X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=1458efe15f13563e9e869cb653c9e5c80791318c;hb=0f6c4bee8db75b0aded48382af1c2693b19624de;hp=debe7a5c1864bc312920bb8b2d8fb7619e955939;hpb=83b19b6695a6c24a24881d72a986bb3bc2abb757;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index debe7a5c1..52591b3fc 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,33 +1,41 @@ +#include "view.qh" #include "announcer.qh" -#include "hud/all.qh" +#include "hud/_mod.qh" #include "mapvoting.qh" -#include "scoreboard.qh" #include "shownames.qh" -#include "quickmenu.qh" +#include "hud/panel/scoreboard.qh" +#include "hud/panel/quickmenu.qh" #include "mutators/events.qh" -#include "../common/anim.qh" -#include "../common/constants.qh" -#include "../common/debug.qh" -#include "../common/mapinfo.qh" -#include -#include "../common/physics/player.qh" -#include "../common/stats.qh" -#include "../common/triggers/target/music.qh" -#include "../common/teams.qh" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include #include -#include -#include "../common/viewloc.qh" -#include "../common/minigames/cl_minigames.qh" -#include "../common/minigames/cl_minigames_hud.qh" +#include +#include +#include +#include -#include "../lib/csqcmodel/cl_player.qh" +#include +#include +#include "csqcmodel_hooks.qh" -#include "../lib/warpzone/client.qh" -#include "../lib/warpzone/common.qh" +#include +#include #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT) @@ -40,14 +48,15 @@ float autocvar_cl_bobmodel_up; float autocvar_cl_followmodel; float autocvar_cl_followmodel_speed = 0.3; -float autocvar_cl_followmodel_limit = 1000; +float autocvar_cl_followmodel_limit = 135; float autocvar_cl_followmodel_velocity_lowpass = 0.05; float autocvar_cl_followmodel_highpass = 0.05; float autocvar_cl_followmodel_lowpass = 0.03; +bool autocvar_cl_followmodel_velocity_absolute; float autocvar_cl_leanmodel; float autocvar_cl_leanmodel_speed = 0.3; -float autocvar_cl_leanmodel_limit = 1000; +float autocvar_cl_leanmodel_limit = 30; float autocvar_cl_leanmodel_highpass1 = 0.2; float autocvar_cl_leanmodel_highpass = 0.2; float autocvar_cl_leanmodel_lowpass = 0.05; @@ -82,12 +91,6 @@ float autocvar_cl_leanmodel_lowpass = 0.05; lowpass(value.y, frac, ref_store.y, ref_out.y); \ } MACRO_END -#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ - lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ - lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ -} MACRO_END - #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \ { \ highpass(value.x, frac, ref_store.x, ref_out.x); \ @@ -114,130 +117,151 @@ float autocvar_cl_leanmodel_lowpass = 0.05; highpass(value.z, frac, ref_store.z, ref_out.z); \ } MACRO_END -#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ - highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ - highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ - highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \ -} MACRO_END +void calc_followmodel_ofs(entity view) +{ + if(cl_followmodel_time == time) + return; // cl_followmodel_ofs already calculated for this frame -#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ - lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ - lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ - lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \ -} MACRO_END + float frac; + vector gunorg = '0 0 0'; + static vector vel_average; + static vector gunorg_adjustment_highpass; + static vector gunorg_adjustment_lowpass; + + vector vel; + if (autocvar_cl_followmodel_velocity_absolute) + vel = view.velocity; + else + { + vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; + MAKEVECTORS(makevectors, view_angles, forward, right, up); + vel.x = view.velocity * forward; + vel.y = view.velocity * right * -1; + vel.z = view.velocity * up; + } -bool autocvar_cl_followmodel_velocity_absolute; -void viewmodel_animate(entity this) + vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit); + vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit); + vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit); + + frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass); + lowpass3(vel, frac, vel_average, gunorg); + + gunorg *= -autocvar_cl_followmodel_speed * 0.042; + + // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) + // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! + frac = avg_factor(autocvar_cl_followmodel_highpass); + highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg); + frac = avg_factor(autocvar_cl_followmodel_lowpass); + lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg); + + if (autocvar_cl_followmodel_velocity_absolute) + { + vector fixed_gunorg; + vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; + MAKEVECTORS(makevectors, view_angles, forward, right, up); + fixed_gunorg.x = gunorg * forward; + fixed_gunorg.y = gunorg * right * -1; + fixed_gunorg.z = gunorg * up; + gunorg = fixed_gunorg; + } + + cl_followmodel_ofs = gunorg; + cl_followmodel_time = time; +} + +vector leanmodel_ofs(entity view) { - static float prevtime; - float frametime = (time - prevtime); - prevtime = time; + float frac; + vector gunangles = '0 0 0'; + static vector gunangles_prev = '0 0 0'; + static vector gunangles_highpass = '0 0 0'; + static vector gunangles_adjustment_highpass; + static vector gunangles_adjustment_lowpass; - if (autocvar_chase_active) return; - if (STAT(HEALTH) <= 0) return; + if (view.csqcmodel_teleported) + gunangles_prev = view_angles; - entity view = CSQCModel_server2csqc(player_localentnum - 1); + // in the highpass, we _store_ the DIFFERENCE to the actual view angles... + gunangles_highpass += gunangles_prev; + PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5); + YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5); + ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5); + frac = avg_factor(autocvar_cl_leanmodel_highpass1); + highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles); + gunangles_prev = view_angles; + gunangles_highpass -= gunangles_prev; + PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; + YAW(gunangles) *= -autocvar_cl_leanmodel_speed; + + // we assume here: PITCH = 0, YAW = 1, ROLL = 2 + frac = avg_factor(autocvar_cl_leanmodel_highpass); + highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles); + frac = avg_factor(autocvar_cl_leanmodel_lowpass); + lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles); + + gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters + + return gunangles; +} + +vector bobmodel_ofs(entity view) +{ bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR); static bool oldonground; static float hitgroundtime; - static float lastongroundtime; if (clonground) { float f = time; // cl.movecmd[0].time if (!oldonground) hitgroundtime = f; - lastongroundtime = f; } oldonground = clonground; - - bool teleported = view.csqcmodel_teleported; - - float frac; - if(autocvar_cl_followmodel) + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + vector gunorg = '0 0 0'; + static float bobmodel_scale = 0; + static float time_ofs = 0; // makes the effect always restart in the same way + if (clonground) { - vector gunorg = '0 0 0'; - static vector vel_average; - static vector gunorg_prev = '0 0 0'; - static vector gunorg_adjustment_highpass; - static vector gunorg_adjustment_lowpass; - - vector vel; - if(autocvar_cl_followmodel_velocity_absolute) - vel = view.velocity; - else - { - vector forward, right = '0 0 0', up = '0 0 0'; - MAKEVECTORS(makevectors, view_angles, forward, right, up); - vel.x = view.velocity * forward; - vel.y = view.velocity * right * -1; - vel.z = view.velocity * up; - } - - frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass); - lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg); - - gunorg *= -autocvar_cl_followmodel_speed * 0.042; - - // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) - // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! - frac = avg_factor(autocvar_cl_followmodel_highpass); - highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg); - frac = avg_factor(autocvar_cl_followmodel_lowpass); - lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg); - - if(autocvar_cl_followmodel_velocity_absolute) - { - vector fixed_gunorg; - vector forward, right = '0 0 0', up = '0 0 0'; - MAKEVECTORS(makevectors, view_angles, forward, right, up); - fixed_gunorg.x = gunorg * forward; - fixed_gunorg.y = gunorg * right * -1; - fixed_gunorg.z = gunorg * up; - gunorg = fixed_gunorg; - } - - this.origin += gunorg; + if (time - hitgroundtime > 0.05) + bobmodel_scale = min(1, bobmodel_scale + frametime * 5); } + else + bobmodel_scale = max(0, bobmodel_scale - frametime * 5); - if(autocvar_cl_leanmodel) + float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (bobmodel_scale && xyspeed) { - vector gunangles = '0 0 0'; - static vector gunangles_prev = '0 0 0'; - static vector gunangles_highpass = '0 0 0'; - static vector gunangles_adjustment_highpass; - static vector gunangles_adjustment_lowpass; - - if (teleported) - gunangles_prev = view_angles; + float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale; + float s = (time - time_ofs) * autocvar_cl_bobmodel_speed; + gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s); + gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2); + } + else + time_ofs = time; - // in the highpass, we _store_ the DIFFERENCE to the actual view angles... - gunangles_highpass += gunangles_prev; - PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5); - YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5); - ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5); - frac = avg_factor(autocvar_cl_leanmodel_highpass1); - highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles); - gunangles_prev = view_angles; - gunangles_highpass -= gunangles_prev; + return gunorg; +} - PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; - YAW(gunangles) *= -autocvar_cl_leanmodel_speed; +void viewmodel_animate(entity this) +{ + if (autocvar_chase_active) return; + if (STAT(HEALTH) <= 0) return; - // we assume here: PITCH = 0, YAW = 1, ROLL = 2 - frac = avg_factor(autocvar_cl_leanmodel_highpass); - highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles); - frac = avg_factor(autocvar_cl_leanmodel_lowpass); - lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles); + entity view = CSQCModel_server2csqc(player_localentnum - 1); - gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - this.angles += gunangles; + if (autocvar_cl_followmodel) + { + calc_followmodel_ofs(view); + this.origin += cl_followmodel_ofs; } - float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (autocvar_cl_leanmodel) + this.angles += leanmodel_ofs(view); // vertical view bobbing code // TODO: cl_bob @@ -251,39 +275,7 @@ void viewmodel_animate(entity this) // gun model bobbing code if (autocvar_cl_bobmodel) - { - // calculate for swinging gun model - // the gun bobs when running on the ground, but doesn't bob when you're in the air. - // Sajt: I tried to smooth out the transitions between bob and no bob, which works - // for the most part, but for some reason when you go through a message trigger or - // pick up an item or anything like that it will momentarily jolt the gun. - float bspeed; - float t = 1; - float s = time * autocvar_cl_bobmodel_speed; - if (clonground) - { - if (time - hitgroundtime < 0.2) - { - // just hit the ground, speed the bob back up over the next 0.2 seconds - t = time - hitgroundtime; - t = bound(0, t, 0.2); - t *= 5; - } - } - else - { - // recently left the ground, slow the bob down over the next 0.2 seconds - t = time - lastongroundtime; - t = 0.2 - bound(0, t, 0.2); - t *= 5; - } - bspeed = xyspeed * 0.01; - vector gunorg = '0 0 0'; - gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t; - gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t; - - this.origin += gunorg; - } + this.origin += bobmodel_ofs(view); } .vector viewmodel_origin, viewmodel_angles; @@ -291,9 +283,11 @@ void viewmodel_animate(entity this) .float weapon_eta_last; .float weapon_switchdelay; +.string name_last; + void viewmodel_draw(entity this) { - if(!activeweapon) + if(!this.activeweapon || !autocvar_r_drawviewmodel) return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; @@ -302,9 +296,9 @@ void viewmodel_draw(entity this) if (invehicle) a = -1; else if (wasinvehicle) a = 1; wasinvehicle = invehicle; - Weapon wep = activeweapon; - int c = stof(getplayerkeyvalue(current_player, "colors")); - vector g = weaponentity_glowmod(wep, c); + Weapon wep = this.activeweapon; + int c = entcs_GetClientColors(current_player); + vector g = weaponentity_glowmod(wep, NULL, c, this); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -319,21 +313,25 @@ void viewmodel_draw(entity this) CSQCModel_Effects_Apply(e); } { - static string name_last; string name = wep.mdl; - if (name != name_last) - { - name_last = name; - CL_WeaponEntity_SetModel(this, name); + string newname = wep.wr_viewmodel(wep, this); + if(newname) + name = newname; + bool swap = name != this.name_last; + // if (swap) + { + this.name_last = name; + CL_WeaponEntity_SetModel(this, name, swap); this.viewmodel_origin = this.origin; this.viewmodel_angles = this.angles; } anim_update(this); - if (!this.animstate_override) + if (!this.animstate_override && !this.animstate_looping) anim_set(this, this.anim_idle, true, false, false); } float f = 0; // 0..1; 0: fully active - float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR); + float rate = STAT(WEAPONRATEFACTOR); + float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0; if (eta <= 0) f = this.weapon_eta_last; else switch (this.state) { @@ -361,99 +359,88 @@ void viewmodel_draw(entity this) setorigin(this, this.origin); } -entity viewmodel; STATIC_INIT(viewmodel) { - viewmodel = new(viewmodel); - make_pure(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodels[slot] = new(viewmodel); } -entity porto; -vector polyline[16]; -void Porto_Draw(entity this) +void Porto_Draw(entity this); +STATIC_INIT(Porto) { - vector p, dir, ang, q, nextdir; - float portal_number, portal1_idx; - - if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL) - return; - if(WEP_CVAR(porto, secondary)) - return; - if(intermission == 1) - return; - if(intermission == 2) - return; - if (STAT(HEALTH) <= 0) - return; - - dir = view_forward; + entity e = new_pure(porto); + e.draw = Porto_Draw; + IL_PUSH(g_drawables, e); + e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; +} - if(angles_held_status) +const int polyline_length = 16; +.vector polyline[polyline_length]; +void Porto_Draw(entity this) +{ + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - makevectors(angles_held); - dir = v_forward; - } - - p = view_origin; + entity wepent = viewmodels[slot]; - polyline[0] = p; - int idx = 1; - portal_number = 0; - nextdir = dir; + if (wepent.activeweapon != WEP_PORTO) continue; + if (spectatee_status) continue; + if (WEP_CVAR(porto, secondary)) continue; + if (intermission == 1) continue; + if (intermission == 2) continue; + if (STAT(HEALTH) <= 0) continue; - for (;;) - { - dir = nextdir; - traceline(p, p + 65536 * dir, true, porto); - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - return; - nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal - p = trace_endpos; - polyline[idx] = p; - ++idx; - if(idx >= 16) - return; - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) - continue; - ++portal_number; - ang = vectoangles2(trace_plane_normal, dir); - ang.x = -ang.x; - makevectors(ang); - if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) - return; - if(portal_number == 1) + vector pos = view_origin; + vector dir = view_forward; + if (wepent.angles_held_status) { - portal1_idx = idx; - if(portal_number >= 2) - break; + makevectors(wepent.angles_held); + dir = v_forward; } - } - while(idx >= 2) - { - p = polyline[idx-2]; - q = polyline[idx-1]; - if(idx == 2) - p = p - view_up * 16; - if(idx-1 >= portal1_idx) + wepent.polyline[0] = pos; + + int portal_number = 0, portal1_idx = 1, portal_max = 2; + int n = 1 + 2; // 2 lines == 3 points + for (int idx = 0; idx < n && idx < polyline_length - 1; ) { - Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin); + traceline(pos, pos + 65536 * dir, true, this); + dir = reflect(dir, trace_plane_normal); + pos = trace_endpos; + wepent.polyline[++idx] = pos; + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + { + n += 1; + continue; + } + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) + { + n = max(2, idx); + break; + } + // check size + { + vector ang = vectoangles2(trace_plane_normal, dir); + ang.x = -ang.x; + makevectors(ang); + if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + { + n = max(2, idx); + break; + } + } + portal_number += 1; + if (portal_number >= portal_max) break; + if (portal_number == 1) portal1_idx = idx; } - else + for (int idx = 0; idx < n - 1; ++idx) { - Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin); + vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1]; + if (idx == 0) p -= view_up * 16; // line from player + vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; + Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } - --idx; } } -void Porto_Init() -{ - porto = new(porto); - make_pure(porto); - porto.draw = Porto_Draw; - porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; -} - float drawtime; float avgspeed; vector GetCurrentFov(float fov) @@ -472,10 +459,17 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if(hud == HUD_NORMAL) - if(switchweapon == activeweapon) - if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here - zoomdir += button_attack2; + + if(hud == HUD_NORMAL && !spectatee_status) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + if(wepent.switchweapon == wepent.activeweapon) + if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here + zoomdir += button_attack2; + } + } if(spectatee_status > 0 || isdemo()) { if(spectatorbutton_zoom) @@ -616,12 +610,8 @@ const float SHOTTYPE_HITENEMY = 4; void TrueAim_Init() { - trueaim = new(trueaim); - make_pure(trueaim); - trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - trueaim_rifle = new(trueaim_rifle); - make_pure(trueaim_rifle); - trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; + (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; } float EnemyHitCheck() @@ -646,7 +636,7 @@ float EnemyHitCheck() return SHOTTYPE_HITENEMY; } -float TrueAimCheck() +float TrueAimCheck(entity wepent) { float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us? vector vecs, trueaimpoint, w_shotorg; @@ -659,7 +649,7 @@ float TrueAimCheck() ta = trueaim; mv = MOVE_NOMONSTERS; - switch(activeweapon) // WEAPONTODO + switch(wepent.activeweapon) // WEAPONTODO { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye @@ -738,12 +728,10 @@ float TrueAimCheck() void PostInit(); void CSQC_Demo_Camera(); -float HUD_WouldDrawScoreboard(); float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; -string reticle_image; string NextFrameCommand; vector freeze_org, freeze_ang; @@ -771,7 +759,7 @@ bool WantEventchase(entity this) { if(autocvar_cl_orthoview) return false; - if(intermission) + if(STAT(GAMEOVER) || intermission) return true; if(this.viewloc) return true; @@ -781,8 +769,6 @@ bool WantEventchase(entity this) return true; if(MUTATOR_CALLHOOK(WantEventchase, this)) return true; - if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL))) - return true; if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0)) { if(autocvar_cl_eventchase_death == 2) @@ -797,12 +783,12 @@ bool WantEventchase(entity this) return false; } -void HUD_Crosshair_Vehicle() +void HUD_Crosshair_Vehicle(entity this) { if(hud != HUD_BUMBLEBEE_GUN) { Vehicle info = Vehicles_from(hud); - info.vr_crosshair(info); + info.vr_crosshair(info, this); } } @@ -822,7 +808,7 @@ void UpdateDamage() if (damage_dealt_time != damage_dealt_time_prev) { unaccounted_damage += unaccounted_damage_new; - LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n"); + LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")"); } damage_dealt_time_prev = damage_dealt_time; @@ -837,9 +823,18 @@ void HitSound() { // varying sound pitch + bool have_arc = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + + if(wepent.activeweapon == WEP_ARC) + have_arc = true; + } + static float hitsound_time_prev = 0; // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time - float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2; + bool arc_hack = have_arc && autocvar_cl_hitsound >= 2; if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time) { if (autocvar_cl_hitsound && unaccounted_damage) @@ -848,8 +843,8 @@ void HitSound() float a = autocvar_cl_hitsound_max_pitch; float b = autocvar_cl_hitsound_min_pitch; float c = autocvar_cl_hitsound_nom_damage; - float x = unaccounted_damage; - float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b)); + float d = unaccounted_damage; + float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b)); // if sound variation is disabled, set pitch_shift to 1 if (autocvar_cl_hitsound == 1) @@ -862,12 +857,12 @@ void HitSound() pitch_shift = mirror_value + (mirror_value - pitch_shift); } - LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n"); + LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift)); // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary // todo: normalize sound pressure levels? seems unnecessary - sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0); + sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0); } unaccounted_damage = 0; hitsound_time_prev = time; @@ -877,28 +872,108 @@ void HitSound() float typehit_time = STAT(TYPEHIT_TIME); if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time) { - sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE); + sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE); typehit_time_prev = typehit_time; } } -void HUD_Crosshair() -{SELFPARAM(); +vector crosshair_getcolor(entity this, float health_stat) +{ static float rainbow_last_flicker; static vector rainbow_prev_color; - entity e = this; + vector wcross_color = '0 0 0'; + switch(autocvar_crosshair_color_special) + { + case 1: // crosshair_color_per_weapon + { + if(this != WEP_Null && hud == HUD_NORMAL) + { + wcross_color = this.wpcolor; + break; + } + else { goto normalcolor; } + } + + case 2: // crosshair_color_by_health + { + float hp = health_stat; + + //x = red + //y = green + //z = blue + + wcross_color.z = 0; + + if(hp > 200) + { + wcross_color.x = 0; + wcross_color.y = 1; + } + else if(hp > 150) + { + wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4; + wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1; + } + else if(hp > 100) + { + wcross_color.x = 1 - (hp-100)*0.02 * 0.6; + wcross_color.y = 1 - (hp-100)*0.02 * 0.1; + wcross_color.z = 1 - (hp-100)*0.02; + } + else if(hp > 50) + { + wcross_color.x = 1; + wcross_color.y = 1; + wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8; + } + else if(hp > 20) + { + wcross_color.x = 1; + wcross_color.y = (hp-20)*90/27/100; + wcross_color.z = (hp-20)*90/27/100 * 0.2; + } + else + { + wcross_color.x = 1; + wcross_color.y = 0; + } + break; + } + + case 3: // crosshair_color_rainbow + { + if(time >= rainbow_last_flicker) + { + rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness; + rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay; + } + wcross_color = rainbow_prev_color; + break; + } +LABEL(normalcolor) + default: { wcross_color = stov(autocvar_crosshair_color); break; } + } + + return wcross_color; +} + +void HUD_Crosshair(entity this) +{ float f, i, j; vector v; - if(!scoreboard_active && !camera_active && intermission != 2 && - spectatee_status != -1 && !csqcplayer.viewloc && + if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) && + spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) && !HUD_MinigameMenu_IsOpened() ) { if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering return; + if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2) + return; + if (hud != HUD_NORMAL) { - HUD_Crosshair_Vehicle(); + HUD_Crosshair_Vehicle(this); return; } @@ -923,14 +998,15 @@ void HUD_Crosshair() if(autocvar_crosshair_hittest) { vector wcross_oldorigin; + entity thiswep = viewmodels[0]; // TODO: unhardcode wcross_oldorigin = wcross_origin; - shottype = TrueAimCheck(); + shottype = TrueAimCheck(thiswep); if(shottype == SHOTTYPE_HITWORLD) { v = wcross_origin - wcross_oldorigin; v.x /= vid_conwidth; v.y /= vid_conheight; - if(vlen(v) > 0.01) + if(vdist(v, >, 0.01)) shottype = SHOTTYPE_HITOBSTRUCTION; } if(!autocvar_crosshair_hittest_showimpact) @@ -943,9 +1019,11 @@ void HUD_Crosshair() string wcross_name = ""; float wcross_scale, wcross_blur; + entity e = WEP_Null; if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { - e = switchingweapon; + entity wepent = viewmodels[0]; // TODO: unhardcode + e = wepent.switchingweapon; if(e) { if(autocvar_crosshair_per_weapon) @@ -966,77 +1044,7 @@ void HUD_Crosshair() wcross_name = strcat("gfx/crosshair", wcross_style); // MAIN CROSSHAIR COLOR DECISION - switch(autocvar_crosshair_color_special) - { - case 1: // crosshair_color_per_weapon - { - if(e) - { - wcross_color = e.wpcolor; - break; - } - else { goto normalcolor; } - } - - case 2: // crosshair_color_by_health - { - float x = 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; - } - break; - } - - case 3: // crosshair_color_rainbow - { - if(time >= rainbow_last_flicker) - { - rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness; - rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay; - } - wcross_color = rainbow_prev_color; - break; - } - :normalcolor - default: { wcross_color = stov(autocvar_crosshair_color); break; } - } + wcross_color = crosshair_getcolor(e, STAT(HEALTH)); if(autocvar_crosshair_effect_scalefade) { @@ -1160,10 +1168,6 @@ void HUD_Crosshair() weapon_clipload = STAT(WEAPON_CLIPLOAD); weapon_clipsize = STAT(WEAPON_CLIPSIZE); - float ok_ammo_charge, ok_ammo_chargepool; - ok_ammo_charge = STAT(OK_AMMO_CHARGE); - ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL); - float vortex_charge, vortex_chargepool; vortex_charge = STAT(VORTEX_CHARGE); vortex_chargepool = STAT(VORTEX_CHARGEPOOL); @@ -1173,9 +1177,10 @@ void HUD_Crosshair() if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game vortex_charge_movingavg = vortex_charge; + entity wepent = viewmodels[0]; // TODO: unhardcode // handle the values - if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex + if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex { if (vortex_chargepool || use_vortex_chargepool) { use_vortex_chargepool = 1; @@ -1195,27 +1200,20 @@ void HUD_Crosshair() ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) { ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1); ring_alpha = autocvar_crosshair_ring_hagar_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - else if (ok_ammo_charge) - { - ring_value = ok_ammo_chargepool; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring { ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); @@ -1225,12 +1223,12 @@ void HUD_Crosshair() // 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_RIFLE) && (weapon_clipsize == 80)) + if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) ring_image = "gfx/crosshair_ring_rifle.tga"; else ring_image = "gfx/crosshair_ring.tga"; } - else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC ) { ring_value = arc_heat; ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + @@ -1339,26 +1337,35 @@ void HUD_Crosshair() } } -void HUD_Draw() +void HUD_Draw(entity this) { - vector rgb = '0 0 0'; - float a = 1; + // if we don't know gametype and scores yet avoid drawing the scoreboard + // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all + // e.g. since initial player's health is 0 hud would display the hud_damage effect, + // cl_deathscoreboard would show the scoreboard and so on + if(!gametype) + return; + + if(!intermission) if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) { - rgb = MUTATOR_ARGV(0, vector); - a = MUTATOR_ARGV(0, float); + drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); } else if(STAT(FROZEN)) { - rgb = ((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'); + 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); } - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE); 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); } + 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); + } 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); @@ -1372,12 +1379,12 @@ void HUD_Draw() Accuracy_LoadLevels(); HUD_Main(); - HUD_DrawScoreboard(); + HUD_Scale_Disable(); } // crosshair goes VERY LAST UpdateDamage(); - HUD_Crosshair(); + HUD_Crosshair(this); HitSound(); } @@ -1390,12 +1397,14 @@ float oldr_useportalculling; float oldr_useinfinitefarclip; void cl_notice_run(); + float prev_myteam; int lasthud; float vh_notice_time; void WaypointSprite_Load(); -void CSQC_UpdateView(float w, float h) -{SELFPARAM(); +void CSQC_UpdateView(entity this, float w, float h) +{ + TC(int, w); TC(int, h); entity e; float fov; float f; @@ -1414,6 +1423,8 @@ void CSQC_UpdateView(float w, float h) lasthud = hud; + HUD_Scale_Disable(); + if(autocvar__hud_showbinds_reload) // menu can set this one { db_close(binddb); @@ -1450,7 +1461,7 @@ void CSQC_UpdateView(float w, float h) if(myteam != prev_myteam) { myteamcolors = colormapPaletteColor(myteam, 1); - FOREACH(hud_panels, true, LAMBDA(it.update_time = time)); + FOREACH(hud_panels, true, it.update_time = time); prev_myteam = myteam; } @@ -1477,9 +1488,26 @@ void CSQC_UpdateView(float w, float h) // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { + if(STAT(CAMERA_SPECTATOR)) + { + if(spectatee_status > 0) + { + if(!autocvar_chase_active) + { + cvar_set("chase_active", "-2"); + goto skip_eventchase_death; + } + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + + if(autocvar_chase_active == -2) + goto skip_eventchase_death; + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); - float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST)); - entity gen = world; float vehicle_viewdist = 0; vector vehicle_viewofs = '0 0 0'; @@ -1494,26 +1522,28 @@ void CSQC_UpdateView(float w, float h) } } - if(ons_roundlost) - { - FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA( - gen = it; - break; - )); - if(!gen) - ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show - } - if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost)) + if(WantEventchase(this)) { + vector current_view_origin_override = '0 0 0'; + vector view_offset_override = '0 0 0'; + float chase_distance_override = 0; + bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); + if(custom_eventchase) + { + current_view_origin_override = M_ARGV(0, vector); + view_offset_override = M_ARGV(1, vector); + chase_distance_override = M_ARGV(0, float); + } eventchase_running = true; entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); if(!local_player) - local_player = self; // fall back! + 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(ons_roundlost) { current_view_origin = gen.origin; } + if (custom_eventchase) + current_view_origin = current_view_origin_override; // detect maximum viewoffset and use it vector view_offset = autocvar_cl_eventchase_viewoffset; @@ -1524,11 +1554,12 @@ void CSQC_UpdateView(float w, float h) else view_offset = autocvar_cl_eventchase_vehicle_viewoffset; } - if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; } + if (custom_eventchase) + view_offset = view_offset_override; if(view_offset) { - WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self); + WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this); if(trace_fraction == 1) { current_view_origin += view_offset; } else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); } } @@ -1547,7 +1578,8 @@ void CSQC_UpdateView(float w, float h) else chase_distance = autocvar_cl_eventchase_vehicle_distance; } - if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; } + if (custom_eventchase) + chase_distance = chase_distance_override; if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get @@ -1557,14 +1589,14 @@ void CSQC_UpdateView(float w, float h) makevectors(view_angles); vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); - WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self); + WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this); // If the boxtrace fails, revert back to line tracing. if(!local_player.viewloc) if(trace_startsolid) { eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); - WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self); + WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this); setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z))); } else { setproperty(VF_ORIGIN, trace_endpos); } @@ -1587,6 +1619,8 @@ void CSQC_UpdateView(float w, float h) eventchase_current_distance = 0; } + LABEL(skip_eventchase_death); + // do lockview after event chase camera so that it still applies whenever necessary. if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened()))) { @@ -1683,7 +1717,8 @@ void CSQC_UpdateView(float w, float h) // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call - viewmodel_draw(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodel_draw(viewmodels[slot]); // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); @@ -1727,6 +1762,9 @@ void CSQC_UpdateView(float w, float h) if(!postinit) PostInit(); + if(intermission && !intermission_time) + intermission_time = time; + if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) @@ -1758,46 +1796,36 @@ void CSQC_UpdateView(float w, float h) ColorTranslateMode = autocvar_cl_stripcolorcodes; - // currently switching-to weapon (for crosshair) - switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON)); - - // actually active weapon (for zoom) - activeweapon = Weapons_from(STAT(ACTIVEWEAPON)); - - switchweapon = Weapons_from(STAT(SWITCHWEAPON)); - - f = (serverflags & SERVERFLAG_TEAMPLAY); - if(f != teamplay) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - teamplay = f; - HUD_InitScores(); - } + entity wepent = viewmodels[slot]; - if(last_switchweapon != switchweapon) - { - weapontime = time; - last_switchweapon = switchweapon; - if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + if(wepent.last_switchweapon != wepent.switchweapon) { - localcmd("-zoom\n"); - button_zoom = false; + weapontime = time; + wepent.last_switchweapon = wepent.switchweapon; + if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + { + localcmd("-zoom\n"); + button_zoom = false; + } + if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) + { + localcmd("-fire\n"); + localcmd("-fire2\n"); + button_attack2 = false; + } } - if(autocvar_cl_unpress_attack_on_weapon_switch) + if(wepent.last_activeweapon != wepent.activeweapon) { - localcmd("-fire\n"); - localcmd("-fire2\n"); - button_attack2 = false; - } - } - if(last_activeweapon != activeweapon) - { - last_activeweapon = activeweapon; + wepent.last_activeweapon = wepent.activeweapon; - e = activeweapon; - if(e.netname != "") - localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); - else - localcmd("\ncl_hook_activeweapon none\n"); + e = wepent.activeweapon; + if(e.netname != "") + localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); + else if(slot == 0) + localcmd("\ncl_hook_activeweapon none\n"); + } } // ALWAYS Clear Current Scene First @@ -1823,8 +1851,7 @@ void CSQC_UpdateView(float w, float h) else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd else { setproperty(VF_FOV, GetCurrentFov(fov)); } - // Camera for demo playback - if(camera_active) + if(camera_active) // Camera for demo playback { if(autocvar_camera_enable) CSQC_Demo_Camera(); @@ -1865,7 +1892,7 @@ void CSQC_UpdateView(float w, float h) mousepos = mousepos*0.5 + getmousepos(); */ - FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it))); + IL_EACH(g_drawables, it.draw, it.draw(it)); addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); renderscene(); @@ -1926,7 +1953,20 @@ void CSQC_UpdateView(float w, float h) if(autocvar_cl_reticle) { - Weapon wep = activeweapon; + string reticle_image = ""; + bool wep_zoomed = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepe = viewmodels[slot]; + Weapon wep = wepe.activeweapon; + if(wep != WEP_Null && wep.wr_zoom) + { + bool do_zoom = wep.wr_zoom(wep, NULL); + if(wep.w_reticle && wep.w_reticle != "") + reticle_image = wep.w_reticle; + wep_zoomed += do_zoom; + } + } // 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 @@ -1936,9 +1976,9 @@ void CSQC_UpdateView(float w, float h) // no zoom reticle while dead reticle_type = 0; } - else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon) + else if(wep_zoomed && autocvar_cl_reticle_weapon) { - if(reticle_image != "") { reticle_type = 2; } + if(reticle_image && reticle_image != "") { reticle_type = 2; } else { reticle_type = 0; } } else if(button_zoom || zoomscript_caught) @@ -2195,13 +2235,13 @@ void CSQC_UpdateView(float w, float h) } else */ // draw 2D entities - FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it))); + IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); Debug_Draw(); - scoreboard_active = HUD_WouldDrawScoreboard(); + scoreboard_active = Scoreboard_WouldDraw(); - HUD_Draw(); + HUD_Draw(this); // this parameter for deep vehicle function if(NextFrameCommand) { @@ -2238,7 +2278,7 @@ void CSQC_UpdateView(float w, float h) if(autocvar__hud_configure) HUD_Panel_Mouse(); - else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() ) + else if (HUD_MinigameMenu_IsOpened() || active_minigame) HUD_Minigame_Mouse(); else if(QuickMenu_IsOpened()) QuickMenu_Mouse(); @@ -2252,6 +2292,8 @@ void CSQC_UpdateView(float w, float h) // let's reset the view back to normal for the end setproperty(VF_MIN, '0 0 0'); setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h); + + IL_ENDFRAME(); }