X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=157b68d007b45c207271e0a0a85a0c54fc8ee66e;hb=f6da8001c7d20985eec828353e332f4e8ff918aa;hp=93dcbf382f8477f880b73b6751f3431b475d58df;hpb=6d98be8cd6e23550d06a5cbb72f8203e816f5fd6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 93dcbf382..157b68d00 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -102,7 +102,7 @@ void CheckForGamestartChange() { if (previous_game_starttime != startTime) { if ((time + 5.0) < startTime) { //if connecting to server while restart was active don't always play prepareforbattle - sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE); + sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE); } if (time < startTime) { restartAnnouncer = spawn(); @@ -347,6 +347,7 @@ void CSQC_SPIDER_HUD(); void CSQC_RAPTOR_HUD(); vector freeze_pmove_org, freeze_input_angles; +entity nightvision_noise, nightvision_noise2; void CSQC_UpdateView(float w, float h) { @@ -560,15 +561,61 @@ void CSQC_UpdateView(float w, float h) R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); R_RenderScene(); - // WORKAROUND: clear scene at the end again, to work around tiny console bug - R_SetView(VF_MIN, '0 0 0'); - R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h); - // now switch to 2D drawing mode by calling a 2D drawing function // then polygon drawing will draw as 2D stuff, and NOT get queued until the // next R_RenderScene call drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); + if(cvar("r_fakelight") >= 2 || cvar("r_fullbright")) + { + // apply night vision effect + vector rgb, tc_00, tc_01, tc_10, tc_11; + float a; + + if(!nightvision_noise) + { + nightvision_noise = spawn(); + nightvision_noise.classname = "nightvision_noise"; + } + if(!nightvision_noise2) + { + nightvision_noise2 = spawn(); + nightvision_noise2.classname = "nightvision_noise2"; + } + + // color tint in yellow + drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE); + + // draw BG + a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15; + rgb = '1 1 1'; + tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7); + tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2); + 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); + R_PolygonVertex('0 0 0', tc_00, rgb, a); + R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a); + R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a); + R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a); + R_EndPolygon(); + + // draw FG + a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12; + rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime); + tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime); + 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); + R_PolygonVertex('0 0 0', tc_00, rgb, a); + R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a); + R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a); + R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a); + R_EndPolygon(); + } + // 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 @@ -650,6 +697,24 @@ void CSQC_UpdateView(float w, float h) if(cvar("viewsize") < 120) CSQC_common_hud(); + + // ring around crosshair representing velocity-dependent damage for the nex + if (activeweapon == WEP_NEX) + { + float f, a, curvel; + vector rgb; + + rgb_x = cvar("crosshair_nexvelocity_color_red"); + rgb_y = cvar("crosshair_nexvelocity_color_green"); + rgb_z = cvar("crosshair_nexvelocity_color_blue"); + a = cvar("crosshair_nexvelocity_alpha"); + + curvel = vlen('1 0 0' * pmove_vel_x + '0 1 0' * pmove_vel_y); + f = bound(0, (curvel - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1); + + DrawCircleClippedPic('0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight, 0.1 * vid_conheight, "gfx/nex_ring.tga", f, rgb, a, DRAWFLAG_ADDITIVE); + } + // crosshair goes VERY LAST if(!scoreboard_active && !camera_active && intermission != 2) { // TrueAim check @@ -828,7 +893,12 @@ void CSQC_UpdateView(float w, float h) { CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha); } + CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); + + if(cvar("crosshair_dot")) + CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha")); + wcross_name_alpha_goal_prev = f; } } @@ -889,6 +959,11 @@ void CSQC_UpdateView(float w, float h) if(autocvar__hud_configure) HUD_Panel_Mouse(); + + // let's reset the view back to normal for the end + R_SetView(VF_MIN, '0 0 0'); + R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h); + // be safe against triggerbots until everyone has the fixed engine // this call is meant to overwrite the trace globals by something // unsuspicious