vector p, dir, ang, q, nextdir;
float idx, portal_number, portal1_idx;
- if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
+ if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+ return;
+ if(g_balance_porto_secondary)
return;
if(intermission == 1)
return;
{
float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
float velocityzoom, curspeed;
+ vector v;
zoomsensitivity = autocvar_cl_zoomsensitivity;
zoomfactor = autocvar_cl_zoomfactor;
makevectors(view_angles);
- if(autocvar_cl_velocityzoom)
+ if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
{
+ v = pmove_vel;
+ if(csqcplayer)
+ v = csqcplayer.velocity;
+
switch(autocvar_cl_velocityzoom_type)
{
- case 3: curspeed = max(0, v_forward * pmove_vel); break;
- case 2: curspeed = (v_forward * pmove_vel); break;
- case 1: default: curspeed = vlen(pmove_vel); break;
+ case 3: curspeed = max(0, v_forward * v); break;
+ case 2: curspeed = (v_forward * v); break;
+ case 1: default: curspeed = vlen(v); break;
}
velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
float EnemyHitCheck()
{
- float t;
+ float t, n;
wcross_origin = project_3d_to_2d(trace_endpos);
wcross_origin_z = 0;
- if(trace_networkentity < 1)
+ if(trace_ent)
+ n = trace_ent.entnum;
+ else
+ n = trace_networkentity;
+ if(n < 1)
return SHOTTYPE_HITWORLD;
- if(trace_networkentity > maxclients)
+ if(n > maxclients)
return SHOTTYPE_HITWORLD;
- t = GetPlayerColor(trace_networkentity - 1);
+ t = GetPlayerColor(n - 1);
if(teamplay)
if(t == myteam)
return SHOTTYPE_HITTEAM;
#define BUTTON_3 4
#define BUTTON_4 8
+float cl_notice_run();
void CSQC_UpdateView(float w, float h)
{
entity e;
vector vf_size, vf_min;
float a;
+ execute_next_frame();
+
+ ++framecount;
+
hud = getstati(STAT_HUD);
if(checkextension("DP_CSQC_MINFPS_QUALITY"))
}
}
- if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
+ float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
+ float e2 = (autocvar_hud_powerup != 0);
+ if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
{
// enable or disable rendering types if they are used or not
- if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
- if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
-
+ if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
+ if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
+
// blur postprocess handling done first (used by hud_damage and hud_contents)
if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
{
cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
old_sharpen_intensity = 0;
}
+
+ if(cvar("r_glsl_postprocess") == 0)
+ cvar_set("r_glsl_postprocess", "2");
}
+ else if(cvar("r_glsl_postprocess") == 2)
+ cvar_set("r_glsl_postprocess", "0");
if(menu_visible)
menu_show();
- /*if(gametype == GAME_CTF)
+ /*if(gametype == MAPINFO_TYPE_CTF)
{
ctf_view();
} else */
//else
{
- if(gametype == GAME_FREEZETAG)
+ if(gametype == MAPINFO_TYPE_FREEZETAG)
{
if(getstati(STAT_FROZEN))
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
CSQC_common_hud();
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
+ if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
+ {
+ if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ return;
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
{
vector wcross_color_old;
wcross_color_old = wcross_color;
- if(autocvar_crosshair_dot_color != "0")
+
+ if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
wcross_color = stov(autocvar_crosshair_dot_color);
+
CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
- // FIXME why don't we use wcross_alpha here?
+ // FIXME why don't we use wcross_alpha here?cl_notice_run();
wcross_color = wcross_color_old;
}
}
CSQC_RAPTOR_HUD();
else if(hud == HUD_BUMBLEBEE)
CSQC_BUMBLE_HUD();
+ else if(hud == HUD_BUMBLEBEE_GUN)
+ CSQC_BUMBLE_GUN_HUD();
}
+
+ cl_notice_run();
+
// 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);
{
// do some accuracy var caching
float i;
- if(!(gametype == GAME_RACE || gametype == GAME_CTS))
+ if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
{
if(autocvar_accuracy_color_levels != acc_color_levels)
{
acc_lev[i] = stof(argv(i)) / 100.0;
}
// let know that acc_col[] needs to be loaded
- acc_col_x[0] = -1;
+ acc_col[0] = '-1 0 0';
}
HUD_Main(); // always run these functions for alpha checks