#include "mapvoting.qh"
#include "scoreboard.qh"
#include "shownames.qh"
-#include "quickmenu.qh"
+#include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
{
static string name_last;
string name = wep.mdl;
- if (name != name_last)
+ bool swap = name != name_last;
+ // if (swap)
{
name_last = name;
- CL_WeaponEntity_SetModel(this, name);
+ CL_WeaponEntity_SetModel(this, name, swap);
this.viewmodel_origin = this.origin;
this.viewmodel_angles = this.angles;
}
anim_update(this);
- if (!this.animstate_override)
+ if (!this.animstate_override && !this.animstate_looping)
anim_set(this, this.anim_idle, true, false, false);
}
float f = 0; // 0..1; 0: fully active
- float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
+ float rate = STAT(WEAPONRATEFACTOR);
+ float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
if (eta <= 0) f = this.weapon_eta_last;
else switch (this.state)
{
}
}
-void HUD_Crosshair()
-{SELFPARAM();
+vector crosshair_getcolor(entity this, float health_stat)
+{
static float rainbow_last_flicker;
static vector rainbow_prev_color;
+ vector wcross_color = '0 0 0';
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // crosshair_color_per_weapon
+ {
+ if(this)
+ {
+ wcross_color = this.wpcolor;
+ break;
+ }
+ else { goto normalcolor; }
+ }
+
+ case 2: // crosshair_color_by_health
+ {
+ float x = health_stat;
+
+ //x = red
+ //y = green
+ //z = blue
+
+ wcross_color.z = 0;
+
+ if(x > 200)
+ {
+ wcross_color.x = 0;
+ wcross_color.y = 1;
+ }
+ else if(x > 150)
+ {
+ wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
+ wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
+ }
+ else if(x > 100)
+ {
+ wcross_color.x = 1 - (x-100)*0.02 * 0.6;
+ wcross_color.y = 1 - (x-100)*0.02 * 0.1;
+ wcross_color.z = 1 - (x-100)*0.02;
+ }
+ else if(x > 50)
+ {
+ wcross_color.x = 1;
+ wcross_color.y = 1;
+ wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
+ }
+ else if(x > 20)
+ {
+ wcross_color.x = 1;
+ wcross_color.y = (x-20)*90/27/100;
+ wcross_color.z = (x-20)*90/27/100 * 0.2;
+ }
+ else
+ {
+ wcross_color.x = 1;
+ wcross_color.y = 0;
+ }
+ break;
+ }
+
+ case 3: // crosshair_color_rainbow
+ {
+ if(time >= rainbow_last_flicker)
+ {
+ rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+ rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+ }
+ wcross_color = rainbow_prev_color;
+ break;
+ }
+LABEL(normalcolor)
+ default: { wcross_color = stov(autocvar_crosshair_color); break; }
+ }
+
+ return wcross_color;
+}
+
+void HUD_Crosshair()
+{SELFPARAM();
entity e = this;
float f, i, j;
vector v;
wcross_name = strcat("gfx/crosshair", wcross_style);
// MAIN CROSSHAIR COLOR DECISION
- switch(autocvar_crosshair_color_special)
- {
- case 1: // crosshair_color_per_weapon
- {
- if(e)
- {
- wcross_color = e.wpcolor;
- break;
- }
- else { goto normalcolor; }
- }
-
- case 2: // crosshair_color_by_health
- {
- float x = STAT(HEALTH);
-
- //x = red
- //y = green
- //z = blue
-
- wcross_color.z = 0;
-
- if(x > 200)
- {
- wcross_color.x = 0;
- wcross_color.y = 1;
- }
- else if(x > 150)
- {
- wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
- wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
- }
- else if(x > 100)
- {
- wcross_color.x = 1 - (x-100)*0.02 * 0.6;
- wcross_color.y = 1 - (x-100)*0.02 * 0.1;
- wcross_color.z = 1 - (x-100)*0.02;
- }
- else if(x > 50)
- {
- wcross_color.x = 1;
- wcross_color.y = 1;
- wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
- }
- else if(x > 20)
- {
- wcross_color.x = 1;
- wcross_color.y = (x-20)*90/27/100;
- wcross_color.z = (x-20)*90/27/100 * 0.2;
- }
- else
- {
- wcross_color.x = 1;
- wcross_color.y = 0;
- }
- break;
- }
-
- case 3: // crosshair_color_rainbow
- {
- if(time >= rainbow_last_flicker)
- {
- rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
- rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
- }
- wcross_color = rainbow_prev_color;
- break;
- }
- :normalcolor
- default: { wcross_color = stov(autocvar_crosshair_color); break; }
- }
+ wcross_color = crosshair_getcolor(e, STAT(HEALTH));
if(autocvar_crosshair_effect_scalefade)
{
void HUD_Draw()
{
+ if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
void WaypointSprite_Load();
void CSQC_UpdateView(float w, float h)
{SELFPARAM();
+ TC(int, w); TC(int, h);
entity e;
float fov;
float f;
else
view_quality = 1;
+ // this needs to be updated manually now due to the destruction of engine physics stats
+ if(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);
if(!gen)
ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
}
- if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
+ if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost))
{
eventchase_running = true;
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
- local_player = self; // fall back!
+ local_player = this; // fall back!
// 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(view_offset)
{
- WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
if(trace_fraction == 1) { current_view_origin += view_offset; }
else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
}
makevectors(view_angles);
vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
- WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
// If the boxtrace fails, revert back to line tracing.
if(!local_player.viewloc)
if(trace_startsolid)
{
eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
}
else { setproperty(VF_ORIGIN, trace_endpos); }