#include "view.qh"
+#include "autocvars.qh"
+#include "miscfunctions.qh"
#include "announcer.qh"
#include "hud/_mod.qh"
#include "mapvoting.qh"
#include "mutators/events.qh"
#include <common/animdecide.qh>
+#include <common/deathtypes/all.qh>
#include <common/ent_cs.qh>
#include <common/anim.qh>
#include <common/constants.qh>
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
+#include <common/wepent.qh>
#include <common/weapons/weapon/tuba.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
#include <common/viewloc.qh>
+#include <common/triggers/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
float autocvar_cl_leanmodel_lowpass = 0.05;
#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
-#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
-{ \
- ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
-} MACRO_END
+
+#define lowpass(value, frac, ref_store, ret) \
+ ret = ref_store = ref_store * (1 - frac) + (value) * frac;
#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
{ \
.float weapon_eta_last;
.float weapon_switchdelay;
+.string name_last;
+
void viewmodel_draw(entity this)
{
- if(!activeweapon || !autocvar_r_drawviewmodel)
+ if(!this.activeweapon || !autocvar_r_drawviewmodel)
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = this.alpha;
if (invehicle) a = -1;
else if (wasinvehicle) a = 1;
wasinvehicle = invehicle;
- Weapon wep = activeweapon;
+ Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
- vector g = weaponentity_glowmod(wep, NULL, c);
+ vector g = weaponentity_glowmod(wep, NULL, c, this);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
e.csqcmodel_effects = fx;
CSQCModel_Effects_Apply(e);
}
+ if(a >= 0)
{
- static string name_last;
string name = wep.mdl;
string newname = wep.wr_viewmodel(wep, this);
if(newname)
name = newname;
- bool swap = name != name_last;
+ bool swap = name != this.name_last;
// if (swap)
{
- name_last = name;
+ this.name_last = name;
CL_WeaponEntity_SetModel(this, name, swap);
this.viewmodel_origin = this.origin;
this.viewmodel_angles = this.angles;
}
anim_update(this);
- if (!this.animstate_override && !this.animstate_looping)
+ if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
anim_set(this, this.anim_idle, true, false, false);
}
float f = 0; // 0..1; 0: fully active
this.angles = this.viewmodel_angles;
this.angles_x = (-90 * f * f);
viewmodel_animate(this);
+ MUTATOR_CALLHOOK(DrawViewModel, this);
setorigin(this, this.origin);
}
-entity viewmodel;
STATIC_INIT(viewmodel) {
- viewmodel = new(viewmodel);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ viewmodels[slot] = new(viewmodel);
}
void Porto_Draw(entity this);
}
const int polyline_length = 16;
-vector polyline[polyline_length];
+.vector polyline[polyline_length];
void Porto_Draw(entity this)
{
- if (activeweapon != WEP_PORTO) return;
- if (spectatee_status) return;
- if (WEP_CVAR(porto, secondary)) return;
- if (intermission == 1) return;
- if (intermission == 2) return;
- if (STAT(HEALTH) <= 0) return;
-
- vector pos = view_origin;
- vector dir = view_forward;
- if (angles_held_status)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- makevectors(angles_held);
- dir = v_forward;
- }
+ entity wepent = viewmodels[slot];
- polyline[0] = pos;
+ if (wepent.activeweapon != WEP_PORTO) continue;
+ if (spectatee_status) continue;
+ if (WEP_CVAR(porto, secondary)) continue;
+ if (intermission == 1) continue;
+ if (intermission == 2) continue;
+ if (STAT(HEALTH) <= 0) continue;
- int portal_number = 0, portal1_idx = 1, portal_max = 2;
- int n = 1 + 2; // 2 lines == 3 points
- for (int idx = 0; idx < n && idx < polyline_length - 1; )
- {
- traceline(pos, pos + 65536 * dir, true, this);
- dir = reflect(dir, trace_plane_normal);
- pos = trace_endpos;
- polyline[++idx] = pos;
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
- {
- n += 1;
- continue;
- }
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
+ vector pos = view_origin;
+ vector dir = view_forward;
+ if (wepent.angles_held_status)
{
- n = max(2, idx);
- break;
+ makevectors(wepent.angles_held);
+ dir = v_forward;
}
- // check size
+
+ wepent.polyline[0] = pos;
+
+ int portal_number = 0, portal1_idx = 1, portal_max = 2;
+ int n = 1 + 2; // 2 lines == 3 points
+ for (int idx = 0; idx < n && idx < polyline_length - 1; )
{
- vector ang = vectoangles2(trace_plane_normal, dir);
- ang.x = -ang.x;
- makevectors(ang);
- if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ traceline(pos, pos + 65536 * dir, true, this);
+ dir = reflect(dir, trace_plane_normal);
+ pos = trace_endpos;
+ wepent.polyline[++idx] = pos;
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ {
+ n += 1;
+ continue;
+ }
+ if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
{
n = max(2, idx);
break;
}
+ // check size
+ {
+ vector ang = vectoangles2(trace_plane_normal, dir);
+ ang.x = -ang.x;
+ makevectors(ang);
+ if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
+ {
+ n = max(2, idx);
+ break;
+ }
+ }
+ portal_number += 1;
+ if (portal_number >= portal_max) break;
+ if (portal_number == 1) portal1_idx = idx;
+ }
+ for (int idx = 0; idx < n - 1; ++idx)
+ {
+ vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
+ if (idx == 0) p -= view_up * 16; // line from player
+ vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
+ Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
}
- portal_number += 1;
- if (portal_number >= portal_max) break;
- if (portal_number == 1) portal1_idx = idx;
- }
- for (int idx = 0; idx < n - 1; ++idx)
- {
- vector p = polyline[idx], q = polyline[idx + 1];
- if (idx == 0) p -= view_up * 16; // line from player
- vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
- Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
}
}
zoomspeed = 3.5;
zoomdir = button_zoom;
+
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;
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepent = viewmodels[slot];
+ if(wepent.switchweapon == wepent.activeweapon)
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+ zoomdir += button_attack2;
+ }
+ }
if(spectatee_status > 0 || isdemo())
{
if(spectatorbutton_zoom)
current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
if(zoomsensitivity < 1)
- setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
+ setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
else
setsensitivityscale(1);
return SHOTTYPE_HITENEMY;
}
-float TrueAimCheck()
+float TrueAimCheck(entity wepent)
{
float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
vector vecs, trueaimpoint, w_shotorg;
ta = trueaim;
mv = MOVE_NOMONSTERS;
- switch(activeweapon) // WEAPONTODO
+ switch(wepent.activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
case WEP_PORTO: // shoots from eye
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
float reticle_type;
-string reticle_image;
string NextFrameCommand;
vector freeze_org, freeze_ang;
{
if(autocvar_cl_orthoview)
return false;
- if(STAT(GAMEOVER) || intermission)
+ if(STAT(GAME_STOPPED) || intermission)
return true;
if(this.viewloc)
return true;
return true;
if(MUTATOR_CALLHOOK(WantEventchase, this))
return true;
+ if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
+ return true;
if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
{
if(autocvar_cl_eventchase_death == 2)
{
// varying sound pitch
+ bool have_arc = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepent = viewmodels[slot];
+
+ if(wepent.activeweapon == WEP_ARC)
+ have_arc = true;
+ }
+
static float hitsound_time_prev = 0;
// HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
- float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
{
if (autocvar_cl_hitsound && unaccounted_damage)
sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
typehit_time_prev = typehit_time;
}
+
+ static float kill_time_prev = 0;
+ float kill_time = STAT(KILL_TIME);
+ if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
+ {
+ sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
+ kill_time_prev = kill_time;
+ }
}
vector crosshair_getcolor(entity this, float health_stat)
case 2: // crosshair_color_by_health
{
- float hp = health_stat;
+ vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
+ float hp = floor(v.x + 1);
//x = red
//y = green
{
float f, i, j;
vector v;
- if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) &&
- spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
+ if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
+ spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
!HUD_MinigameMenu_IsOpened() )
{
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
float shottype;
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
- wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
+ if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ wcross_origin = viewloc_mousepos;
+ else
+ wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
wcross_origin.z = 0;
if(autocvar_crosshair_hittest)
{
vector wcross_oldorigin;
+ entity thiswep = viewmodels[0]; // TODO: unhardcode
wcross_oldorigin = wcross_origin;
- shottype = TrueAimCheck();
+ shottype = TrueAimCheck(thiswep);
if(shottype == SHOTTYPE_HITWORLD)
{
v = wcross_origin - wcross_oldorigin;
entity e = WEP_Null;
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
- e = switchingweapon;
+ entity wepent = viewmodels[0]; // TODO: unhardcode
+ e = wepent.switchingweapon;
if(e)
{
if(autocvar_crosshair_per_weapon)
weapon_clipload = STAT(WEAPON_CLIPLOAD);
weapon_clipsize = STAT(WEAPON_CLIPSIZE);
- float ok_ammo_charge, ok_ammo_chargepool;
- ok_ammo_charge = STAT(OK_AMMO_CHARGE);
- ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
-
float vortex_charge, vortex_chargepool;
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vortex_charge;
+ entity wepent = viewmodels[0]; // TODO: unhardcode
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
if (vortex_chargepool || use_vortex_chargepool) {
use_vortex_chargepool = 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_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, 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_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, STAT(LAYED_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.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (ok_ammo_charge)
- {
- ring_value = ok_ammo_chargepool;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
// Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
// if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
ring_image = "gfx/crosshair_ring_rifle.tga";
else
ring_image = "gfx/crosshair_ring.tga";
}
- else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+ else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
{
ring_value = arc_heat;
ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
}
}
+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 = random();
+ 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;
+ drawpic(vec2(slot), "gfx/smile", 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(!gametype)
return;
+ Hud_Dynamic_Frame();
+
if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
}
else if(STAT(FROZEN))
{
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ vector col = '0.25 0.90 1';
+ if(STAT(REVIVE_PROGRESS))
+ col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
}
+
+ HUD_Scale_Enable();
if(!intermission)
if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
- 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);
+ 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);
+ 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(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);
+ 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);
+ 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(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);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ 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);
+ 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();
if(autocvar_r_letterbox == 0)
if(autocvar_viewsize < 120)
}
// crosshair goes VERY LAST
+ SpecialCommand();
UpdateDamage();
HUD_Crosshair(this);
HitSound();
}
+void ViewLocation_Mouse()
+{
+ if(spectatee_status)
+ return; // don't draw it as spectator!
+
+ viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
+ viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
+ viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
+
+ //float cursor_alpha = 1 - autocvar__menu_alpha;
+ //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
+}
+
bool ov_enabled;
float oldr_nearclip;
float oldr_farclip_base;
button_zoom = false;
}
+ // abused multiple places below
+ entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+ if(!local_player)
+ local_player = this; // fall back!
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
}
eventchase_running = true;
- entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
- if(!local_player)
- 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 (custom_eventchase)
ov_enabled = true;
#if 0
- LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
+ LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
vtos(ov_org),
vtos(getpropertyvec(VF_ANGLES)),
ov_distance,
// run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
// viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
- viewmodel_draw(viewmodel);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ viewmodel_draw(viewmodels[slot]);
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
r = t * blurtest_radius;
- f = 1 / pow(t, blurtest_power) - 1;
+ f = 1 / (t ** blurtest_power) - 1;
cvar_set("r_glsl_postprocess", "1");
cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- // currently switching-to weapon (for crosshair)
- switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
-
- // actually active weapon (for zoom)
- activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
-
- switchweapon = Weapons_from(STAT(SWITCHWEAPON));
-
- if(last_switchweapon != switchweapon)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- weapontime = time;
- last_switchweapon = switchweapon;
- if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ entity wepent = viewmodels[slot];
+
+ if(wepent.last_switchweapon != wepent.switchweapon)
{
- localcmd("-zoom\n");
- button_zoom = false;
+ weapontime = time;
+ wepent.last_switchweapon = wepent.switchweapon;
+ if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = false;
+ }
+ if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = false;
+ }
}
- if(autocvar_cl_unpress_attack_on_weapon_switch)
+ if(wepent.last_activeweapon != wepent.activeweapon)
{
- localcmd("-fire\n");
- localcmd("-fire2\n");
- button_attack2 = false;
- }
- }
- if(last_activeweapon != activeweapon)
- {
- last_activeweapon = activeweapon;
+ wepent.last_activeweapon = wepent.activeweapon;
- e = activeweapon;
- if(e.netname != "")
- localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
- else
- localcmd("\ncl_hook_activeweapon none\n");
+ e = wepent.activeweapon;
+ if(e.netname != "")
+ localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+ else if(slot == 0)
+ localcmd("\ncl_hook_activeweapon none\n");
+ }
}
// ALWAYS Clear Current Scene First
if(autocvar_cl_reticle)
{
- Weapon wep = activeweapon;
+ string reticle_image = string_null;
+ bool wep_zoomed = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepe = viewmodels[slot];
+ Weapon wep = wepe.activeweapon;
+ if(wep != WEP_Null && wep.wr_zoom)
+ {
+ bool do_zoom = wep.wr_zoom(wep, NULL);
+ if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
+ reticle_image = wep.w_reticle;
+ wep_zoomed += do_zoom;
+ }
+ }
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || is_dead || hud != HUD_NORMAL)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
{
// no zoom reticle while dead
reticle_type = 0;
}
- else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
+ else if(wep_zoomed && autocvar_cl_reticle_weapon)
{
- if(reticle_image != "") { reticle_type = 2; }
+ if(reticle_image) { reticle_type = 2; }
else { reticle_type = 0; }
}
else if(button_zoom || zoomscript_caught)
switch(reticle_type)
{
case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
- case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+ case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
}
}
}
// improved polyblend
- if(autocvar_hud_contents)
+ if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
{
float contentalpha_temp, incontent, liquidalpha, contentfadetime;
vector liquidcolor;
contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
if(contentavgalpha)
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
if(autocvar_hud_postprocessing)
{
if(autocvar_cl_gentle_damage == 2)
{
if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
- myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+ myhealth_gentlergb = randomvec();
}
else
myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
if(myhealth_flash_temp > 0)
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
else if(myhealth_flash_temp > 0)
drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
// draw 2D entities
IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
Draw_ShowNames_All();
+#if ENABLE_DEBUGDRAW
Debug_Draw();
+#endif
scoreboard_active = Scoreboard_WouldDraw();
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();