#include "hud/panel/scoreboard.qh"
#include "hud/panel/quickmenu.qh"
-#include "mutators/events.qh"
+#include <client/mutators/_mod.qh>
#include <common/animdecide.qh>
#include <common/deathtypes/all.qh>
#include <common/anim.qh>
#include <common/constants.qh>
#include <common/net_linked.qh>
+#include <common/net_notice.qh>
#include <common/debug.qh>
#include <common/mapinfo.qh>
#include <common/gamemodes/_mod.qh>
#include <common/physics/player.qh>
#include <common/stats.qh>
-#include <common/triggers/target/music.qh>
+#include <common/mapobjects/target/music.qh>
#include <common/teams.qh>
#include <common/wepent.qh>
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
#include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/mutators/mutator/waypoints/all.qh>
#include <common/viewloc.qh>
-#include <common/triggers/trigger/viewloc.qh>
+#include <common/mapobjects/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
float autocvar_cl_viewmodel_scale;
+float autocvar_cl_viewmodel_alpha;
bool autocvar_cl_bobmodel;
float autocvar_cl_bobmodel_speed;
if(!this.activeweapon || !autocvar_r_drawviewmodel)
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
- float a = this.alpha;
- static bool wasinvehicle;
+ float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
bool invehicle = player_localentnum > maxclients;
if (invehicle) a = -1;
- else if (wasinvehicle) a = 1;
- wasinvehicle = invehicle;
Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
vector g = weaponentity_glowmod(wep, NULL, c, this);
showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
}
-void Porto_Draw(entity this);
STATIC_INIT(Porto)
{
entity e = new_pure(porto);
vector pos = view_origin;
vector dir = view_forward;
+ makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
+ pos += v_right * -wepent.movedir.y
+ + v_up * wepent.movedir.z;
+
if (wepent.angles_held_status)
{
makevectors(wepent.angles_held);
if(zoomfactor < 1 || zoomfactor > 30)
zoomfactor = 2.5;
zoomspeed = autocvar_cl_zoomspeed;
- if(zoomspeed >= 0)
- if(zoomspeed < 0.5 || zoomspeed > 16)
- zoomspeed = 3.5;
+ if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
+ zoomspeed = 3.5;
zoomdir = button_zoom;
if(zoomdir) { zoomin_effect = 0; }
- if(camera_active)
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ {
+ current_viewzoom = 1;
+ }
+ else if (camera_active)
{
current_viewzoom = min(1, current_viewzoom + drawframetime);
}
if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
- if(intermission) { curspeed = 0; }
+ if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
+ curspeed = 0;
else
{
-
makevectors(view_angles);
v = pmove_vel;
if(csqcplayer)
return SHOTTYPE_HITWORLD;
}
-void PostInit();
-void CSQC_Demo_Camera();
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
wcross_scale_goal_prev = 0;
wcross_alpha_goal_prev = 0;
wcross_changedonetime = 0;
- if(wcross_name_goal_prev)
- strunzone(wcross_name_goal_prev);
- wcross_name_goal_prev = string_null;
- if(wcross_name_goal_prev_prev)
- strunzone(wcross_name_goal_prev_prev);
- wcross_name_goal_prev_prev = string_null;
+ strfree(wcross_name_goal_prev);
+ strfree(wcross_name_goal_prev_prev);
wcross_name_changestarttime = 0;
wcross_name_changedonetime = 0;
wcross_name_alpha_goal_prev = 0;
float oldr_useportalculling;
float oldr_useinfinitefarclip;
-void cl_notice_run();
-
float prev_myteam;
int lasthud;
float vh_notice_time;
-void WaypointSprite_Load();
void CSQC_UpdateView(entity this, float w, float h)
{
- TC(int, w); TC(int, h);
+ TC(int, w); TC(int, h);
entity e;
float fov;
float f;
IL_EACH(g_drawables, it.draw, it.draw(it));
- addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
+ addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
// now switch to 2D drawing mode by calling a 2D drawing function