]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge branch 'master' into divVerent/csad
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index 66d7dd31c4b1ae258043002bc381a81109d9ddfc..9ffe5a738c67634732ac4716a6fc8e7ccace8106 100644 (file)
@@ -442,7 +442,7 @@ void CSQC_UpdateView(float w, float h)
                {
                        // 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 = getpropertyvec(VF_ORIGIN);
-                       
+
                        // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
                        // Ideally, there should be another way to enable third person cameras, such as through setproperty()
                        if(!autocvar_chase_active)
@@ -473,9 +473,16 @@ void CSQC_UpdateView(float w, float h)
                        eventchase_current_distance = 0; // start from 0 next time
                }
        }
-       
+       // workaround for camera stuck between player's legs when using chase_active 1
+       // because the engine stops updating the chase_active camera when the game ends
+       else if(intermission)
+       {
+               cvar_settemp("chase_active", "-1");
+               eventchase_current_distance = 0;
+       }
+
        // do lockview after event chase camera so that it still applies whenever necessary.
-       if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
+       if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
        {
                setproperty(VF_ORIGIN, freeze_org);
                setproperty(VF_ANGLES, freeze_ang);
@@ -539,8 +546,8 @@ void CSQC_UpdateView(float w, float h)
                        calledhooks |= HOOK_END;
                }
        }
-       
-  Announcer();
+
+       Announcer();
 
        fov = autocvar_fov;
        if(fov <= 59.5)
@@ -1183,7 +1190,8 @@ void CSQC_UpdateView(float w, float h)
 
                        if(autocvar_crosshair_hitindication)
                        {
-                               vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
+                               vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? 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
@@ -1468,6 +1476,8 @@ void CSQC_UpdateView(float w, float h)
             CSQC_RAPTOR_HUD();
         else if(hud == HUD_BUMBLEBEE)
             CSQC_BUMBLE_HUD();
+        else if(hud == HUD_BUMBLEBEE_GUN)
+            CSQC_BUMBLE_GUN_HUD();
     }
        
        cl_notice_run();