X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=cd36c1000ecd1fb46d00a1856120384778da70c9;hb=1da96e958217f87f41d20c0968d51856a801b538;hp=8b13146633c81e10c3b42712f0ecf3cb13eb22b3;hpb=4435e6a342e65c52cb1fc00aea84f6018eff16ac;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 8b1314663..cd36c1000 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -21,6 +21,8 @@ #include #include #include +#include +#include #include #include #include @@ -239,8 +241,7 @@ vector bobmodel_ofs(entity view) void viewmodel_animate(entity this) { - if (autocvar_chase_active) return; - if (STAT(HEALTH) <= 0) return; + if (autocvar_chase_active || STAT(HEALTH) <= 0) return; entity view = CSQCModel_server2csqc(player_localentnum - 1); @@ -401,7 +402,7 @@ void fpscounter_update() int channel = MSG_C2S; WriteHeader(channel, fpsreport); - WriteShort(channel, bound(0, rint(fps), 65535)); // prevent insane fps values + WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values } } @@ -769,7 +770,7 @@ void UpdateDamage() { // accumulate damage with each stat update static float damage_total_prev = 0; - float damage_total = STAT(DAMAGE_DEALT_TOTAL); + float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL); float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev); damage_total_prev = damage_total; @@ -855,75 +856,6 @@ void HitSound() } } -const int MAX_SPECIALCOMMAND = 15; -vector specialcommand_slots[MAX_SPECIALCOMMAND]; -vector specialcommand_colors[MAX_SPECIALCOMMAND]; -const float SPECIALCOMMAND_SPEED = 150; -const float SPECIALCOMMAND_TURNSPEED = 2; -const float SPECIALCOMMAND_SIZE = 0.025; -const float SPECIALCOMMAND_CHANCE = 0.35; -float sc_spawntime, sc_changetime; -vector sc_color = '1 1 1'; -void SpecialCommand() -{ - if(!STAT(MOVEVARS_SPECIALCOMMAND)) - return; - - if(time >= sc_changetime) - { - sc_changetime = time + 1; - sc_color = randomvec() * 1.5; - sc_color.x = bound(0.2, sc_color.x, 0.75); - sc_color.y = bound(0.2, sc_color.y, 0.75); - sc_color.z = bound(0.2, sc_color.z, 0.75); - } - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE); - - if(!precache_pic("gfx/smile")) - return; // damn party poopers - - for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j) - { - vector slot = specialcommand_slots[j]; - if(slot.y) - slot.y += SPECIALCOMMAND_SPEED * frametime; - //if(slot.z) - //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time); - if(slot.y >= vid_conheight) - slot = '0 0 0'; - - if(slot == '0 0 0') - { - if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn! - { - slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth); - slot.y = 1; // start it off 0 so we can use it - slot.z = floor(random() * REGISTRY_MAX(Weapons)); - sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time! - vector newcolor = randomvec() * 2; - newcolor.x = bound(0.4, newcolor.x, 1); - newcolor.y = bound(0.4, newcolor.y, 1); - newcolor.z = bound(0.4, newcolor.z, 1); - specialcommand_colors[j] = newcolor; - } - } - else - { - vector splash_size = '0 0 0'; - splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; - splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; - entity wep = REGISTRY_GET(Weapons, slot.z); - if(wep == WEP_Null) - drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); - else - drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); - //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); - } - - specialcommand_slots[j] = slot; - } -} - void HUD_Draw(entity this) { // if we don't know gametype and scores yet avoid drawing the scoreboard @@ -955,17 +887,17 @@ void HUD_Draw(entity this) if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death { vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER)); - DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } else if(STAT(CAPTURE_PROGRESS)) { - DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } else if(STAT(REVIVE_PROGRESS)) { - DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } HUD_Scale_Disable(); @@ -981,7 +913,6 @@ void HUD_Draw(entity this) } // crosshair goes VERY LAST - SpecialCommand(); UpdateDamage(); HUD_Crosshair(this); HitSound(); @@ -1086,7 +1017,7 @@ void View_NightVision() tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7); //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1); tc_11 = tc_01 + tc_10 - tc_00; - R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true); + R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true); R_PolygonVertex('0 0 0', tc_00, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); @@ -1100,7 +1031,7 @@ void View_NightVision() tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2); tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3); tc_11 = tc_01 + tc_10 - tc_00; - R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true); + R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true); R_PolygonVertex('0 0 0', tc_00, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); @@ -1299,9 +1230,13 @@ void View_PostProcessing() } // edge detection postprocess handling done second (used by hud_powerup) - 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); } + float sharpen_intensity = 0; + FOREACH(StatusEffect, it.instanceOfPowerups, + { + float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time; + if(powerup_finished > 0) + sharpen_intensity += powerup_finished; + }); 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. @@ -1605,9 +1540,7 @@ void CSQC_UpdateView(entity this, float w, float h) stats_get(); hud = STAT(HUD); - ReplicateVars(false); - if (ReplicateVars_NOT_SENDING()) - ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame + ReplicateVars(REPLICATEVARS_CHECK); HUD_Scale_Disable(); @@ -1658,7 +1591,6 @@ void CSQC_UpdateView(entity this, float w, float h) current_player = player_localnum; myteam = entcs_GetTeam(current_player); - // abused multiple places below entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); if(!local_player) local_player = this; // fall back! @@ -1706,6 +1638,11 @@ void CSQC_UpdateView(entity this, float w, float h) if(intermission && !intermission_time) intermission_time = time; + if(STAT(GAME_STOPPED) && !game_stopped_time) + game_stopped_time = time; + else if(game_stopped_time && !STAT(GAME_STOPPED)) + game_stopped_time = 0; + if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) @@ -1715,6 +1652,8 @@ void CSQC_UpdateView(entity this, float w, float h) } } + Welcome_Message_Show_Try(); + Announcer(); View_CheckButtonStatus(); @@ -1735,7 +1674,6 @@ void CSQC_UpdateView(entity this, float w, float h) // Draw the World (and sky) setproperty(VF_DRAWWORLD, 1); - // Set the console size vars vid_conwidth = autocvar_vid_conwidth; vid_conheight = autocvar_vid_conheight; vid_pixelheight = autocvar_vid_pixelheight; @@ -1744,18 +1682,8 @@ void CSQC_UpdateView(entity this, float w, float h) View_DemoCamera(); - // Draw the Crosshair - setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden - - // Draw the Engine Status Bar (the default Quake HUD) - setproperty(VF_DRAWENGINESBAR, 0); - - // Update the mouse position - /* - mousepos_x = vid_conwidth; - mousepos_y = vid_conheight; - mousepos = mousepos*0.5 + getmousepos(); - */ + setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair + setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar IL_EACH(g_drawables, it.draw, it.draw(it)); @@ -1777,6 +1705,11 @@ void CSQC_UpdateView(entity this, float w, float h) Debug_Draw(); #endif + if (autocvar__scoreboard_team_selection) + { + Scoreboard_UI_Enable(1); + cvar_set("_scoreboard_team_selection", "0"); + } scoreboard_active = Scoreboard_WouldDraw(); HUD_Draw(this); // this parameter for deep vehicle function