seta cl_velocityzoom_type 3 "how to factor in speed, 1 = all velocity in all directions, 2 = velocity only in forward direction (can be negative), 3 = velocity only in forward direction (limited to forward only)"
seta cl_velocityzoom_speed 1000 "target speed for fov factoring"
seta cl_velocityzoom_time 0.2 "time value for averaging speed values"
+seta cl_spawnzoom 1 "zoom effect immediately when a player spawns"
+seta cl_spawnzoom_speed 1 "speed at which zooming occurs while spawning"
+seta cl_spawnzoom_factor 2 "factor of zoom while spawning"
seta cl_zoomfactor 5 "how much +zoom will zoom (1-16)"
seta cl_zoomspeed 8 "how fast it will zoom (0.5-16), negative values mean instant zoom"
seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)"
seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
+seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox"
+seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox"
+seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera"
//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining
set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)"
zoomfactor = 2.5;
zoomspeed = autocvar_cl_zoomspeed;
if(zoomspeed >= 0)
- if(zoomspeed < 0.5 || zoomspeed > 16)
+ if(zoomspeed < 0.5 || zoomspeed > 16)
zoomspeed = 3.5;
zoomdir = button_zoom;
// fteqcc failed twice here already, don't optimize this
}
- if(zoomdir)
- zoomin_effect = 0;
+ if(zoomdir) { zoomin_effect = 0; }
- if(zoomin_effect || camera_active)
+ if(camera_active)
{
current_viewzoom = min(1, current_viewzoom + drawframetime);
}
+ else if(autocvar_cl_spawnzoom && zoomin_effect)
+ {
+ float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
+
+ current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+ current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
+ if(current_viewzoom == 1) { zoomin_effect = 0; }
+ }
else
{
if(zoomspeed < 0) // instant zoom
if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
{
// 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 = getpropertyvec(VF_ORIGIN);
+ vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
// Ideally, there should be another way to enable third person cameras, such as through setproperty()
- if(!autocvar_chase_active)
- cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+ // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+ if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
// make the camera smooth back
if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
eventchase_current_distance = autocvar_cl_eventchase_distance;
- vector eventchase_target_origin;
makevectors(view_angles);
- // pass 1, used to check where the camera would go and obtain the trace_fraction
- eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
- // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
- // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
- eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
-
- setproperty(VF_ORIGIN, trace_endpos);
+
+ 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);
+
+ // If the boxtrace fails, revert back to line tracing.
+ 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);
+ setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
+ }
+ else { setproperty(VF_ORIGIN, trace_endpos); }
+
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
// pro: matches model better
// contra: it's not red because blood is red, but because red is an alarming color, so red should stay
// maybe different reddish pics?
- if(autocvar_chase_active >= 0) // not while the event chase camera is active
+ if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
{
- if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
+ if(autocvar_cl_gentle_damage == 2)
{
- if(autocvar_cl_gentle_damage == 2)
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
{
- if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
- {
- myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
- }
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
}
- else
- myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
-
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
else
- drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+ myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
+ else
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
{
if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
// blur postprocess handling done first (used by hud_damage and hud_contents)
- if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
+ if((damage_blurpostprocess_x || content_blurpostprocess_x))
{
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
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.
- if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
+ if(autocvar_hud_powerup && sharpen_intensity > 0)
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
{