]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/client/View.qc
Use celshading and celoutlines for the cartoon effect. Keep the old system for poweru...
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
index 87b8f15cf76f27a3d01644b87395535d6dc6163c..b6eb14c10dc630d416110877b361795e4d4257c8 100644 (file)
@@ -244,21 +244,19 @@ void PostInit(void);
 void CSQC_Demo_Camera();\r
 float Sbar_WouldDrawScoreboard ();\r
 float last_health, last_spectatee;\r
-float view_set;\r
 float camera_mode;\r
 float reticle_type;\r
 float chase_active_old;\r
 float artwork_fade;\r
-float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
+float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate, grab_flash_laststate;\r
 float spawnfov_current;\r
 float myhealth, myhealth_prev, myhealth_flash;\r
 float contentavgalpha, liquidalpha_prev;\r
-float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
+float old_blurradius, old_bluralpha, old_cartoon_intensity;\r
 float stomachsplash_alpha;\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
-float helper_pause, helper_health, helper_armor, helper_ammo;\r
+float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
+vector freeze_org, freeze_ang;\r
 vector myhealth_gentlergb;\r
 vector liquidcolor_prev;\r
 vector damage_blurpostprocess, content_blurpostprocess;\r
@@ -300,6 +298,7 @@ void CSQC_UpdateView(float w, float h)
 \r
        // helper system\r
        if(cvar("cl_helper"))\r
+       if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
        {\r
                if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
                {\r
@@ -307,44 +306,89 @@ void CSQC_UpdateView(float w, float h)
                        // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
                        helper_health = TRUE;\r
                        helper_armor = TRUE;\r
+                       helper_ammo = TRUE;\r
+                       helper_stomachload = TRUE;\r
                }\r
                else if(helper_pause <= time)\r
                {\r
                        // health helper\r
-                       if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
+                       if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health"))\r
                        {\r
-                               if(!helper_health)\r
+                               if(cvar("cl_helper_item_health") && !helper_health)\r
                                {\r
-                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE);\r
                                        helper_health = TRUE;\r
                                        helper_pause = time + cvar("cl_helper_pause");\r
+                                       helper_ammo = time + cvar("cl_helper_pause");\r
                                }\r
                        }\r
                        else if(helper_health)\r
                                helper_health = FALSE;\r
 \r
                        // armor helper\r
-                       if(getstati(STAT_ARMOR) <= cvar("cl_helper_armor_value"))\r
+                       if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor"))\r
                        {\r
-                               if(!helper_armor)\r
+                               if(cvar("cl_helper_item_armor") && !helper_armor)\r
                                {\r
-                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE);\r
                                        helper_armor = TRUE;\r
                                        helper_pause = time + cvar("cl_helper_pause");\r
                                }\r
                        }\r
                        else if(helper_armor)\r
                                helper_armor = FALSE;\r
+\r
+                       // ammo helper\r
+                       if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel"))\r
+                       {\r
+                               if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo)\r
+                               {\r
+                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+                                       helper_ammo = TRUE;\r
+                                       helper_pause = time + cvar("cl_helper_pause");\r
+                               }\r
+                       }\r
+                       else if(helper_ammo)\r
+                               helper_ammo = FALSE;\r
+\r
+                       // speed helper\r
+                       if(vlen(pmove_vel) >= cvar("cl_helper_item_speed"))\r
+                       {\r
+                               if(cvar("cl_helper_item_speed") && !helper_speed)\r
+                               {\r
+                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+                                       helper_speed = TRUE;\r
+                                       helper_pause = time + cvar("cl_helper_pause");\r
+                               }\r
+                       }\r
+                       else if(helper_speed)\r
+                               helper_speed = FALSE;\r
+\r
+                       // stomach load helper\r
+                       if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload"))\r
+                       {\r
+                               if(cvar("cl_helper_item_stomachload") && !helper_stomachload)\r
+                               {\r
+                                       sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+                                       helper_stomachload = TRUE;\r
+                                       helper_pause = time + cvar("cl_helper_pause");\r
+                               }\r
+                       }\r
+                       else if(helper_stomachload)\r
+                               helper_stomachload = FALSE;\r
                }\r
        }\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
+               if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission && !getstati(STAT_VORE_EATEN)) || intermission)\r
                {\r
+                       // 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.)\r
+                       vector current_view_origin = getpropertyvec(VF_ORIGIN);\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
+                       // Ideally, there should be another way to enable third person cameras, such as through setproperty()\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
@@ -357,15 +401,15 @@ void CSQC_UpdateView(float w, float h)
                        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
+                       eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;\r
+                       WarpZone_TraceLine(current_view_origin, 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
+                       eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
+                       WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
 \r
-                       R_SetView(VF_ORIGIN, eventchase_target_origin);\r
-                       R_SetView(VF_ANGLES, view_angles);\r
+                       setproperty(VF_ORIGIN, trace_endpos);\r
+                       setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));\r
                }\r
                else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
                {\r
@@ -374,17 +418,55 @@ void CSQC_UpdateView(float w, float h)
                }\r
        }\r
 \r
-       // Render the Scene\r
-       if(!intermission || !view_set)\r
+       if(frametime)\r
+       {\r
+               float apply_fov;\r
+               apply_fov = cvar("menu_fov");\r
+               if(g_healthsize_center >= 0 && cvar("cl_healthsize_fov") && spectatee_status >= 0)\r
+                       apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov");\r
+               if(cvar("fov") != apply_fov)\r
+                       cvar_set("fov", ftos(apply_fov));\r
+       }\r
+\r
+       float apply_idlescale;\r
+       if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime)\r
        {\r
-               view_origin = pmove_org + vo;\r
-               view_angles = input_angles;\r
-               makevectors(view_angles);\r
-               view_forward = v_forward;\r
-               view_right = v_right;\r
-               view_up = v_up;\r
-               view_set = 1;\r
+               apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey");\r
+               if(cvar("v_idlescale") != apply_idlescale)\r
+                       cvar_set("v_idlescale", ftos(apply_idlescale));\r
        }\r
+       if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime)\r
+       {\r
+               apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator");\r
+               if(cvar("v_idlescale") != apply_idlescale)\r
+                       cvar_set("v_idlescale", ftos(apply_idlescale));\r
+       }\r
+       if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime)\r
+       {\r
+               apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach");\r
+               if(cvar("v_idlescale") != apply_idlescale)\r
+                       cvar_set("v_idlescale", ftos(apply_idlescale));\r
+       }\r
+\r
+       // do lockview after event chase camera so that it still applies whenever necessary.\r
+       if(intermission > 1)\r
+       {\r
+               setproperty(VF_ORIGIN, freeze_org);\r
+               setproperty(VF_ANGLES, freeze_ang);\r
+       }\r
+       else\r
+       {\r
+               freeze_org = getpropertyvec(VF_ORIGIN);\r
+               freeze_ang = getpropertyvec(VF_ANGLES);\r
+       }\r
+\r
+       // Render the Scene\r
+       view_origin = getpropertyvec(VF_ORIGIN);\r
+       view_angles = getpropertyvec(VF_ANGLES);\r
+       makevectors(view_angles);\r
+       view_forward = v_forward;\r
+       view_right = v_right;\r
+       view_up = v_up;\r
 \r
        vid_width = w;\r
        vid_height = h;\r
@@ -474,9 +556,15 @@ void CSQC_UpdateView(float w, float h)
        // ALWAYS Clear Current Scene First\r
        R_ClearScene();\r
 \r
+       if(checkextension("DP_CSQC_ROTATEMOVES"))\r
+       {\r
+               setproperty(VF_ORIGIN, view_origin);\r
+               setproperty(VF_ANGLES, view_angles);\r
+       }\r
+\r
        // Assign Standard Viewflags\r
        // Draw the World (and sky)\r
-       R_SetView(VF_DRAWWORLD, 1);\r
+       setproperty(VF_DRAWWORLD, 1);\r
 \r
        // Set the console size vars\r
        vid_conwidth = cvar("vid_conwidth");\r
@@ -496,7 +584,15 @@ void CSQC_UpdateView(float w, float h)
                fov *= spawnfov_current;\r
        }\r
 \r
-       R_SetView(VF_FOV, GetCurrentFov(fov));\r
+       if(respawned)\r
+       {\r
+               if(g_power_reboot_spawn)\r
+                       power_boot = time + g_power_reboot;\r
+               else\r
+                       power_boot = time;\r
+       }\r
+\r
+       setproperty(VF_FOV, GetCurrentFov(fov));\r
 \r
        // Camera for demo playback\r
        if(camera_active)\r
@@ -527,10 +623,10 @@ void CSQC_UpdateView(float w, float h)
        // Draw the Crosshair\r
        float scoreboard_active;\r
        scoreboard_active = Sbar_WouldDrawScoreboard();\r
-       R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
+       setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
 \r
        // Draw the Engine Status Bar (the default Quake HUD)\r
-       R_SetView(VF_DRAWENGINESBAR, 0);\r
+       setproperty(VF_DRAWENGINESBAR, 0);\r
 \r
        // fetch this one only once per frame\r
        sbar_showbinds = cvar("sbar_showbinds");\r
@@ -612,6 +708,12 @@ void CSQC_UpdateView(float w, float h)
                        liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
                        incontent = 1;\r
                }\r
+               else if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+               {\r
+                       liquidalpha = cvar("hud_contents_swallow_alpha");\r
+                       liquidcolor = stov(cvar_string("hud_contents_swallow_color"));\r
+                       incontent = getstatf(STAT_VORE_PROGRESS_PREY); // based on the swallow progress\r
+               }\r
                else\r
                {\r
                        switch(pointcontents(view_origin))\r
@@ -824,26 +926,31 @@ void CSQC_UpdateView(float w, float h)
                        old_bluralpha = 0;\r
                }\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
-\r
-               if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
+               if(cvar("hud_powerup"))\r
                {\r
-                       sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
+                       // When having the strength or invincible powerups, enable white outlines\r
+                       // As powerup time goes under 5 seconds (warning time) the lines fade away\r
+                       float cartoon_intensity;\r
 \r
-                       if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
+                       if((getstatf(STAT_STRENGTH_FINISHED) >= time || getstatf(STAT_INVINCIBLE_FINISHED) >= time) && cvar("chase_active") >= 0)\r
                        {\r
-                               cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
-                               old_sharpen_intensity = sharpen_intensity;\r
+                               // not while the event chase camera is active\r
+                               cartoon_intensity = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 5) + bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 5);\r
+                               cartoon_intensity = cvar("hud_powerup") * bound(0, cartoon_intensity, 5);\r
+                       }\r
+                       else\r
+                               cartoon_intensity = 0;\r
+\r
+                       if(cartoon_intensity != old_cartoon_intensity) // reduce cvar_set spam as much as possible\r
+                       {\r
+                               cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(cartoon_intensity), " ", cvar_string("hud_powerup_tolerance"), " 0"));\r
+                               old_cartoon_intensity = cartoon_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
+                       old_cartoon_intensity = 0;\r
                }\r
        }\r
 \r
@@ -867,7 +974,7 @@ void CSQC_UpdateView(float w, float h)
                // change saturation based on the amount of armor we have\r
                // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
 \r
-               if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
+               if(cvar("hud_saturation_armor") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
                {\r
                        float saturation;\r
                        saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
@@ -876,67 +983,41 @@ void CSQC_UpdateView(float w, float h)
                        if(cvar("r_glsl_saturation") != saturation)\r
                                cvar_set("r_glsl_saturation", ftos(saturation));\r
                }\r
+               else if (cvar("hud_saturation_death") && spectatee_status != -1 && getstati(STAT_HEALTH) <= 0)\r
+               {\r
+                       if(cvar("r_glsl_saturation") != 0)\r
+                               cvar_set("r_glsl_saturation", "0");\r
+               }\r
                else if(cvar("r_glsl_saturation") != 1)\r
                        cvar_set("r_glsl_saturation", "1");\r
        }\r
 \r
-       // volume cutting\r
-       if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
+       float target_volume;\r
+       if(cvar("cl_vore_cutvolume_sound") && frametime)\r
        {\r
-               float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
-\r
-               if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
-               {\r
-                       // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
-                       // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
-                       // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
-\r
-                       volume_modify_default_1 = cvar("menu_volume");\r
-                       volume_modify_default_2 = cvar("menu_bgmvolume");\r
-\r
-                       volume_modify_changed_1 = cvar("menu_volume");\r
-                       volume_modify_changed_2 = cvar("menu_bgmvolume");\r
-               }\r
-               else\r
-               {\r
-                       if(spectatee_status == -1 || intermission)\r
-                       {\r
-                               volume_modify_1_target = volume_modify_default_1;\r
-                               volume_modify_2_target = volume_modify_default_2;\r
-                       }\r
-                       else if(getstati(STAT_VORE_EATEN))\r
-                       {\r
-                               volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
-                               volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
-                       }\r
-                       else\r
-                       {\r
-                               volume_modify_1_target = volume_modify_default_1;\r
-                               volume_modify_2_target = volume_modify_default_2;\r
-                       }\r
-                       volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
-\r
-                       if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
-                       {\r
-                               if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
-                                       volume_modify_1 -= volume_modify_fade;\r
-                               else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
-                                       volume_modify_1 += volume_modify_fade;\r
-                               else\r
-                                       volume_modify_1 = volume_modify_1_target;\r
-\r
-                               if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
-                                       volume_modify_2 -= volume_modify_fade;\r
-                               else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
-                                       volume_modify_2 += volume_modify_fade;\r
-                               else\r
-                                       volume_modify_2 = volume_modify_2_target;\r
-\r
-                               cvar_set("volume", ftos(volume_modify_1));\r
-                               cvar_set("bgmvolume", ftos(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\r
-                       }\r
-               }\r
+               // sound volume cutting\r
+               target_volume = 0;\r
+               if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+                       target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
+               else if(getstati(STAT_VORE_EATEN))\r
+                       target_volume = 1;\r
+               target_volume = cvar("menu_volume") * (1 - target_volume * cvar("cl_vore_cutvolume_sound"));\r
+\r
+               if(cvar("volume") != target_volume) // reduce cvar_set spam as much as possible\r
+                       cvar_set("volume", ftos(target_volume));\r
+       }\r
+       if(cvar("cl_vore_cutvolume_music") && frametime)\r
+       {\r
+               // music volume cutting\r
+               target_volume = 0;\r
+               if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+                       target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
+               else if(getstati(STAT_VORE_EATEN))\r
+                       target_volume = 1;\r
+               target_volume = cvar("menu_bgmvolume") * (1 - target_volume * cvar("cl_vore_cutvolume_music"));\r
+\r
+               if(cvar("bgmvolume") != target_volume) // reduce cvar_set spam as much as possible\r
+                       cvar_set("bgmvolume", ftos(target_volume));\r
        }\r
 \r
        // Draw the mouse cursor\r
@@ -965,21 +1046,21 @@ void CSQC_UpdateView(float w, float h)
 \r
        // draw radar\r
        if(\r
-                       ons_showmap\r
+                       showmap\r
                        ||\r
                        (\r
                         !scoreboard_active\r
                         &&\r
-                        cvar_string("cl_teamradar") != "0"\r
+                        cvar_string("cl_radar") != "0"\r
                         &&\r
                         (\r
-                         cvar("cl_teamradar") == 2\r
+                         cvar("cl_radar") == 2\r
                          ||\r
                          teamplay\r
                         )\r
                        )\r
          )\r
-               teamradar_view();\r
+               radar_view();\r
 \r
        // Draw artwork and play intermission music\r
        if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
@@ -1084,42 +1165,55 @@ void CSQC_UpdateView(float w, float h)
        hud = getstati(STAT_HUD);\r
 \r
        if(cvar("r_letterbox") == 0)\r
-               if(cvar("viewsize") < 120)\r
+               if(cvar("viewsize") < 120 && sbar_hudselector)\r
                        CSQC_common_hud();\r
 \r
-       if(cvar("cl_flash_pickup"))\r
-       if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
-       {\r
-               localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
-               pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
-       }\r
-       if(cvar("cl_flash_vore"))\r
+       if(sbar_hudselector) // flashes require some HUD components to work\r
        {\r
-               float vore_flash_state;\r
-               if(getstati(STAT_VORE_EATEN))\r
-                       vore_flash_state = -1;\r
-               else\r
-                       vore_flash_state = getstati(STAT_VORE_LOAD);\r
-\r
-               if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
+               if(cvar("cl_flash_pickup"))\r
+               if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
                {\r
-                       if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
-                               localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
-                       if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
-                               localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+                       localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
+                       pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
                }\r
+               if(cvar("cl_flash_vore"))\r
+               {\r
+                       float vore_flash_state;\r
+                       if(getstati(STAT_VORE_EATEN))\r
+                               vore_flash_state = -1;\r
+                       else\r
+                               vore_flash_state = hud_total_prey;\r
 \r
-               // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
-               vore_flash_laststate = vore_flash_state;\r
+                       if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
+                       {\r
+                               if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
+                                       localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+                               if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
+                                       localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+                       }\r
+\r
+                       // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
+                       vore_flash_laststate = vore_flash_state;\r
+               }\r
+               if(cvar("cl_flash_grab"))\r
+               {\r
+                       float grab_flash_state = getstatf(STAT_VORE_PROGRESS_PREY) > 0;\r
+                       if(grab_flash_state > grab_flash_laststate)\r
+                               localcmd(strcat("bf ", cvar_string("cl_flash_grab_color"), " ", cvar_string("cl_flash_grab"), "\n"));\r
+\r
+                       // always update the last grab state, or the flash can be triggered when switching spectated players one frame after\r
+                       grab_flash_laststate = grab_flash_state;\r
+               }\r
+               if(cvar("cl_flash_respawn"))\r
+               if(respawned)\r
+                       localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
        }\r
-       if(cvar("cl_flash_respawn"))\r
-       if(respawned)\r
-               localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
 \r
        if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
+       if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
        {\r
                // crosshair goes VERY LAST\r
-               if(!scoreboard_active && !ons_showmap && !camera_active) {\r
+               if(!scoreboard_active && !showmap && !camera_active) {\r
                        // TrueAim check\r
                        float shottype;\r
                        // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
@@ -1220,12 +1314,8 @@ void CSQC_UpdateView(float w, float h)
                                        }\r
                                }\r
                                else\r
-                               {\r
-                                       wcross_color_x = cvar("crosshair_color_red");\r
-                                       wcross_color_y = cvar("crosshair_color_green");\r
-                                       wcross_color_z = cvar("crosshair_color_blue");\r
-                               }\r
-                               wcross_alpha = cvar("crosshair_color_alpha");\r
+                                       wcross_color = stov(cvar_string("crosshair_color"));\r
+                               wcross_alpha = cvar("crosshair_alpha");\r
                                wcross_resolution = cvar("crosshair_size");\r
 \r
                                if(!activeweapon)\r
@@ -1404,11 +1494,11 @@ void CSQC_UpdateView(float w, float h)
                string w0, h0;\r
                w0 = cvar_string("vid_conwidth");\r
                h0 = cvar_string("vid_conheight");\r
-               //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
-               //R_SetView(VF_FOV, '90 90 0');\r
-               R_SetView(VF_ORIGIN, '0 0 0');\r
-               R_SetView(VF_ANGLES, '0 0 0');\r
-               R_SetView(VF_PERSPECTIVE, 1);\r
+               //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');\r
+               //setproperty(VF_FOV, '90 90 0');\r
+               setproperty(VF_ORIGIN, '0 0 0');\r
+               setproperty(VF_ANGLES, '0 0 0');\r
+               setproperty(VF_PERSPECTIVE, 1);\r
                makevectors('0 0 0');\r
                vector v1, v2;\r
                cvar_set("vid_conwidth", "800");\r
@@ -1602,6 +1692,6 @@ void CSQC_Demo_Camera()
                current_position = current_origin + current_camera_offset;\r
        }\r
 \r
-       R_SetView(VF_ANGLES, current_angles);\r
-       R_SetView(VF_ORIGIN, current_position);\r
+       setproperty(VF_ANGLES, current_angles);\r
+       setproperty(VF_ORIGIN, current_position);\r
 }\r