]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into develop
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 7835908cb88ec1e88b0ba8aed8a1bc12c8346c89..7183d80c8be432be81153e230e98e58c0f110cdf 100644 (file)
@@ -21,6 +21,8 @@
 #include <common/mapobjects/trigger/viewloc.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/mutators/mutator/waypoints/all.qh>
 #include <common/net_linked.qh>
 #include <common/net_notice.qh>
@@ -239,8 +241,7 @@ vector bobmodel_ofs(entity view)
 
 void viewmodel_animate(entity this)
 {
-       if (autocvar_chase_active) return;
-       if (STAT(HEALTH) <= 0) return;
+       if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
 
        entity view = CSQCModel_server2csqc(player_localentnum - 1);
 
@@ -769,7 +770,7 @@ void UpdateDamage()
 {
        // accumulate damage with each stat update
        static float damage_total_prev = 0;
-       float damage_total = STAT(DAMAGE_DEALT_TOTAL);
+       float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
        float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
        damage_total_prev = damage_total;
 
@@ -855,75 +856,6 @@ void HitSound()
        }
 }
 
-const int MAX_SPECIALCOMMAND = 15;
-vector specialcommand_slots[MAX_SPECIALCOMMAND];
-vector specialcommand_colors[MAX_SPECIALCOMMAND];
-const float SPECIALCOMMAND_SPEED = 150;
-const float SPECIALCOMMAND_TURNSPEED = 2;
-const float SPECIALCOMMAND_SIZE = 0.025;
-const float SPECIALCOMMAND_CHANCE = 0.35;
-float sc_spawntime, sc_changetime;
-vector sc_color = '1 1 1';
-void SpecialCommand()
-{
-       if(!STAT(MOVEVARS_SPECIALCOMMAND))
-               return;
-
-       if(time >= sc_changetime)
-       {
-               sc_changetime = time + 1;
-               sc_color = randomvec() * 1.5;
-               sc_color.x = bound(0.2, sc_color.x, 0.75);
-               sc_color.y = bound(0.2, sc_color.y, 0.75);
-               sc_color.z = bound(0.2, sc_color.z, 0.75);
-       }
-       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
-
-       if(!precache_pic("gfx/smile"))
-               return; // damn party poopers
-
-       for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
-       {
-               vector slot = specialcommand_slots[j];
-               if(slot.y)
-                       slot.y += SPECIALCOMMAND_SPEED * frametime;
-               //if(slot.z)
-                       //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
-               if(slot.y >= vid_conheight)
-                       slot = '0 0 0';
-
-               if(slot == '0 0 0')
-               {
-                       if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
-                       {
-                               slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
-                               slot.y = 1; // start it off 0 so we can use it
-                               slot.z = floor(random() * REGISTRY_MAX(Weapons));
-                               sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
-                               vector newcolor = randomvec() * 2;
-                               newcolor.x = bound(0.4, newcolor.x, 1);
-                               newcolor.y = bound(0.4, newcolor.y, 1);
-                               newcolor.z = bound(0.4, newcolor.z, 1);
-                               specialcommand_colors[j] = newcolor;
-                       }
-               }
-               else
-               {
-                       vector splash_size = '0 0 0';
-                       splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
-                       splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
-                       entity wep = REGISTRY_GET(Weapons, slot.z);
-                       if(wep == WEP_Null)
-                               drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-                       else
-                               drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-                       //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-               }
-
-               specialcommand_slots[j] = slot;
-       }
-}
-
 void HUD_Draw(entity this)
 {
        // if we don't know gametype and scores yet avoid drawing the scoreboard
@@ -981,7 +913,6 @@ void HUD_Draw(entity this)
                }
 
        // crosshair goes VERY LAST
-       SpecialCommand();
        UpdateDamage();
        HUD_Crosshair(this);
        HitSound();
@@ -1299,9 +1230,13 @@ void View_PostProcessing()
                }
 
                // edge detection postprocess handling done second (used by hud_powerup)
-               float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
-               if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
-               if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+               float sharpen_intensity = 0;
+               FOREACH(StatusEffect, it.instanceOfPowerups,
+               {
+                       float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
+                       if(powerup_finished > 0)
+                               sharpen_intensity += powerup_finished;
+               });
 
                sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
 
@@ -1605,9 +1540,7 @@ void CSQC_UpdateView(entity this, float w, float h)
        stats_get();
        hud = STAT(HUD);
 
-       ReplicateVars(false);
-       if (ReplicateVars_NOT_SENDING())
-               ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+       ReplicateVars(REPLICATEVARS_CHECK);
 
        HUD_Scale_Disable();
 
@@ -1658,7 +1591,6 @@ void CSQC_UpdateView(entity this, float w, float h)
                current_player = player_localnum;
        myteam = entcs_GetTeam(current_player);
 
-       // abused multiple places below
        entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
        if(!local_player)
                local_player = this; // fall back!
@@ -1706,15 +1638,27 @@ void CSQC_UpdateView(entity this, float w, float h)
        if(intermission && !intermission_time)
                intermission_time = time;
 
+       if(STAT(GAME_STOPPED) && !game_stopped_time)
+               game_stopped_time = time;
+       else if(game_stopped_time && !STAT(GAME_STOPPED))
+               game_stopped_time = 0;
+
        if(intermission && !isdemo() && !(calledhooks & HOOK_END))
        {
                if(calledhooks & HOOK_START)
                {
+                       int gamecount = cvar("cl_matchcount");
                        localcmd("\ncl_hook_gameend\n");
+                       // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
+                       // earlier versions of the game abuse the hook to set this cvar
+                       localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
+                       //cvar_set("cl_matchcount", itos(gamecount + 1));
                        calledhooks |= HOOK_END;
                }
        }
 
+       Welcome_Message_Show_Try();
+
        Announcer();
 
        View_CheckButtonStatus();
@@ -1735,7 +1679,6 @@ void CSQC_UpdateView(entity this, float w, float h)
        // Draw the World (and sky)
        setproperty(VF_DRAWWORLD, 1);
 
-       // Set the console size vars
        vid_conwidth = autocvar_vid_conwidth;
        vid_conheight = autocvar_vid_conheight;
        vid_pixelheight = autocvar_vid_pixelheight;
@@ -1744,18 +1687,8 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        View_DemoCamera();
 
-       // Draw the Crosshair
-       setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
-
-       // Draw the Engine Status Bar (the default Quake HUD)
-       setproperty(VF_DRAWENGINESBAR, 0);
-
-       // Update the mouse position
-       /*
-          mousepos_x = vid_conwidth;
-          mousepos_y = vid_conheight;
-          mousepos = mousepos*0.5 + getmousepos();
-        */
+       setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
+       setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
 
        IL_EACH(g_drawables, it.draw, it.draw(it));