ta = trueaim;\r
mv = MOVE_NOMONSTERS;\r
\r
- switch(activeweapon)\r
- {\r
- case WEP_GRABBER: // no trueaim\r
- }\r
-\r
vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
\r
traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
void PostInit(void);\r
void CSQC_Demo_Camera();\r
float Sbar_WouldDrawScoreboard ();\r
-float view_set;\r
+float last_health, last_spectatee;\r
float camera_mode;\r
float reticle_type;\r
float chase_active_old;\r
float artwork_fade;\r
-float pickup_crosshair_time, pickup_crosshair_size;\r
+float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
+float spawnfov_current;\r
float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
-float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
-float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
-float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
-float volume_modify_changed_1, volume_modify_changed_2;\r
+float old_blurradius, old_bluralpha, old_cartoon_intensity;\r
+float stomachsplash_alpha;\r
float eventchase_current_distance;\r
+float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
+vector freeze_org, freeze_ang;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
float f, i, j;\r
vector v, vo;\r
float a;\r
+ float respawned;\r
\r
vector reticle_pos, reticle_size;\r
vector splash_pos, splash_size;\r
pmove_org = warpzone_fixview_origin - vo;\r
input_angles = warpzone_fixview_angles;\r
\r
+ if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
+ if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
+ respawned = TRUE; // stays true for one frame\r
+\r
+ // helper system\r
+ if(cvar("cl_helper"))\r
+ if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
+ {\r
+ if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
+ {\r
+ // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
+ // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
+ helper_health = TRUE;\r
+ helper_armor = TRUE;\r
+ helper_ammo = TRUE;\r
+ helper_stomachload = TRUE;\r
+ }\r
+ else if(helper_pause <= time)\r
+ {\r
+ // health helper\r
+ if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health"))\r
+ {\r
+ if(cvar("cl_helper_item_health") && !helper_health)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_health = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ helper_ammo = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_health)\r
+ helper_health = FALSE;\r
+\r
+ // armor helper\r
+ if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor"))\r
+ {\r
+ if(cvar("cl_helper_item_armor") && !helper_armor)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_armor = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_armor)\r
+ helper_armor = FALSE;\r
+\r
+ // ammo helper\r
+ if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel"))\r
+ {\r
+ if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_ammo = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_ammo)\r
+ helper_ammo = FALSE;\r
+\r
+ // speed helper\r
+ if(vlen(pmove_vel) >= cvar("cl_helper_item_speed"))\r
+ {\r
+ if(cvar("cl_helper_item_speed") && !helper_speed)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_speed = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_speed)\r
+ helper_speed = FALSE;\r
+\r
+ // stomach load helper\r
+ if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload"))\r
+ {\r
+ if(cvar("cl_helper_item_stomachload") && !helper_stomachload)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_stomachload = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_stomachload)\r
+ helper_stomachload = FALSE;\r
+ }\r
+ }\r
+\r
// event chase camera\r
if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
{\r
- if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
+ if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission && !getstati(STAT_VORE_EATEN)) || intermission)\r
{\r
+ // 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.)\r
+ vector current_view_origin = getpropertyvec(VF_ORIGIN);\r
+ \r
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
- // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
+ // Ideally, there should be another way to enable third person cameras, such as through setproperty()\r
if(!cvar("chase_active"))\r
cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
\r
vector eventchase_target_origin;\r
makevectors(view_angles);\r
// pass 1, used to check where the camera would go and obtain the trace_fraction\r
- eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
-\r
- traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
+ eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;\r
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
// pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
// The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
- eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
+ eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
\r
- R_SetView(VF_ORIGIN, eventchase_target_origin);\r
+ setproperty(VF_ORIGIN, trace_endpos);\r
+ setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));\r
}\r
else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
{\r
}\r
}\r
\r
- // Render the Scene\r
- if(!intermission || !view_set)\r
+ if(frametime)\r
{\r
- view_origin = pmove_org + vo;\r
- view_angles = input_angles;\r
- makevectors(view_angles);\r
- view_forward = v_forward;\r
- view_right = v_right;\r
- view_up = v_up;\r
- view_set = 1;\r
+ float apply_fov;\r
+ apply_fov = cvar("menu_fov");\r
+ if(g_healthsize_center >= 0 && cvar("cl_healthsize_fov") && spectatee_status >= 0)\r
+ apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov");\r
+ if(cvar("fov") != apply_fov)\r
+ cvar_set("fov", ftos(apply_fov));\r
}\r
\r
+ float apply_idlescale;\r
+ if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime)\r
+ {\r
+ apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey");\r
+ if(cvar("v_idlescale") != apply_idlescale)\r
+ cvar_set("v_idlescale", ftos(apply_idlescale));\r
+ }\r
+ if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime)\r
+ {\r
+ apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator");\r
+ if(cvar("v_idlescale") != apply_idlescale)\r
+ cvar_set("v_idlescale", ftos(apply_idlescale));\r
+ }\r
+ if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime)\r
+ {\r
+ apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach");\r
+ if(cvar("v_idlescale") != apply_idlescale)\r
+ cvar_set("v_idlescale", ftos(apply_idlescale));\r
+ }\r
+\r
+ // do lockview after event chase camera so that it still applies whenever necessary.\r
+ if(intermission > 1)\r
+ {\r
+ setproperty(VF_ORIGIN, freeze_org);\r
+ setproperty(VF_ANGLES, freeze_ang);\r
+ }\r
+ else\r
+ {\r
+ freeze_org = getpropertyvec(VF_ORIGIN);\r
+ freeze_ang = getpropertyvec(VF_ANGLES);\r
+ }\r
+\r
+ // Render the Scene\r
+ view_origin = getpropertyvec(VF_ORIGIN);\r
+ view_angles = getpropertyvec(VF_ANGLES);\r
+ makevectors(view_angles);\r
+ view_forward = v_forward;\r
+ view_right = v_right;\r
+ view_up = v_up;\r
+\r
vid_width = w;\r
vid_height = h;\r
\r
// ALWAYS Clear Current Scene First\r
R_ClearScene();\r
\r
+ if(checkextension("DP_CSQC_ROTATEMOVES"))\r
+ {\r
+ setproperty(VF_ORIGIN, view_origin);\r
+ setproperty(VF_ANGLES, view_angles);\r
+ }\r
+\r
// Assign Standard Viewflags\r
// Draw the World (and sky)\r
- R_SetView(VF_DRAWWORLD, 1);\r
+ setproperty(VF_DRAWWORLD, 1);\r
\r
// Set the console size vars\r
vid_conwidth = cvar("vid_conwidth");\r
vid_conheight = cvar("vid_conheight");\r
vid_pixelheight = cvar("vid_pixelheight");\r
\r
- R_SetView(VF_FOV, GetCurrentFov(fov));\r
+ // spawn fov effect\r
+ if(cvar("cl_spawnfov"))\r
+ {\r
+ if(respawned)\r
+ spawnfov_current = 1 + cvar("cl_spawnfov");\r
+\r
+ if(spawnfov_current > 1)\r
+ spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
+ else\r
+ spawnfov_current = 1;\r
+ fov *= spawnfov_current;\r
+ }\r
+\r
+ if(respawned)\r
+ {\r
+ if(g_power_reboot_spawn)\r
+ power_boot = time + g_power_reboot;\r
+ else\r
+ power_boot = time;\r
+ }\r
+\r
+ setproperty(VF_FOV, GetCurrentFov(fov));\r
\r
// Camera for demo playback\r
if(camera_active)\r
// Draw the Crosshair\r
float scoreboard_active;\r
scoreboard_active = Sbar_WouldDrawScoreboard();\r
- R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
+ setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
\r
// Draw the Engine Status Bar (the default Quake HUD)\r
- R_SetView(VF_DRAWENGINESBAR, 0);\r
+ setproperty(VF_DRAWENGINESBAR, 0);\r
\r
// fetch this one only once per frame\r
sbar_showbinds = cvar("sbar_showbinds");\r
liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
incontent = 1;\r
}\r
+ else if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+ {\r
+ liquidalpha = cvar("hud_contents_swallow_alpha");\r
+ liquidcolor = stov(cvar_string("hud_contents_swallow_color"));\r
+ incontent = getstatf(STAT_VORE_PROGRESS_PREY); // based on the swallow progress\r
+ }\r
else\r
{\r
switch(pointcontents(view_origin))\r
\r
contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
- \r
+\r
if(contentavgalpha)\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
\r
else\r
stomachsplash_alpha = 0;\r
}\r
- if(getstati(STAT_HEALTH) <= 0)\r
- stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
\r
- if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
- stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
+ if(respawned)\r
+ stomachsplash_alpha = 0; // we respawned, remove the effect\r
if(spectatee_status == -1)\r
stomachsplash_alpha = 0;\r
\r
{\r
// all of this should be done in the engine eventually\r
\r
+ // disable damage blur when dead, but keep content blur\r
+ if(getstati(STAT_HEALTH) <= 0)\r
+ damage_blurpostprocess = '0 0 0';\r
+\r
// enable or disable rendering types if they are used or not\r
if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
- if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
- cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
+ if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_cartoon") != 0))\r
+ cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_cartoon") != 0));\r
\r
// lets apply the postprocess effects from the previous two functions if needed\r
- if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
+ if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
{\r
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
old_bluralpha = 0;\r
}\r
\r
- float sharpen_intensity;\r
- if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
- sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
- if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
- sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
-\r
- if(cvar("hud_powerup") && sharpen_intensity > 0)\r
+ if(cvar("hud_cartoon"))\r
{\r
- sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
-\r
- if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
+ // When having the strength or invincible powerups, cartoon lines will be white instead of black.\r
+ // As powerup time goes under 5 seconds (warning time), lines will fade from white to nothing then from nothing back to black.\r
+ float cartoon_intensity, cartoon_powerup;\r
+ cartoon_intensity = -cvar("hud_cartoon");\r
+ cartoon_powerup = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 5) + bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 5);\r
+ cartoon_powerup = bound(0, cartoon_powerup, 5);\r
+ if (cartoon_powerup && cvar("chase_active") >= 0) // not while the event chase camera is active\r
+ cartoon_intensity *= 1 - cartoon_powerup / 2.5; // cycle between -1 and 1\r
+\r
+ if(cartoon_intensity != old_cartoon_intensity) // reduce cvar_set spam as much as possible\r
{\r
- cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
- old_sharpen_intensity = sharpen_intensity;\r
+ cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(cartoon_intensity), " ", cvar_string("hud_cartoon_tolerance"), " 0"));\r
+ old_cartoon_intensity = cartoon_intensity;\r
}\r
}\r
else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
{\r
cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
- old_sharpen_intensity = 0;\r
+ old_cartoon_intensity = 0;\r
}\r
}\r
\r
cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
}\r
- if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
+ if(cvar("hud_postprocessing") && !cvar("hud_cartoon"))\r
if(cvar("r_glsl_postprocess_uservec2_enable"))\r
{\r
// don't allow sharpen to get stuck on if we disable the cvar while powered up\r
cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
}\r
\r
- // volume cutting\r
- if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
+ if(cvar("hud_postprocessing"))\r
{\r
- float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
+ // change saturation based on the amount of armor we have\r
+ // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
\r
- if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
+ if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
{\r
- // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
- // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
- // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
+ float saturation;\r
+ saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
+ saturation = bound(0, saturation, 1);\r
\r
- volume_modify_default_1 = cvar("menu_volume");\r
- volume_modify_default_2 = cvar("menu_bgmvolume");\r
-\r
- volume_modify_changed_1 = cvar("menu_volume");\r
- volume_modify_changed_2 = cvar("menu_bgmvolume");\r
+ if(cvar("r_glsl_saturation") != saturation)\r
+ cvar_set("r_glsl_saturation", ftos(saturation));\r
}\r
- else\r
- {\r
- if(spectatee_status == -1 || intermission)\r
- {\r
- volume_modify_1_target = volume_modify_default_1;\r
- volume_modify_2_target = volume_modify_default_2;\r
- }\r
- else if(getstati(STAT_VORE_EATEN))\r
- {\r
- volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
- volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
- }\r
- else\r
- {\r
- volume_modify_1_target = volume_modify_default_1;\r
- volume_modify_2_target = volume_modify_default_2;\r
- }\r
- volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
-\r
- if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
- {\r
- if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
- volume_modify_1 -= volume_modify_fade;\r
- else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
- volume_modify_1 += volume_modify_fade;\r
- else\r
- volume_modify_1 = volume_modify_1_target;\r
-\r
- if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
- volume_modify_2 -= volume_modify_fade;\r
- else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
- volume_modify_2 += volume_modify_fade;\r
- else\r
- volume_modify_2 = volume_modify_2_target;\r
+ else if(cvar("r_glsl_saturation") != 1)\r
+ cvar_set("r_glsl_saturation", "1");\r
+ }\r
\r
- cvar_set("volume", ftos(volume_modify_1));\r
- cvar_set("bgmvolume", ftos(volume_modify_2));\r
- // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
- }\r
- }\r
+ float target_volume;\r
+ if(cvar("cl_vore_cutvolume_sound") && frametime)\r
+ {\r
+ // sound volume cutting\r
+ target_volume = 0;\r
+ if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+ target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
+ else if(getstati(STAT_VORE_EATEN))\r
+ target_volume = 1;\r
+ target_volume = cvar("menu_volume") * (1 - target_volume * cvar("cl_vore_cutvolume_sound"));\r
+\r
+ if(cvar("volume") != target_volume) // reduce cvar_set spam as much as possible\r
+ cvar_set("volume", ftos(target_volume));\r
+ }\r
+ if(cvar("cl_vore_cutvolume_music") && frametime)\r
+ {\r
+ // music volume cutting\r
+ target_volume = 0;\r
+ if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+ target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
+ else if(getstati(STAT_VORE_EATEN))\r
+ target_volume = 1;\r
+ target_volume = cvar("menu_bgmvolume") * (1 - target_volume * cvar("cl_vore_cutvolume_music"));\r
+\r
+ if(cvar("bgmvolume") != target_volume) // reduce cvar_set spam as much as possible\r
+ cvar_set("bgmvolume", ftos(target_volume));\r
}\r
\r
// Draw the mouse cursor\r
if(self.draw2d)\r
self.draw2d();\r
self = e;\r
+ Draw_ShowNames_All();\r
\r
// draw radar\r
if(\r
- ons_showmap\r
+ showmap\r
||\r
(\r
!scoreboard_active\r
&&\r
- cvar_string("cl_teamradar") != "0"\r
+ cvar_string("cl_radar") != "0"\r
&&\r
(\r
- cvar("cl_teamradar") == 2\r
+ cvar("cl_radar") == 2\r
||\r
teamplay\r
)\r
)\r
)\r
- teamradar_view();\r
+ radar_view();\r
\r
// Draw artwork and play intermission music\r
if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
hud = getstati(STAT_HUD);\r
\r
if(cvar("r_letterbox") == 0)\r
- if(cvar("viewsize") < 120)\r
+ if(cvar("viewsize") < 120 && sbar_hudselector)\r
CSQC_common_hud();\r
\r
+ if(sbar_hudselector) // flashes require some HUD components to work\r
+ {\r
+ if(cvar("cl_flash_pickup"))\r
+ if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
+ {\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
+ pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
+ }\r
+ if(cvar("cl_flash_vore"))\r
+ {\r
+ float vore_flash_state;\r
+ if(getstati(STAT_VORE_EATEN))\r
+ vore_flash_state = -1;\r
+ else\r
+ vore_flash_state = hud_total_prey;\r
+\r
+ if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
+ {\r
+ if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+ if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
+ }\r
+\r
+ // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
+ vore_flash_laststate = vore_flash_state;\r
+ }\r
+ if(cvar("cl_flash_respawn"))\r
+ if(respawned)\r
+ localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
+ }\r
+\r
if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
+ if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
{\r
// crosshair goes VERY LAST\r
- if(!scoreboard_active && !ons_showmap && !camera_active) {\r
+ if(!scoreboard_active && !showmap && !camera_active) {\r
// TrueAim check\r
float shottype;\r
// wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
else if(swallow_indicator < 0)\r
wcross_style = "_canswallow_no.tga";\r
else\r
- wcross_style = cvar_string("crosshair");\r
+ {\r
+ // normal crosshair, based on what weapon we have and what firing type we can use\r
+ if(!activeweapon)\r
+ wcross_style = cvar_string("crosshair");\r
+ else if(getstati(STAT_CROSSHAIR_STYLE))\r
+ wcross_style = cvar_string("crosshair_secondary");\r
+ else\r
+ wcross_style = cvar_string("crosshair_primary");\r
+ }\r
\r
if (wcross_style != "0") {\r
vector wcross_color, wcross_size;\r
}\r
}\r
else\r
- {\r
- wcross_color_x = cvar("crosshair_color_red");\r
- wcross_color_y = cvar("crosshair_color_green");\r
- wcross_color_z = cvar("crosshair_color_blue");\r
- }\r
- wcross_alpha = cvar("crosshair_color_alpha");\r
+ wcross_color = stov(cvar_string("crosshair_color"));\r
+ wcross_alpha = cvar("crosshair_alpha");\r
wcross_resolution = cvar("crosshair_size");\r
\r
if(!activeweapon)\r
string w0, h0;\r
w0 = cvar_string("vid_conwidth");\r
h0 = cvar_string("vid_conheight");\r
- //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
- //R_SetView(VF_FOV, '90 90 0');\r
- R_SetView(VF_ORIGIN, '0 0 0');\r
- R_SetView(VF_ANGLES, '0 0 0');\r
- R_SetView(VF_PERSPECTIVE, 1);\r
+ //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');\r
+ //setproperty(VF_FOV, '90 90 0');\r
+ setproperty(VF_ORIGIN, '0 0 0');\r
+ setproperty(VF_ANGLES, '0 0 0');\r
+ setproperty(VF_PERSPECTIVE, 1);\r
makevectors('0 0 0');\r
vector v1, v2;\r
cvar_set("vid_conwidth", "800");\r
localcmd("sendcvar chase_active\n");\r
chase_active_old = cvar("chase_active");\r
}\r
+\r
+ // update some stats to be detected next frame\r
+ last_health = getstati(STAT_HEALTH);\r
+ last_spectatee = spectatee_status;\r
}\r
\r
void Sbar_Draw();\r
current_position = current_origin + current_camera_offset;\r
}\r
\r
- R_SetView(VF_ANGLES, current_angles);\r
- R_SetView(VF_ORIGIN, current_position);\r
+ setproperty(VF_ANGLES, current_angles);\r
+ setproperty(VF_ORIGIN, current_position);\r
}\r