#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
-#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/viewloc.qh>
#include <common/mapobjects/trigger/viewloc.qh>
#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
float autocvar_cl_viewmodel_scale;
-float autocvar_cl_viewmodel_alpha;
+float autocvar_cl_viewmodel_alpha = 1;
bool autocvar_cl_bobmodel;
float autocvar_cl_bobmodel_speed;
else
setsensitivityscale(1);
- if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
+ if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
{
if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
curspeed = 0;
}
// this function must match W_SetupShot!
-float zoomscript_caught;
bool minigame_wasactive;
-vector wcross_origin;
-float wcross_scale_prev, wcross_alpha_prev;
-vector wcross_color_prev;
-float wcross_scale_goal_prev, wcross_alpha_goal_prev;
-vector wcross_color_goal_prev;
-float wcross_changedonetime;
-
-string wcross_name_goal_prev, wcross_name_goal_prev_prev;
-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;
-
-const float SHOTTYPE_HITTEAM = 1;
-const float SHOTTYPE_HITOBSTRUCTION = 2;
-const float SHOTTYPE_HITWORLD = 3;
-const float SHOTTYPE_HITENEMY = 4;
-
-void TrueAim_Init()
-{
- (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-}
-
-float EnemyHitCheck()
-{
- float t, n;
- wcross_origin = project_3d_to_2d(trace_endpos);
- wcross_origin.z = 0;
- if(trace_ent)
- n = trace_ent.entnum;
- else
- n = trace_networkentity;
- if(n < 1)
- return SHOTTYPE_HITWORLD;
- if(n > maxclients)
- return SHOTTYPE_HITWORLD;
- t = entcs_GetTeam(n - 1);
- if(teamplay)
- if(t == myteam)
- return SHOTTYPE_HITTEAM;
- if(t == NUM_SPECTATOR)
- return SHOTTYPE_HITWORLD;
- return SHOTTYPE_HITENEMY;
-}
-
-float TrueAimCheck(entity wepent)
-{
- if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
- return SHOTTYPE_HITWORLD;
-
- float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
- vector vecs, trueaimpoint, w_shotorg;
- vector mi, ma, dv;
- float shottype;
- entity ta;
- float mv;
-
- mi = ma = '0 0 0';
- ta = trueaim;
- mv = MOVE_NOMONSTERS;
-
- switch(wepent.activeweapon) // WEAPONTODO
- {
- case WEP_VORTEX:
- case WEP_OVERKILL_NEX:
- case WEP_VAPORIZER:
- mv = MOVE_NORMAL;
- break;
- case WEP_RIFLE:
- ta = trueaim_rifle;
- mv = MOVE_NORMAL;
- if(zoomscript_caught)
- {
- tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
- return EnemyHitCheck();
- }
- break;
- case WEP_DEVASTATOR: // projectile has a size!
- mi = '-3 -3 -3';
- ma = '3 3 3';
- break;
- case WEP_FIREBALL: // projectile has a size!
- mi = '-16 -16 -16';
- ma = '16 16 16';
- break;
- case WEP_SEEKER: // projectile has a size!
- mi = '-2 -2 -2';
- ma = '2 2 2';
- break;
- case WEP_ELECTRO: // projectile has a size!
- mi = '0 0 -3';
- ma = '0 0 -3';
- break;
- }
-
- vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
-
- vecs = decompressShotOrigin(STAT(SHOTORG));
-
- traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
- trueaimpoint = trace_endpos;
- // move trueaimpoint a little bit forward to make the final tracebox reliable
- // since it sometimes doesn't reach a teammate by a hair
- trueaimpoint += view_forward;
-
- if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
- trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
-
- if(vecs.x > 0)
- vecs.y = -vecs.y;
- else
- vecs = '0 0 0';
-
- dv = view_right * vecs.y + view_up * vecs.z;
- w_shotorg = traceorigin + dv;
-
- // now move the vecs forward as much as requested if possible
- tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
- w_shotorg = trace_endpos - view_forward * nudge;
-
- tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
- shottype = EnemyHitCheck();
- if(shottype != SHOTTYPE_HITWORLD)
- return shottype;
-
-#if 0
- // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
- // or rather, I know why, but see no fix
- if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
- // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
- return SHOTTYPE_HITOBSTRUCTION;
-#endif
-
- return SHOTTYPE_HITWORLD;
-}
-
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
-float reticle_type;
string NextFrameCommand;
vector freeze_org, freeze_ang;
entity nightvision_noise, nightvision_noise2;
-const float MAX_TIME_DIFF = 5;
-float pickup_crosshair_time, pickup_crosshair_size;
-float hitindication_crosshair_size;
-float use_vortex_chargepool;
-
float myhealth, myhealth_prev;
float myhealth_flash;
{
if(hud != HUD_BUMBLEBEE_GUN)
{
- Vehicle info = Vehicles_from(hud);
+ Vehicle info = REGISTRY_GET(Vehicles, hud);
vehicle_viewdist = info.height;
vehicle_viewofs = info.view_ofs;
if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
}
}
-void HUD_Crosshair_Vehicle(entity this)
-{
- if(hud != HUD_BUMBLEBEE_GUN)
- {
- Vehicle info = Vehicles_from(hud);
- info.vr_crosshair(info, this);
- }
-}
-
vector damage_blurpostprocess, content_blurpostprocess;
-float unaccounted_damage = 0;
void UpdateDamage()
{
// accumulate damage with each stat update
}
}
-vector crosshair_getcolor(entity this, float health_stat)
-{
- static float rainbow_last_flicker;
- static vector rainbow_prev_color;
- vector wcross_color = '0 0 0';
- switch(autocvar_crosshair_color_special)
- {
- case 1: // crosshair_color_per_weapon
- {
- if(this != WEP_Null && hud == HUD_NORMAL)
- {
- wcross_color = this.wpcolor;
- break;
- }
- else { goto normalcolor; }
- }
-
- case 2: // crosshair_color_by_health
- {
- vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
- float hp = floor(v.x + 1);
-
- //x = red
- //y = green
- //z = blue
-
- wcross_color.z = 0;
-
- if(hp > 200)
- {
- wcross_color.x = 0;
- wcross_color.y = 1;
- }
- else if(hp > 150)
- {
- wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
- wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
- }
- else if(hp > 100)
- {
- wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
- wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
- wcross_color.z = 1 - (hp-100)*0.02;
- }
- else if(hp > 50)
- {
- wcross_color.x = 1;
- wcross_color.y = 1;
- wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
- }
- else if(hp > 20)
- {
- wcross_color.x = 1;
- wcross_color.y = (hp-20)*90/27/100;
- wcross_color.z = (hp-20)*90/27/100 * 0.2;
- }
- else
- {
- wcross_color.x = 1;
- wcross_color.y = 0;
- }
- break;
- }
-
- case 3: // crosshair_color_rainbow
- {
- 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;
- }
-LABEL(normalcolor)
- default: { wcross_color = stov(autocvar_crosshair_color); break; }
- }
-
- return wcross_color;
-}
-
-void HUD_Crosshair(entity this)
-{
- float f, i, j;
- vector v;
- if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
- spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
- !HUD_MinigameMenu_IsOpened() )
- {
- if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
- return;
-
- if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
- return;
-
- if (hud != HUD_NORMAL)
- {
- HUD_Crosshair_Vehicle(this);
- return;
- }
-
- string wcross_style;
- float wcross_alpha, wcross_resolution;
- wcross_style = autocvar_crosshair;
- if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
- wcross_style = autocvar_crosshair_2d;
- if (wcross_style == "0")
- return;
- wcross_resolution = autocvar_crosshair_size;
- if (wcross_resolution == 0)
- return;
- wcross_alpha = autocvar_crosshair_alpha;
- if (wcross_alpha == 0)
- return;
-
- // TrueAim check
- float shottype;
-
- // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
- if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
- wcross_origin = viewloc_mousepos;
- else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
- {
- vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
- if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
- {
- traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
- float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
- if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
- csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
- else
- csqcplayer.alpha = csqcplayer.m_alpha;
- }
- traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
- wcross_origin = project_3d_to_2d(trace_endpos);
- }
- else
- wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
- wcross_origin.z = 0;
- if(autocvar_crosshair_hittest)
- {
- vector wcross_oldorigin;
- entity thiswep = viewmodels[0]; // TODO: unhardcode
- wcross_oldorigin = wcross_origin;
- shottype = TrueAimCheck(thiswep);
- if(shottype == SHOTTYPE_HITWORLD)
- {
- v = wcross_origin - wcross_oldorigin;
- v.x /= vid_conwidth;
- v.y /= vid_conheight;
- if(vdist(v, >, 0.01))
- shottype = SHOTTYPE_HITOBSTRUCTION;
- }
- if(!autocvar_crosshair_hittest_showimpact)
- wcross_origin = wcross_oldorigin;
- }
- else
- shottype = SHOTTYPE_HITWORLD;
-
- vector wcross_color = '0 0 0', wcross_size = '0 0 0';
- string wcross_name = "";
- float wcross_scale, wcross_blur;
-
- entity e = WEP_Null;
- if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
- {
- entity wepent = viewmodels[0]; // TODO: unhardcode
- e = wepent.switchingweapon;
- if(e)
- {
- if(autocvar_crosshair_per_weapon)
- {
- // WEAPONTODO: access these through some general settings (with non-balance config settings)
- //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- //if (wcross_resolution == 0)
- //return;
-
- //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- wcross_resolution *= e.w_crosshair_size;
- wcross_name = e.w_crosshair;
- }
- }
- }
-
- if(wcross_name == "")
- wcross_name = strcat("gfx/crosshair", wcross_style);
-
- // MAIN CROSSHAIR COLOR DECISION
- wcross_color = crosshair_getcolor(e, STAT(HEALTH));
-
- if(autocvar_crosshair_effect_scalefade)
- {
- wcross_scale = wcross_resolution;
- wcross_resolution = 1;
- }
- else
- {
- wcross_scale = 1;
- }
-
- if(autocvar_crosshair_pickup)
- {
- float stat_pickup_time = 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(pickup_crosshair_size > 0)
- pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
- else
- pickup_crosshair_size = 0;
-
- wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
- }
-
- // todo: make crosshair hit indication dependent on damage dealt
- 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(unaccounted_damage)
- {
- hitindication_crosshair_size = 1;
- }
-
- if(hitindication_crosshair_size > 0)
- hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
- else
- hitindication_crosshair_size = 0;
-
- wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
- wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
- wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
- wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
- }
-
- // no effects needed for targeting enemies, this can't possibly span all valid targets!
- // just show for teammates to give a sign that they're an invalid target
- //if(shottype == SHOTTYPE_HITENEMY)
- //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
- if(shottype == SHOTTYPE_HITTEAM)
- wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
-
- 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(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
- {
- wcross_name_changestarttime = time;
- wcross_name_changedonetime = time + f;
- if(wcross_name_goal_prev_prev)
- strunzone(wcross_name_goal_prev_prev);
- wcross_name_goal_prev_prev = wcross_name_goal_prev;
- wcross_name_goal_prev = strzone(wcross_name);
- wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
- wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
- wcross_resolution_goal_prev = wcross_resolution;
- }
-
- wcross_scale_goal_prev = wcross_scale;
- wcross_alpha_goal_prev = wcross_alpha;
- wcross_color_goal_prev = wcross_color;
-
- if(spectatee_status == 0 && (shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active)))
- {
- wcross_blur = 1;
- wcross_alpha *= 0.75;
- }
- else
- wcross_blur = 0;
- // *_prev is at time-frametime
- // * is at wcross_changedonetime+f
- // what do we have at time?
- if(time < wcross_changedonetime)
- {
- f = frametime / (wcross_changedonetime - time + frametime);
- wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
- wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
- wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
- }
-
- wcross_scale_prev = wcross_scale;
- wcross_alpha_prev = wcross_alpha;
- wcross_color_prev = wcross_color;
-
- MUTATOR_CALLHOOK(UpdateCrosshair);
-
- wcross_scale *= 1 - autocvar__menu_alpha;
- wcross_alpha *= 1 - autocvar__menu_alpha;
- wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
-
- if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
- {
- // crosshair rings for weapon stats
- if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
- {
- // declarations and stats
- float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
- string ring_image = string_null, ring_inner_image = string_null;
- vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
-
- ring_scale = autocvar_crosshair_ring_size;
-
- entity wepent = viewmodels[0]; // TODO: unhardcode
-
- int weapon_clipload = wepent.clip_load;
- int weapon_clipsize = wepent.clip_size;
-
- float arc_heat = wepent.arc_heat_percent;
- float vcharge = wepent.vortex_charge;
- float vchargepool = wepent.vortex_chargepool_ammo;
- float oknex_charge_ = wepent.oknex_charge;
- float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
-
- if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- vortex_charge_movingavg = vcharge;
-
- // handle the values
- if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
- {
- if (vchargepool || use_vortex_chargepool) {
- use_vortex_chargepool = 1;
- ring_inner_value = vchargepool;
- } else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = vcharge;
- ring_alpha = autocvar_crosshair_ring_vortex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
- {
- if (oknex_chargepool_ || use_vortex_chargepool) {
- use_vortex_chargepool = 1;
- ring_inner_value = oknex_chargepool_;
- } else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = oknex_charge_;
- ring_alpha = autocvar_crosshair_ring_vortex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
- {
- ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
- {
- ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
- ring_alpha = autocvar_crosshair_ring_hagar_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
- else 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;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
-
- // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
- // if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
- ring_image = "gfx/crosshair_ring_rifle.tga";
- else
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
- {
- ring_value = arc_heat;
- ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
- arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
- ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
-
- // if in weapon switch animation, fade ring out/in
- if(autocvar_crosshair_effect_time > 0)
- {
- f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
- if (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
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
-
- if (ring_value)
- DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
- }
-
-#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
- MACRO_BEGIN \
- vector scaled_sz = sz * wcross_size; \
- if(wcross_blur > 0) \
- { \
- for(i = -2; i <= 2; ++i) \
- for(j = -2; j <= 2; ++j) \
- M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
- } \
- else \
- { \
- M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
- } \
- MACRO_END
-
-#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
- drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
-
-#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
- CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
-
- if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
- {
- f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
- wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
- f = 1 - f;
- }
- else
- {
- f = 1;
- }
- wcross_name_alpha_goal_prev = f;
-
- wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
- if(autocvar_crosshair_dot)
- {
- 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?
- wcross_color = wcross_color_old;
- }
- }
- }
- else
- {
- wcross_scale_prev = 0;
- wcross_alpha_prev = 0;
- wcross_scale_goal_prev = 0;
- wcross_alpha_goal_prev = 0;
- wcross_changedonetime = 0;
- strfree(wcross_name_goal_prev);
- strfree(wcross_name_goal_prev_prev);
- wcross_name_changestarttime = 0;
- wcross_name_changedonetime = 0;
- wcross_name_alpha_goal_prev = 0;
- wcross_name_alpha_goal_prev_prev = 0;
- wcross_resolution_goal_prev = 0;
- wcross_resolution_goal_prev_prev = 0;
- }
-}
-
const int MAX_SPECIALCOMMAND = 15;
vector specialcommand_slots[MAX_SPECIALCOMMAND];
vector specialcommand_colors[MAX_SPECIALCOMMAND];
{
slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
slot.y = 1; // start it off 0 so we can use it
- slot.z = floor(random() * Weapons_MAX);
+ slot.z = floor(random() * REGISTRY_MAX(Weapons));
sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
vector newcolor = randomvec() * 2;
newcolor.x = bound(0.4, newcolor.x, 1);
vector splash_size = '0 0 0';
splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- entity wep = Weapons_from(slot.z);
+ entity wep = REGISTRY_GET(Weapons, slot.z);
if(wep == WEP_Null)
drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
else
viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
//float cursor_alpha = 1 - autocvar__menu_alpha;
+ //cursor_type = CURSOR_NORMAL;
//draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
}
if(!autocvar_hud_cursormode)
update_mousepos();
+ cursor_type = CURSOR_NORMAL;
if(autocvar__hud_configure)
HUD_Panel_Mouse();
else
tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
//tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+ R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
tc_11 = tc_01 + tc_10 - tc_00;
- R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+ R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
R_PolygonVertex('0 0 0', tc_00, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
R_EndPolygon();
}
-void DrawReticle(entity this)
-{
- if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
- {
- reticle_type = 0;
- return;
- }
-
- float is_dead = (STAT(HEALTH) <= 0);
- string reticle_image = string_null;
- bool wep_zoomed = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- entity wepe = viewmodels[slot];
- Weapon wep = wepe.activeweapon;
- if(wep != WEP_Null && wep.wr_zoom)
- {
- bool do_zoom = wep.wr_zoom(wep, NULL);
- if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
- reticle_image = wep.w_reticle;
- wep_zoomed += do_zoom;
- }
- }
- // 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
- // the view to go back to normal, so reticle_type would become 0 as we fade out)
- if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
- {
- // no zoom reticle while dead
- reticle_type = 0;
- }
- else if(wep_zoomed && autocvar_cl_reticle_weapon)
- {
- if(reticle_image) { reticle_type = 2; }
- else { reticle_type = 0; }
- }
- else if(button_zoom || zoomscript_caught)
- {
- // normal zoom
- reticle_type = 1;
- }
-
- if(reticle_type)
- {
- vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
- if(autocvar_cl_reticle_stretch)
- {
- reticle_size.x = vid_conwidth;
- reticle_size.y = vid_conheight;
- reticle_pos.x = 0;
- reticle_pos.y = 0;
- }
- else
- {
- reticle_size.x = max(vid_conwidth, vid_conheight);
- reticle_size.y = max(vid_conwidth, vid_conheight);
- reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
- reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
- }
-
- float f = (zoomscript_caught) ? 1 : current_zoomfraction;
-
- if(f)
- {
- switch(reticle_type)
- {
- case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
- case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
- }
- }
- }
-}
-
// visual overlay while in liquids
// provides some effects to the postprocessing function
void HUD_Contents()
void View_Lock()
{
- if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
- {
+ int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened()));
+ if (lock_type == 0)
+ lock_type = autocvar_cl_lockview;
+
+ // lock_type 1: lock origin and angles
+ // lock_type 2: lock only origin
+ if(lock_type >= 1)
setproperty(VF_ORIGIN, freeze_org);
- setproperty(VF_ANGLES, freeze_ang);
- }
else
- {
freeze_org = getpropertyvec(VF_ORIGIN);
+ if(lock_type == 1)
+ setproperty(VF_ANGLES, freeze_ang);
+ else
freeze_ang = getpropertyvec(VF_ANGLES);
- }
}
void View_DemoCamera()
vid_width = vf_size.x;
vid_height = vf_size.y;
+ ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
+
WaypointSprite_Load();
CSQCPlayer_SetCamera();
current_player = player_localnum;
myteam = entcs_GetTeam(current_player);
- ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
-
// abused multiple places below
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
renderscene();
- // now switch to 2D drawing mode by calling a 2D drawing function
- // then polygon drawing will draw as 2D stuff, and NOT get queued until the
- // next R_RenderScene call
- drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+ // Now the the scene has been rendered, begin with the 2D drawing functions
View_NightVision();
DrawReticle(local_player);