float pickup_crosshair_time, pickup_crosshair_size;\r
float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
+float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
float volume_modify_changed_1, volume_modify_changed_2;\r
+float eventchase_current_distance;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
float a;\r
\r
vector reticle_pos, reticle_size;\r
+ vector splash_pos, splash_size;\r
vector artwork_pos, artwork_size;\r
\r
WaypointSprite_Load();\r
pmove_org = warpzone_fixview_origin - vo;\r
input_angles = warpzone_fixview_angles;\r
\r
+ // event chase camera\r
+ if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
+ {\r
+ if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
+ {\r
+ // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
+ // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
+ if(!cvar("chase_active"))\r
+ 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)\r
+\r
+ // make the camera smooth back\r
+ if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
+ eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
+ else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
+ eventchase_current_distance = cvar("cl_eventchase_distance");\r
+\r
+ vector eventchase_target_origin;\r
+ makevectors(view_angles);\r
+ // pass 1, used to check where the camera would go and obtain the trace_fraction\r
+ eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
+\r
+ traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
+ // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
+ // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
+ eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
+\r
+ R_SetView(VF_ORIGIN, eventchase_target_origin);\r
+ R_SetView(VF_ANGLES, view_angles);\r
+ }\r
+ else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
+ {\r
+ cvar_set("chase_active", "0");\r
+ eventchase_current_distance = 0; // start from 0 next time\r
+ }\r
+ }\r
+\r
// Render the Scene\r
if(!intermission || !view_set)\r
{\r
else if(button_zoom || zoomscript_caught)\r
reticle_type = 1; // normal zoom\r
\r
- if(cvar("cl_reticle_stretch"))\r
- {\r
- reticle_size_x = vid_conwidth;\r
- reticle_size_y = vid_conheight;\r
- reticle_pos_x = 0;\r
- reticle_pos_y = 0;\r
- }\r
- else\r
+ if (reticle_type)\r
{\r
- reticle_size_x = max(vid_conwidth, vid_conheight);\r
- reticle_size_y = max(vid_conwidth, vid_conheight);\r
- reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
- reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
- }\r
+ if(cvar("cl_reticle_stretch"))\r
+ {\r
+ reticle_size_x = vid_conwidth;\r
+ reticle_size_y = vid_conheight;\r
+ reticle_pos_x = 0;\r
+ reticle_pos_y = 0;\r
+ }\r
+ else\r
+ {\r
+ reticle_size_x = max(vid_conwidth, vid_conheight);\r
+ reticle_size_y = max(vid_conwidth, vid_conheight);\r
+ reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
+ reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
+ }\r
\r
- f = current_zoomfraction;\r
- if(zoomscript_caught)\r
- f = 1;\r
- if(cvar("cl_reticle_item_normal"))\r
- {\r
- precache_pic("gfx/reticle_normal");\r
- if(reticle_type == 1 && f)\r
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
- }\r
- if(cvar("cl_reticle_item_weapon"))\r
- {\r
- precache_pic("gfx/reticle_weapon");\r
- if(reticle_type == 2 && f)\r
- drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ f = current_zoomfraction;\r
+ if(zoomscript_caught)\r
+ f = 1;\r
+ if(cvar("cl_reticle_item_normal"))\r
+ {\r
+ if(reticle_type == 1 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
+ }\r
+ if(cvar("cl_reticle_item_weapon"))\r
+ {\r
+ if(reticle_type == 2 && f)\r
+ drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
+ }\r
}\r
\r
// screen effects\r
\r
if(cvar("hud_postprocessing"))\r
{\r
- if(cvar("hud_contents_liquid_blur"))\r
+ if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
{\r
// when inside the stomach, we use different blur settings than when we're inside other fluids\r
content_blurpostprocess_x = 1;\r
\r
if(cvar("hud_damage"))\r
{\r
+ splash_size_x = max(vid_conwidth, vid_conheight);\r
+ splash_size_y = max(vid_conwidth, vid_conheight);\r
+ splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
+ splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
+\r
float myhealth_flash_temp;\r
myhealth = getstati(STAT_HEALTH);\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
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
\r
if(cvar("hud_postprocessing"))\r
{\r
- if(cvar("hud_damage_blur"))\r
+ if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
{\r
damage_blurpostprocess_x = 1;\r
damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\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
+ drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
}\r
\r
if(cvar("hud_postprocessing"))\r
{\r
+ // all of this should be done in the engine eventually\r
+\r
+ // enable or disable rendering types if they are used or not\r
+ if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
+ cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
+ if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
+\r
// lets apply the postprocess effects from the previous two functions if needed\r
- if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
+ if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
{\r
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
- cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
- cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
+ if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
+ old_blurradius = blurradius;\r
+ old_bluralpha = bluralpha;\r
+ }\r
}\r
- else\r
+ else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
{\r
cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
- cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
+ old_blurradius = 0;\r
+ old_bluralpha = 0;\r
}\r
\r
- if(cvar("hud_powerup"))\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
+\r
+ if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\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
+ if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\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
+ old_sharpen_intensity = sharpen_intensity;\r
}\r
}\r
+ else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
+ {\r
+ cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
+ old_sharpen_intensity = 0;\r
+ }\r
}\r
\r
- if not(cvar("hud_damage") && cvar("hud_postprocessing"))\r
+ if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
+ if(cvar("r_glsl_postprocess_uservec1_enable"))\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
+ if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
+ if(cvar("r_glsl_postprocess_uservec2_enable"))\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
wcross_style = "_canswallow_team.tga";\r
else if(swallow_indicator > 0)\r
wcross_style = "_canswallow.tga";\r
+ else if(swallow_indicator < 0)\r
+ wcross_style = "_canswallow_no.tga";\r
else\r
wcross_style = cvar_string("crosshair");\r
\r
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
wcross_name_alpha_goal_prev = f;\r
\r
- // ring around crosshair representing bullets left in weapon clip\r
+ // ring around crosshair representing ammo left in weapon clip\r
weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
a = cvar("crosshair_ring_alpha");\r
if (weapon_clipload && a)\r