#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/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 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)
{
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)
// 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;
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();