]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Merge branch 'master' into 'Mario/status_effects'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index 9eeb6246d25883d517665580fa1dd393221de48c..55d2086923c6ca96d22ce26fe81bb16010a2fd55 100644 (file)
@@ -402,7 +402,7 @@ void fpscounter_update()
 
                int channel = MSG_C2S;
                WriteHeader(channel, fpsreport);
-               WriteShort(channel, bound(0, rint(fps), 65535)); // prevent insane fps values
+               WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
        }
 }
 
@@ -856,75 +856,6 @@ void HitSound()
        }
 }
 
-const int MAX_SPECIALCOMMAND = 15;
-vector specialcommand_slots[MAX_SPECIALCOMMAND];
-vector specialcommand_colors[MAX_SPECIALCOMMAND];
-const float SPECIALCOMMAND_SPEED = 150;
-const float SPECIALCOMMAND_TURNSPEED = 2;
-const float SPECIALCOMMAND_SIZE = 0.025;
-const float SPECIALCOMMAND_CHANCE = 0.35;
-float sc_spawntime, sc_changetime;
-vector sc_color = '1 1 1';
-void SpecialCommand()
-{
-       if(!STAT(MOVEVARS_SPECIALCOMMAND))
-               return;
-
-       if(time >= sc_changetime)
-       {
-               sc_changetime = time + 1;
-               sc_color = randomvec() * 1.5;
-               sc_color.x = bound(0.2, sc_color.x, 0.75);
-               sc_color.y = bound(0.2, sc_color.y, 0.75);
-               sc_color.z = bound(0.2, sc_color.z, 0.75);
-       }
-       drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
-
-       if(!precache_pic("gfx/smile"))
-               return; // damn party poopers
-
-       for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
-       {
-               vector slot = specialcommand_slots[j];
-               if(slot.y)
-                       slot.y += SPECIALCOMMAND_SPEED * frametime;
-               //if(slot.z)
-                       //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
-               if(slot.y >= vid_conheight)
-                       slot = '0 0 0';
-
-               if(slot == '0 0 0')
-               {
-                       if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
-                       {
-                               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() * 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);
-                               newcolor.y = bound(0.4, newcolor.y, 1);
-                               newcolor.z = bound(0.4, newcolor.z, 1);
-                               specialcommand_colors[j] = newcolor;
-                       }
-               }
-               else
-               {
-                       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 = 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
-                               drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-                       //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
-               }
-
-               specialcommand_slots[j] = slot;
-       }
-}
-
 void HUD_Draw(entity this)
 {
        // if we don't know gametype and scores yet avoid drawing the scoreboard
@@ -982,7 +913,6 @@ void HUD_Draw(entity this)
                }
 
        // crosshair goes VERY LAST
-       SpecialCommand();
        UpdateDamage();
        HUD_Crosshair(this);
        HitSound();