X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=476991137586a62dec20cce20dbb33173857100e;hp=1c60a02f9fe7c610ff3a2dfdadf168846087a15b;hb=44effb3a66f8b44d05106ff361ef5fc126fef03b;hpb=6a966ce59127e888e11aa8dded8809e2e0b78f71 diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 1c60a02f9f..4769911375 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -1,16 +1,5 @@ -#define spider_rocket_icon "gfx/vehicles/rocket_ico.tga" -#define spider_rocket_targ "gfx/vehicles/target.tga" -#define SPIDER_CROSS "textures/spiderbot/cross.tga" -#define rkt_size 32 -#define rld_size_x 256 -#define rld_size_y 16 - -void CSQC_WAKIZASHI_HUD(); - entity porto; vector polyline[16]; -float trace_dphitcontents; -float trace_networkentity; float Q3SURFACEFLAG_SLICK = 2; // low friction surface float DPCONTENTS_SOLID = 1; // blocks player movement float DPCONTENTS_BODY = 32; // blocks player movement @@ -102,7 +91,7 @@ void CheckForGamestartChange() { if (previous_game_starttime != startTime) { if ((time + 5.0) < startTime) { //if connecting to server while restart was active don't always play prepareforbattle - sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE); + sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE); } if (time < startTime) { restartAnnouncer = spawn(); @@ -137,7 +126,8 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here + if(hud == HUD_NORMAL) + if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -274,7 +264,7 @@ float TrueAimCheck() case WEP_MINSTANEX: mv = MOVE_NORMAL; break; - case WEP_SNIPERRIFLE: + case WEP_RIFLE: ta = trueaim_rifle; mv = MOVE_NORMAL; if(zoomscript_caught) @@ -342,14 +332,13 @@ void CSQC_common_hud(void); void PostInit(void); void CSQC_Demo_Camera(); float HUD_WouldDrawScoreboard(); -float view_set; float camera_mode; float reticle_type; string NextFrameCommand; void CSQC_SPIDER_HUD(); void CSQC_RAPTOR_HUD(); -vector freeze_pmove_org, freeze_input_angles; +vector freeze_org, freeze_ang; entity nightvision_noise, nightvision_noise2; float pickup_crosshair_time, pickup_crosshair_size; @@ -361,6 +350,9 @@ float use_nex_chargepool; float myhealth, myhealth_prev; float myhealth_flash; +float old_blurradius, old_bluralpha; +float old_sharpen_intensity; + vector myhealth_gentlergb; float contentavgalpha, liquidalpha_prev; @@ -368,6 +360,8 @@ vector liquidcolor_prev; float eventchase_current_distance; +vector damage_blurpostprocess, content_blurpostprocess; + float checkfail[16]; void CSQC_UpdateView(float w, float h) @@ -375,9 +369,10 @@ void CSQC_UpdateView(float w, float h) entity e; float fov; float f, i, j; - vector v, vo; + vector v; vector vf_size, vf_min; float a; + hud = getstati(STAT_HUD); button_attack2 = (input_buttons & BUTTON_3); button_zoom = (input_buttons & BUTTON_4); @@ -406,31 +401,22 @@ void CSQC_UpdateView(float w, float h) myteam = GetPlayerColor(player_localentnum - 1); ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE); - vo = '0 0 1' * getstati(STAT_VIEWHEIGHT); - - warpzone_fixview_origin = pmove_org + vo; - warpzone_fixview_cl_viewangles = input_angles; - warpzone_fixview_angles = view_angles; - WarpZone_FixView(); - pmove_org = warpzone_fixview_origin - vo; - input_angles = warpzone_fixview_cl_viewangles; - view_angles = warpzone_fixview_angles; if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1) { - pmove_org = freeze_pmove_org; - input_angles = view_angles = freeze_input_angles; - R_SetView(VF_ORIGIN, pmove_org + vo); - R_SetView(VF_ANGLES, view_angles); - //R_SetView(VF_CL_VIEWANGLES, input_angles); + R_SetView(VF_ORIGIN, freeze_org); + R_SetView(VF_ANGLES, freeze_ang); + } + else + { + freeze_org = R_SetView3fv(VF_ORIGIN); + freeze_ang = R_SetView3fv(VF_ANGLES); } - freeze_pmove_org = pmove_org; - freeze_input_angles = input_angles; // 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 && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission)) + if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission) { // 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 R_SetView() @@ -446,15 +432,16 @@ void CSQC_UpdateView(float w, float h) vector eventchase_target_origin; makevectors(view_angles); // pass 1, used to check where the camera would go and obtain the trace_fraction - eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance; + eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance; - traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self); + WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self); // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through - eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1); + eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1); + WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self); - R_SetView(VF_ORIGIN, eventchase_target_origin); - R_SetView(VF_ANGLES, view_angles); + R_SetView(VF_ORIGIN, trace_endpos); + R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code { @@ -463,17 +450,16 @@ void CSQC_UpdateView(float w, float h) } } + WarpZone_FixView(); + //WarpZone_FixPMove(); + // Render the Scene - if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission)) - { - view_origin = pmove_org + vo; - view_angles = input_angles; - makevectors(view_angles); - view_forward = v_forward; - view_right = v_right; - view_up = v_up; - view_set = 1; - } + view_origin = R_SetView3fv(VF_ORIGIN); + view_angles = R_SetView3fv(VF_ANGLES); + makevectors(view_angles); + view_forward = v_forward; + view_right = v_right; + view_up = v_up; #ifdef BLURTEST if(time > blurtest_time0 && time < blurtest_time1) @@ -497,7 +483,10 @@ void CSQC_UpdateView(float w, float h) TargetMusic_Advance(); Fog_Force(); - drawframetime = max(0.000001, time - drawtime); + if(drawtime == 0) + drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps + else + drawframetime = bound(0.000001, time - drawtime, 1); drawtime = time; // watch for gametype changes here... @@ -558,6 +547,15 @@ void CSQC_UpdateView(float w, float h) // ALWAYS Clear Current Scene First R_ClearScene(); +#ifdef WORKAROUND_XON010 + if(checkextension("DP_CSQC_ROTATEMOVES")) + { +#endif + R_SetView(VF_ORIGIN, view_origin); + R_SetView(VF_ANGLES, view_angles); +#ifdef WORKAROUND_XON010 + } +#endif // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this R_SetView(VF_SIZE, vf_size); @@ -676,20 +674,20 @@ 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 || getstati(STAT_HEALTH) <= 0) + if(spectatee_status || getstati(STAT_HEALTH) <= 0 || 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_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) + else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || 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_SNIPERRIFLE && button_attack2) + else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2) reticle_type = 2; // nex zoom - + if (reticle_type) { if(autocvar_cl_reticle_stretch) @@ -729,7 +727,7 @@ void CSQC_UpdateView(float w, float h) { float contentalpha_temp, incontent, liquidalpha, contentfadetime; vector liquidcolor; - + switch(pointcontents(view_origin)) { case CONTENT_WATER: @@ -737,26 +735,26 @@ void CSQC_UpdateView(float w, float h) liquidcolor = stov(autocvar_hud_contents_water_color); incontent = 1; break; - + case CONTENT_LAVA: liquidalpha = autocvar_hud_contents_lava_alpha; liquidcolor = stov(autocvar_hud_contents_lava_color); incontent = 1; - break; - + break; + case CONTENT_SLIME: liquidalpha = autocvar_hud_contents_slime_alpha; liquidcolor = stov(autocvar_hud_contents_slime_color); incontent = 1; break; - + default: liquidalpha = 0; liquidcolor = '0 0 0'; incontent = 0; break; } - + if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it. { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content contentfadetime = autocvar_hud_contents_fadeintime; @@ -765,15 +763,32 @@ void CSQC_UpdateView(float w, float h) } else contentfadetime = autocvar_hud_contents_fadeouttime; - + contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; - + if(contentavgalpha) drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); + + if(autocvar_hud_postprocessing) + { + if(autocvar_hud_contents_blur && contentavgalpha) + { + content_blurpostprocess_x = 1; + content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur; + content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha; + } + else + { + content_blurpostprocess_x = 0; + content_blurpostprocess_y = 0; + content_blurpostprocess_z = 0; + } + } } - if(autocvar_hud_damage) + if(autocvar_hud_damage && !autocvar_chase_active) + { splash_size_x = max(vid_conwidth, vid_conheight); splash_size_y = max(vid_conwidth, vid_conheight); @@ -837,16 +852,76 @@ void CSQC_UpdateView(float w, float h) } else drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + + if(autocvar_hud_postprocessing) + { + if(autocvar_hud_damage_blur && myhealth_flash_temp) + { + damage_blurpostprocess_x = 1; + damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur; + damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha; + } + else + { + damage_blurpostprocess_x = 0; + damage_blurpostprocess_y = 0; + damage_blurpostprocess_z = 0; + } + } + } + + if(autocvar_hud_postprocessing) + { + // all of this should be done in the engine eventually + + // enable or disable rendering types if they are used or not + if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0)) + cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0)); + if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0)) + cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0)); + + // lets apply the postprocess effects from the previous two functions if needed + if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active + { + float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius); + float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha); + if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); + old_blurradius = blurradius; + old_bluralpha = bluralpha; + } + } + else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); + old_blurradius = 0; + old_bluralpha = 0; + } + + float sharpen_intensity; + if (getstatf(STAT_STRENGTH_FINISHED) - time > 0) + sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time); + if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0) + sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time); + + if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active + { + sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there + + if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0")); + old_sharpen_intensity = sharpen_intensity; + } + } + else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0"); + old_sharpen_intensity = 0; + } } - // Draw the mouse cursor - // NOTE: drawpic must happen after R_RenderScene for some reason - //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0); - //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0); - //self = edict_num(player_localnum); - //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0); - //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0); - // as long as the ctf part isn't in, this is useless if(menu_visible) menu_show(); @@ -868,25 +943,17 @@ void CSQC_UpdateView(float w, float h) hit_time = getstatf(STAT_HIT_TIME); if(hit_time > nextsound_hit_time && autocvar_cl_hitsound) { - sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE); + sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE); nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time; } typehit_time = getstatf(STAT_TYPEHIT_TIME); if(typehit_time > nextsound_typehit_time) { - sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); + sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time; } - float hud; - hud = getstati(STAT_HUD); - if(hud == HUD_SPIDERBOT) - CSQC_SPIDER_HUD(); - else if(hud == HUD_WAKIZASHI) - CSQC_WAKIZASHI_HUD(); - else if(hud == HUD_RAPTOR) - CSQC_RAPTOR_HUD(); - else + //else { if(gametype == GAME_FREEZETAG) { @@ -904,7 +971,7 @@ void CSQC_UpdateView(float w, float h) CSQC_common_hud(); // crosshair goes VERY LAST - if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) { + if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) { string wcross_style; float wcross_alpha, wcross_resolution; wcross_style = autocvar_crosshair; @@ -971,13 +1038,13 @@ void CSQC_UpdateView(float w, float h) else if(autocvar_crosshair_color_by_health) { local float x = getstati(STAT_HEALTH); - + //x = red //y = green //z = blue - + wcross_color_z = 0; - + if(x > 200) { wcross_color_x = 0; @@ -998,7 +1065,7 @@ void CSQC_UpdateView(float w, float h) { wcross_color_x = 1; wcross_color_y = 1; - wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; + wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; } else if(x > 20) { @@ -1042,7 +1109,7 @@ void CSQC_UpdateView(float w, float h) wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup; } - + vector hitindication_color; if(autocvar_crosshair_hitindication) { @@ -1119,134 +1186,137 @@ void CSQC_UpdateView(float w, float h) wcross_alpha *= 1 - autocvar__menu_alpha; wcross_size = drawgetimagesize(wcross_name) * wcross_scale; - // crosshair rings for weapon stats - if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) + if(wcross_scale >= 0.001 && wcross_alpha >= 0.001) { - // declarations and stats - float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha; - string ring_image, ring_inner_image; - vector ring_rgb, ring_inner_rgb; - - ring_scale = autocvar_crosshair_ring_size; - - float weapon_clipload, weapon_clipsize; - weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); - weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); - - float nex_charge, nex_chargepool; - nex_charge = getstatf(STAT_NEX_CHARGE); - nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); - - if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game - nex_charge_movingavg = nex_charge; - - - // 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 + // crosshair rings for weapon stats + if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) { - if (nex_chargepool || use_nex_chargepool) { - use_nex_chargepool = 1; - ring_inner_value = nex_chargepool; - } 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_alpha = autocvar_crosshair_ring_nex_inner_alpha; - ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; - ring_inner_image = "gfx/crosshair_ring_inner.tga"; - - // draw the outer ring to show the current charge of the weapon - ring_value = nex_charge; - ring_alpha = autocvar_crosshair_ring_nex_alpha; - 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) - { - 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; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } - else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar) - { - ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1); - ring_alpha = autocvar_crosshair_ring_hagar_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } + // declarations and stats + float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha; + string ring_image, ring_inner_image; + vector ring_rgb, ring_inner_rgb; - 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; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - - // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. - // if a new image for another weapon is added, add the code (and its respective file/value) here - if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80)) - ring_image = "gfx/crosshair_ring_sniperrifle.tga"; - else + ring_scale = autocvar_crosshair_ring_size; + + float weapon_clipload, weapon_clipsize; + weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); + weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); + + float nex_charge, nex_chargepool; + nex_charge = getstatf(STAT_NEX_CHARGE); + nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); + + if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game + nex_charge_movingavg = nex_charge; + + + // 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; + ring_inner_value = nex_chargepool; + } 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_alpha = autocvar_crosshair_ring_nex_inner_alpha; + ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; + ring_inner_image = "gfx/crosshair_ring_inner.tga"; + + // draw the outer ring to show the current charge of the weapon + ring_value = nex_charge; + ring_alpha = autocvar_crosshair_ring_nex_alpha; + 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) + { + 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; + ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; - } + } + else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + { + ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1); + ring_alpha = autocvar_crosshair_ring_hagar_alpha; + ring_rgb = wcross_color; + ring_image = "gfx/crosshair_ring.tga"; + } + + 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; + ring_alpha = autocvar_crosshair_ring_reload_alpha; + ring_rgb = wcross_color; + + // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. + // if a new image for another weapon is added, add the code (and its respective file/value) here + if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) + ring_image = "gfx/crosshair_ring_rifle.tga"; + else + ring_image = "gfx/crosshair_ring.tga"; + } - if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); + if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring + DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); - if (ring_value) - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); - } + if (ring_value) + DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); + } #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ - do \ - { \ - if(wcross_blur > 0) \ + do \ { \ - for(i = -2; i <= 2; ++i) \ + if(wcross_blur > 0) \ + { \ + for(i = -2; i <= 2; ++i) \ for(j = -2; j <= 2; ++j) \ - M(i,j,sz,wcross_name,wcross_alpha*0.04); \ + M(i,j,sz,wcross_name,wcross_alpha*0.04); \ + } \ + else \ + { \ + M(0,0,sz,wcross_name,wcross_alpha); \ + } \ } \ - else \ - { \ - M(0,0,sz,wcross_name,wcross_alpha); \ - } \ - } \ - while(0) + while(0) #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \ - drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) + drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \ - CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) + CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) - if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) - { - f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); - wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); - f = 1 - f; - } - else - { - f = 1; - } + if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) + { + f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); + wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale; + CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); + f = 1 - f; + } + else + { + f = 1; + } + wcross_name_alpha_goal_prev = f; - wcross_size = drawgetimagesize(wcross_name) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); - - if(autocvar_crosshair_dot) - { - vector wcross_color_old; - wcross_color_old = wcross_color; - if(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); - wcross_color = wcross_color_old; - } - - wcross_name_alpha_goal_prev = f; + wcross_size = drawgetimagesize(wcross_name) * wcross_scale; + CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); + + if(autocvar_crosshair_dot) + { + vector wcross_color_old; + wcross_color_old = wcross_color; + if(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? + wcross_color = wcross_color_old; + } + } } else { @@ -1305,343 +1375,59 @@ 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) + CSQC_WAKIZASHI_HUD(); + else if(hud == HUD_RAPTOR) + CSQC_RAPTOR_HUD(); + else if(hud == HUD_BUMBLEBEE) + CSQC_BUMBLE_HUD(); + } // let's reset the view back to normal for the end R_SetView(VF_MIN, '0 0 0'); R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h); } -#define spider_h "gfx/vehicles/hud_bg.tga" -#define spider_b "gfx/vehicles/sbot.tga" -#define spider_r "gfx/vehicles/sbot_rpods.tga" -#define spider_g "gfx/vehicles/sbot_mguns.tga" -#define spider_s "gfx/vehicles/shiled.tga" -#define spider_a1 "gfx/hud/sb_rocket.tga" -#define spider_a2 "gfx/sb_bullets.tga" -void CSQC_SPIDER_HUD() +void CSQC_common_hud(void) { - float rockets, reload, heat, hp, shield; - vector picsize, hudloc; - - // Fetch health & ammo stats - hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1); - shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1); - heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2); - rockets = getstati(STAT_VEHICLESTAT_AMMO2); - reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1); - - // Draw the crosshairs - picsize = drawgetimagesize(SPIDER_CROSS); - picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size; - picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size; - drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL); - - hudloc_y = 4; - hudloc_x = 4; - - picsize = drawgetimagesize(spider_h) * 0.5; - drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - - picsize = drawgetimagesize(spider_a2) * 0.5; - drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - - drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL); - - picsize = drawgetimagesize(spider_a1) * 0.85; - if(rockets == 9) - { - drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL); - } - else + // do some accuracy var caching + float i; + if(!(gametype == GAME_RACE || gametype == GAME_CTS)) { - drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL); + if(autocvar_accuracy_color_levels != acc_color_levels) + { + if(acc_color_levels) + strunzone(acc_color_levels); + acc_color_levels = strzone(autocvar_accuracy_color_levels); + acc_levels = tokenize(acc_color_levels); + if (acc_levels > MAX_ACCURACY_LEVELS) + acc_levels = MAX_ACCURACY_LEVELS; + + for (i = 0; i < acc_levels; ++i) + acc_lev[i] = stof(argv(i)) / 100.0; + } + // let know that acc_col[] needs to be loaded + acc_col_x[0] = -1; } - picsize = drawgetimagesize(spider_b) * 0.5; - hudloc_y = 10.5; - hudloc_x = 10.5; - - drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL); - drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL); - drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL); - drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL); - - - /* - // Draw health bar - p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8)); - p = p + '0 1 0' * vid_conheight - '0 32 0'; - //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp)); - drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL); - p_y += 8; - drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL); - p_x += 256 * hp; - drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL); - - // Draw minigun heat indicator - p = '0.5 0 0' * (vid_conwidth - 256); - p = p + '0 1 0' * vid_conheight - '0 34 0'; - drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL); - p_x += 256 * (1-heat); - drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL); - - - // Draw rocket icons for loaded/empty tubes. - pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8)); - pp += '0 1 0' * vid_conheight - '0 64 0'; - for(i = 0; i < 8; ++i) - { - p = pp + '1 0 0' * (rkt_size * i); - if(rockets == 8) - { - if(floor(reload * 8) == i) - { - drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL); - } - else if(i < reload * 8) - drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL); - else - drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL); - } - else - { - if(i < rockets) - drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL); - else - drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL); - } - } - */ - - if (scoreboard_showscores) - { - HUD_DrawScoreboard(); - } - -} - -#define raptor_h "gfx/vehicles/hud_bg.tga" -#define raptor_b "gfx/vehicles/raptor.tga" -#define raptor_g1 "gfx/vehicles/raptor_guns.tga" -#define raptor_g2 "gfx/vehicles/raptor_bombs.tga" -#define raptor_s "gfx/vehicles/shiled.tga" - -void CSQC_RAPTOR_HUD() -{ - float reload, hp, shield, energy; - vector picsize, hudloc; - - // Fetch health & ammo stats - hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1); - shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1); - reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1); - energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1); - - // Draw the crosshairs - picsize = drawgetimagesize(SPIDER_CROSS); - picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size; - picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size; - drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL); - - hudloc_y = 4; - hudloc_x = 4; - - picsize = drawgetimagesize(raptor_h) * 0.5; - drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - - picsize = drawgetimagesize(spider_a2) * 0.5; - drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); + HUD_Main(); // always run these functions for alpha checks + HUD_DrawScoreboard(); - drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL); - - - picsize = drawgetimagesize(spider_a1) * 0.85; - if(reload == 1) - { - drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL); - } - else - { - drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL); - } - - picsize = drawgetimagesize(raptor_b) * 0.5; - hudloc_y = 10.5; - hudloc_x = 10.5; - - drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL); - drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL); - drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); - drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL); - - - if (scoreboard_showscores) - { - HUD_DrawScoreboard(); - } - -} - -#define waki_h "gfx/vehicles/hud_bg.tga" -#define waki_b "gfx/vehicles/waki.tga" -#define waki_e "gfx/vehicles/waki_e.tga" -#define waki_g "gfx/vehicles/waki_guns.tga" -#define waki_r "gfx/vehicles/waki_rockets.tga" -#define waki_s "gfx/vehicles/shiled.tga" - -#define waki_a1 "gfx/hud/sb_rocket.tga" -#define waki_a2 "gfx/sb_cells.tga" - -void CSQC_WAKIZASHI_HUD() -{ - // 0--1 floats. 1 = 100%, 0.6 = 50%. - float health, shield, energy, rockets; - vector picsize, hudloc; - - picsize = drawgetimagesize(SPIDER_CROSS); - picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size; - picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size; - drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL); - -/* -const float STAT_VEHICLESTAT_HEALTH = 60; -const float STAT_VEHICLESTAT_SHIELD = 61; -const float STAT_VEHICLESTAT_ENERGY = 62; -const float STAT_VEHICLESTAT_AMMO1 = 63; -const float STAT_VEHICLESTAT_RELAOD1 = 64; -const float STAT_VEHICLESTAT_AMMO2 = 65; -const float STAT_VEHICLESTAT_RELOAD2 = 66; -*/ - health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1); - shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1); - energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1); - rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1); - - hudloc_y = 4; - hudloc_x = 4; - - picsize = drawgetimagesize(waki_h) * 0.5; - drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - - picsize = drawgetimagesize(waki_a2) * 0.7; - drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - - - drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL); - - drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL); - - picsize = drawgetimagesize(waki_a1) * 0.75; - if(rockets == 1) - { - drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL); - } - else + if (scoreboard_active) // scoreboard/accuracy + HUD_Reset(); + else if (intermission == 2) // map voting screen { - drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL); - drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL); - drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL); + HUD_FinaleOverlay(); + HUD_Reset(); } - - picsize = drawgetimagesize(waki_b) * 0.5; - hudloc_y = 10.5; - hudloc_x = 10.5; - - drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL); - drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL); - drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL); - drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL); - - - /* - p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8)); - p = p + '0 1 0' * vid_conheight - '0 32 0'; - - // Draw health bar - p_y += 8; - drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL); - p_x += 256 * health; - drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL); - - // Draw shiled bar - p_x -= 256 * health; - p_y += 4; - drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL); - - // Draw energy - //p_x -= 256 * health; - p_y -= 8; - drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL); - - // Draw rockets bar - p_y += 12; - drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL); - */ - - - - - if (scoreboard_showscores) - { - HUD_DrawScoreboard(); - } - -} - -void CSQC_common_hud(void) -{ - // HUD_SortFrags(); done in HUD_Draw - float hud; - hud = getstati(STAT_HUD); - - //hud = 10; switch(hud) { - case HUD_NORMAL: - // do some accuracy var caching - float i; - if(!(gametype == GAME_RACE || gametype == GAME_CTS)) - { - if(autocvar_accuracy_color_levels != acc_color_levels) - { - if(acc_color_levels) - strunzone(acc_color_levels); - acc_color_levels = strzone(autocvar_accuracy_color_levels); - acc_levels = tokenize(acc_color_levels); - if (acc_levels > MAX_ACCURACY_LEVELS) - acc_levels = MAX_ACCURACY_LEVELS; - - for (i = 0; i < acc_levels; ++i) - acc_lev[i] = stof(argv(i)) / 100.0; - } - // let know that acc_col[] needs to be loaded - acc_col_x[0] = -1; - } - - HUD_Main(); // always run these functions for alpha checks - HUD_DrawScoreboard(); - - if (scoreboard_active) // scoreboard/accuracy - HUD_Reset(); - else if (intermission == 2) // map voting screen - { - HUD_FinaleOverlay(); - HUD_Reset(); - } - break; - case HUD_SPIDERBOT: CSQC_SPIDER_HUD(); break; @@ -1649,7 +1435,12 @@ void CSQC_common_hud(void) case HUD_WAKIZASHI: CSQC_WAKIZASHI_HUD(); break; + + case HUD_BUMBLEBEE: + CSQC_BUMBLE_HUD(); + break; } + */ }