#include "crosshair.qh"
-#include <client/autocvars.qh>
-#include <client/main.qh>
-#include <client/miscfunctions.qh>
+#include <client/draw.qh>
#include <client/hud/panel/scoreboard.qh>
#include <client/view.qh>
-
-#include <lib/csqcmodel/cl_player.qh>
#include <common/deathtypes/all.qh>
#include <common/ent_cs.qh>
-#include <common/vehicles/all.qh>
-#include <common/viewloc.qh>
#include <common/mapobjects/trigger/viewloc.qh>
-#include <common/wepent.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/vehicles/all.qh>
+#include <common/viewloc.qh>
+#include <common/wepent.qh>
+#include <lib/csqcmodel/cl_player.qh>
+#include <lib/warpzone/common.qh>
float pickup_crosshair_time, pickup_crosshair_size;
float hitindication_crosshair_size;
return wcross_color;
}
+.entity tag_entity;
void HUD_Crosshair(entity this)
{
// reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
csqcplayer.alpha = csqcplayer.m_alpha;
+ if (autocvar_chase_active > 0 && autocvar_chase_front)
+ {
+ csqcplayer.alpha = csqcplayer.m_alpha;
+ return;
+ }
+
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
// TrueAim check
float shottype;
+ static int crosshair_chase_state = 0;
+
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
wcross_origin = viewloc_mousepos;
else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
{
vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
- if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
+ float my_alpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
+ float chase_playeralpha = bound(0.001, autocvar_crosshair_chase_playeralpha, 1);
+ if(csqcplayer && chase_playeralpha < 1 && my_alpha > chase_playeralpha)
{
- traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
- float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
- if(trace_ent == csqcplayer)
- csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
+ crosshair_chase_state = 2;
+ bool hit = false;
+ if (pointinsidebox(view_origin, csqcplayer.absmin, csqcplayer.absmax))
+ hit = true;
+ else
+ {
+ WarpZone_TraceLine(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
+ if(trace_ent == csqcplayer)
+ hit = true;
+ }
+ float prev_alpha = csqcplayer.alpha;
+ if(hit)
+ csqcplayer.alpha = max(csqcplayer.alpha - frametime * 5, chase_playeralpha);
else
- csqcplayer.alpha = csqcplayer.m_alpha;
+ csqcplayer.alpha = min(csqcplayer.alpha + frametime * 5, my_alpha);
+
+ if (csqcplayer.alpha != prev_alpha)
+ {
+ FOREACH_ENTITY_CLASS("ENT_CLIENT_MODEL", it.tag_entity == csqcplayer,
+ {
+ it.alpha = csqcplayer.alpha;
+ });
+ }
}
traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
wcross_origin = project_3d_to_2d(trace_endpos);
else
wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
wcross_origin.z = 0;
+ if (crosshair_chase_state == 2) // enabled (this frame)
+ crosshair_chase_state = 1;
+ else if (crosshair_chase_state == 1) // turned off in the previous frame
+ {
+ // reset player alpha only in this frame
+ if (csqcplayer)
+ csqcplayer.alpha = csqcplayer.m_alpha;
+ crosshair_chase_state = 0; // turned off and alpha reset
+ }
+
if(autocvar_crosshair_hittest)
{
vector wcross_oldorigin;
// todo: make crosshair hit indication dependent on damage dealt
if(autocvar_crosshair_hitindication)
{
- vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+ vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
if(unaccounted_damage)
{
hitindication_crosshair_size = 0;
wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
- wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
- wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
- wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
+ wcross_color.x += sin(hitindication_crosshair_size) * col.x;
+ wcross_color.y += sin(hitindication_crosshair_size) * col.y;
+ wcross_color.z += sin(hitindication_crosshair_size) * col.z;
}
// no effects needed for targeting enemies, this can't possibly span all valid targets!
use_vortex_chargepool = 1;
ring_inner_value = chargepool;
} else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * charge;
+ float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
+ vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (charge - vortex_charge_movingavg), 1);
}
ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+ ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
}
else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
- ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+ ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";