X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=5cb3c18c1f15ab4af2098d5f8c7cd18c4924f835;hp=d7207fc6f833aa71d2bcf5680a7736d55b26ea3e;hb=b9671f63469586007314131f3f53728795c035cd;hpb=673e10309b9783b5fb64b76f0e65a93071a7ef6a diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index d7207fc6f..5cb3c18c1 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,33 +1,38 @@ +#include "view.qh" #include "announcer.qh" #include "hud/all.qh" #include "mapvoting.qh" #include "scoreboard.qh" #include "shownames.qh" -#include "quickmenu.qh" +#include "hud/panel/quickmenu.qh" #include "mutators/events.qh" -#include "../common/anim.qh" -#include "../common/constants.qh" -#include "../common/debug.qh" -#include "../common/mapinfo.qh" +#include +#include +#include +#include +#include +#include #include -#include "../common/physics/player.qh" -#include "../common/stats.qh" -#include "../common/triggers/target/music.qh" -#include "../common/teams.qh" +#include +#include +#include +#include #include #include -#include "../common/viewloc.qh" -#include "../common/minigames/cl_minigames.qh" -#include "../common/minigames/cl_minigames_hud.qh" +#include +#include +#include -#include "../lib/csqcmodel/cl_player.qh" +#include +#include +#include "csqcmodel_hooks.qh" -#include "../lib/warpzone/client.qh" -#include "../lib/warpzone/common.qh" +#include +#include #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT) @@ -40,14 +45,15 @@ float autocvar_cl_bobmodel_up; float autocvar_cl_followmodel; float autocvar_cl_followmodel_speed = 0.3; -float autocvar_cl_followmodel_limit = 1000; +float autocvar_cl_followmodel_limit = 135; float autocvar_cl_followmodel_velocity_lowpass = 0.05; float autocvar_cl_followmodel_highpass = 0.05; float autocvar_cl_followmodel_lowpass = 0.03; +bool autocvar_cl_followmodel_velocity_absolute; float autocvar_cl_leanmodel; float autocvar_cl_leanmodel_speed = 0.3; -float autocvar_cl_leanmodel_limit = 1000; +float autocvar_cl_leanmodel_limit = 30; float autocvar_cl_leanmodel_highpass1 = 0.2; float autocvar_cl_leanmodel_highpass = 0.2; float autocvar_cl_leanmodel_lowpass = 0.05; @@ -82,12 +88,6 @@ float autocvar_cl_leanmodel_lowpass = 0.05; lowpass(value.y, frac, ref_store.y, ref_out.y); \ } MACRO_END -#define lowpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ - lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ - lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ -} MACRO_END - #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \ { \ highpass(value.x, frac, ref_store.x, ref_out.x); \ @@ -114,130 +114,152 @@ float autocvar_cl_leanmodel_lowpass = 0.05; highpass(value.z, frac, ref_store.z, ref_out.z); \ } MACRO_END -#define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ - highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ - highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ - highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \ -} MACRO_END +void calc_followmodel_ofs(entity view) +{ + if(cl_followmodel_time == time) + return; // cl_followmodel_ofs already calculated for this frame -#define lowpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ - lowpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ - lowpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ - lowpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \ -} MACRO_END + 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; + + vector vel; + if (autocvar_cl_followmodel_velocity_absolute) + vel = view.velocity; + else + { + vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; + MAKEVECTORS(makevectors, view_angles, forward, right, up); + vel.x = view.velocity * forward; + vel.y = view.velocity * right * -1; + vel.z = view.velocity * up; + } -bool autocvar_cl_followmodel_velocity_absolute; -void viewmodel_animate(entity this) + vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit); + vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit); + vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit); + + frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass); + lowpass3(vel, frac, vel_average, gunorg); + + gunorg *= -autocvar_cl_followmodel_speed * 0.042; + + // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) + // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! + frac = avg_factor(autocvar_cl_followmodel_highpass); + highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg); + frac = avg_factor(autocvar_cl_followmodel_lowpass); + lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg); + + if (autocvar_cl_followmodel_velocity_absolute) + { + vector fixed_gunorg; + vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; + MAKEVECTORS(makevectors, view_angles, forward, right, up); + fixed_gunorg.x = gunorg * forward; + fixed_gunorg.y = gunorg * right * -1; + fixed_gunorg.z = gunorg * up; + gunorg = fixed_gunorg; + } + + cl_followmodel_ofs = gunorg; + cl_followmodel_time = time; +} + +vector leanmodel_ofs(entity view) { - static float prevtime; - float frametime = (time - prevtime); - prevtime = time; + float frac; + vector gunangles = '0 0 0'; + static vector gunangles_prev = '0 0 0'; + static vector gunangles_highpass = '0 0 0'; + static vector gunangles_adjustment_highpass; + static vector gunangles_adjustment_lowpass; - if (autocvar_chase_active) return; - if (STAT(HEALTH) <= 0) return; + if (view.csqcmodel_teleported) + gunangles_prev = view_angles; - entity view = CSQCModel_server2csqc(player_localentnum - 1); + // in the highpass, we _store_ the DIFFERENCE to the actual view angles... + gunangles_highpass += gunangles_prev; + PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5); + YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5); + ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5); + frac = avg_factor(autocvar_cl_leanmodel_highpass1); + highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles); + gunangles_prev = view_angles; + gunangles_highpass -= gunangles_prev; + + PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; + YAW(gunangles) *= -autocvar_cl_leanmodel_speed; + // we assume here: PITCH = 0, YAW = 1, ROLL = 2 + frac = avg_factor(autocvar_cl_leanmodel_highpass); + highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles); + frac = avg_factor(autocvar_cl_leanmodel_lowpass); + lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles); + + gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters + + return gunangles; +} + +vector bobmodel_ofs(entity view) +{ bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR); static bool oldonground; static float hitgroundtime; - static float lastongroundtime; if (clonground) { float f = time; // cl.movecmd[0].time if (!oldonground) hitgroundtime = f; - lastongroundtime = f; } oldonground = clonground; - - bool teleported = view.csqcmodel_teleported; - - float frac; - if(autocvar_cl_followmodel) + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + vector gunorg = '0 0 0'; + static float bobmodel_scale = 0; + static float time_ofs = 0; // makes the effect always restart in the same way + if (clonground) { - 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; - - vector vel; - if(autocvar_cl_followmodel_velocity_absolute) - vel = view.velocity; - else - { - vector forward, right = '0 0 0', up = '0 0 0'; - MAKEVECTORS(makevectors, view_angles, forward, right, up); - vel.x = view.velocity * forward; - vel.y = view.velocity * right * -1; - vel.z = view.velocity * up; - } - - frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass); - lowpass3_limited(vel, frac, autocvar_cl_followmodel_limit, vel_average, gunorg); - - gunorg *= -autocvar_cl_followmodel_speed * 0.042; - - // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!) - // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector! - frac = avg_factor(autocvar_cl_followmodel_highpass); - highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg); - frac = avg_factor(autocvar_cl_followmodel_lowpass); - lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg); - - if(autocvar_cl_followmodel_velocity_absolute) - { - vector fixed_gunorg; - vector forward, right = '0 0 0', up = '0 0 0'; - MAKEVECTORS(makevectors, view_angles, forward, right, up); - fixed_gunorg.x = gunorg * forward; - fixed_gunorg.y = gunorg * right * -1; - fixed_gunorg.z = gunorg * up; - gunorg = fixed_gunorg; - } - - this.origin += gunorg; + if (time - hitgroundtime > 0.05) + bobmodel_scale = min(1, bobmodel_scale + frametime * 5); } + else + bobmodel_scale = max(0, bobmodel_scale - frametime * 5); - if(autocvar_cl_leanmodel) + float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (bobmodel_scale && xyspeed) { - vector gunangles = '0 0 0'; - static vector gunangles_prev = '0 0 0'; - static vector gunangles_highpass = '0 0 0'; - static vector gunangles_adjustment_highpass; - static vector gunangles_adjustment_lowpass; - - if (teleported) - gunangles_prev = view_angles; + float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale; + float s = (time - time_ofs) * autocvar_cl_bobmodel_speed; + gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s); + gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2); + } + else + time_ofs = time; - // in the highpass, we _store_ the DIFFERENCE to the actual view angles... - gunangles_highpass += gunangles_prev; - PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5); - YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5); - ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5); - frac = avg_factor(autocvar_cl_leanmodel_highpass1); - highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles); - gunangles_prev = view_angles; - gunangles_highpass -= gunangles_prev; + return gunorg; +} - PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; - YAW(gunangles) *= -autocvar_cl_leanmodel_speed; +void viewmodel_animate(entity this) +{ + if (autocvar_chase_active) return; + if (STAT(HEALTH) <= 0) return; - // we assume here: PITCH = 0, YAW = 1, ROLL = 2 - frac = avg_factor(autocvar_cl_leanmodel_highpass); - highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles); - frac = avg_factor(autocvar_cl_leanmodel_lowpass); - lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles); + entity view = CSQCModel_server2csqc(player_localentnum - 1); - gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - this.angles += gunangles; + if (autocvar_cl_followmodel) + { + calc_followmodel_ofs(view); + this.origin += cl_followmodel_ofs; } - float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (autocvar_cl_leanmodel) + this.angles += leanmodel_ofs(view); // vertical view bobbing code // TODO: cl_bob @@ -251,39 +273,7 @@ void viewmodel_animate(entity this) // gun model bobbing code if (autocvar_cl_bobmodel) - { - // calculate for swinging gun model - // the gun bobs when running on the ground, but doesn't bob when you're in the air. - // Sajt: I tried to smooth out the transitions between bob and no bob, which works - // for the most part, but for some reason when you go through a message trigger or - // pick up an item or anything like that it will momentarily jolt the gun. - float bspeed; - float t = 1; - float s = time * autocvar_cl_bobmodel_speed; - if (clonground) - { - if (time - hitgroundtime < 0.2) - { - // just hit the ground, speed the bob back up over the next 0.2 seconds - t = time - hitgroundtime; - t = bound(0, t, 0.2); - t *= 5; - } - } - else - { - // recently left the ground, slow the bob down over the next 0.2 seconds - t = time - lastongroundtime; - t = 0.2 - bound(0, t, 0.2); - t *= 5; - } - bspeed = xyspeed * 0.01; - vector gunorg = '0 0 0'; - gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t; - gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t; - - this.origin += gunorg; - } + this.origin += bobmodel_ofs(view); } .vector viewmodel_origin, viewmodel_angles; @@ -293,7 +283,7 @@ void viewmodel_animate(entity this) void viewmodel_draw(entity this) { - if(!activeweapon) + if(!activeweapon || !autocvar_r_drawviewmodel) return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; @@ -321,19 +311,21 @@ void viewmodel_draw(entity this) { static string name_last; string name = wep.mdl; - if (name != name_last) + bool swap = name != name_last; + // if (swap) { name_last = name; - CL_WeaponEntity_SetModel(this, name); + CL_WeaponEntity_SetModel(this, name, swap); this.viewmodel_origin = this.origin; this.viewmodel_angles = this.angles; } anim_update(this); - if (!this.animstate_override) + if (!this.animstate_override && !this.animstate_looping) anim_set(this, this.anim_idle, true, false, false); } float f = 0; // 0..1; 0: fully active - float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR); + float rate = STAT(WEAPONRATEFACTOR); + float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0; if (eta <= 0) f = this.weapon_eta_last; else switch (this.state) { @@ -364,94 +356,77 @@ void viewmodel_draw(entity this) entity viewmodel; STATIC_INIT(viewmodel) { viewmodel = new(viewmodel); - make_pure(viewmodel); } -entity porto; -vector polyline[16]; -void Porto_Draw(entity this) +void Porto_Draw(entity this); +STATIC_INIT(Porto) { - vector p, dir, ang, q, nextdir; - float portal_number, portal1_idx; - - if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL) - return; - if(WEP_CVAR(porto, secondary)) - return; - if(intermission == 1) - return; - if(intermission == 2) - return; - if (STAT(HEALTH) <= 0) - return; + entity e = new_pure(porto); + e.draw = Porto_Draw; + e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; +} - dir = view_forward; +const int polyline_length = 16; +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; - if(angles_held_status) + vector pos = view_origin; + vector dir = view_forward; + if (angles_held_status) { makevectors(angles_held); dir = v_forward; } - p = view_origin; - - polyline[0] = p; - int idx = 1; - portal_number = 0; - nextdir = dir; + polyline[0] = pos; - for (;;) + 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; ) { - dir = nextdir; - traceline(p, p + 65536 * dir, true, porto); - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - return; - nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal - p = trace_endpos; - polyline[idx] = p; - ++idx; - if(idx >= 16) - return; - if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) - continue; - ++portal_number; - ang = vectoangles2(trace_plane_normal, dir); - ang.x = -ang.x; - makevectors(ang); - if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) - return; - if(portal_number == 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) { - portal1_idx = idx; - if(portal_number >= 2) - break; + n += 1; + continue; } - } - - while(idx >= 2) - { - p = polyline[idx-2]; - q = polyline[idx-1]; - if(idx == 2) - p = p - view_up * 16; - if(idx-1 >= portal1_idx) + if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) { - Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin); + n = max(2, idx); + break; } - else + // check size { - Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin); + 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; + } } - --idx; + 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); } -} - -void Porto_Init() -{ - porto = new(porto); - make_pure(porto); - porto.draw = Porto_Draw; - porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } float drawtime; @@ -616,12 +591,8 @@ const float SHOTTYPE_HITENEMY = 4; void TrueAim_Init() { - trueaim = new(trueaim); - make_pure(trueaim); - trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - trueaim_rifle = new(trueaim_rifle); - make_pure(trueaim_rifle); - trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; + (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; + (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; } float EnemyHitCheck() @@ -781,8 +752,6 @@ 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) @@ -797,12 +766,12 @@ 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); } } @@ -867,7 +836,7 @@ void HitSound() // 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; @@ -877,16 +846,93 @@ 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; } } -void HUD_Crosshair() -{SELFPARAM(); +vector crosshair_getcolor(entity this, float health_stat) +{ static float rainbow_last_flicker; static vector rainbow_prev_color; - entity e = this; + vector wcross_color = '0 0 0'; + switch(autocvar_crosshair_color_special) + { + case 1: // crosshair_color_per_weapon + { + if(this != WEP_Null) + { + wcross_color = this.wpcolor; + break; + } + else { goto normalcolor; } + } + + case 2: // crosshair_color_by_health + { + float x = health_stat; + + //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; + } + + case 3: // crosshair_color_rainbow + { + 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; + } +LABEL(normalcolor) + default: { wcross_color = stov(autocvar_crosshair_color); break; } + } + + return wcross_color; +} + +void HUD_Crosshair(entity this) +{ float f, i, j; vector v; if(!scoreboard_active && !camera_active && intermission != 2 && @@ -898,7 +944,7 @@ void HUD_Crosshair() if (hud != HUD_NORMAL) { - HUD_Crosshair_Vehicle(); + HUD_Crosshair_Vehicle(this); return; } @@ -943,6 +989,7 @@ 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; @@ -966,77 +1013,7 @@ void HUD_Crosshair() wcross_name = strcat("gfx/crosshair", wcross_style); // MAIN CROSSHAIR COLOR DECISION - switch(autocvar_crosshair_color_special) - { - case 1: // crosshair_color_per_weapon - { - if(e) - { - wcross_color = e.wpcolor; - break; - } - else { goto normalcolor; } - } - - case 2: // crosshair_color_by_health - { - float x = 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; - } - - case 3: // crosshair_color_rainbow - { - 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; } - } + wcross_color = crosshair_getcolor(e, STAT(HEALTH)); if(autocvar_crosshair_effect_scalefade) { @@ -1339,11 +1316,12 @@ void HUD_Crosshair() } } -void HUD_Draw() +void HUD_Draw(entity this) { + 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)) { @@ -1369,11 +1347,12 @@ void HUD_Draw() HUD_Main(); HUD_DrawScoreboard(); + HUD_Scale_Disable(); } // crosshair goes VERY LAST UpdateDamage(); - HUD_Crosshair(); + HUD_Crosshair(this); HitSound(); } @@ -1391,7 +1370,8 @@ int lasthud; float vh_notice_time; void WaypointSprite_Load(); void CSQC_UpdateView(float w, float h) -{SELFPARAM(); +{ENGINE_EVENT(); + TC(int, w); TC(int, h); entity e; float fov; float f; @@ -1410,6 +1390,8 @@ void CSQC_UpdateView(float w, float h) lasthud = hud; + HUD_Scale_Disable(); + if(autocvar__hud_showbinds_reload) // menu can set this one { db_close(binddb); @@ -1422,6 +1404,10 @@ 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(!isdemo() && 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); @@ -1446,7 +1432,7 @@ void CSQC_UpdateView(float w, float h) if(myteam != prev_myteam) { myteamcolors = colormapPaletteColor(myteam, 1); - FOREACH(hud_panels, true, LAMBDA(it.update_time = time)); + FOREACH(hud_panels, true, it.update_time = time); prev_myteam = myteam; } @@ -1475,7 +1461,7 @@ void CSQC_UpdateView(float w, float h) { 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; + entity gen = NULL; float vehicle_viewdist = 0; vector vehicle_viewofs = '0 0 0'; @@ -1492,20 +1478,20 @@ void CSQC_UpdateView(float w, float h) if(ons_roundlost) { - FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA( + 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(self) || (!autocvar_cl_orthoview && ons_roundlost)) + if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost)) { eventchase_running = true; entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); if(!local_player) - local_player = self; // fall back! + 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); @@ -1524,7 +1510,7 @@ void CSQC_UpdateView(float w, float h) if(view_offset) { - WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self); + WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this); if(trace_fraction == 1) { current_view_origin += view_offset; } else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); } } @@ -1553,14 +1539,14 @@ void CSQC_UpdateView(float w, float h) makevectors(view_angles); vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); - WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self); + WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this); // If the boxtrace fails, revert back to line tracing. if(!local_player.viewloc) if(trace_startsolid) { eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); - WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self); + WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this); setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z))); } else { setproperty(VF_ORIGIN, trace_endpos); } @@ -1861,7 +1847,7 @@ void CSQC_UpdateView(float w, float h) mousepos = mousepos*0.5 + getmousepos(); */ - FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it))); + FOREACH_ENTITY(it.draw, it.draw(it)); addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); renderscene(); @@ -2191,13 +2177,13 @@ void CSQC_UpdateView(float w, float h) } else */ // draw 2D entities - FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it))); + FOREACH_ENTITY(it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); Debug_Draw(); scoreboard_active = HUD_WouldDrawScoreboard(); - HUD_Draw(); + HUD_Draw(this); // this parameter for deep vehicle function if(NextFrameCommand) {