X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=7270a9cf19e0882a9f41bf26434ff325dcb33f9f;hb=5d7727e34f57b35e91f5213eff03cc958ca618d0;hp=9da93923d3ed5cf49af4a1f9808edd8837b70df2;hpb=017e583373a35ea9e22309e67e821fcecfa32e1a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 9da93923d..f1352472b 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -366,6 +366,10 @@ vector myhealth_gentlergb; float contentavgalpha, liquidalpha_prev; vector liquidcolor_prev; +float eventchase_current_distance; + +float checkfail[16]; + void CSQC_UpdateView(float w, float h) { entity e; @@ -375,12 +379,24 @@ void CSQC_UpdateView(float w, float h) vector vf_size, vf_min; float a; + button_attack2 = (input_buttons & BUTTON_3); + button_zoom = (input_buttons & BUTTON_4); + +#define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE + CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0); + CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0); + CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0); + CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0); + CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0); + CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0); + vf_size = R_SetView3fv(VF_SIZE); vf_min = R_SetView3fv(VF_MIN); vid_width = vf_size_x; vid_height = vf_size_y; vector reticle_pos, reticle_size; + vector splash_pos, splash_size; WaypointSprite_Load(); @@ -400,7 +416,7 @@ void CSQC_UpdateView(float w, float h) input_angles = warpzone_fixview_cl_viewangles; view_angles = warpzone_fixview_angles; - if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0)) + if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1) { pmove_org = freeze_pmove_org; input_angles = view_angles = freeze_input_angles; @@ -411,8 +427,43 @@ void CSQC_UpdateView(float w, float h) freeze_pmove_org = pmove_org; freeze_input_angles = input_angles; + // event chase camera + if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped + { + if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission)) + { + // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). + // Ideally, there should be another way to enable third person cameras, such as through R_SetView() + if(!autocvar_chase_active) + cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1) + + // make the camera smooth back + if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance) + eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get + else if(eventchase_current_distance != autocvar_cl_eventchase_distance) + eventchase_current_distance = autocvar_cl_eventchase_distance; + + vector eventchase_target_origin; + makevectors(view_angles); + // pass 1, used to check where the camera would go and obtain the trace_fraction + eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance; + + traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self); + // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls + // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through + eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1); + + R_SetView(VF_ORIGIN, eventchase_target_origin); + } + else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code + { + cvar_set("chase_active", "0"); + eventchase_current_distance = 0; // start from 0 next time + } + } + // Render the Scene - if(!intermission || !view_set) + if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission)) { view_origin = pmove_org + vo; view_angles = input_angles; @@ -467,22 +518,20 @@ void CSQC_UpdateView(float w, float h) carrierAnnouncer(); fov = autocvar_fov; - if(button_zoom || fov <= 59.5) + if(fov <= 59.5) { if(!zoomscript_caught) { - localcmd("+button4\n"); + localcmd("+button9\n"); zoomscript_caught = 1; - ignore_plus_zoom += 1; } } else { if(zoomscript_caught) { - localcmd("-button4\n"); + localcmd("-button9\n"); zoomscript_caught = 0; - ignore_minus_zoom += 1; } } @@ -644,35 +693,36 @@ void CSQC_UpdateView(float w, float h) else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2) reticle_type = 2; // nex zoom - if(autocvar_cl_reticle_stretch) - { - reticle_size_x = vid_conwidth; - reticle_size_y = vid_conheight; - reticle_pos_x = 0; - reticle_pos_y = 0; - } - else + if (reticle_type) { - reticle_size_x = max(vid_conwidth, vid_conheight); - reticle_size_y = max(vid_conwidth, vid_conheight); - reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; - reticle_pos_y = (vid_conheight - reticle_size_y) / 2; - } + if(autocvar_cl_reticle_stretch) + { + reticle_size_x = vid_conwidth; + reticle_size_y = vid_conheight; + reticle_pos_x = 0; + reticle_pos_y = 0; + } + else + { + reticle_size_x = max(vid_conwidth, vid_conheight); + reticle_size_y = max(vid_conwidth, vid_conheight); + reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; + reticle_pos_y = (vid_conheight - reticle_size_y) / 2; + } - f = current_zoomfraction; - if(zoomscript_caught) - f = 1; - if(autocvar_cl_reticle_item_normal) - { - precache_pic("gfx/reticle_normal"); - if(reticle_type == 1 && f) - drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL); - } - if(autocvar_cl_reticle_item_nex) - { - precache_pic("gfx/reticle_nex"); - if(reticle_type == 2 && f) - drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL); + f = current_zoomfraction; + if(zoomscript_caught) + f = 1; + if(autocvar_cl_reticle_item_normal) + { + if(reticle_type == 1 && f) + drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL); + } + if(autocvar_cl_reticle_item_nex) + { + if(reticle_type == 2 && f) + drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL); + } } @@ -728,6 +778,11 @@ void CSQC_UpdateView(float w, float h) if(autocvar_hud_damage) { + splash_size_x = max(vid_conwidth, vid_conheight); + splash_size_y = max(vid_conwidth, vid_conheight); + splash_pos_x = (vid_conwidth - splash_size_x) / 2; + splash_pos_y = (vid_conheight - splash_size_y) / 2; + float myhealth_flash_temp; myhealth = getstati(STAT_HEALTH); @@ -784,7 +839,7 @@ void CSQC_UpdateView(float w, float h) 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); } else - drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); } // Draw the mouse cursor @@ -866,6 +921,7 @@ void CSQC_UpdateView(float w, float h) // TrueAim check 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); wcross_origin_z = 0; @@ -1065,29 +1121,30 @@ void CSQC_UpdateView(float w, float h) wcross_alpha *= 1 - autocvar__menu_alpha; wcross_size = drawgetimagesize(wcross_name) * wcross_scale; - if (autocvar_crosshair_ring) + // crosshair rings for weapon stats + if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) { - float ring_value, ring_alpha, ring_inner_value, ring_inner_alpha; + // declarations and stats + float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha; string ring_image, ring_inner_image; vector ring_rgb, ring_inner_rgb; - float ring_scale = autocvar_crosshair_ring_size; - + ring_scale = autocvar_crosshair_ring_size; + + float weapon_clipload, weapon_clipsize; + weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); + weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); + float nex_charge, nex_chargepool; nex_charge = getstatf(STAT_NEX_CHARGE); nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); - + if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game nex_charge_movingavg = nex_charge; - - if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets && autocvar_crosshair_ring_sniperrifle) // ring around crosshair representing bullets left in camping rifle clip - { - ring_value = bound(0, getstati(STAT_BULLETS_LOADED) / cr_maxbullets, 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 = wcross_alpha * autocvar_crosshair_ring_sniperrifle_alpha; - ring_image = "gfx/crosshair_ring_sniperrifle.tga"; - ring_rgb = wcross_color; - } - else if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex + + + // handle the values + if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex { if (nex_chargepool || use_nex_chargepool) { use_nex_chargepool = 1; @@ -1097,29 +1154,51 @@ void CSQC_UpdateView(float w, float h) ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); } - ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha; - ring_inner_image = "gfx/crosshair_ring_inner.tga"; + ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha; ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; - + ring_inner_image = "gfx/crosshair_ring_inner.tga"; + // draw the outer ring to show the current charge of the weapon ring_value = nex_charge; - ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha; + ring_alpha = autocvar_crosshair_ring_nex_alpha; + ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; + } + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) + { + ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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_MINE_LAYER && autocvar_crosshair_ring_minelayer) + else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { - ring_value = bound(0, getstati(STAT_LAYED_MINES) / 3, 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 = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha; + ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1); + ring_alpha = autocvar_crosshair_ring_hagar_alpha; + ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; + } + + if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring + { + ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); + ring_scale = autocvar_crosshair_ring_reload_size; + ring_alpha = autocvar_crosshair_ring_reload_alpha; ring_rgb = wcross_color; + + // 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_SNIPERRIFLE) && (weapon_clipsize == 80)) + ring_image = "gfx/crosshair_ring_sniperrifle.tga"; + else + ring_image = "gfx/crosshair_ring.tga"; } - + if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE); - + DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); + if (ring_value) - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE); + DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); } #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \