#include "view.qh"
#include "announcer.qh"
-#include "hud/all.qh"
+#include "hud/_mod.qh"
#include "mapvoting.qh"
-#include "scoreboard.qh"
#include "shownames.qh"
+#include "hud/panel/scoreboard.qh"
#include "hud/panel/quickmenu.qh"
#include "mutators/events.qh"
#include <common/constants.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
-#include <common/gamemodes/all.qh>
+#include <common/gamemodes/_mod.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
#include <common/triggers/target/music.qh>
#include <common/teams.qh>
#include <common/vehicles/all.qh>
-#include <common/weapons/all.qh>
+#include <common/weapons/_all.qh>
#include <common/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
else if (wasinvehicle) a = 1;
wasinvehicle = invehicle;
Weapon wep = activeweapon;
- int c = stof(getplayerkeyvalue(current_player, "colors"));
+ int c = entcs_GetClientColors(current_player);
vector g = weaponentity_glowmod(wep, c);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
{
entity e = new_pure(porto);
e.draw = Porto_Draw;
+ IL_PUSH(g_drawables, e);
e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
}
zoomspeed = 3.5;
zoomdir = button_zoom;
- if(hud == HUD_NORMAL)
+ if(hud == HUD_NORMAL && !spectatee_status)
if(switchweapon == activeweapon)
if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
zoomdir += button_attack2;
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;
return true;
if(MUTATOR_CALLHOOK(WantEventchase, this))
return true;
- if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
- return true;
if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
{
if(autocvar_cl_eventchase_death == 2)
return false;
}
-void HUD_Crosshair_Vehicle()
+void HUD_Crosshair_Vehicle(entity this)
{
if(hud != HUD_BUMBLEBEE_GUN)
{
Vehicle info = Vehicles_from(hud);
- info.vr_crosshair(info);
+ info.vr_crosshair(info, this);
}
}
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;
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
- sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
+ sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
}
unaccounted_damage = 0;
hitsound_time_prev = time;
float typehit_time = STAT(TYPEHIT_TIME);
if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
{
- sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
+ sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
typehit_time_prev = typehit_time;
}
}
{
case 1: // crosshair_color_per_weapon
{
- if(this)
+ if(this != WEP_Null && hud == HUD_NORMAL)
{
wcross_color = this.wpcolor;
break;
return wcross_color;
}
-void HUD_Crosshair()
-{SELFPARAM();
- entity e = this;
+void HUD_Crosshair(entity this)
+{
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
- spectatee_status != -1 && !csqcplayer.viewloc &&
+ spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
!HUD_MinigameMenu_IsOpened() )
{
if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ return;
+
if (hud != HUD_NORMAL)
{
- HUD_Crosshair_Vehicle();
+ HUD_Crosshair_Vehicle(this);
return;
}
string wcross_name = "";
float wcross_scale, wcross_blur;
+ entity e = WEP_Null;
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
e = switchingweapon;
}
}
-void HUD_Draw()
+void HUD_Draw(entity this)
{
if(!intermission)
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
}
else if(STAT(FROZEN))
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
+ else if(STAT(CAPTURE_PROGRESS))
+ {
+ DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
else if(STAT(REVIVE_PROGRESS))
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
Accuracy_LoadLevels();
HUD_Main();
- HUD_DrawScoreboard();
HUD_Scale_Disable();
}
// crosshair goes VERY LAST
UpdateDamage();
- HUD_Crosshair();
+ HUD_Crosshair(this);
HitSound();
}
float oldr_useinfinitefarclip;
void cl_notice_run();
+
float prev_myteam;
int lasthud;
float vh_notice_time;
void WaypointSprite_Load();
-void CSQC_UpdateView(float w, float h)
-{SELFPARAM();
+void CSQC_UpdateView(entity this, float w, float h)
+{
TC(int, w); TC(int, h);
entity e;
float fov;
else
view_quality = 1;
- // this needs to be updated manually now due to the destruction of engine physics stats
- if(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);
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
+ if(STAT(CAMERA_SPECTATOR))
+ {
+ if(spectatee_status > 0)
+ {
+ if(!autocvar_chase_active)
+ {
+ cvar_set("chase_active", "-2");
+ goto skip_eventchase_death;
+ }
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
+ if(autocvar_chase_active == -2)
+ goto skip_eventchase_death;
+ }
+ else if(autocvar_chase_active == -2)
+ cvar_set("chase_active", "0");
+
float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
- entity gen = world;
+ entity gen = NULL;
float vehicle_viewdist = 0;
vector vehicle_viewofs = '0 0 0';
eventchase_current_distance = 0;
}
+ LABEL(skip_eventchase_death);
+
// do lockview after event chase camera so that it still applies whenever necessary.
if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
{
if(!postinit)
PostInit();
+ if(intermission && !gameover_time)
+ gameover_time = time;
+
if(intermission && !isdemo() && !(calledhooks & HOOK_END))
{
if(calledhooks & HOOK_START)
if(f != teamplay)
{
teamplay = f;
- HUD_InitScores();
+ Scoreboard_InitScores();
}
if(last_switchweapon != switchweapon)
else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
else { setproperty(VF_FOV, GetCurrentFov(fov)); }
- // Camera for demo playback
- if(camera_active)
+ if(camera_active) // Camera for demo playback
{
if(autocvar_camera_enable)
CSQC_Demo_Camera();
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, it.draw(it));
+ IL_EACH(g_drawables, it.draw, it.draw(it));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(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();
+ HUD_Draw(this); // this parameter for deep vehicle function
if(NextFrameCommand)
{
// 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();
}