#include "hud/panel/scoreboard.qh"
#include "hud/panel/quickmenu.qh"
-#include "mutators/events.qh"
+#include <client/mutators/_mod.qh>
#include <common/animdecide.qh>
#include <common/deathtypes/all.qh>
#include <common/anim.qh>
#include <common/constants.qh>
#include <common/net_linked.qh>
+#include <common/net_notice.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
#include <common/gamemodes/_mod.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
-#include <common/triggers/target/music.qh>
+#include <common/mapobjects/target/music.qh>
#include <common/teams.qh>
#include <common/wepent.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/waypoints/all.qh>
#include <common/viewloc.qh>
-#include <common/triggers/trigger/viewloc.qh>
+#include <common/mapobjects/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
float autocvar_cl_viewmodel_scale;
+float autocvar_cl_viewmodel_alpha;
bool autocvar_cl_bobmodel;
float autocvar_cl_bobmodel_speed;
if(!this.activeweapon || !autocvar_r_drawviewmodel)
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
- float a = this.alpha;
- static bool wasinvehicle;
+ float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
bool invehicle = player_localentnum > maxclients;
if (invehicle) a = -1;
- else if (wasinvehicle) a = 1;
- wasinvehicle = invehicle;
Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
vector g = weaponentity_glowmod(wep, NULL, c, this);
viewmodels[slot] = new(viewmodel);
}
-void Porto_Draw(entity this);
+float showfps_prevfps;
+float showfps_prevfps_time;
+int showfps_framecounter;
+
+void fpscounter_update()
+{
+ if(!STAT(SHOWFPS))
+ return;
+
+ float currentTime = gettime(GETTIME_REALTIME);
+ showfps_framecounter += 1;
+ if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
+ {
+ showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
+ showfps_framecounter = 0;
+ showfps_prevfps_time = currentTime;
+
+ int channel = MSG_C2S;
+ WriteHeader(channel, fpsreport);
+ WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
+ }
+}
+
+STATIC_INIT(fpscounter_init)
+{
+ float currentTime = gettime(GETTIME_REALTIME);
+ showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
+}
+
STATIC_INIT(Porto)
{
entity e = new_pure(porto);
vector pos = view_origin;
vector dir = view_forward;
+ makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
+ pos += v_right * -wepent.movedir.y
+ + v_up * wepent.movedir.z;
+
if (wepent.angles_held_status)
{
makevectors(wepent.angles_held);
if(zoomfactor < 1 || zoomfactor > 30)
zoomfactor = 2.5;
zoomspeed = autocvar_cl_zoomspeed;
- if(zoomspeed >= 0)
- if(zoomspeed < 0.5 || zoomspeed > 16)
- zoomspeed = 3.5;
+ if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
+ zoomspeed = 3.5;
zoomdir = button_zoom;
if(zoomdir) { zoomin_effect = 0; }
- if(camera_active)
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ {
+ current_viewzoom = 1;
+ }
+ else if (camera_active)
{
current_viewzoom = min(1, current_viewzoom + drawframetime);
}
if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
- if(intermission) { curspeed = 0; }
+ if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
+ curspeed = 0;
else
{
-
makevectors(view_angles);
v = pmove_vel;
if(csqcplayer)
case WEP_MORTAR: // toss curve
return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
+ case WEP_OVERKILL_NEX:
case WEP_VAPORIZER:
mv = MOVE_NORMAL;
break;
return SHOTTYPE_HITWORLD;
}
-void PostInit();
-void CSQC_Demo_Camera();
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
}
else return true;
}
+ if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change
+ && time <= spectatee_status_changed_time + 0.5)
+ return true;
}
return false;
}
float arc_heat = wepent.arc_heat_percent;
float vcharge = wepent.vortex_charge;
float vchargepool = wepent.vortex_chargepool_ammo;
+ float oknex_charge_ = wepent.oknex_charge;
+ float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vcharge;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+ {
+ if (oknex_chargepool_ || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = oknex_chargepool_;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_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 = oknex_charge_;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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.
wcross_scale_goal_prev = 0;
wcross_alpha_goal_prev = 0;
wcross_changedonetime = 0;
- if(wcross_name_goal_prev)
- strunzone(wcross_name_goal_prev);
- wcross_name_goal_prev = string_null;
- if(wcross_name_goal_prev_prev)
- strunzone(wcross_name_goal_prev_prev);
- wcross_name_goal_prev_prev = string_null;
+ strfree(wcross_name_goal_prev);
+ strfree(wcross_name_goal_prev_prev);
wcross_name_changestarttime = 0;
wcross_name_changedonetime = 0;
wcross_name_alpha_goal_prev = 0;
vector slot = specialcommand_slots[j];
if(slot.y)
slot.y += SPECIALCOMMAND_SPEED * frametime;
- if(slot.z)
- slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+ //if(slot.z)
+ //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
if(slot.y >= vid_conheight)
slot = '0 0 0';
{
slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
slot.y = 1; // start it off 0 so we can use it
- slot.z = random();
+ slot.z = floor(random() * Weapons_MAX);
sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
vector newcolor = randomvec() * 2;
newcolor.x = bound(0.4, newcolor.x, 1);
vector splash_size = '0 0 0';
splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ entity wep = Weapons_from(slot.z);
+ if(wep == WEP_Null)
+ drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ else
+ drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
//drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
}
//draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
}
+void HUD_Cursor_Show()
+{
+ float cursor_alpha = 1 - autocvar__menu_alpha;
+ if(cursor_type == CURSOR_NORMAL)
+ draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
+ else if(cursor_type == CURSOR_MOVE)
+ draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
+ else if(cursor_type == CURSOR_RESIZE)
+ draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
+ else if(cursor_type == CURSOR_RESIZE2)
+ draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
+}
+
+void HUD_Mouse(entity player)
+{
+ if(autocvar__menu_alpha == 1)
+ return;
+
+ if(!cursor_active)
+ {
+ if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ ViewLocation_Mouse(); // NOTE: doesn't use cursormode
+ return;
+ }
+
+ if(!autocvar_hud_cursormode)
+ update_mousepos();
+
+ if(autocvar__hud_configure)
+ HUD_Panel_Mouse();
+ else
+ {
+ if (HUD_MinigameMenu_IsOpened() || active_minigame)
+ HUD_Minigame_Mouse();
+ if (QuickMenu_IsOpened())
+ QuickMenu_Mouse();
+ if (HUD_Radar_Clickable())
+ HUD_Radar_Mouse();
+ }
+
+ prevMouseClicked = mouseClicked;
+
+ HUD_Cursor_Show();
+}
+
bool ov_enabled;
float oldr_nearclip;
float oldr_farclip_base;
float oldr_useportalculling;
float oldr_useinfinitefarclip;
-void cl_notice_run();
-
float prev_myteam;
int lasthud;
float vh_notice_time;
-void WaypointSprite_Load();
void CSQC_UpdateView(entity this, float w, float h)
{
- TC(int, w); TC(int, h);
+ TC(int, w); TC(int, h);
entity e;
float fov;
float f;
TargetMusic_Advance();
Fog_Force();
+ fpscounter_update();
if(drawtime == 0)
drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
IL_EACH(g_drawables, it.draw, it.draw(it));
- addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+ addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
// now switch to 2D drawing mode by calling a 2D drawing function
cvar_set("vid_conheight", h0);
}
- if(autocvar__hud_configure)
- HUD_Panel_Mouse();
- else if (HUD_MinigameMenu_IsOpened() || active_minigame)
- HUD_Minigame_Mouse();
- else if(QuickMenu_IsOpened())
- QuickMenu_Mouse();
- else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
- ViewLocation_Mouse(); // NOTE: doesn't use cursormode
- else
- HUD_Radar_Mouse();
+ HUD_Mouse(local_player);
cl_notice_run();
unpause_update();