]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Cleanup #includes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 200bcfde715373d44105d516894ad72745de8778..8070d0c440c44ca5cec09cf0b88e26d51d6bef43 100644 (file)
@@ -1,10 +1,10 @@
 #include "view.qh"
 
 #include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_all.qh"
 #include "mapvoting.qh"
-#include "scoreboard.qh"
 #include "shownames.qh"
+#include "hud/panel/scoreboard.qh"
 #include "hud/panel/quickmenu.qh"
 
 #include "mutators/events.qh"
@@ -363,6 +363,7 @@ STATIC_INIT(Porto)
 {
        entity e = new_pure(porto);
        e.draw = Porto_Draw;
+       IL_PUSH(g_drawables, e);
        e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 }
 
@@ -709,7 +710,7 @@ float TrueAimCheck()
 
 void PostInit();
 void CSQC_Demo_Camera();
-float HUD_WouldDrawScoreboard();
+float Scoreboard_WouldDraw();
 float camera_mode;
 const float CAMERA_FREE = 1;
 const float CAMERA_CHASE = 2;
@@ -791,7 +792,7 @@ void UpdateDamage()
        if (damage_dealt_time != damage_dealt_time_prev)
        {
                unaccounted_damage += unaccounted_damage_new;
-               LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
+               LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
        }
        damage_dealt_time_prev = damage_dealt_time;
 
@@ -831,7 +832,7 @@ void HitSound()
                                pitch_shift = mirror_value + (mirror_value - pitch_shift);
                        }
 
-                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
+                       LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
 
                        // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
                        // todo: normalize sound pressure levels? seems unnecessary
@@ -860,7 +861,7 @@ vector crosshair_getcolor(entity this, float health_stat)
        {
                case 1: // crosshair_color_per_weapon
                {
-                       if(this != WEP_Null)
+                       if(this != WEP_Null && hud == HUD_NORMAL)
                        {
                                wcross_color = this.wpcolor;
                                break;
@@ -1349,7 +1350,6 @@ void HUD_Draw(entity this)
                                Accuracy_LoadLevels();
 
                        HUD_Main();
-                       HUD_DrawScoreboard();
                        HUD_Scale_Disable();
                }
 
@@ -1407,10 +1407,6 @@ void CSQC_UpdateView(entity this, float w, float h)
        else
                view_quality = 1;
 
-       // this needs to be updated manually now due to the destruction of engine physics stats
-       if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE))
-               cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE)));
-
        button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
        button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
 
@@ -1776,7 +1772,7 @@ void CSQC_UpdateView(entity this, float w, float h)
        if(f != teamplay)
        {
                teamplay = f;
-               HUD_InitScores();
+               Scoreboard_InitScores();
        }
 
        if(last_switchweapon != switchweapon)
@@ -1871,10 +1867,7 @@ void CSQC_UpdateView(entity this, float w, float h)
           mousepos = mousepos*0.5 + getmousepos();
         */
 
-       FOREACH_ENTITY_FLOAT(pure_data, false,
-       {
-               if(it.draw) { it.draw(it); }
-       });
+       IL_EACH(g_drawables, it.draw, it.draw(it));
 
        addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
        renderscene();
@@ -2204,14 +2197,11 @@ void CSQC_UpdateView(entity this, float w, float h)
          } else */
 
        // draw 2D entities
-       FOREACH_ENTITY_FLOAT(pure_data, false,
-       {
-               if(it.draw2d) { it.draw2d(it); }
-       });
+       IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
        Draw_ShowNames_All();
        Debug_Draw();
 
-       scoreboard_active = HUD_WouldDrawScoreboard();
+       scoreboard_active = Scoreboard_WouldDraw();
 
        HUD_Draw(this); // this parameter for deep vehicle function
 
@@ -2264,6 +2254,8 @@ void CSQC_UpdateView(entity this, float w, float h)
        // let's reset the view back to normal for the end
        setproperty(VF_MIN, '0 0 0');
        setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
+       IL_ENDFRAME();
 }