int channel = MSG_C2S;
WriteHeader(channel, fpsreport);
- WriteShort(channel, bound(0, rint(fps), 65535)); // prevent insane fps values
+ WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
}
}
}
}
-const int MAX_SPECIALCOMMAND = 15;
-vector specialcommand_slots[MAX_SPECIALCOMMAND];
-vector specialcommand_colors[MAX_SPECIALCOMMAND];
-const float SPECIALCOMMAND_SPEED = 150;
-const float SPECIALCOMMAND_TURNSPEED = 2;
-const float SPECIALCOMMAND_SIZE = 0.025;
-const float SPECIALCOMMAND_CHANCE = 0.35;
-float sc_spawntime, sc_changetime;
-vector sc_color = '1 1 1';
-void SpecialCommand()
-{
- if(!STAT(MOVEVARS_SPECIALCOMMAND))
- return;
-
- if(time >= sc_changetime)
- {
- sc_changetime = time + 1;
- sc_color = randomvec() * 1.5;
- sc_color.x = bound(0.2, sc_color.x, 0.75);
- sc_color.y = bound(0.2, sc_color.y, 0.75);
- sc_color.z = bound(0.2, sc_color.z, 0.75);
- }
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
-
- if(!precache_pic("gfx/smile"))
- return; // damn party poopers
-
- for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
- {
- 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.y >= vid_conheight)
- slot = '0 0 0';
-
- if(slot == '0 0 0')
- {
- if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
- {
- slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
- slot.y = 1; // start it off 0 so we can use it
- slot.z = floor(random() * REGISTRY_MAX(Weapons));
- 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);
- newcolor.y = bound(0.4, newcolor.y, 1);
- newcolor.z = bound(0.4, newcolor.z, 1);
- specialcommand_colors[j] = newcolor;
- }
- }
- else
- {
- 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;
- entity wep = REGISTRY_GET(Weapons, 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);
- }
-
- specialcommand_slots[j] = slot;
- }
-}
-
void HUD_Draw(entity this)
{
// if we don't know gametype and scores yet avoid drawing the scoreboard
if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
}
else if(STAT(CAPTURE_PROGRESS))
{
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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);
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
}
else if(STAT(REVIVE_PROGRESS))
{
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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);
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
}
HUD_Scale_Disable();
}
// crosshair goes VERY LAST
- SpecialCommand();
UpdateDamage();
HUD_Crosshair(this);
HitSound();
tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
//tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
+ R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
+ R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);