]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Silence a warning
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index c7144372a304b45bdee0cbbcc4036b5681015523..699e2d8ade41b81b6da5922980f2aa4449849009 100644 (file)
@@ -1,8 +1,7 @@
 
 #include "announcer.qh"
 #include "hook.qh"
-#include "hud.qh"
-#include "hud_config.qh"
+#include "hud/all.qh"
 #include "mapvoting.qh"
 #include "scoreboard.qh"
 #include "shownames.qh"
@@ -11,9 +10,9 @@
 #include "mutators/events.qh"
 
 #include "../common/constants.qh"
+#include "../common/debug.qh"
 #include "../common/mapinfo.qh"
 #include "../common/gamemodes/all.qh"
-#include "../common/nades/all.qh"
 #include "../common/stats.qh"
 #include "../common/triggers/target/music.qh"
 #include "../common/teams.qh"
@@ -110,8 +109,8 @@ void Porto_Draw(entity this)
 
 void Porto_Init()
 {
-       porto = spawn();
-       porto.classname = "porto";
+       porto = new(porto);
+       make_pure(porto);
        porto.draw = Porto_Draw;
        porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
 }
@@ -278,11 +277,11 @@ const float SHOTTYPE_HITENEMY = 4;
 
 void TrueAim_Init()
 {
-       trueaim = spawn();
-       trueaim.classname = "trueaim";
+       trueaim = new(trueaim);
+       make_pure(trueaim);
        trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-       trueaim_rifle = spawn();
-       trueaim_rifle.classname = "trueaim_rifle";
+       trueaim_rifle = new(trueaim_rifle);
+       make_pure(trueaim_rifle);
        trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
 }
 
@@ -398,7 +397,7 @@ float TrueAimCheck()
        return SHOTTYPE_HITWORLD;
 }
 
-void PostInit(void);
+void PostInit();
 void CSQC_Demo_Camera();
 float HUD_WouldDrawScoreboard();
 float camera_mode;
@@ -830,7 +829,7 @@ void HUD_Crosshair()
                                vortex_charge = getstatf(STAT_VORTEX_CHARGE);
                                vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
 
-                               float arc_heat = getstatf(STAT_ARC_HEAT);
+                               float arc_heat = STAT(ARC_HEAT);
 
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
                                        vortex_charge_movingavg = vortex_charge;
@@ -1005,10 +1004,18 @@ void HUD_Crosshair()
 
 void HUD_Draw()
 {
-       if(getstati(STAT_FROZEN))
-               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
-       else if (getstatf(STAT_HEALING_ORB)>time)
-               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
+       vector rgb = '0 0 0';
+       float a = 1;
+       if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
+       {
+               rgb = MUTATOR_ARGV(0, vector);
+               a = MUTATOR_ARGV(0, float);
+       }
+       else if(getstati(STAT_FROZEN))
+       {
+               rgb = ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
+       }
+       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
        if(!intermission)
        if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
        {
@@ -1064,6 +1071,7 @@ void CSQC_UpdateView(float w, float h)
 
        ++framecount;
 
+       stats_get();
        hud = getstati(STAT_HUD);
 
        if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
@@ -1387,9 +1395,6 @@ void CSQC_UpdateView(float w, float h)
 
        ColorTranslateMode = autocvar_cl_stripcolorcodes;
 
-       // next WANTED weapon (for HUD)
-       switchweapon = getstati(STAT_SWITCHWEAPON);
-
        // currently switching-to weapon (for crosshair)
        switchingweapon = getstati(STAT_SWITCHINGWEAPON);
 
@@ -1516,13 +1521,11 @@ void CSQC_UpdateView(float w, float h)
 
                if(!nightvision_noise)
                {
-                       nightvision_noise = spawn();
-                       nightvision_noise.classname = "nightvision_noise";
+                       nightvision_noise = new(nightvision_noise);
                }
                if(!nightvision_noise2)
                {
-                       nightvision_noise2 = spawn();
-                       nightvision_noise2.classname = "nightvision_noise2";
+                       nightvision_noise2 = new(nightvision_noise2);
                }
 
                // color tint in yellow
@@ -1797,7 +1800,7 @@ void CSQC_UpdateView(float w, float h)
                }
 
                // 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);
+               float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
                if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
                if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
 
@@ -1823,9 +1826,6 @@ void CSQC_UpdateView(float w, float h)
        else if(cvar("r_glsl_postprocess") == 2)
                cvar_set("r_glsl_postprocess", "0");
 
-       if(menu_visible)
-               menu_show();
-
        /*if(gametype == MAPINFO_TYPE_CTF)
          {
          ctf_view();
@@ -1836,6 +1836,7 @@ void CSQC_UpdateView(float w, float h)
                WITH(entity, self, e, e.draw2d(e));
        }
        Draw_ShowNames_All();
+       Debug_Draw();
 
        scoreboard_active = HUD_WouldDrawScoreboard();