X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=a52794ec594be9173527675b05bc8cc5c2fcf405;hb=48d2e89b9d19a9654c48622466c30005857712d2;hp=85fea0d1b77c81406d4f4930beffd48895f05e69;hpb=71ce27cd515d7e8157535466ef357f83253b64f0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 85fea0d1b..a52794ec5 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,6 +1,6 @@ +#include "view.qh" #include "announcer.qh" -#include "hook.qh" #include "hud/all.qh" #include "mapvoting.qh" #include "scoreboard.qh" @@ -9,26 +9,30 @@ #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/physics.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) @@ -40,176 +44,186 @@ 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 + +#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 + +#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 void viewmodel_animate(entity this) { static float prevtime; - float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE); + float frametime = (time - prevtime); prevtime = time; if (autocvar_chase_active) return; - if (getstati(STAT_HEALTH) <= 0) return; + if (STAT(HEALTH) <= 0) return; entity view = CSQCModel_server2csqc(player_localentnum - 1); 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; - vector gunorg = '0 0 0', gunangles = '0 0 0'; - static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0'; bool teleported = view.csqcmodel_teleported; - // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then - if (teleported) + float frac; + if(autocvar_cl_followmodel) + { + 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 = '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; + } + + 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; + } + + this.origin += gunorg; + } + + if(autocvar_cl_leanmodel) { - // try to fix the first highpass; result is NOT - // perfect! TODO find a better fix + 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; + + // 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; - gunorg_prev = view_origin; - } - - static vector gunorg_highpass = '0 0 0'; - - // 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; - - static vector gunangles_highpass = '0 0 0'; - - // 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); - 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 ? -autocvar_cl_leanmodel_up_speed : 0); - YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0); - ROLL(gunangles) = 0; - - static vector gunorg_adjustment_highpass; - static vector gunorg_adjustment_lowpass; - static vector gunangles_adjustment_highpass; - static vector gunangles_adjustment_lowpass; - - // 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); + 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 + this.angles += gunangles; + } + float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); // vertical view bobbing code @@ -227,42 +241,28 @@ void viewmodel_animate(entity this) { // 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; + static float bobmodel_scale = 0; + static float time_ofs = 0; // makes the effect always restart in the same way if (clonground) { - if (time - hitgroundtime < 0.2) - { - // 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; - } + if (time - hitgroundtime > 0.05) + bobmodel_scale = min(1, bobmodel_scale + frametime * 5); } else + bobmodel_scale = max(0, bobmodel_scale - frametime * 5); + if(bobmodel_scale && xyspeed) { - // 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, view_angles, 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; - } - vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones - v.z = gunorg.z; - this.origin += v; - gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - this.angles += gunangles; + float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale; + float s = (time - time_ofs) * autocvar_cl_bobmodel_speed; + vector gunorg = '0 0 0'; + gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s); + gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2); + + this.origin += gunorg; + } + else + time_ofs = time; + } } .vector viewmodel_origin, viewmodel_angles; @@ -272,12 +272,18 @@ void viewmodel_animate(entity this) void viewmodel_draw(entity this) { - int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; + if(!activeweapon) + return; + int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; - int c = stof(getplayerkeyvalue(current_player, "colors")); - vector g; + static bool wasinvehicle; + bool invehicle = player_localentnum > maxclients; + if (invehicle) a = -1; + else if (wasinvehicle) a = 1; + wasinvehicle = invehicle; Weapon wep = activeweapon; - if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2; + int c = stof(getplayerkeyvalue(current_player, "colors")); + vector g = weaponentity_glowmod(wep, c); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -289,15 +295,16 @@ void viewmodel_draw(entity this) 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 = wep.mdl; - if (name != name_last) + 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; } @@ -306,7 +313,8 @@ void viewmodel_draw(entity this) 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) { @@ -337,95 +345,77 @@ void viewmodel_draw(entity this) entity viewmodel; STATIC_INIT(viewmodel) { viewmodel = new(viewmodel); - make_pure(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 || 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; @@ -448,7 +438,7 @@ vector GetCurrentFov(float fov) zoomdir = button_zoom; if(hud == HUD_NORMAL) if(switchweapon == activeweapon) - if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && 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()) { @@ -590,12 +580,8 @@ 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() @@ -672,14 +658,14 @@ float TrueAimCheck() break; } - vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * getstati(STAT_VIEWHEIGHT)); + vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT)); 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) @@ -741,28 +727,28 @@ 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(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; @@ -775,7 +761,7 @@ void HUD_Crosshair_Vehicle() { if(hud != HUD_BUMBLEBEE_GUN) { - Vehicle info = get_vehicleinfo(hud); + Vehicle info = Vehicles_from(hud); info.vr_crosshair(info); } } @@ -860,7 +846,7 @@ void HUD_Crosshair() {SELFPARAM(); static float rainbow_last_flicker; static vector rainbow_prev_color; - entity e = self; + entity e = this; float f, i, j; vector v; if(!scoreboard_active && !camera_active && intermission != 2 && @@ -954,7 +940,7 @@ void HUD_Crosshair() case 2: // crosshair_color_by_health { - float x = getstati(STAT_HEALTH); + float x = STAT(HEALTH); //x = red //y = green @@ -1169,16 +1155,16 @@ void HUD_Crosshair() ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) { - ring_value = bound(0, 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 && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { - ring_value = bound(0, 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"; @@ -1242,8 +1228,7 @@ 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) \ @@ -1254,8 +1239,7 @@ 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) @@ -1317,18 +1301,14 @@ void HUD_Crosshair() void HUD_Draw() { - vector rgb = '0 0 0'; - float a = 1; 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, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, 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 { @@ -1402,8 +1382,8 @@ void CSQC_UpdateView(float w, float h) else view_quality = 1; - button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self); - button_zoom = PHYS_INPUT_BUTTON_ZOOM(self); + button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this); + button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); vf_size = getpropertyvec(VF_SIZE); vf_min = getpropertyvec(VF_MIN); @@ -1426,13 +1406,13 @@ 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; } 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()) @@ -1457,31 +1437,49 @@ void CSQC_UpdateView(float w, float h) 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(self) || (!autocvar_cl_orthoview && ons_roundlost)) { eventchase_running = true; + entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); + if(!local_player) + local_player = self; // 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) @@ -1498,7 +1496,13 @@ 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) @@ -1512,7 +1516,7 @@ void CSQC_UpdateView(float w, float h) WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self); // 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)); @@ -1521,7 +1525,7 @@ void CSQC_UpdateView(float w, float h) } 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 @@ -1579,14 +1583,14 @@ 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) { @@ -1633,6 +1637,10 @@ 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); @@ -1710,7 +1718,7 @@ void CSQC_UpdateView(float w, float h) switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON)); // actually active weapon (for zoom) - activeweapon = Weapons_from(getstati(STAT_ACTIVEWEAPON)); + activeweapon = Weapons_from(STAT(ACTIVEWEAPON)); switchweapon = Weapons_from(STAT(SWITCHWEAPON)); @@ -1813,7 +1821,7 @@ void CSQC_UpdateView(float w, float h) mousepos = mousepos*0.5 + getmousepos(); */ - FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it)))); + FOREACH_ENTITY(it.draw, it.draw(it)); addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); renderscene(); @@ -2006,7 +2014,7 @@ 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); @@ -2115,7 +2123,7 @@ void CSQC_UpdateView(float w, float h) 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) { @@ -2143,7 +2151,7 @@ void CSQC_UpdateView(float w, float h) } else */ // draw 2D entities - FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it)))); + FOREACH_ENTITY(it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); Debug_Draw(); @@ -2194,6 +2202,8 @@ 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'); @@ -2240,7 +2250,7 @@ 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));