X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=7270a9cf19e0882a9f41bf26434ff325dcb33f9f;hb=6ace6194875c750e6ac26b2f9353d259845aa4fd;hp=908e6dbf17fbc63b9cff14daa7e4d7f49d0866da;hpb=c4052acb21de917a6010586315bf102e262eb986;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 908e6dbf1..fa7619107 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -137,7 +137,7 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here + if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -274,7 +274,7 @@ float TrueAimCheck() case WEP_MINSTANEX: mv = MOVE_NORMAL; break; - case WEP_CAMPINGRIFLE: + case WEP_SNIPERRIFLE: ta = trueaim_rifle; mv = MOVE_NORMAL; if(zoomscript_caught) @@ -306,6 +306,9 @@ float TrueAimCheck() traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); trueaimpoint = trace_endpos; + if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange) + trueaimpoint = view_origin + view_forward * g_trueaim_minrange; + if(vecs_x > 0) vecs_y = -vecs_y; else @@ -350,6 +353,9 @@ vector freeze_pmove_org, freeze_input_angles; entity nightvision_noise, nightvision_noise2; float pickup_crosshair_time, pickup_crosshair_size; +float hit_time, typehit_time; +float nextsound_hit_time, nextsound_typehit_time; +float hitindication_crosshair_time, hitindication_crosshair_size; float use_nex_chargepool; float myhealth, myhealth_prev; @@ -357,6 +363,13 @@ float myhealth_flash; 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; @@ -366,12 +379,21 @@ void CSQC_UpdateView(float w, float h) vector vf_size, vf_min; float a; +#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(); @@ -391,7 +413,7 @@ 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; @@ -402,8 +424,43 @@ 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; @@ -547,10 +604,6 @@ void CSQC_UpdateView(float w, float h) // Draw the Engine Status Bar (the default Quake HUD) R_SetView(VF_DRAWENGINEHUD, 0); - // fetch this one only once per frame - hud_showbinds = autocvar_hud_showbinds; - hud_showbinds_limit = autocvar_hud_showbinds_limit; - // Update the mouse position /* mousepos_x = vid_conwidth; @@ -572,7 +625,7 @@ void CSQC_UpdateView(float w, float h) // next R_RenderScene call drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); - if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright >= 1) + if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT) { // apply night vision effect @@ -628,55 +681,110 @@ void CSQC_UpdateView(float w, float h) // the view to go back to normal, so reticle_type would become 0 as we fade out) if(spectatee_status || getstati(STAT_HEALTH) <= 0) reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators - else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) + else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) reticle_type = 2; // nex zoom else if(button_zoom || zoomscript_caught) reticle_type = 1; // normal zoom - else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2) + 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); + } } + // improved polyblend vector rgb; + if(autocvar_hud_contents) + { + float contentalpha_temp, incontent, liquidalpha, contentfadetime; + vector liquidcolor; + + switch(pointcontents(view_origin)) + { + case CONTENT_WATER: + liquidalpha = autocvar_hud_contents_water_alpha; + liquidcolor = stov(autocvar_hud_contents_water_color); + incontent = 1; + break; + + case CONTENT_LAVA: + liquidalpha = autocvar_hud_contents_lava_alpha; + liquidcolor = stov(autocvar_hud_contents_lava_color); + incontent = 1; + break; + + case CONTENT_SLIME: + liquidalpha = autocvar_hud_contents_slime_alpha; + liquidcolor = stov(autocvar_hud_contents_slime_color); + incontent = 1; + break; + + default: + liquidalpha = 0; + liquidcolor = '0 0 0'; + incontent = 0; + break; + } + + if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it. + { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content + contentfadetime = autocvar_hud_contents_fadeintime; + liquidalpha_prev = liquidalpha; + liquidcolor_prev = liquidcolor; + } + else + contentfadetime = autocvar_hud_contents_fadeouttime; + + contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); + 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); + } + 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); // fade out myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime); // add new damage - myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha); + myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha); float pain_threshold, pain_threshold_lower, pain_threshold_lower_health; pain_threshold = autocvar_hud_damage_pain_threshold; @@ -726,7 +834,7 @@ 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 @@ -754,6 +862,19 @@ void CSQC_UpdateView(float w, float h) scoreboard_active = HUD_WouldDrawScoreboard(); + hit_time = getstatf(STAT_HIT_TIME); + if(hit_time > nextsound_hit_time && autocvar_cl_hitsound) + { + sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE); + nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time; + } + typehit_time = getstatf(STAT_TYPEHIT_TIME); + if(typehit_time > nextsound_typehit_time) + { + sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); + nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time; + } + float hud; hud = getstati(STAT_HUD); if(hud == HUD_SPIDERBOT) @@ -795,7 +916,7 @@ void CSQC_UpdateView(float w, float h) // TrueAim check float shottype; - float bullets, ring_scale; + // 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; @@ -844,6 +965,50 @@ void CSQC_UpdateView(float w, float h) } if(wcross_wep != "" && autocvar_crosshair_color_per_weapon) wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color"))); + else if(autocvar_crosshair_color_by_health) + { + local float x = getstati(STAT_HEALTH); + + //x = red + //y = green + //z = blue + + wcross_color_z = 0; + + if(x > 200) + { + wcross_color_x = 0; + wcross_color_y = 1; + } + else if(x > 150) + { + wcross_color_x = 0.4 - (x-150)*0.02 * 0.4; + wcross_color_y = 0.9 + (x-150)*0.02 * 0.1; + } + else if(x > 100) + { + wcross_color_x = 1 - (x-100)*0.02 * 0.6; + wcross_color_y = 1 - (x-100)*0.02 * 0.1; + wcross_color_z = 1 - (x-100)*0.02; + } + else if(x > 50) + { + wcross_color_x = 1; + wcross_color_y = 1; + wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; + } + else if(x > 20) + { + wcross_color_x = 1; + wcross_color_y = (x-20)*90/27/100; + wcross_color_z = (x-20)*90/27/100 * 0.2; + } + else + { + wcross_color_x = 1; + wcross_color_y = 0; + } + } else wcross_color = stov(autocvar_crosshair_color); @@ -874,6 +1039,27 @@ void CSQC_UpdateView(float w, float h) wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup; } + + vector hitindication_color; + if(autocvar_crosshair_hitindication) + { + hitindication_color = stov(autocvar_crosshair_hitindication_color); + if(hitindication_crosshair_time < hit_time) + { + hitindication_crosshair_size = 1; + hitindication_crosshair_time = hit_time; + } + + if(hitindication_crosshair_size > 0) + hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime; + else + hitindication_crosshair_size = 0; + + wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication; + wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x; + wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y; + wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z; + } if(shottype == SHOTTYPE_HITENEMY) wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0 @@ -928,50 +1114,79 @@ void CSQC_UpdateView(float w, float h) wcross_scale *= 1 - autocvar__menu_alpha; wcross_alpha *= 1 - autocvar__menu_alpha; - - ring_scale = autocvar_crosshair_ring_size; - wcross_size = drawgetimagesize(wcross_name) * wcross_scale; - 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; - - // ring around crosshair representing bullets left in camping rifle clip - if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets) + // crosshair rings for weapon stats + if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) { - bullets = getstati(STAT_BULLETS_LOADED); - f = bound(0, bullets / cr_maxbullets, 1); - - a = autocvar_crosshair_ring_campingrifle_alpha; - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE); - } - else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex - { - if(nex_chargepool || use_nex_chargepool) + // 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; + + 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; + + + // 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 { - use_nex_chargepool = 1; - - a = autocvar_crosshair_ring_nex_inner_alpha; - 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; - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE); + if (nex_chargepool || use_nex_chargepool) { + use_nex_chargepool = 1; + ring_inner_value = nex_chargepool; + } else { + nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; + ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); + } + + 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 = autocvar_crosshair_ring_nex_alpha; + ring_rgb = wcross_color; + ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) { - // indicate how much we're charging right now with an inner circle - a = autocvar_crosshair_ring_nex_inner_alpha; - nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; + 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"; + } - 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; - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE); + 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"; } - // draw the charge - a = autocvar_crosshair_ring_nex_outer_alpha; - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE); + 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, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); + + if (ring_value) + 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) \ @@ -1378,7 +1593,6 @@ const float STAT_VEHICLESTAT_RELOAD2 = 66; } - void CSQC_common_hud(void) { // HUD_SortFrags(); done in HUD_Draw @@ -1484,7 +1698,7 @@ void CSQC_Demo_Camera() else { tmp = getmousepos() * 0.1; - if(vlen(tmp)>autocvar_camera_mouse_treshold) + if(vlen(tmp)>autocvar_camera_mouse_threshold) { mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD)); mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));