X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=3134a24ed28fed2c9b917d4d279b31053dee9b46;hp=4ddfee12f96ff7f95a32b90c03fb7cd29167c584;hb=905ec2fbd2b610eeb2591cdddbf71ce24b7bb3ab;hpb=2a38620bbb43f7b62bbd93e8c22b6abbe627ca86 diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 4ddfee12f..65df30fd8 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,10 +1,10 @@ #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" @@ -13,16 +13,19 @@ #include #include #include +#include #include #include -#include +#include #include #include #include #include +#include + #include -#include +#include #include #include #include @@ -122,7 +125,6 @@ void calc_followmodel_ofs(entity view) float frac; vector gunorg = '0 0 0'; static vector vel_average; - static vector gunorg_prev = '0 0 0'; static vector gunorg_adjustment_highpass; static vector gunorg_adjustment_lowpass; @@ -281,9 +283,11 @@ void viewmodel_animate(entity this) .float weapon_eta_last; .float weapon_switchdelay; +.string name_last; + void viewmodel_draw(entity this) { - if(!activeweapon || !autocvar_r_drawviewmodel) + if(!this.activeweapon || !autocvar_r_drawviewmodel) return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; @@ -292,9 +296,9 @@ void viewmodel_draw(entity this) if (invehicle) a = -1; else if (wasinvehicle) a = 1; wasinvehicle = invehicle; - Weapon wep = activeweapon; - int c = stof(getplayerkeyvalue(current_player, "colors")); - vector g = weaponentity_glowmod(wep, c); + Weapon wep = this.activeweapon; + int c = entcs_GetClientColors(current_player); + vector g = weaponentity_glowmod(wep, NULL, c, this); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -309,18 +313,20 @@ void viewmodel_draw(entity this) CSQCModel_Effects_Apply(e); } { - static string name_last; string name = wep.mdl; - bool swap = name != name_last; + string newname = wep.wr_viewmodel(wep, this); + if(newname) + name = newname; + bool swap = name != this.name_last; // if (swap) { - name_last = name; + this.name_last = name; CL_WeaponEntity_SetModel(this, name, swap); this.viewmodel_origin = this.origin; this.viewmodel_angles = this.angles; } anim_update(this); - if (!this.animstate_override && !this.animstate_looping) + if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime) anim_set(this, this.anim_idle, true, false, false); } float f = 0; // 0..1; 0: fully active @@ -353,9 +359,9 @@ void viewmodel_draw(entity this) setorigin(this, this.origin); } -entity viewmodel; STATIC_INIT(viewmodel) { - viewmodel = new(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodels[slot] = new(viewmodel); } void Porto_Draw(entity this); @@ -363,69 +369,75 @@ STATIC_INIT(Porto) { entity e = new_pure(porto); e.draw = Porto_Draw; + IL_PUSH(g_drawables, e); e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } const int polyline_length = 16; -vector polyline[polyline_length]; +.vector polyline[polyline_length]; void Porto_Draw(entity this) { - if (activeweapon != WEP_PORTO) return; - if (spectatee_status) return; - if (WEP_CVAR(porto, secondary)) return; - if (intermission == 1) return; - if (intermission == 2) return; - if (STAT(HEALTH) <= 0) return; - - vector pos = view_origin; - vector dir = view_forward; - if (angles_held_status) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - makevectors(angles_held); - dir = v_forward; - } + entity wepent = viewmodels[slot]; - polyline[0] = pos; + if (wepent.activeweapon != WEP_PORTO) continue; + if (spectatee_status) continue; + if (WEP_CVAR(porto, secondary)) continue; + if (intermission == 1) continue; + if (intermission == 2) continue; + if (STAT(HEALTH) <= 0) continue; - int portal_number = 0, portal1_idx = 1, portal_max = 2; - int n = 1 + 2; // 2 lines == 3 points - for (int idx = 0; idx < n && idx < polyline_length - 1; ) - { - traceline(pos, pos + 65536 * dir, true, this); - dir = reflect(dir, trace_plane_normal); - pos = trace_endpos; - polyline[++idx] = pos; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + vector pos = view_origin; + vector dir = view_forward; + if (wepent.angles_held_status) { - n += 1; - continue; + makevectors(wepent.angles_held); + dir = v_forward; } - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - { - n = max(2, idx); - break; - } - // check size + + wepent.polyline[0] = pos; + + int portal_number = 0, portal1_idx = 1, portal_max = 2; + int n = 1 + 2; // 2 lines == 3 points + for (int idx = 0; idx < n && idx < polyline_length - 1; ) { - vector ang = vectoangles2(trace_plane_normal, dir); - ang.x = -ang.x; - makevectors(ang); - if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + traceline(pos, pos + 65536 * dir, true, this); + dir = reflect(dir, trace_plane_normal); + pos = trace_endpos; + wepent.polyline[++idx] = pos; + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) + { + n += 1; + continue; + } + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { n = max(2, idx); break; } + // check size + { + vector ang = vectoangles2(trace_plane_normal, dir); + ang.x = -ang.x; + makevectors(ang); + if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) + { + n = max(2, idx); + break; + } + } + portal_number += 1; + if (portal_number >= portal_max) break; + if (portal_number == 1) portal1_idx = idx; + } + for (int idx = 0; idx < n - 1; ++idx) + { + vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1]; + if (idx == 0) p -= view_up * 16; // line from player + vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; + Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } - portal_number += 1; - if (portal_number >= portal_max) break; - if (portal_number == 1) portal1_idx = idx; - } - for (int idx = 0; idx < n - 1; ++idx) - { - vector p = polyline[idx], q = polyline[idx + 1]; - if (idx == 0) p -= view_up * 16; // line from player - vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; - Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); } } @@ -447,10 +459,17 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if(hud == HUD_NORMAL) - 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; + + if(hud == HUD_NORMAL && !spectatee_status) + { + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + if(wepent.switchweapon == wepent.activeweapon) + if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here + zoomdir += button_attack2; + } + } if(spectatee_status > 0 || isdemo()) { if(spectatorbutton_zoom) @@ -503,7 +522,7 @@ vector GetCurrentFov(float fov) current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1); if(zoomsensitivity < 1) - setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity)); + setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity)); else setsensitivityscale(1); @@ -617,7 +636,7 @@ float EnemyHitCheck() return SHOTTYPE_HITENEMY; } -float TrueAimCheck() +float TrueAimCheck(entity wepent) { float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us? vector vecs, trueaimpoint, w_shotorg; @@ -630,7 +649,7 @@ float TrueAimCheck() ta = trueaim; mv = MOVE_NOMONSTERS; - switch(activeweapon) // WEAPONTODO + switch(wepent.activeweapon) // WEAPONTODO { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye @@ -647,7 +666,7 @@ float TrueAimCheck() mv = MOVE_NORMAL; if(zoomscript_caught) { - tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); + tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta); return EnemyHitCheck(); } break; @@ -673,7 +692,7 @@ float TrueAimCheck() vecs = decompressShotOrigin(STAT(SHOTORG)); - traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta); + traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta); trueaimpoint = trace_endpos; if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange)) @@ -709,12 +728,10 @@ float TrueAimCheck() void PostInit(); void CSQC_Demo_Camera(); -float HUD_WouldDrawScoreboard(); float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; -string reticle_image; string NextFrameCommand; vector freeze_org, freeze_ang; @@ -742,7 +759,7 @@ bool WantEventchase(entity this) { if(autocvar_cl_orthoview) return false; - if(intermission) + if(STAT(GAME_STOPPED) || intermission) return true; if(this.viewloc) return true; @@ -752,8 +769,6 @@ bool WantEventchase(entity this) 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) @@ -768,12 +783,12 @@ bool WantEventchase(entity this) 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); } } @@ -793,7 +808,7 @@ void UpdateDamage() 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; @@ -808,9 +823,18 @@ void HitSound() { // varying sound pitch + bool have_arc = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; + + if(wepent.activeweapon == WEP_ARC) + have_arc = true; + } + static float hitsound_time_prev = 0; // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time - float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2; + bool arc_hack = have_arc && autocvar_cl_hitsound >= 2; if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time) { if (autocvar_cl_hitsound && unaccounted_damage) @@ -819,8 +843,8 @@ void HitSound() float a = autocvar_cl_hitsound_max_pitch; float b = autocvar_cl_hitsound_min_pitch; float c = autocvar_cl_hitsound_nom_damage; - float x = unaccounted_damage; - float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b)); + float d = unaccounted_damage; + float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b)); // if sound variation is disabled, set pitch_shift to 1 if (autocvar_cl_hitsound == 1) @@ -833,12 +857,12 @@ void HitSound() 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; @@ -848,9 +872,17 @@ void HitSound() 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; } + + static float kill_time_prev = 0; + float kill_time = STAT(KILL_TIME); + if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time) + { + sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE); + kill_time_prev = kill_time; + } } vector crosshair_getcolor(entity this, float health_stat) @@ -862,7 +894,7 @@ vector crosshair_getcolor(entity this, float health_stat) { case 1: // crosshair_color_per_weapon { - if(this) + if(this != WEP_Null && hud == HUD_NORMAL) { wcross_color = this.wpcolor; break; @@ -872,7 +904,7 @@ vector crosshair_getcolor(entity this, float health_stat) case 2: // crosshair_color_by_health { - float x = health_stat; + float hp = health_stat; //x = red //y = green @@ -880,33 +912,33 @@ vector crosshair_getcolor(entity this, float health_stat) wcross_color.z = 0; - if(x > 200) + if(hp > 200) { wcross_color.x = 0; wcross_color.y = 1; } - else if(x > 150) + else if(hp > 150) { - wcross_color.x = 0.4 - (x-150)*0.02 * 0.4; - wcross_color.y = 0.9 + (x-150)*0.02 * 0.1; + wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4; + wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1; } - else if(x > 100) + else if(hp > 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; + wcross_color.x = 1 - (hp-100)*0.02 * 0.6; + wcross_color.y = 1 - (hp-100)*0.02 * 0.1; + wcross_color.z = 1 - (hp-100)*0.02; } - else if(x > 50) + else if(hp > 50) { wcross_color.x = 1; wcross_color.y = 1; - wcross_color.z = 0.2 + (x-50)*0.02 * 0.8; + wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8; } - else if(x > 20) + else if(hp > 20) { wcross_color.x = 1; - wcross_color.y = (x-20)*90/27/100; - wcross_color.z = (x-20)*90/27/100 * 0.2; + wcross_color.y = (hp-20)*90/27/100; + wcross_color.z = (hp-20)*90/27/100 * 0.2; } else { @@ -933,21 +965,23 @@ LABEL(normalcolor) 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 && + if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && + 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; } @@ -967,19 +1001,20 @@ void HUD_Crosshair() 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); + wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward); wcross_origin.z = 0; if(autocvar_crosshair_hittest) { vector wcross_oldorigin; + entity thiswep = viewmodels[0]; // TODO: unhardcode wcross_oldorigin = wcross_origin; - shottype = TrueAimCheck(); + shottype = TrueAimCheck(thiswep); if(shottype == SHOTTYPE_HITWORLD) { v = wcross_origin - wcross_oldorigin; v.x /= vid_conwidth; v.y /= vid_conheight; - if(vlen(v) > 0.01) + if(vdist(v, >, 0.01)) shottype = SHOTTYPE_HITOBSTRUCTION; } if(!autocvar_crosshair_hittest_showimpact) @@ -992,9 +1027,11 @@ void HUD_Crosshair() string wcross_name = ""; float wcross_scale, wcross_blur; + entity e = WEP_Null; if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { - e = switchingweapon; + entity wepent = viewmodels[0]; // TODO: unhardcode + e = wepent.switchingweapon; if(e) { if(autocvar_crosshair_per_weapon) @@ -1139,10 +1176,6 @@ void HUD_Crosshair() weapon_clipload = STAT(WEAPON_CLIPLOAD); weapon_clipsize = STAT(WEAPON_CLIPSIZE); - float ok_ammo_charge, ok_ammo_chargepool; - ok_ammo_charge = STAT(OK_AMMO_CHARGE); - ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL); - float vortex_charge, vortex_chargepool; vortex_charge = STAT(VORTEX_CHARGE); vortex_chargepool = STAT(VORTEX_CHARGEPOOL); @@ -1152,9 +1185,10 @@ void HUD_Crosshair() if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game vortex_charge_movingavg = vortex_charge; + entity wepent = viewmodels[0]; // TODO: unhardcode // handle the values - if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex + if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex { if (vortex_chargepool || use_vortex_chargepool) { use_vortex_chargepool = 1; @@ -1174,27 +1208,20 @@ void HUD_Crosshair() ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } - else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) + else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) { ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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 && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) + else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar) { ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1); ring_alpha = autocvar_crosshair_ring_hagar_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - else if (ok_ammo_charge) - { - ring_value = ok_ammo_chargepool; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring { ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); @@ -1204,12 +1231,12 @@ void HUD_Crosshair() // 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)) + if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) ring_image = "gfx/crosshair_ring_rifle.tga"; else ring_image = "gfx/crosshair_ring.tga"; } - else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC ) { ring_value = arc_heat; ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + @@ -1318,12 +1345,19 @@ void HUD_Crosshair() } } -void HUD_Draw() +void HUD_Draw(entity this) { + // if we don't know gametype and scores yet avoid drawing the scoreboard + // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all + // e.g. since initial player's health is 0 hud would display the hud_damage effect, + // cl_deathscoreboard would show the scoreboard and so on + if(!gametype) + return; + 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)) { @@ -1335,6 +1369,11 @@ void HUD_Draw() 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); @@ -1348,13 +1387,12 @@ void HUD_Draw() Accuracy_LoadLevels(); HUD_Main(); - HUD_DrawScoreboard(); HUD_Scale_Disable(); } // crosshair goes VERY LAST UpdateDamage(); - HUD_Crosshair(); + HUD_Crosshair(this); HitSound(); } @@ -1367,12 +1405,13 @@ 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(float w, float h) -{SELFPARAM(); +void CSQC_UpdateView(entity this, float w, float h) +{ TC(int, w); TC(int, h); entity e; float fov; @@ -1406,10 +1445,6 @@ void CSQC_UpdateView(float w, float h) 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); @@ -1461,9 +1496,26 @@ 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(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; float vehicle_viewdist = 0; vector vehicle_viewofs = '0 0 0'; @@ -1478,17 +1530,18 @@ void CSQC_UpdateView(float w, float h) } } - if(ons_roundlost) - { - FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, { - gen = it; - break; - }); - if(!gen) - ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show - } - if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost)) + if(WantEventchase(this)) { + vector current_view_origin_override = '0 0 0'; + vector view_offset_override = '0 0 0'; + float chase_distance_override = 0; + bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); + if(custom_eventchase) + { + current_view_origin_override = M_ARGV(0, vector); + view_offset_override = M_ARGV(1, vector); + chase_distance_override = M_ARGV(0, float); + } eventchase_running = true; entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); @@ -1497,7 +1550,8 @@ void CSQC_UpdateView(float w, float h) // 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(ons_roundlost) { current_view_origin = gen.origin; } + if (custom_eventchase) + current_view_origin = current_view_origin_override; // detect maximum viewoffset and use it vector view_offset = autocvar_cl_eventchase_viewoffset; @@ -1508,7 +1562,8 @@ void CSQC_UpdateView(float w, float h) else view_offset = autocvar_cl_eventchase_vehicle_viewoffset; } - if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; } + if (custom_eventchase) + view_offset = view_offset_override; if(view_offset) { @@ -1531,7 +1586,8 @@ void CSQC_UpdateView(float w, float h) else chase_distance = autocvar_cl_eventchase_vehicle_distance; } - if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; } + if (custom_eventchase) + chase_distance = chase_distance_override; if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get @@ -1571,6 +1627,8 @@ void CSQC_UpdateView(float w, float h) 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()))) { @@ -1667,7 +1725,8 @@ void CSQC_UpdateView(float w, float h) // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call - viewmodel_draw(viewmodel); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + viewmodel_draw(viewmodels[slot]); // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); @@ -1684,7 +1743,7 @@ void CSQC_UpdateView(float w, float h) t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); r = t * blurtest_radius; - f = 1 / pow(t, blurtest_power) - 1; + f = 1 / (t ** blurtest_power) - 1; cvar_set("r_glsl_postprocess", "1"); cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0")); @@ -1711,6 +1770,9 @@ void CSQC_UpdateView(float w, float h) if(!postinit) PostInit(); + if(intermission && !intermission_time) + intermission_time = time; + if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) @@ -1742,46 +1804,36 @@ void CSQC_UpdateView(float w, float h) ColorTranslateMode = autocvar_cl_stripcolorcodes; - // currently switching-to weapon (for crosshair) - switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON)); - - // actually active weapon (for zoom) - activeweapon = Weapons_from(STAT(ACTIVEWEAPON)); - - switchweapon = Weapons_from(STAT(SWITCHWEAPON)); - - f = (serverflags & SERVERFLAG_TEAMPLAY); - if(f != teamplay) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - teamplay = f; - HUD_InitScores(); - } + entity wepent = viewmodels[slot]; - if(last_switchweapon != switchweapon) - { - weapontime = time; - last_switchweapon = switchweapon; - if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + if(wepent.last_switchweapon != wepent.switchweapon) { - localcmd("-zoom\n"); - button_zoom = false; + weapontime = time; + wepent.last_switchweapon = wepent.switchweapon; + if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) + { + localcmd("-zoom\n"); + button_zoom = false; + } + if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) + { + localcmd("-fire\n"); + localcmd("-fire2\n"); + button_attack2 = false; + } } - if(autocvar_cl_unpress_attack_on_weapon_switch) + if(wepent.last_activeweapon != wepent.activeweapon) { - localcmd("-fire\n"); - localcmd("-fire2\n"); - button_attack2 = false; - } - } - if(last_activeweapon != activeweapon) - { - last_activeweapon = activeweapon; + wepent.last_activeweapon = wepent.activeweapon; - e = activeweapon; - if(e.netname != "") - localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); - else - localcmd("\ncl_hook_activeweapon none\n"); + e = wepent.activeweapon; + if(e.netname != "") + localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); + else if(slot == 0) + localcmd("\ncl_hook_activeweapon none\n"); + } } // ALWAYS Clear Current Scene First @@ -1807,8 +1859,7 @@ void CSQC_UpdateView(float w, float h) 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(); @@ -1849,7 +1900,7 @@ void CSQC_UpdateView(float w, float h) 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(); @@ -1910,7 +1961,20 @@ void CSQC_UpdateView(float w, float h) if(autocvar_cl_reticle) { - Weapon wep = activeweapon; + string reticle_image = string_null; + bool wep_zoomed = false; + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepe = viewmodels[slot]; + Weapon wep = wepe.activeweapon; + if(wep != WEP_Null && wep.wr_zoom) + { + bool do_zoom = wep.wr_zoom(wep, NULL); + if(!reticle_image && wep.w_reticle && wep.w_reticle != "") + reticle_image = wep.w_reticle; + wep_zoomed += do_zoom; + } + } // 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 @@ -1920,9 +1984,9 @@ void CSQC_UpdateView(float w, float h) // no zoom reticle while dead reticle_type = 0; } - else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon) + else if(wep_zoomed && autocvar_cl_reticle_weapon) { - if(reticle_image != "") { reticle_type = 2; } + if(reticle_image) { reticle_type = 2; } else { reticle_type = 0; } } else if(button_zoom || zoomscript_caught) @@ -1958,7 +2022,7 @@ void CSQC_UpdateView(float w, float h) switch(reticle_type) { case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break; - case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; + case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; } } } @@ -2179,13 +2243,13 @@ void CSQC_UpdateView(float w, float h) } 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) { @@ -2222,7 +2286,7 @@ void CSQC_UpdateView(float w, float h) if(autocvar__hud_configure) HUD_Panel_Mouse(); - else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() ) + else if (HUD_MinigameMenu_IsOpened() || active_minigame) HUD_Minigame_Mouse(); else if(QuickMenu_IsOpened()) QuickMenu_Mouse(); @@ -2236,6 +2300,8 @@ void CSQC_UpdateView(float w, float h) // 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(); }