X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=41cec30bf011b78d3c8968f714c3b206523070a3;hp=4f00c55341639fbce6fd13122c29384a1db910b6;hb=a062a974414d9c05eb0b9afe93709e05c5a4d09e;hpb=332b1bfac54491c16e6ef8a806fcc1d5dd768ef6 diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 4f00c55341..41cec30bf0 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -1,10 +1,5 @@ entity porto; vector polyline[16]; -float Q3SURFACEFLAG_SLICK = 2; // low friction surface -float DPCONTENTS_SOLID = 1; // blocks player movement -float DPCONTENTS_BODY = 32; // blocks player movement -float DPCONTENTS_CORPSE = 64; // blocks player movement -float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement void Porto_Draw() { vector p, dir, ang, q, nextdir; @@ -132,8 +127,8 @@ vector GetCurrentFov(float fov) else if(autocvar_cl_spawnzoom && zoomin_effect) { float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16); - - current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); + + current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime); current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1); if(current_viewzoom == 1) { zoomin_effect = 0; } } @@ -166,26 +161,30 @@ vector GetCurrentFov(float fov) setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity)); else setsensitivityscale(1); - + makevectors(view_angles); if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too { - v = pmove_vel; - if(csqcplayer) - v = csqcplayer.velocity; - - switch(autocvar_cl_velocityzoom_type) + if(intermission) { curspeed = 0; } + else { - case 3: curspeed = max(0, v_forward * v); break; - case 2: curspeed = (v_forward * v); break; - case 1: default: curspeed = vlen(v); break; + v = pmove_vel; + if(csqcplayer) + v = csqcplayer.velocity; + + switch(autocvar_cl_velocityzoom_type) + { + case 3: curspeed = max(0, v_forward * v); break; + case 2: curspeed = (v_forward * v); break; + case 1: default: curspeed = vlen(v); break; + } } - + velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom; velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1); - + //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging } else @@ -200,6 +199,17 @@ vector GetCurrentFov(float fov) return '1 0 0' * fovx + '0 1 0' * fovy; } +vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org) +{ + float fovx, fovy; + float width = (ov_worldmax_x - ov_worldmin_x); + float height = (ov_worldmax_y - ov_worldmin_y); + float distance_to_middle_of_world = vlen(ov_mid - ov_org); + fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0; + fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0; + return '1 0 0' * fovx + '0 1 0' * fovy; +} + // this function must match W_SetupShot! float zoomscript_caught; @@ -214,6 +224,9 @@ string wcross_name_goal_prev, wcross_name_goal_prev_prev; float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev; float wcross_name_changestarttime, wcross_name_changedonetime; float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev; + +float wcross_ring_prev; + entity trueaim; entity trueaim_rifle; @@ -305,13 +318,15 @@ float TrueAimCheck() break; } + vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT)); + vecs = decompressShotOrigin(getstati(STAT_SHOTORG)); - traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); + traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta); trueaimpoint = trace_endpos; - if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange) - trueaimpoint = view_origin + view_forward * g_trueaim_minrange; + if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange) + trueaimpoint = traceorigin + view_forward * g_trueaim_minrange; if(vecs_x > 0) vecs_y = -vecs_y; @@ -319,7 +334,7 @@ float TrueAimCheck() vecs = '0 0 0'; dv = view_right * vecs_y + view_up * vecs_z; - w_shotorg = view_origin + dv; + w_shotorg = traceorigin + dv; // now move the vecs forward as much as requested if possible tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc @@ -347,8 +362,8 @@ void PostInit(void); void CSQC_Demo_Camera(); float HUD_WouldDrawScoreboard(); float camera_mode; -float CAMERA_FREE = 1; -float CAMERA_CHASE = 2; +const float CAMERA_FREE = 1; +const float CAMERA_CHASE = 2; float reticle_type; string NextFrameCommand; void CSQC_SPIDER_HUD(); @@ -381,9 +396,13 @@ vector damage_blurpostprocess, content_blurpostprocess; float checkfail[16]; +float rainbow_last_flicker; +vector rainbow_prev_color; + #define BUTTON_3 4 #define BUTTON_4 8 float cl_notice_run(); +float prev_myteam; void CSQC_UpdateView(float w, float h) { entity e; @@ -442,6 +461,14 @@ void CSQC_UpdateView(float w, float h) #endif myteam = GetPlayerColor(player_localentnum - 1); + if(myteam != prev_myteam) + { + myteamcolors = colormapPaletteColor(myteam, 1); + for(i = 0; i < HUD_PANEL_NUM; ++i) + hud_panel[i].update_time = time; + prev_myteam = myteam; + } + ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE); float is_dead = (getstati(STAT_HEALTH) <= 0); @@ -465,10 +492,18 @@ void CSQC_UpdateView(float w, float h) // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { - if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission) + if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview) { // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.) - vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset); + vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org); + + // detect maximum viewoffset and use it + if(autocvar_cl_eventchase_viewoffset) + { + WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self); + if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; } + else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); } + } // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). // Ideally, there should be another way to enable third person cameras, such as through setproperty() @@ -526,6 +561,60 @@ void CSQC_UpdateView(float w, float h) WarpZone_FixView(); //WarpZone_FixPMove(); + vector ov_org = '0 0 0'; + vector ov_mid = '0 0 0'; + vector ov_worldmin = '0 0 0'; + vector ov_worldmax = '0 0 0'; + if(autocvar_cl_orthoview) + { + ov_worldmin = mi_picmin; + ov_worldmax = mi_picmax; + + float ov_width = (ov_worldmax_x - ov_worldmin_x); + float ov_height = (ov_worldmax_y - ov_worldmin_y); + float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height)); + + ov_mid = ((ov_worldmax + ov_worldmin) * 0.5); + ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance)); + + float ov_nearest = vlen(ov_org - vec3( + bound(ov_worldmin_x, ov_org_x, ov_worldmax_x), + bound(ov_worldmin_y, ov_org_y, ov_worldmax_y), + bound(ov_worldmin_z, ov_org_z, ov_worldmax_z) + )); + + float ov_furthest = 0; + float dist = 0; + + if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; } + + cvar_settemp("r_nearclip", ftos(ov_nearest)); + cvar_settemp("r_farclip_base", ftos(ov_furthest)); + cvar_settemp("r_farclip_world", "0"); + cvar_settemp("r_novis", "1"); + cvar_settemp("r_useportalculling", "0"); + cvar_settemp("r_useinfinitefarclip", "0"); + + setproperty(VF_ORIGIN, ov_org); + setproperty(VF_ANGLES, '90 0 0'); + + #if 0 + printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n", + vtos(ov_org), + vtos(getpropertyvec(VF_ANGLES)), + ov_distance, + ov_nearest, + ov_furthest); + #endif + } + // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); view_angles = getpropertyvec(VF_ANGLES); @@ -667,7 +756,8 @@ void CSQC_UpdateView(float w, float h) vid_conheight = autocvar_vid_conheight; vid_pixelheight = autocvar_vid_pixelheight; - setproperty(VF_FOV, GetCurrentFov(fov)); + if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); } + else { setproperty(VF_FOV, GetCurrentFov(fov)); } // Camera for demo playback if(camera_active) @@ -723,7 +813,7 @@ void CSQC_UpdateView(float w, float h) drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) - if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT) + if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)) { // apply night vision effect vector tc_00, tc_01, tc_10, tc_11; @@ -775,20 +865,20 @@ void CSQC_UpdateView(float w, float h) R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); R_EndPolygon(); } - + // Draw the aiming reticle for weapons that use it // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use // It must be a persisted float for fading out to work properly (you let go of the zoom button for // the view to go back to normal, so reticle_type would become 0 as we fade out) if(spectatee_status || is_dead || hud != HUD_NORMAL) reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators - else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) + else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught)) reticle_type = 2; // nex zoom else if(button_zoom || zoomscript_caught) reticle_type = 1; // normal zoom - else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2) + else if((activeweapon == WEP_NEX) && button_attack2) reticle_type = 2; // nex zoom - + if(reticle_type && autocvar_cl_reticle) { if(autocvar_cl_reticle_stretch) @@ -886,8 +976,8 @@ void CSQC_UpdateView(float w, float h) } } } - - if(autocvar_hud_damage) + + if(autocvar_hud_damage && !getstati(STAT_FROZEN)) { splash_size_x = max(vid_conwidth, vid_conheight); splash_size_y = max(vid_conwidth, vid_conheight); @@ -1000,13 +1090,13 @@ void CSQC_UpdateView(float w, float h) old_bluralpha = 0; } - // edge detection postprocess handling done second (used by hud_powerup) + // edge detection postprocess handling done second (used by hud_powerup) float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED); if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); } if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); } - + sharpen_intensity = bound(0, ((getstati(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. - + if(autocvar_hud_powerup && sharpen_intensity > 0) { if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible @@ -1049,16 +1139,16 @@ void CSQC_UpdateView(float w, float h) if(hit_time > nextsound_hit_time && autocvar_cl_hitsound) { if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. - sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE); - + sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE); + nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time; } typehit_time = getstatf(STAT_TYPEHIT_TIME); - if(typehit_time > nextsound_typehit_time) + if(typehit_time > nextsound_typehit_time) { if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. - sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); - + sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE); + nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time; } @@ -1071,7 +1161,7 @@ void CSQC_UpdateView(float w, float h) if(getstatf(STAT_REVIVE_PROGRESS)) { DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); } } @@ -1080,11 +1170,11 @@ void CSQC_UpdateView(float w, float h) CSQC_common_hud(); // crosshair goes VERY LAST - if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) + if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) { - if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering + if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering return; - + string wcross_style; float wcross_alpha, wcross_resolution; wcross_style = autocvar_crosshair; @@ -1126,7 +1216,8 @@ void CSQC_UpdateView(float w, float h) string wcross_wep = "", wcross_name; float wcross_scale, wcross_blur; - if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) { + if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) + { e = get_weaponinfo(switchingweapon); if (e && e.netname != "") { @@ -1146,56 +1237,82 @@ void CSQC_UpdateView(float w, float h) } } } - if(wcross_wep != "" && autocvar_crosshair_color_per_weapon) - wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color"))); - else if(autocvar_crosshair_color_by_health) - { - float x = getstati(STAT_HEALTH); - //x = red - //y = green - //z = blue - - wcross_color_z = 0; + //printf("crosshair style: %s\n", wcross_style); + wcross_name = strcat("gfx/crosshair", wcross_style); - if(x > 200) - { - wcross_color_x = 0; - wcross_color_y = 1; - } - else if(x > 150) - { - wcross_color_x = 0.4 - (x-150)*0.02 * 0.4; - wcross_color_y = 0.9 + (x-150)*0.02 * 0.1; - } - else if(x > 100) - { - wcross_color_x = 1 - (x-100)*0.02 * 0.6; - wcross_color_y = 1 - (x-100)*0.02 * 0.1; - wcross_color_z = 1 - (x-100)*0.02; - } - else if(x > 50) + // MAIN CROSSHAIR COLOR DECISION + switch(autocvar_crosshair_color_special) + { + case 1: // crosshair_color_per_weapon { - wcross_color_x = 1; - wcross_color_y = 1; - wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; + if(wcross_wep != "") + { + wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep))); + break; + } + else { goto normalcolor; } } - else if(x > 20) + + case 2: // crosshair_color_by_health { - wcross_color_x = 1; - wcross_color_y = (x-20)*90/27/100; - wcross_color_z = (x-20)*90/27/100 * 0.2; + float x = getstati(STAT_HEALTH); + + //x = red + //y = green + //z = blue + + wcross_color_z = 0; + + if(x > 200) + { + wcross_color_x = 0; + wcross_color_y = 1; + } + else if(x > 150) + { + wcross_color_x = 0.4 - (x-150)*0.02 * 0.4; + wcross_color_y = 0.9 + (x-150)*0.02 * 0.1; + } + else if(x > 100) + { + wcross_color_x = 1 - (x-100)*0.02 * 0.6; + wcross_color_y = 1 - (x-100)*0.02 * 0.1; + wcross_color_z = 1 - (x-100)*0.02; + } + else if(x > 50) + { + wcross_color_x = 1; + wcross_color_y = 1; + wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; + } + else if(x > 20) + { + wcross_color_x = 1; + wcross_color_y = (x-20)*90/27/100; + wcross_color_z = (x-20)*90/27/100 * 0.2; + } + else + { + wcross_color_x = 1; + wcross_color_y = 0; + } + break; } - else + + case 3: // crosshair_color_rainbow { - wcross_color_x = 1; - wcross_color_y = 0; + if(time >= rainbow_last_flicker) + { + rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness; + rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay; + } + wcross_color = rainbow_prev_color; + break; } + :normalcolor + default: { wcross_color = stov(autocvar_crosshair_color); break; } } - else - wcross_color = stov(autocvar_crosshair_color); - - wcross_name = strcat("gfx/crosshair", wcross_style); if(autocvar_crosshair_effect_scalefade) { @@ -1210,12 +1327,12 @@ void CSQC_UpdateView(float w, float h) if(autocvar_crosshair_pickup) { float stat_pickup_time = getstatf(STAT_LAST_PICKUP); - + if(pickup_crosshair_time < stat_pickup_time) { if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old pickup_crosshair_size = 1; - + pickup_crosshair_time = stat_pickup_time; } @@ -1229,13 +1346,13 @@ void CSQC_UpdateView(float w, float h) if(autocvar_crosshair_hitindication) { - vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); - + vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); + if(hitindication_crosshair_time < hit_time) { if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old hitindication_crosshair_size = 1; - + hitindication_crosshair_time = hit_time; } @@ -1255,9 +1372,7 @@ void CSQC_UpdateView(float w, float h) if(shottype == SHOTTYPE_HITTEAM) wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0 - f = autocvar_crosshair_effect_speed; - if(f < 0) - f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up + f = fabs(autocvar_crosshair_effect_time); if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev) { wcross_changedonetime = time + f; @@ -1332,12 +1447,12 @@ void CSQC_UpdateView(float w, float h) // handle the values if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex { - if (nex_chargepool || use_nex_chargepool) { - use_nex_chargepool = 1; + if (nex_chargepool || use_nex_chargepool) { + use_nex_chargepool = 1; ring_inner_value = nex_chargepool; - } else { + } else { nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; - ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); + ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); } ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha; @@ -1350,7 +1465,7 @@ void CSQC_UpdateView(float w, float h) ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer) { ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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_alpha = autocvar_crosshair_ring_minelayer_alpha; @@ -1365,7 +1480,7 @@ void CSQC_UpdateView(float w, float h) ring_image = "gfx/crosshair_ring.tga"; } - if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring + if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring { ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); ring_scale = autocvar_crosshair_ring_reload_size; @@ -1381,11 +1496,24 @@ void CSQC_UpdateView(float w, float h) } // if in weapon switch animation, fade ring out/in - if(g_weaponswitchdelay > 0) + if(autocvar_crosshair_effect_time > 0) { - f = (time - wcross_name_changestarttime) / g_weaponswitchdelay; - if(f > 0 && f < 2) - ring_alpha *= fabs(1 - f); + f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time; + if (!(f < 1)) + { + wcross_ring_prev = ((ring_image) ? TRUE : FALSE); + } + + if(wcross_ring_prev) + { + if(f < 1) + ring_alpha *= fabs(1 - bound(0, f, 1)); + } + else + { + if(f < 1) + ring_alpha *= bound(0, f, 1); + } } if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring @@ -1437,10 +1565,10 @@ void CSQC_UpdateView(float w, float h) { vector wcross_color_old; wcross_color_old = wcross_color; - + if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0")) wcross_color = stov(autocvar_crosshair_dot_color); - + CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); // FIXME why don't we use wcross_alpha here?cl_notice_run(); wcross_color = wcross_color_old; @@ -1504,9 +1632,9 @@ void CSQC_UpdateView(float w, float h) if(autocvar__hud_configure) HUD_Panel_Mouse(); - + if(hud && !intermission) - { + { if(hud == HUD_SPIDERBOT) CSQC_SPIDER_HUD(); else if(hud == HUD_WAKIZASHI) @@ -1518,9 +1646,9 @@ void CSQC_UpdateView(float w, float h) else if(hud == HUD_BUMBLEBEE_GUN) CSQC_BUMBLE_GUN_HUD(); } - + cl_notice_run(); - + // 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);