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 last_health, last_spectatee;\r
float view_set;\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, pickup_flash_time;\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 stomachsplash_alpha;\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 eventchase_current_distance;\r
+float helper_pause, helper_health;\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(helper_pause <= time)\r
+ if(!intermission && !respawned && spectatee_status >= 0 && getstati(STAT_HEALTH) > 0 && !getstati(STAT_VORE_EATEN))\r
+ {\r
+ if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
+ {\r
+ if(!helper_health)\r
+ {\r
+ sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
+ helper_health = TRUE;\r
+ helper_pause = time + cvar("cl_helper_pause");\r
+ }\r
+ }\r
+ else if(helper_health)\r
+ helper_health = FALSE;\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
vid_conheight = cvar("vid_conheight");\r
vid_pixelheight = cvar("vid_pixelheight");\r
\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
R_SetView(VF_FOV, GetCurrentFov(fov));\r
\r
// Camera for demo playback\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
if(self.draw2d)\r
self.draw2d();\r
self = e;\r
+ Draw_ShowNames_All();\r
\r
// draw radar\r
if(\r
if(cvar("viewsize") < 120)\r
CSQC_common_hud();\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 = getstati(STAT_VORE_LOAD);\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
if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
{\r
// crosshair goes VERY LAST\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
wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
}\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
-\r
if(shottype == SHOTTYPE_HITENEMY)\r
wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
if(shottype == SHOTTYPE_HITTEAM)\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