]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
remove the traceline at the end of CSQC_UpdateView as the engine cleans up these...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 157b68d007b45c207271e0a0a85a0c54fc8ee66e..5ac1f965e3a1d8714da30cd5ebdea66916917257 100644 (file)
@@ -338,7 +338,7 @@ void CSQC_common_hud(void);
 
 void PostInit(void);
 void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard ();
+float HUD_WouldDrawScoreboard();
 float view_set;
 float camera_mode;
 float reticle_type;
@@ -382,7 +382,7 @@ void CSQC_UpdateView(float w, float h)
        input_angles = warpzone_fixview_cl_viewangles;
        view_angles = warpzone_fixview_angles;
 
-       if(cvar("cl_lockview") || autocvar__hud_configure)
+       if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
        {
                pmove_org = freeze_pmove_org;
                input_angles = view_angles = freeze_input_angles;
@@ -468,7 +468,6 @@ void CSQC_UpdateView(float w, float h)
                }
        }
 
-       hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1);
        ColorTranslateMode = cvar("cl_stripcolorcodes");
        activeweapon = getstati(STAT_SWITCHWEAPON);
        f = cvar("teamplay");
@@ -534,8 +533,6 @@ void CSQC_UpdateView(float w, float h)
        }
 
        // Draw the Crosshair
-       float scoreboard_active;
-       scoreboard_active = HUD_WouldDrawScoreboard();
        R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
 
        // Draw the Engine Status Bar (the default Quake HUD)
@@ -622,6 +619,8 @@ void CSQC_UpdateView(float w, float h)
        // the view to go back to normal, so reticle_type would become 0 as we fade out)
        if(spectatee_status || getstati(STAT_HEALTH) <= 0)
                reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
+       else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
+               reticle_type = 2; // nex zoom
        else if(button_zoom || zoomscript_caught)
                reticle_type = 1; // normal zoom
        else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
@@ -681,12 +680,12 @@ void CSQC_UpdateView(float w, float h)
                        self.draw2d();
        self = e;
 
+       scoreboard_active = HUD_WouldDrawScoreboard();
+
        float hud;
        hud = getstati(STAT_HUD);
        if(hud == HUD_SPIDERBOT)
-       {
                CSQC_SPIDER_HUD();
-       }
        else if(hud == HUD_WAKIZASHI)
         CSQC_WAKIZASHI_HUD();
     else if(hud == HUD_RAPTOR)
@@ -697,24 +696,6 @@ void CSQC_UpdateView(float w, float h)
                        if(cvar("viewsize") < 120)
                                CSQC_common_hud();
 
-
-               // ring around crosshair representing velocity-dependent damage for the nex
-               if (activeweapon == WEP_NEX)
-               {
-                       float f, a, curvel;
-                       vector rgb;
-
-                       rgb_x = cvar("crosshair_nexvelocity_color_red");
-                       rgb_y = cvar("crosshair_nexvelocity_color_green");
-                       rgb_z = cvar("crosshair_nexvelocity_color_blue");
-                       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);
-
-                       DrawCircleClippedPic('0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight, 0.1 * vid_conheight, "gfx/nex_ring.tga", f, rgb, a, DRAWFLAG_ADDITIVE);
-               }
-
                // crosshair goes VERY LAST
                if(!scoreboard_active && !camera_active && intermission != 2) {
                        // TrueAim check
@@ -842,17 +823,28 @@ void CSQC_UpdateView(float w, float h)
                                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;
+
+                               float nex_charge;
+                               nex_charge = getstatf(STAT_NEX_CHARGE);
+
                                // 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);
-                               }
-                               else
-                                       bullets = 0;
+                                       bullets = getstati(STAT_BULLETS_LOADED);
+                                       f = bound(0, bullets / cr_maxbullets, 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)
+                                       a = cvar("crosshair_campingrifle_bulletcounter_alpha");
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               }
+                               else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
+                               {
+                                       a = cvar("crosshair_nexvelocity_alpha");
+                                       DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
+                               }
 
 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
                                do \
@@ -889,11 +881,6 @@ void CSQC_UpdateView(float w, float h)
                                }
 
                                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"))
@@ -963,11 +950,6 @@ void CSQC_UpdateView(float w, float h)
        // let's reset the view back to normal for the end
        R_SetView(VF_MIN, '0 0 0');
        R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
-
-       // be safe against triggerbots until everyone has the fixed engine
-       // this call is meant to overwrite the trace globals by something
-       // unsuspicious
-       traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
 }
 
 #define spider_h "gfx/vehicles/hud_bg.tga"
@@ -1275,9 +1257,13 @@ void CSQC_common_hud(void)
                case HUD_NORMAL:
                        // do some accuracy var caching
                        float i;
+                       if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
                        if(!(gametype == GAME_RACE || gametype == GAME_CTS))
                        {
-                               acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels"));
+                               if(acc_color_levels)
+                                       strunzone(acc_color_levels);
+                               acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
+                               acc_levels = tokenize(acc_color_levels);
                                if (acc_levels > MAX_ACCURACY_LEVELS)
                                        acc_levels = MAX_ACCURACY_LEVELS;
 
@@ -1288,7 +1274,7 @@ void CSQC_common_hud(void)
                        HUD_Main(); // always run these functions for alpha checks
                        HUD_DrawScoreboard();
 
-                       if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
+                       if (scoreboard_active) // scoreboard/accuracy
                        {       
                                HUD_Reset();
                                // HUD_DrawScoreboard takes care of centerprint_start