X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=6ea2bb91b42a79b8d406b08b04c849bd804ca670;hb=834fed09016056ff2cd32d1980f0719d09c403a2;hp=5497d2ab958ecac96afee3ba0b6fc01bacd3e308;hpb=9c2acb1b5f16a52099a219dce9753f8483e67590;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 5497d2ab9..6ea2bb91b 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,34 +1,38 @@ +#include "view.qh" #include "announcer.qh" -#include "hook.qh" #include "hud/all.qh" #include "mapvoting.qh" #include "scoreboard.qh" #include "shownames.qh" -#include "quickmenu.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 "../common/gamemodes/all.qh" -#include "../common/nades/all.qh" -#include "../common/stats.qh" -#include "../common/triggers/target/music.qh" -#include "../common/teams.qh" - -#include "../common/vehicles/all.qh" -#include "../common/weapons/all.qh" -#include "../common/viewloc.qh" -#include "../common/minigames/cl_minigames.qh" -#include "../common/minigames/cl_minigames_hud.qh" - -#include "../lib/csqcmodel/cl_player.qh" - -#include "../lib/warpzone/client.qh" -#include "../lib/warpzone/common.qh" +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include + +#include +#include +#include "csqcmodel_hooks.qh" + +#include +#include #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT) @@ -40,162 +44,222 @@ float autocvar_cl_bobmodel_side; float autocvar_cl_bobmodel_up; float autocvar_cl_followmodel; -float autocvar_cl_followmodel_side_speed; -float autocvar_cl_followmodel_side_highpass; -float autocvar_cl_followmodel_side_highpass1; -float autocvar_cl_followmodel_side_limit; -float autocvar_cl_followmodel_side_lowpass; -float autocvar_cl_followmodel_up_speed; -float autocvar_cl_followmodel_up_highpass; -float autocvar_cl_followmodel_up_highpass1; -float autocvar_cl_followmodel_up_limit; -float autocvar_cl_followmodel_up_lowpass; +float autocvar_cl_followmodel_speed = 0.3; +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_side_speed; -float autocvar_cl_leanmodel_side_highpass; -float autocvar_cl_leanmodel_side_highpass1; -float autocvar_cl_leanmodel_side_lowpass; -float autocvar_cl_leanmodel_side_limit; -float autocvar_cl_leanmodel_up_speed; -float autocvar_cl_leanmodel_up_highpass; -float autocvar_cl_leanmodel_up_highpass1; -float autocvar_cl_leanmodel_up_lowpass; -float autocvar_cl_leanmodel_up_limit; - -#define lowpass(value, frac, ref_store, ret) do \ +float autocvar_cl_leanmodel_speed = 0.3; +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; + +#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time))) +#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \ { \ - float __frac = bound(0, frac, 1); \ - ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \ -} while (0) + ret = ref_store = ref_store * (1 - frac) + (value) * frac; \ +} MACRO_END -#define lowpass_limited(value, frac, limit, ref_store, ret) do \ +#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \ { \ float __ignore; lowpass(value, frac, ref_store, __ignore); \ ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \ -} while (0) +} MACRO_END -#define highpass(value, frac, ref_store, ret) do \ +#define highpass(value, frac, ref_store, ret) MACRO_BEGIN \ { \ - float __f; lowpass(value, frac, ref_store, __f); \ + float __f = 0; lowpass(value, frac, ref_store, __f); \ ret = (value) - __f; \ -} while (0) +} MACRO_END -#define highpass_limited(value, frac, limit, ref_store, ret) do \ +#define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \ { \ - float __f; lowpass_limited(value, frac, limit, ref_store, __f); \ + float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \ ret = (value) - __f; \ -} while (0) +} MACRO_END -#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \ +#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \ { \ - lowpass(value.x, fracx, ref_store.x, ref_out.x); \ - lowpass(value.y, fracy, ref_store.y, ref_out.y); \ - lowpass(value.z, fracz, ref_store.z, ref_out.z); \ -} while (0) + lowpass(value.x, frac, ref_store.x, ref_out.x); \ + lowpass(value.y, frac, ref_store.y, ref_out.y); \ +} MACRO_END -#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \ +#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \ { \ - highpass(value.x, fracx, ref_store.x, ref_out.x); \ - highpass(value.y, fracy, ref_store.y, ref_out.y); \ - highpass(value.z, fracz, ref_store.z, ref_out.z); \ -} while (0) + highpass(value.x, frac, ref_store.x, ref_out.x); \ + highpass(value.y, frac, ref_store.y, ref_out.y); \ +} MACRO_END -#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) do \ +#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ { \ - highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \ - highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \ - highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \ -} while (0) + highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ + highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ +} MACRO_END -void viewmodel_animate(entity this) -{ - static float prevtime; - float frametime = (time - prevtime) * getstatf(STAT_MOVEVARS_TIMESCALE); - prevtime = time; +#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \ +{ \ + lowpass(value.x, frac, ref_store.x, ref_out.x); \ + lowpass(value.y, frac, ref_store.y, ref_out.y); \ + lowpass(value.z, frac, ref_store.z, ref_out.z); \ +} MACRO_END - if (autocvar_chase_active) return; - if (getstati(STAT_HEALTH) <= 0) return; +#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \ +{ \ + highpass(value.x, frac, ref_store.x, ref_out.x); \ + highpass(value.y, frac, ref_store.y, ref_out.y); \ + highpass(value.z, frac, ref_store.z, ref_out.z); \ +} MACRO_END - vector gunorg = '0 0 0', gunangles = '0 0 0'; - static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0'; +void calc_followmodel_ofs(entity view) +{ + if(cl_followmodel_time == time) + return; // cl_followmodel_ofs already calculated for this frame - bool teleported = false; // TODO: detect + float frac; + 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; - // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then - if (teleported) + vector vel; + if (autocvar_cl_followmodel_velocity_absolute) + vel = view.velocity; + else { - // try to fix the first highpass; result is NOT - // perfect! TODO find a better fix - gunangles_prev = view_angles; - gunorg_prev = view_origin; + 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; } - static vector gunorg_highpass = '0 0 0'; + 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; + } - // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity" - gunorg_highpass += gunorg_prev; - highpass3_limited(view_origin, - frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit, - frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit, - frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit, - gunorg_highpass, gunorg); - gunorg_prev = view_origin; - gunorg_highpass -= gunorg_prev; + cl_followmodel_ofs = gunorg; + cl_followmodel_time = time; +} +vector leanmodel_ofs(entity view) +{ + 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 (view.csqcmodel_teleported) + gunangles_prev = view_angles; // 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); - highpass3_limited(view_angles, - frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit, - frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit, - 0, 0, - gunangles_highpass, gunangles); + 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; - // 3. calculate the RAW adjustment vectors - gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0); - gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0); - gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0); + PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; + YAW(gunangles) *= -autocvar_cl_leanmodel_speed; - PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0); - YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0); - ROLL(gunangles) = 0; + // 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); - static vector gunorg_adjustment_highpass; - static vector gunorg_adjustment_lowpass; - static vector gunangles_adjustment_highpass; - static vector gunangles_adjustment_lowpass; + gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - // 4. 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! - highpass3(gunorg, - frametime * autocvar_cl_followmodel_side_highpass, - frametime * autocvar_cl_followmodel_side_highpass, - frametime * autocvar_cl_followmodel_up_highpass, - gunorg_adjustment_highpass, gunorg); - lowpass3(gunorg, - frametime * autocvar_cl_followmodel_side_lowpass, - frametime * autocvar_cl_followmodel_side_lowpass, - frametime * autocvar_cl_followmodel_up_lowpass, - gunorg_adjustment_lowpass, gunorg); - // we assume here: PITCH = 0, YAW = 1, ROLL = 2 - highpass3(gunangles, - frametime * autocvar_cl_leanmodel_up_highpass, - frametime * autocvar_cl_leanmodel_side_highpass, - 0, - gunangles_adjustment_highpass, gunangles); - lowpass3(gunangles, - frametime * autocvar_cl_leanmodel_up_lowpass, - frametime * autocvar_cl_leanmodel_side_lowpass, - 0, - gunangles_adjustment_lowpass, gunangles); - float xyspeed = bound(0, vlen(vec2(csqcplayer.velocity)), 400); + return gunangles; +} + +vector bobmodel_ofs(entity view) +{ + bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR); + static bool oldonground; + static float hitgroundtime; + if (clonground) + { + float f = time; // cl.movecmd[0].time + if (!oldonground) + hitgroundtime = f; + } + oldonground = clonground; + + // 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) + { + if (time - hitgroundtime > 0.05) + bobmodel_scale = min(1, bobmodel_scale + frametime * 5); + } + else + bobmodel_scale = max(0, bobmodel_scale - frametime * 5); + + float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (bobmodel_scale && xyspeed) + { + 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; + + return gunorg; +} + +void viewmodel_animate(entity this) +{ + if (autocvar_chase_active) return; + if (STAT(HEALTH) <= 0) return; + + entity view = CSQCModel_server2csqc(player_localentnum - 1); + + if (autocvar_cl_followmodel) + { + calc_followmodel_ofs(view); + this.origin += cl_followmodel_ofs; + } + + if (autocvar_cl_leanmodel) + this.angles += leanmodel_ofs(view); // vertical view bobbing code // TODO: cl_bob @@ -209,55 +273,29 @@ 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. - vector forward, right, up; - float bspeed; - float t = 1; - float s = time * autocvar_cl_bobmodel_speed; - // TODO -// 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; - MAKEVECTORS(makevectors, gunangles, forward, right, up); - float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t; - gunorg += bobr * right; - float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t; - gunorg += bobu * up; - } - this.origin += view_forward * gunorg.x + view_right * gunorg.y + view_up * gunorg.z; - gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - this.angles += gunangles; + this.origin += bobmodel_ofs(view); } .vector viewmodel_origin, viewmodel_angles; +.float weapon_nextthink; +.float weapon_eta_last; +.float weapon_switchdelay; void viewmodel_draw(entity this) { - int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; + if(!activeweapon || !autocvar_r_drawviewmodel) + return; + int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; + static bool wasinvehicle; + bool invehicle = player_localentnum > maxclients; + if (invehicle) a = -1; + else if (wasinvehicle) a = 1; + wasinvehicle = invehicle; + Weapon wep = activeweapon; int c = stof(getplayerkeyvalue(current_player, "colors")); - vector g = this.glowmod; // TODO: completely clientside: colormapPaletteColor(c & 0x0F, true) * 2; - entity me = CSQCModel_server2csqc(player_localentnum); + vector g = weaponentity_glowmod(wep, c); + entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it @@ -265,18 +303,19 @@ void viewmodel_draw(entity this) { e.drawmask = mask; e.alpha = a; - e.colormap = c; + e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white e.glowmod = g; e.csqcmodel_effects = fx; - WITH(entity, self, e, CSQCModel_Effects_Apply()); + CSQCModel_Effects_Apply(e); } { static string name_last; - string name = Weapons_from(activeweapon).mdl; - if (name != name_last) + string name = wep.mdl; + bool swap = name != name_last; + // if (swap) { name_last = name; - CL_WeaponEntity_SetModel(this, name); + CL_WeaponEntity_SetModel(this, name, swap); this.viewmodel_origin = this.origin; this.viewmodel_angles = this.angles; } @@ -284,22 +323,20 @@ void viewmodel_draw(entity this) if (!this.animstate_override) anim_set(this, this.anim_idle, true, false, false); } - float eta = (getstatf(STAT_WEAPON_NEXTTHINK) - time); // TODO: / W_WeaponRateFactor(); float f = 0; // 0..1; 0: fully active - switch (this.state) + 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) { case WS_RAISE: { - // entity newwep = Weapons_from(activeweapon); - float delay = 0.2; // TODO: newwep.switchdelay_raise; - f = eta / max(eta, delay); + f = eta / max(eta, this.weapon_switchdelay); break; } case WS_DROP: { - // entity oldwep = Weapons_from(activeweapon); - float delay = 0.2; // TODO: newwep.switchdelay_drop; - f = 1 - eta / max(eta, delay); + f = 1 - eta / max(eta, this.weapon_switchdelay); break; } case WS_CLEAR: @@ -308,6 +345,7 @@ void viewmodel_draw(entity this) break; } } + this.weapon_eta_last = f; this.origin = this.viewmodel_origin; this.angles = this.viewmodel_angles; this.angles_x = (-90 * f * f); @@ -318,94 +356,77 @@ void viewmodel_draw(entity this) entity viewmodel; STATIC_INIT(viewmodel) { viewmodel = new(viewmodel); - viewmodel.draw = viewmodel_draw; } -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.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL) - return; - if(g_balance_porto_secondary) - return; - if(intermission == 1) - return; - if(intermission == 2) - return; - if (getstati(STAT_HEALTH) <= 0) - return; - - dir = view_forward; + entity e = new_pure(porto); + e.draw = Porto_Draw; + 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) +{ + if (activeweapon != WEP_PORTO) return; + if (spectatee_status) return; + if (WEP_CVAR(porto, secondary)) return; + if (intermission == 1) return; + if (intermission == 2) return; + if (STAT(HEALTH) <= 0) return; + + vector pos = view_origin; + vector dir = view_forward; + if (angles_held_status) { makevectors(angles_held); dir = v_forward; } - p = view_origin; + polyline[0] = pos; - polyline[0] = p; - int idx = 1; - portal_number = 0; - nextdir = dir; - - for (;;) + 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; ) { - 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) + traceline(pos, pos + 65536 * dir, true, this); + dir = reflect(dir, trace_plane_normal); + pos = trace_endpos; + polyline[++idx] = pos; + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) { - portal1_idx = idx; - if(portal_number >= 2) - break; + n += 1; + continue; } - } - - while(idx >= 2) - { - p = polyline[idx-2]; - q = polyline[idx-1]; - if(idx == 2) - p = p - view_up * 16; - if(idx-1 >= portal1_idx) + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { - Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin); + n = max(2, idx); + break; } - else + // check size { - Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin); + 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; + } } - --idx; + portal_number += 1; + if (portal_number >= portal_max) break; + if (portal_number == 1) portal1_idx = idx; + } + for (int idx = 0; idx < n - 1; ++idx) + { + vector p = polyline[idx], q = 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); } -} - -void Porto_Init() -{ - porto = new(porto); - make_pure(porto); - porto.draw = Porto_Draw; - porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } float drawtime; @@ -428,7 +449,7 @@ vector GetCurrentFov(float fov) zoomdir = button_zoom; if(hud == HUD_NORMAL) if(switchweapon == activeweapon) - if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here + if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -570,12 +591,8 @@ 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() @@ -591,7 +608,7 @@ float EnemyHitCheck() return SHOTTYPE_HITWORLD; if(n > maxclients) return SHOTTYPE_HITWORLD; - t = GetPlayerColor(n - 1); + t = entcs_GetTeam(n - 1); if(teamplay) if(t == myteam) return SHOTTYPE_HITTEAM; @@ -615,17 +632,17 @@ float TrueAimCheck() switch(activeweapon) // WEAPONTODO { - case WEP_TUBA.m_id: // no aim - case WEP_PORTO.m_id: // shoots from eye - case WEP_NEXBALL.m_id: // shoots from eye - case WEP_HOOK.m_id: // no trueaim - case WEP_MORTAR.m_id: // toss curve + case WEP_TUBA: // no aim + case WEP_PORTO: // shoots from eye + case WEP_NEXBALL: // shoots from eye + case WEP_HOOK: // no trueaim + case WEP_MORTAR: // toss curve return SHOTTYPE_HITWORLD; - case WEP_VORTEX.m_id: - case WEP_VAPORIZER.m_id: + case WEP_VORTEX: + case WEP_VAPORIZER: mv = MOVE_NORMAL; break; - case WEP_RIFLE.m_id: + case WEP_RIFLE: ta = trueaim_rifle; mv = MOVE_NORMAL; if(zoomscript_caught) @@ -634,32 +651,32 @@ float TrueAimCheck() return EnemyHitCheck(); } break; - case WEP_DEVASTATOR.m_id: // projectile has a size! + case WEP_DEVASTATOR: // projectile has a size! mi = '-3 -3 -3'; ma = '3 3 3'; break; - case WEP_FIREBALL.m_id: // projectile has a size! + case WEP_FIREBALL: // projectile has a size! mi = '-16 -16 -16'; ma = '16 16 16'; break; - case WEP_SEEKER.m_id: // projectile has a size! + case WEP_SEEKER: // projectile has a size! mi = '-2 -2 -2'; ma = '2 2 2'; break; - case WEP_ELECTRO.m_id: // projectile has a size! + case WEP_ELECTRO: // projectile has a size! mi = '0 0 -3'; ma = '0 0 -3'; break; } - vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT)); + vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT)); - vecs = decompressShotOrigin(getstati(STAT_SHOTORG)); + vecs = decompressShotOrigin(STAT(SHOTORG)); traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta); trueaimpoint = trace_endpos; - if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange) + if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange)) trueaimpoint = traceorigin + view_forward * g_trueaim_minrange; if(vecs.x > 0) @@ -721,28 +738,28 @@ vector liquidcolor_prev; float eventchase_current_distance; float eventchase_running; -bool WantEventchase() -{SELFPARAM(); +bool WantEventchase(entity this) +{ if(autocvar_cl_orthoview) return false; if(intermission) return true; - if(self.viewloc) + if(this.viewloc) return true; if(spectatee_status >= 0) { if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)) return true; - if(MUTATOR_CALLHOOK(WantEventchase, self)) + if(MUTATOR_CALLHOOK(WantEventchase, this)) return true; - if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id))) + if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL))) return true; - if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0)) + if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0)) { if(autocvar_cl_eventchase_death == 2) { // don't stop eventchase once it's started (even if velocity changes afterwards) - if(self.velocity == '0 0 0' || eventchase_running) + if(this.velocity == '0 0 0' || eventchase_running) return true; } else return true; @@ -755,7 +772,7 @@ void HUD_Crosshair_Vehicle() { if(hud != HUD_BUMBLEBEE_GUN) { - Vehicle info = get_vehicleinfo(hud); + Vehicle info = Vehicles_from(hud); info.vr_crosshair(info); } } @@ -767,12 +784,12 @@ void UpdateDamage() { // accumulate damage with each stat update static float damage_total_prev = 0; - float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL); + float damage_total = STAT(DAMAGE_DEALT_TOTAL); float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev); damage_total_prev = damage_total; static float damage_dealt_time_prev = 0; - float damage_dealt_time = getstatf(STAT_HIT_TIME); + float damage_dealt_time = STAT(HIT_TIME); if (damage_dealt_time != damage_dealt_time_prev) { unaccounted_damage += unaccounted_damage_new; @@ -793,7 +810,7 @@ void HitSound() 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.m_id && autocvar_cl_hitsound >= 2; + float arc_hack = activeweapon == WEP_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) @@ -828,7 +845,7 @@ void HitSound() } static float typehit_time_prev = 0; - float typehit_time = getstatf(STAT_TYPEHIT_TIME); + 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); @@ -836,11 +853,89 @@ void HitSound() } } -void HUD_Crosshair() -{SELFPARAM(); +vector crosshair_getcolor(entity this, float health_stat) +{ static float rainbow_last_flicker; static vector rainbow_prev_color; - entity e = self; + vector wcross_color = '0 0 0'; + switch(autocvar_crosshair_color_special) + { + case 1: // crosshair_color_per_weapon + { + if(this) + { + wcross_color = this.wpcolor; + break; + } + else { goto normalcolor; } + } + + case 2: // crosshair_color_by_health + { + float x = health_stat; + + //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; + } +LABEL(normalcolor) + default: { wcross_color = stov(autocvar_crosshair_color); break; } + } + + return wcross_color; +} + +void HUD_Crosshair() +{SELFPARAM(); + entity e = this; float f, i, j; vector v; if(!scoreboard_active && !camera_active && intermission != 2 && @@ -899,7 +994,7 @@ void HUD_Crosshair() if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { - e = get_weaponinfo(switchingweapon); + e = switchingweapon; if(e) { if(autocvar_crosshair_per_weapon) @@ -920,77 +1015,7 @@ 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 = 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; - } - 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) { @@ -1004,7 +1029,7 @@ void HUD_Crosshair() if(autocvar_crosshair_pickup) { - float stat_pickup_time = getstatf(STAT_LAST_PICKUP); + float stat_pickup_time = STAT(LAST_PICKUP); if(pickup_crosshair_time < stat_pickup_time) { @@ -1111,25 +1136,25 @@ void HUD_Crosshair() ring_scale = autocvar_crosshair_ring_size; float weapon_clipload, weapon_clipsize; - weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); - weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); + weapon_clipload = STAT(WEAPON_CLIPLOAD); + weapon_clipsize = STAT(WEAPON_CLIPSIZE); float ok_ammo_charge, ok_ammo_chargepool; - ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE); - ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL); + ok_ammo_charge = STAT(OK_AMMO_CHARGE); + ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL); float vortex_charge, vortex_chargepool; - vortex_charge = getstatf(STAT_VORTEX_CHARGE); - vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL); + vortex_charge = STAT(VORTEX_CHARGE); + vortex_chargepool = STAT(VORTEX_CHARGEPOOL); - float arc_heat = getstatf(STAT_ARC_HEAT); + float arc_heat = STAT(ARC_HEAT); if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game vortex_charge_movingavg = vortex_charge; // handle the values - if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex + if (autocvar_crosshair_ring && 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; @@ -1149,16 +1174,16 @@ void HUD_Crosshair() ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && 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_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.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { - ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1); + 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"; @@ -1179,12 +1204,12 @@ 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.m_id) && (weapon_clipsize == 80)) + if ((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.m_id ) + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) { ring_value = arc_heat; ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + @@ -1222,8 +1247,7 @@ void HUD_Crosshair() } #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ - do \ - { \ + MACRO_BEGIN { \ if(wcross_blur > 0) \ { \ for(i = -2; i <= 2; ++i) \ @@ -1234,8 +1258,7 @@ void HUD_Crosshair() { \ M(0,0,sz,wcross_name,wcross_alpha); \ } \ - } \ - while(0) + } MACRO_END #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \ drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) @@ -1268,7 +1291,7 @@ void HUD_Crosshair() wcross_color = stov(autocvar_crosshair_dot_color); CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); - // FIXME why don't we use wcross_alpha here?cl_notice_run(); + // FIXME why don't we use wcross_alpha here? wcross_color = wcross_color_old; } } @@ -1297,19 +1320,23 @@ void HUD_Crosshair() void HUD_Draw() { - if(getstati(STAT_FROZEN)) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - else if (getstatf(STAT_HEALING_ORB)>time) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE); + if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) + { + drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE); + } + else if(STAT(FROZEN)) + { + 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); + } if(!intermission) - if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death + 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", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + 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(getstatf(STAT_REVIVE_PROGRESS)) + else if(STAT(REVIVE_PROGRESS)) { - DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + 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); drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); } @@ -1321,6 +1348,7 @@ void HUD_Draw() HUD_Main(); HUD_DrawScoreboard(); + HUD_Scale_Disable(); } // crosshair goes VERY LAST @@ -1337,15 +1365,14 @@ float oldr_novis; float oldr_useportalculling; float oldr_useinfinitefarclip; -const int BUTTON_3 = 4; -const int BUTTON_4 = 8; -float cl_notice_run(); +void cl_notice_run(); float prev_myteam; int lasthud; float vh_notice_time; void WaypointSprite_Load(); void CSQC_UpdateView(float w, float h) {SELFPARAM(); + TC(int, w); TC(int, h); entity e; float fov; float f; @@ -1356,13 +1383,16 @@ void CSQC_UpdateView(float w, float h) ++framecount; - hud = getstati(STAT_HUD); + stats_get(); + hud = STAT(HUD); if(hud != HUD_NORMAL && lasthud == HUD_NORMAL) vh_notice_time = time + autocvar_cl_vehicles_notify_time; lasthud = hud; + HUD_Scale_Disable(); + if(autocvar__hud_showbinds_reload) // menu can set this one { db_close(binddb); @@ -1375,8 +1405,8 @@ void CSQC_UpdateView(float w, float h) else view_quality = 1; - button_attack2 = (input_buttons & BUTTON_3); - button_zoom = (input_buttons & BUTTON_4); + button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this); + button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); vf_size = getpropertyvec(VF_SIZE); vf_min = getpropertyvec(VF_MIN); @@ -1394,18 +1424,18 @@ void CSQC_UpdateView(float w, float h) current_player = player_localentnum - 1; else // then player_localentnum is the vehicle I'm driving current_player = player_localnum; - myteam = GetPlayerColor(current_player); + myteam = entcs_GetTeam(current_player); 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; } - ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE); + ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); - float is_dead = (getstati(STAT_HEALTH) <= 0); + float is_dead = (STAT(HEALTH) <= 0); // FIXME do we need this hack? if(isdemo()) @@ -1427,39 +1457,57 @@ void CSQC_UpdateView(float w, float h) if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); - float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST)); + float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST)); entity gen = world; - if(ons_roundlost) + float vehicle_viewdist = 0; + vector vehicle_viewofs = '0 0 0'; + + if(vehicle_chase) { - entity e; - for(e = world; (e = find(e, classname, "onslaught_generator")); ) + if(hud != HUD_BUMBLEBEE_GUN) { - if(e.health <= 0) - { - gen = e; - break; - } + Vehicle info = Vehicles_from(hud); + vehicle_viewdist = info.height; + vehicle_viewofs = info.view_ofs; } + } + + if(ons_roundlost) + { + FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, { + gen = it; + break; + }); if(!gen) - ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show + ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show } - if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost)) + if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost)) { 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(ons_roundlost) { current_view_origin = gen.origin; } // detect maximum viewoffset and use it vector view_offset = autocvar_cl_eventchase_viewoffset; - if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; } + if(vehicle_chase) + { + if(vehicle_viewofs) + view_offset = vehicle_viewofs; + else + view_offset = autocvar_cl_eventchase_vehicle_viewoffset; + } if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; } 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); } } @@ -1471,7 +1519,13 @@ void CSQC_UpdateView(float w, float h) // make the camera smooth back float chase_distance = autocvar_cl_eventchase_distance; - if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; } + if(vehicle_chase) + { + if(vehicle_viewofs) + chase_distance = vehicle_viewdist; + else + chase_distance = autocvar_cl_eventchase_vehicle_distance; + } if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; } if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) @@ -1482,19 +1536,19 @@ 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(!self.viewloc) + 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); } - if(!self.viewloc) + if(!local_player.viewloc) setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code @@ -1552,14 +1606,14 @@ void CSQC_UpdateView(float w, float h) float ov_furthest = 0; float dist = 0; - if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } - if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } + if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; } if(!ov_enabled) { @@ -1606,6 +1660,10 @@ void CSQC_UpdateView(float w, float h) ov_enabled = false; } + // 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); + // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); view_angles = getpropertyvec(VF_ANGLES); @@ -1679,14 +1737,13 @@ void CSQC_UpdateView(float w, float h) ColorTranslateMode = autocvar_cl_stripcolorcodes; - // next WANTED weapon (for HUD) - switchweapon = getstati(STAT_SWITCHWEAPON); - // currently switching-to weapon (for crosshair) - switchingweapon = getstati(STAT_SWITCHINGWEAPON); + switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON)); // actually active weapon (for zoom) - activeweapon = getstati(STAT_ACTIVEWEAPON); + activeweapon = Weapons_from(STAT(ACTIVEWEAPON)); + + switchweapon = Weapons_from(STAT(SWITCHWEAPON)); f = (serverflags & SERVERFLAG_TEAMPLAY); if(f != teamplay) @@ -1715,7 +1772,7 @@ void CSQC_UpdateView(float w, float h) { last_activeweapon = activeweapon; - e = get_weaponinfo(activeweapon); + e = activeweapon; if(e.netname != "") localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); else @@ -1787,9 +1844,7 @@ void CSQC_UpdateView(float w, float h) mousepos = mousepos*0.5 + getmousepos(); */ - for(entity e = NULL; (e = nextent(e)); ) if (e.draw) { - WITH(entity, self, e, e.draw(e)); - } + FOREACH_ENTITY(it.draw, it.draw(it)); addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); renderscene(); @@ -1850,7 +1905,7 @@ void CSQC_UpdateView(float w, float h) if(autocvar_cl_reticle) { - Weapon wep = get_weaponinfo(activeweapon); + Weapon wep = activeweapon; // 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 @@ -1974,7 +2029,7 @@ void CSQC_UpdateView(float w, float h) } } - if(autocvar_hud_damage && !getstati(STAT_FROZEN)) + if(autocvar_hud_damage && !STAT(FROZEN)) { splash_size.x = max(vid_conwidth, vid_conheight); splash_size.y = max(vid_conwidth, vid_conheight); @@ -1982,7 +2037,7 @@ void CSQC_UpdateView(float w, float h) splash_pos.y = (vid_conheight - splash_size.y) / 2; float myhealth_flash_temp; - myhealth = getstati(STAT_HEALTH); + myhealth = STAT(HEALTH); // fade out myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime); @@ -2087,11 +2142,11 @@ void CSQC_UpdateView(float w, float h) } // edge detection postprocess handling done second (used by hud_powerup) - float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED); + float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED); if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); } if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); } - sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds. + sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds. if(autocvar_hud_powerup && sharpen_intensity > 0) { @@ -2119,9 +2174,7 @@ void CSQC_UpdateView(float w, float h) } else */ // draw 2D entities - for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) { - WITH(entity, self, e, e.draw2d(e)); - } + FOREACH_ENTITY(it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); Debug_Draw(); @@ -2172,6 +2225,8 @@ void CSQC_UpdateView(float w, float h) HUD_Radar_Mouse(); cl_notice_run(); + unpause_update(); + Net_Flush(); // let's reset the view back to normal for the end setproperty(VF_MIN, '0 0 0'); @@ -2218,7 +2273,7 @@ void CSQC_Demo_Camera() else { tmp = getmousepos() * 0.1; - if(vlen(tmp)>autocvar_camera_mouse_threshold) + if(vdist(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));