float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
+float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2, volume_modify_default_set;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\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
+ if(cvar("hud_postprocessing"))\r
+ {\r
+ if(cvar("hud_contents_blur"))\r
+ {\r
+ content_blurpostprocess_x = 1;\r
+ content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_blur");\r
+ content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_blur_alpha");\r
+ }\r
+ else\r
+ {\r
+ content_blurpostprocess_x = 0;\r
+ content_blurpostprocess_y = 0;\r
+ content_blurpostprocess_z = 0;\r
+ }\r
+ }\r
}\r
\r
if(cvar("hud_damage"))\r
else\r
stomachsplash_alpha = 0;\r
}\r
- if (getstati(STAT_HEALTH) <= 0)\r
+ if(getstati(STAT_HEALTH) <= 0)\r
stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
\r
if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
+ if(spectatee_status == -1)\r
+ stomachsplash_alpha = 0;\r
\r
stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
}\r
\r
if(cvar("hud_postprocessing"))\r
- { // lets apply the postprocess effects from the previous two functions if needed\r
+ {\r
+ // lets apply the postprocess effects from the previous two functions if needed\r
if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
{\r
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
}\r
+\r
+ if(cvar("hud_powerup"))\r
+ {\r
+ float sharpen_intensity;\r
+ if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
+ sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
+ if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
+ sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
+ sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
+\r
+ if(sharpen_intensity > 0)\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", "1");\r
+ }\r
+ else\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
+ }\r
+ }\r
+ }\r
+\r
+ if not(cvar("hud_damage") && cvar("hud_postprocessing"))\r
+ {\r
+ // don't allow blur to get stuck on if we disable the cvar while damaged\r
+ cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
+ cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
+ }\r
+ if not(cvar("hud_powerup") && cvar("hud_postprocessing"))\r
+ {\r
+ // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
+ }\r
+\r
+ if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
+ {\r
+ if(!volume_modify_default_set)\r
+ {\r
+ // set the initial volume\r
+ volume_modify_default_1 = cvar("volume");\r
+ volume_modify_default_2 = cvar("bgmvolume");\r
+ volume_modify_default_set = TRUE;\r
+ }\r
+ if(spectatee_status == -1 || intermission)\r
+ volume_modify_1 = volume_modify_2 = 1;\r
+ else if (getstati(STAT_VORE_EATEN))\r
+ {\r
+ if (volume_modify_1 > cvar("cl_vore_cutvolume_sound"))\r
+ {\r
+ volume_modify_1 -= cvar("cl_vore_cutvolume_fade") * frametime;\r
+ if(volume_modify_1 < cvar("cl_vore_cutvolume_sound"))\r
+ volume_modify_1 = cvar("cl_vore_cutvolume_sound");\r
+ }\r
+ if (volume_modify_2 > cvar("cl_vore_cutvolume_music"))\r
+ {\r
+ volume_modify_2 -= cvar("cl_vore_cutvolume_fade") * frametime;\r
+ if(volume_modify_2 < cvar("cl_vore_cutvolume_music"))\r
+ volume_modify_2 = cvar("cl_vore_cutvolume_music");\r
+ }\r
+ }\r
+ else\r
+ {\r
+ if (volume_modify_1 < 1)\r
+ {\r
+ volume_modify_1 += cvar("cl_vore_cutvolume_fade") * frametime;\r
+ if(volume_modify_1 > 1)\r
+ volume_modify_1 = 1;\r
+ }\r
+ if (volume_modify_2 < 1)\r
+ {\r
+ volume_modify_2 += cvar("cl_vore_cutvolume_fade") * frametime;\r
+ if(volume_modify_2 > 1)\r
+ volume_modify_2 = 1;\r
+ }\r
+ }\r
+ cvar_set("volume", ftos(volume_modify_default_1 * volume_modify_1));\r
+ cvar_set("bgmvolume", ftos(volume_modify_default_2 * volume_modify_2));\r
+ // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way to go\r
}\r
\r
// Draw the mouse cursor\r