#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 \
{ \
e.csqcmodel_effects = fx;
CSQCModel_Effects_Apply(e);
}
+ if(a >= 0)
{
string name = wep.mdl;
string newname = wep.wr_viewmodel(wep, this);
this.angles = this.viewmodel_angles;
this.angles_x = (-90 * f * f);
viewmodel_animate(this);
+ MUTATOR_CALLHOOK(DrawViewModel, this);
setorigin(this, this.origin);
}
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)
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(GAME_STOPPED) &&
- spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
+ 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)
{
}
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
}
}
+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,
// 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;
// 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();