else if(autocvar_cl_spawnzoom && zoomin_effect)
{
float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
-
- current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
+
+ current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
if(current_viewzoom == 1) { zoomin_effect = 0; }
}
setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
else
setsensitivityscale(1);
-
+
makevectors(view_angles);
if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
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
avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
-
+
//print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
}
else
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
- if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
+ if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
{
// apply night vision effect
vector tc_00, tc_01, tc_10, tc_11;
R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
R_EndPolygon();
}
-
+
// Draw the aiming reticle for weapons that use it
// 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
reticle_type = 1; // normal zoom
else if((activeweapon == WEP_NEX) && button_attack2)
reticle_type = 2; // nex zoom
-
+
if(reticle_type && autocvar_cl_reticle)
{
if(autocvar_cl_reticle_stretch)
old_bluralpha = 0;
}
- // edge detection postprocess handling done second (used by hud_powerup)
+ // edge detection postprocess handling done second (used by hud_powerup)
float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
-
+
sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
-
+
if(autocvar_hud_powerup && sharpen_intensity > 0)
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
{
if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
-
+
nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
}
typehit_time = getstatf(STAT_TYPEHIT_TIME);
- if(typehit_time > nextsound_typehit_time)
+ if(typehit_time > nextsound_typehit_time)
{
if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
-
+
nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
}
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
+ if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
return;
-
+
string wcross_style;
float wcross_alpha, wcross_resolution;
wcross_style = autocvar_crosshair;
if(autocvar_crosshair_pickup)
{
float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
-
+
if(pickup_crosshair_time < stat_pickup_time)
{
if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
pickup_crosshair_size = 1;
-
+
pickup_crosshair_time = stat_pickup_time;
}
if(autocvar_crosshair_hitindication)
{
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(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
hitindication_crosshair_size = 1;
-
+
hitindication_crosshair_time = hit_time;
}
// handle the values
if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
{
- if (nex_chargepool || use_nex_chargepool) {
- use_nex_chargepool = 1;
+ if (nex_chargepool || use_nex_chargepool) {
+ use_nex_chargepool = 1;
ring_inner_value = nex_chargepool;
- } else {
+ } else {
nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
+ ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
}
ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_image = "gfx/crosshair_ring.tga";
}
- if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
ring_scale = autocvar_crosshair_ring_reload_size;
if(autocvar_crosshair_effect_time > 0)
{
f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
- if not(f < 1)
+ if (!(f < 1))
{
wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
}
-
+
if(wcross_ring_prev)
{
if(f < 1)
{
vector wcross_color_old;
wcross_color_old = wcross_color;
-
+
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?cl_notice_run();
wcross_color = wcross_color_old;
if(autocvar__hud_configure)
HUD_Panel_Mouse();
-
+
if(hud && !intermission)
- {
+ {
if(hud == HUD_SPIDERBOT)
CSQC_SPIDER_HUD();
else if(hud == HUD_WAKIZASHI)
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);