosshair_nexvelocity_currentcharge_rate")) * nex_charge_change + cvar("crosshair_nexvelocity_currentcharge_rate") * nex_charge;
-                               nex_charge_current_avg = cvar("crosshair_nexvelocity_currentcharge_rate") * nex_charge_current_avg + (1 - cvar("crosshair_nexvelocity_currentcharge_rate")) * nex_charge_change;
+                               if(nex_charge_pool || use_nex_charge_pool)
+                               {
+                                       use_nex_charge_pool = 1;
+
+                                       a = cvar("crosshair_nexvelocity_alpha");
+                                       rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_charge_pool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               }
+                               else
+                               {
+                                       // indicate how much we're charging right now with an inner circle
+                                       a = cvar("crosshair_nexvelocity_currentcharge_alpha");
+                                       nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
 
-                               rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
-                               DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_scale") * (nex_charge - nex_charge_current_avg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                                       rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               }
 
                                // draw the charge
                                a = cvar("crosshair_nexvelocity_alpha");
@@ -1294,18 +1306,22 @@ void CSQC_common_hud(void)
                case HUD_NORMAL:
                        // do some accuracy var caching
                        float i;
-                       if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
                        if(!(gametype == GAME_RACE || gametype == GAME_CTS))
                        {
-                               if(acc_color_levels)
-                                       strunzone(acc_color_levels);
-                               acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
-                               acc_levels = tokenize(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));
+                               if(cvar_string("accuracy_color_levels") != acc_color_levels)
+                               {
+                                       if(acc_color_levels)
+                                               strunzone(acc_color_levels);
+                                       acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
+                                       acc_levels = tokenize(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));
+                               }
+                               // let know that acc_col[] needs to be loaded
+                               acc_col_x[0] = -1;
                        }
 
                        HUD_Main(); // always run these functions for alpha checks