float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
float wcross_name_changestarttime, wcross_name_changedonetime;
float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
+
+float wcross_ring_prev;
+
entity trueaim;
entity trueaim_rifle;
float checkfail[16];
+float rainbow_last_flicker;
+vector rainbow_prev_color;
+
#define BUTTON_3 4
#define BUTTON_4 8
float cl_notice_run();
+float prev_myteam;
void CSQC_UpdateView(float w, float h)
{
entity e;
button_attack2 = (input_buttons & BUTTON_3);
button_zoom = (input_buttons & BUTTON_4);
- // FIXME do we need this hack?
- if(isdemo())
- {
- // in demos, input_buttons do not work
- button_zoom = (autocvar__togglezoom == "-");
- }
-
#define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
#endif
myteam = GetPlayerColor(player_localentnum - 1);
+ if(myteam != prev_myteam)
+ {
+ myteamcolors = colormapPaletteColor(myteam, 1);
+ for(i = 0; i < HUD_PANEL_NUM; ++i)
+ hud_panel[i].update_time = time;
+ prev_myteam = myteam;
+ }
+
ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
+ float is_dead = (getstati(STAT_HEALTH) <= 0);
+
+ // FIXME do we need this hack?
+ if(isdemo())
+ {
+ // in demos, input_buttons do not work
+ button_zoom = (autocvar__togglezoom == "-");
+ }
+ else if(button_zoom
+ && autocvar_cl_unpress_zoom_on_death
+ && (spectatee_status >= 0)
+ && (is_dead || intermission))
+ {
+ // no zoom while dead or in intermission please
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
+ if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
{
// 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) + autocvar_cl_eventchase_viewoffset);
HUD_InitScores();
}
- if(last_switchweapon != switchweapon) {
+ if(last_switchweapon != switchweapon)
+ {
weapontime = time;
last_switchweapon = switchweapon;
+ if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = FALSE;
+ }
+ if(autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = FALSE;
+ }
}
- if(last_activeweapon != activeweapon) {
+ if(last_activeweapon != activeweapon)
+ {
last_activeweapon = activeweapon;
e = get_weaponinfo(activeweapon);
// 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
// the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
+ if(spectatee_status || is_dead || hud != HUD_NORMAL)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
reticle_type = 2; // nex zoom
if(getstatf(STAT_REVIVE_PROGRESS))
{
DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
}
}
string wcross_wep = "", wcross_name;
float wcross_scale, wcross_blur;
- if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
+ if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ {
e = get_weaponinfo(switchingweapon);
if (e && e.netname != "")
{
}
}
}
- if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
- wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
- else if(autocvar_crosshair_color_by_health)
- {
- float x = getstati(STAT_HEALTH);
- //x = red
- //y = green
- //z = blue
-
- wcross_color_z = 0;
+ //print(sprintf("crosshair style: %s\n", wcross_style));
+ wcross_name = strcat("gfx/crosshair", wcross_style);
- 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)
+ // MAIN CROSSHAIR COLOR DECISION
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // crosshair_color_per_weapon
{
- wcross_color_x = 1;
- wcross_color_y = 1;
- wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
+ if(wcross_wep != "")
+ {
+ wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
+ break;
+ }
+ else { goto normalcolor; }
}
- else if(x > 20)
+
+ case 2: // crosshair_color_by_health
{
- wcross_color_x = 1;
- wcross_color_y = (x-20)*90/27/100;
- wcross_color_z = (x-20)*90/27/100 * 0.2;
+ float x = getstati(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;
}
- else
+
+ case 3: // crosshair_color_rainbow
{
- wcross_color_x = 1;
- wcross_color_y = 0;
+ 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; }
}
- else
- wcross_color = stov(autocvar_crosshair_color);
-
- wcross_name = strcat("gfx/crosshair", wcross_style);
if(autocvar_crosshair_effect_scalefade)
{
if(autocvar_crosshair_hitindication)
{
- vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+ vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
if(hitindication_crosshair_time < hit_time)
{
if(shottype == SHOTTYPE_HITTEAM)
wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
- f = autocvar_crosshair_effect_speed;
- if(f < 0)
- f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
+ f = fabs(autocvar_crosshair_effect_time);
if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
{
wcross_changedonetime = time + f;
}
// if in weapon switch animation, fade ring out/in
- if(g_weaponswitchdelay > 0)
+ if(autocvar_crosshair_effect_time > 0)
{
- f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
- if(f > 0 && f < 2)
- ring_alpha *= fabs(1 - f);
+ f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+ if not(f < 1)
+ {
+ wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
+ }
+
+ if(wcross_ring_prev)
+ {
+ if(f < 1)
+ ring_alpha *= fabs(1 - bound(0, f, 1));
+ }
+ else
+ {
+ if(f < 1)
+ ring_alpha *= bound(0, f, 1);
+ }
}
if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring