float camera_mode;\r
float chase_active_old;\r
float artwork_fade;\r
+float pickup_crosshair_time, pickup_crosshair_size;\r
+float myhealth, myhealth_prev, myhealth_flash;\r
+float contentavgalpha, liquidalpha_prev;\r
+vector myhealth_gentlergb;\r
+vector liquidcolor_prev;\r
string artwork_image;\r
string intermission_song;\r
string NextFrameCommand;\r
// next R_RenderScene call\r
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
\r
+ if(cvar("hud_contents"))\r
+ {\r
+ float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
+ vector liquidcolor;\r
+ \r
+ switch(pointcontents(view_origin))\r
+ {\r
+ case CONTENT_WATER:\r
+ liquidalpha = cvar("hud_contents_water_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
+ incontent = 1;\r
+ break;\r
+ \r
+ case CONTENT_LAVA:\r
+ liquidalpha = cvar("hud_contents_lava_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
+ incontent = 1;\r
+ break; \r
+ \r
+ case CONTENT_SLIME:\r
+ liquidalpha = cvar("hud_contents_slime_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
+ incontent = 1;\r
+ break;\r
+ \r
+ default:\r
+ liquidalpha = 0;\r
+ liquidcolor = '0 0 0';\r
+ incontent = 0;\r
+ break;\r
+ }\r
+ \r
+ if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
+ { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
+ contentfadetime = cvar("hud_contents_fadeintime");\r
+ liquidalpha_prev = liquidalpha;\r
+ liquidcolor_prev = liquidcolor;\r
+ }\r
+ else\r
+ contentfadetime = cvar("hud_contents_fadeouttime");\r
+ \r
+ contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
+ contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
+ \r
+ if(contentavgalpha)\r
+ drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
+ }\r
+\r
+ if(cvar("hud_damage"))\r
+ {\r
+ float myhealth_flash_temp;\r
+ myhealth = getstati(STAT_HEALTH);\r
+\r
+ // fade out\r
+ myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
+ // add new damage\r
+ myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
+\r
+ float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
+ pain_threshold = cvar("hud_damage_pain_threshold");\r
+ pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
+ pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
+\r
+ if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
+ {\r
+ pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
+ }\r
+\r
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
+\r
+ if(myhealth_prev < 1)\r
+ {\r
+ if(myhealth >= 1)\r
+ {\r
+ myhealth_flash = 0; // just spawned, clear the flash immediately\r
+ myhealth_flash_temp = 0;\r
+ }\r
+ else\r
+ {\r
+ myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
+ }\r
+ }\r
+\r
+ if(spectatee_status == -1 || intermission)\r
+ {\r
+ myhealth_flash = 0; // observing, or match ended\r
+ myhealth_flash_temp = 0;\r
+ }\r
+\r
+ myhealth_prev = myhealth;\r
+\r
+ if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
+ {\r
+ if(cvar("cl_gentle_damage") == 2)\r
+ {\r
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
+ {\r
+ myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
+ }\r
+ }\r
+ else\r
+ myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
+\r
+ drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ }\r
+ else\r
+ drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ }\r
+\r
// Draw the mouse cursor\r
// NOTE: drawpic must happen after R_RenderScene for some reason\r
//drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
wcross_scale = 1;\r
}\r
\r
+ if(cvar("crosshair_pickup"))\r
+ {\r
+ if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
+ {\r
+ pickup_crosshair_size = 1;\r
+ pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
+ }\r
+\r
+ if(pickup_crosshair_size > 0)\r
+ pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
+ else\r
+ pickup_crosshair_size = 0;\r
+\r
+ wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
+ }\r
+\r
if(shottype == SHOTTYPE_HITENEMY)\r
wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
if(shottype == SHOTTYPE_HITTEAM)\r