void CSQC_RAPTOR_HUD();
vector freeze_pmove_org, freeze_input_angles;
+entity nightvision_noise, nightvision_noise2;
void CSQC_UpdateView(float w, float h)
{
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+ {
+ // apply night vision effect
+ vector rgb, tc_00, tc_01, tc_10, tc_11;
+ float a;
+
+ if(!nightvision_noise)
+ {
+ nightvision_noise = spawn();
+ nightvision_noise.classname = "nightvision_noise";
+ }
+ if(!nightvision_noise2)
+ {
+ nightvision_noise2 = spawn();
+ nightvision_noise2.classname = "nightvision_noise2";
+ }
+
+ // color tint in yellow
+ drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+
+ // draw BG
+ a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
+ rgb = '1 1 1';
+ tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
+ tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
+ tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
+ //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+
+ // draw FG
+ a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
+ rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
+ tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
+ tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
+ tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+ }
+
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
wcross_scale *= 1 - cvar("_menu_alpha");
wcross_alpha *= 1 - cvar("_menu_alpha");
+ ring_scale = cvar("crosshair_ring_size");
+
+ float f, a;
+ wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
// ring around crosshair representing bullets left in camping rifle clip
- if (activeweapon == WEP_CAMPINGRIFLE)
+ if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
{
- ring_scale = cvar("crosshair_campingrifle_ring_size");
- bullets = bound(0, getstati(STAT_BULLETS_LOADED), 4);
+ bullets = getstati(STAT_BULLETS_LOADED);
+ a = cvar("crosshair_campingrifle_bulletcounter_alpha");
+ f = bound(0, bullets / cr_maxbullets, 1);
+
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
}
- else
- bullets = 0;
+ else if (activeweapon == WEP_NEX) // ring around crosshair representing velocity-dependent damage for the nex
+ {
+ float curvel;
+ a = cvar("crosshair_nexvelocity_alpha");
+ curvel = vlen('1 0 0' * pmove_vel_x + '0 1 0' * pmove_vel_y);
+ f = bound(0, (curvel - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1);
-#define CROSSHAIR_DRAW_RING(i,j,sz,wcross_name,wcross_alpha) \
- drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x * ring_scale + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y * ring_scale + j * wcross_blur)), strcat("gfx/rifle_ring_", ftos(bullets)), sz * wcross_size * ring_scale, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
+ DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+ }
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
do \
}
wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
- if(bullets)
- {
- CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
- }
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+ if(cvar("crosshair_dot"))
+ CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
+
wcross_name_alpha_goal_prev = f;
}
}