X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=28b10da9ed4b5a9e4a0fe39f6fb7da941303fcff;hp=65df30fd89ff5ec10f4eb3804cac9e7d3776c384;hb=dc883f73996838c82ad7c2cf043e37cfaf2e81d7;hpb=e3cdd0d74d46d59d75de77615d19b3cfac4dad3e diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 65df30fd8..28b10da9e 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,5 +1,7 @@ #include "view.qh" +#include "autocvars.qh" +#include "miscfunctions.qh" #include "announcer.qh" #include "hud/_mod.qh" #include "mapvoting.qh" @@ -10,6 +12,7 @@ #include "mutators/events.qh" #include +#include #include #include #include @@ -21,12 +24,14 @@ #include #include #include +#include #include #include #include #include +#include #include #include @@ -62,10 +67,9 @@ float autocvar_cl_leanmodel_highpass = 0.2; float autocvar_cl_leanmodel_lowpass = 0.05; #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time))) -#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \ -{ \ - ret = ref_store = ref_store * (1 - frac) + (value) * frac; \ -} MACRO_END + +#define lowpass(value, frac, ref_store, ret) \ + ret = ref_store = ref_store * (1 - frac) + (value) * frac; #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \ { \ @@ -312,6 +316,7 @@ void viewmodel_draw(entity this) e.csqcmodel_effects = fx; CSQCModel_Effects_Apply(e); } + if(a >= 0) { string name = wep.mdl; string newname = wep.wr_viewmodel(wep, this); @@ -356,6 +361,7 @@ void viewmodel_draw(entity this) this.angles = this.viewmodel_angles; this.angles_x = (-90 * f * f); viewmodel_animate(this); + MUTATOR_CALLHOOK(DrawViewModel, this); setorigin(this, this.origin); } @@ -769,6 +775,8 @@ bool WantEventchase(entity this) return true; if(MUTATOR_CALLHOOK(WantEventchase, this)) return true; + if(autocvar_cl_eventchase_frozen && STAT(FROZEN)) + return true; if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0)) { if(autocvar_cl_eventchase_death == 2) @@ -904,7 +912,8 @@ vector crosshair_getcolor(entity this, float health_stat) case 2: // crosshair_color_by_health { - float hp = health_stat; + vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id); + float hp = floor(v.x + 1); //x = red //y = green @@ -970,7 +979,7 @@ void HUD_Crosshair(entity this) float f, i, j; vector v; if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && - spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) && + spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) && !HUD_MinigameMenu_IsOpened() ) { if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering @@ -988,6 +997,8 @@ void HUD_Crosshair(entity this) string wcross_style; float wcross_alpha, wcross_resolution; wcross_style = autocvar_crosshair; + if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "") + wcross_style = autocvar_crosshair_2d; if (wcross_style == "0") return; wcross_resolution = autocvar_crosshair_size; @@ -1001,7 +1012,10 @@ void HUD_Crosshair(entity this) float shottype; // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; - wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward); + if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM)) + wcross_origin = viewloc_mousepos; + else + wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward); wcross_origin.z = 0; if(autocvar_crosshair_hittest) { @@ -1199,7 +1213,7 @@ void HUD_Crosshair(entity this) } ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha; - ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue; + ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue); ring_inner_image = "gfx/crosshair_ring_inner.tga"; // draw the outer ring to show the current charge of the weapon @@ -1345,6 +1359,71 @@ void HUD_Crosshair(entity this) } } +const int MAX_SPECIALCOMMAND = 15; +vector specialcommand_slots[MAX_SPECIALCOMMAND]; +vector specialcommand_colors[MAX_SPECIALCOMMAND]; +const float SPECIALCOMMAND_SPEED = 150; +const float SPECIALCOMMAND_TURNSPEED = 2; +const float SPECIALCOMMAND_SIZE = 0.025; +const float SPECIALCOMMAND_CHANCE = 0.35; +float sc_spawntime, sc_changetime; +vector sc_color = '1 1 1'; +void SpecialCommand() +{ + if(!STAT(MOVEVARS_SPECIALCOMMAND)) + return; + + if(time >= sc_changetime) + { + sc_changetime = time + 1; + sc_color = randomvec() * 1.5; + sc_color.x = bound(0.2, sc_color.x, 0.75); + sc_color.y = bound(0.2, sc_color.y, 0.75); + sc_color.z = bound(0.2, sc_color.z, 0.75); + } + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE); + + if(!precache_pic("gfx/smile")) + return; // damn party poopers + + for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j) + { + vector slot = specialcommand_slots[j]; + if(slot.y) + slot.y += SPECIALCOMMAND_SPEED * frametime; + if(slot.z) + slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time); + if(slot.y >= vid_conheight) + slot = '0 0 0'; + + if(slot == '0 0 0') + { + if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn! + { + slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth); + slot.y = 1; // start it off 0 so we can use it + slot.z = random(); + sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time! + vector newcolor = randomvec() * 2; + newcolor.x = bound(0.4, newcolor.x, 1); + newcolor.y = bound(0.4, newcolor.y, 1); + newcolor.z = bound(0.4, newcolor.z, 1); + specialcommand_colors[j] = newcolor; + } + } + else + { + vector splash_size = '0 0 0'; + splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; + splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; + drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); + //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); + } + + specialcommand_slots[j] = slot; + } +} + void HUD_Draw(entity this) { // if we don't know gametype and scores yet avoid drawing the scoreboard @@ -1354,31 +1433,40 @@ void HUD_Draw(entity this) if(!gametype) return; + Hud_Dynamic_Frame(); + if(!intermission) if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) { - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); } else if(STAT(FROZEN)) { - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + vector col = '0.25 0.90 1'; + if(STAT(REVIVE_PROGRESS)) + col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS)); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); } + + HUD_Scale_Enable(); if(!intermission) if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death { - 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); + vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER)); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 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); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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"), vec2(vid_conwidth, 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); - drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } + HUD_Scale_Disable(); if(autocvar_r_letterbox == 0) if(autocvar_viewsize < 120) @@ -1391,11 +1479,25 @@ void HUD_Draw(entity this) } // crosshair goes VERY LAST + SpecialCommand(); UpdateDamage(); HUD_Crosshair(this); HitSound(); } +void ViewLocation_Mouse() +{ + if(spectatee_status) + return; // don't draw it as spectator! + + viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed; + viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth); + viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight); + + //float cursor_alpha = 1 - autocvar__menu_alpha; + //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha); +} + bool ov_enabled; float oldr_nearclip; float oldr_farclip_base; @@ -1493,6 +1595,11 @@ void CSQC_UpdateView(entity this, float w, float h) button_zoom = false; } + // abused multiple places below + entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); + if(!local_player) + local_player = this; // fall back! + // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { @@ -1544,10 +1651,6 @@ void CSQC_UpdateView(entity this, float w, float h) } eventchase_running = true; - entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); - if(!local_player) - local_player = this; // fall back! - // 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); if (custom_eventchase) @@ -1701,7 +1804,7 @@ void CSQC_UpdateView(entity this, float w, float h) ov_enabled = true; #if 0 - LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n", + LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f", vtos(ov_org), vtos(getpropertyvec(VF_ANGLES)), ov_distance, @@ -1979,7 +2082,7 @@ void CSQC_UpdateView(entity this, float w, float h) // 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) + if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc) { // no zoom reticle while dead reticle_type = 0; @@ -2034,7 +2137,7 @@ void CSQC_UpdateView(entity this, float w, float h) // improved polyblend - if(autocvar_hud_contents) + if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents)) { float contentalpha_temp, incontent, liquidalpha, contentfadetime; vector liquidcolor; @@ -2079,7 +2182,7 @@ void CSQC_UpdateView(entity this, float w, float h) 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); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); if(autocvar_hud_postprocessing) { @@ -2155,13 +2258,13 @@ void CSQC_UpdateView(entity this, float w, float h) if(autocvar_cl_gentle_damage == 2) { if(myhealth_flash < pain_threshold) // only randomize when the flash is gone - myhealth_gentlergb = eX * random() + eY * random() + eZ * random(); + myhealth_gentlergb = randomvec(); } else myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); if(myhealth_flash_temp > 0) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); } else if(myhealth_flash_temp > 0) drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); @@ -2245,7 +2348,9 @@ void CSQC_UpdateView(entity this, float w, float h) // draw 2D entities IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); +#if ENABLE_DEBUGDRAW Debug_Draw(); +#endif scoreboard_active = Scoreboard_WouldDraw(); @@ -2290,6 +2395,8 @@ void CSQC_UpdateView(entity this, float w, float h) HUD_Minigame_Mouse(); else if(QuickMenu_IsOpened()) QuickMenu_Mouse(); + else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM)) + ViewLocation_Mouse(); // NOTE: doesn't use cursormode else HUD_Radar_Mouse();