#include "view.qh"
#include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
#include "mapvoting.qh"
-#include "scoreboard.qh"
#include "shownames.qh"
+#include "hud/panel/scoreboard.qh"
#include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
#include <common/constants.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
-#include <common/gamemodes/all.qh>
+#include <common/gamemodes/_mod.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
#include <common/vehicles/all.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
else if (wasinvehicle) a = 1;
wasinvehicle = invehicle;
Weapon wep = activeweapon;
- int c = stof(getplayerkeyvalue(current_player, "colors"));
- vector g = weaponentity_glowmod(wep, c);
+ int c = entcs_GetClientColors(current_player);
+ vector g = weaponentity_glowmod(wep, NULL, c);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
{
entity e = new_pure(porto);
e.draw = Porto_Draw;
+ IL_PUSH(g_drawables, e);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
zoomspeed = 3.5;
zoomdir = button_zoom;
- if(hud == HUD_NORMAL)
+ if(hud == HUD_NORMAL && !spectatee_status)
if(switchweapon == activeweapon)
if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
void PostInit();
void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard();
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
if (damage_dealt_time != damage_dealt_time_prev)
{
unaccounted_damage += unaccounted_damage_new;
- LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+ LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
}
damage_dealt_time_prev = damage_dealt_time;
pitch_shift = mirror_value + (mirror_value - pitch_shift);
}
- LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+ LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
// todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
// todo: normalize sound pressure levels? seems unnecessary
- sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
}
unaccounted_damage = 0;
hitsound_time_prev = time;
float typehit_time = STAT(TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
- sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
+ sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
typehit_time_prev = typehit_time;
}
}
{
case 1: // crosshair_color_per_weapon
{
- if(this != WEP_Null)
+ if(this != WEP_Null && hud == HUD_NORMAL)
{
wcross_color = this.wpcolor;
break;
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
- spectatee_status != -1 && !csqcplayer.viewloc &&
+ spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
!HUD_MinigameMenu_IsOpened() )
{
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ return;
+
if (hud != HUD_NORMAL)
{
HUD_Crosshair_Vehicle(this);
v = wcross_origin - wcross_oldorigin;
v.x /= vid_conwidth;
v.y /= vid_conheight;
- if(vlen(v) > 0.01)
+ if(vdist(v, >, 0.01))
shottype = SHOTTYPE_HITOBSTRUCTION;
}
if(!autocvar_crosshair_hittest_showimpact)
void HUD_Draw(entity this)
{
+ // if we don't know gametype and scores yet avoid drawing the scoreboard
+ // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
+ // e.g. since initial player's health is 0 hud would display the hud_damage effect,
+ // cl_deathscoreboard would show the scoreboard and so on
+ if(!gametype)
+ return;
+
if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
+ else if(STAT(CAPTURE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
else if(STAT(REVIVE_PROGRESS))
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
Accuracy_LoadLevels();
HUD_Main();
- HUD_DrawScoreboard();
HUD_Scale_Disable();
}
float oldr_useinfinitefarclip;
void cl_notice_run();
+
float prev_myteam;
int lasthud;
float vh_notice_time;
void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
-{ENGINE_EVENT();
+void CSQC_UpdateView(entity this, float w, float h)
+{
TC(int, w); TC(int, h);
entity e;
float fov;
else
view_quality = 1;
- // this needs to be updated manually now due to the destruction of engine physics stats
- if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
- cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
-
button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
+ if(STAT(CAMERA_SPECTATOR))
+ {
+ if(spectatee_status > 0)
+ {
+ if(!autocvar_chase_active)
+ {
+ cvar_set("chase_active", "-2");
+ goto skip_eventchase_death;
+ }
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
+ if(autocvar_chase_active == -2)
+ goto skip_eventchase_death;
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
- float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
- entity gen = world;
float vehicle_viewdist = 0;
vector vehicle_viewofs = '0 0 0';
}
}
- if(ons_roundlost)
- {
- FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, {
- gen = it;
- break;
- });
- if(!gen)
- ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
- }
- if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
+ if(WantEventchase(this))
{
+ vector current_view_origin_override = '0 0 0';
+ vector view_offset_override = '0 0 0';
+ float chase_distance_override = 0;
+ bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
+ if(custom_eventchase)
+ {
+ current_view_origin_override = M_ARGV(0, vector);
+ view_offset_override = M_ARGV(1, vector);
+ chase_distance_override = M_ARGV(0, float);
+ }
eventchase_running = true;
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
// 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);
- if(ons_roundlost) { current_view_origin = gen.origin; }
+ if (custom_eventchase)
+ current_view_origin = current_view_origin_override;
// detect maximum viewoffset and use it
vector view_offset = autocvar_cl_eventchase_viewoffset;
else
view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
}
- if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
+ if (custom_eventchase)
+ view_offset = view_offset_override;
if(view_offset)
{
else
chase_distance = autocvar_cl_eventchase_vehicle_distance;
}
- if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
+ if (custom_eventchase)
+ chase_distance = chase_distance_override;
if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
eventchase_current_distance = 0;
}
+ LABEL(skip_eventchase_death);
+
// do lockview after event chase camera so that it still applies whenever necessary.
if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
{
if(!postinit)
PostInit();
+ if(intermission && !gameover_time)
+ gameover_time = time;
+
if(intermission && !isdemo() && !(calledhooks & HOOK_END))
{
if(calledhooks & HOOK_START)
switchweapon = Weapons_from(STAT(SWITCHWEAPON));
- f = (serverflags & SERVERFLAG_TEAMPLAY);
- if(f != teamplay)
- {
- teamplay = f;
- HUD_InitScores();
- }
-
if(last_switchweapon != switchweapon)
{
weapontime = time;
else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
else { setproperty(VF_FOV, GetCurrentFov(fov)); }
- // Camera for demo playback
- if(camera_active)
+ if(camera_active) // Camera for demo playback
{
if(autocvar_camera_enable)
CSQC_Demo_Camera();
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, it.draw(it));
+ IL_EACH(g_drawables, it.draw, it.draw(it));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, it.draw2d(it));
+ IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
Debug_Draw();
- scoreboard_active = HUD_WouldDrawScoreboard();
+ scoreboard_active = Scoreboard_WouldDraw();
HUD_Draw(this); // this parameter for deep vehicle function
if(autocvar__hud_configure)
HUD_Panel_Mouse();
- else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
+ else if (HUD_MinigameMenu_IsOpened() || active_minigame)
HUD_Minigame_Mouse();
else if(QuickMenu_IsOpened())
QuickMenu_Mouse();
// let's reset the view back to normal for the end
setproperty(VF_MIN, '0 0 0');
setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
+ IL_ENDFRAME();
}