zoomfactor = 2.5;
zoomspeed = autocvar_cl_zoomspeed;
if(zoomspeed >= 0)
- if(zoomspeed < 0.5 || zoomspeed > 16)
+ if(zoomspeed < 0.5 || zoomspeed > 16)
zoomspeed = 3.5;
zoomdir = button_zoom;
// fteqcc failed twice here already, don't optimize this
}
- if(zoomdir)
- zoomin_effect = 0;
+ if(zoomdir) { zoomin_effect = 0; }
- if(zoomin_effect || camera_active)
+ if(camera_active)
{
current_viewzoom = min(1, current_viewzoom + drawframetime);
}
+ 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 = bound(1 / spawnzoomfactor, current_viewzoom, 1);
+ if(current_viewzoom == 1) { zoomin_effect = 0; }
+ }
else
{
if(zoomspeed < 0) // instant zoom
if(teamplay)
if(t == myteam)
return SHOTTYPE_HITTEAM;
- if(t == COLOR_SPECTATOR)
+ if(t == FL_SPECTATOR)
return SHOTTYPE_HITWORLD;
return SHOTTYPE_HITENEMY;
}
// pro: matches model better
// contra: it's not red because blood is red, but because red is an alarming color, so red should stay
// maybe different reddish pics?
- if(autocvar_chase_active >= 0) // not while the event chase camera is active
+ if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
{
- if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
+ if(autocvar_cl_gentle_damage == 2)
{
- if(autocvar_cl_gentle_damage == 2)
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
{
- if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
- {
- myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
- }
+ myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
}
- else
- myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
-
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
else
- drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+ myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
}
+ else
+ drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
{
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
+ if((damage_blurpostprocess_x || content_blurpostprocess_x))
{
float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
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 && autocvar_chase_active >= 0) // not while the event chase camera is active
+ if(autocvar_hud_powerup && sharpen_intensity > 0)
{
if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
{