#include <common/mapobjects/trigger/viewloc.qh>
#include <common/minigames/cl_minigames.qh>
#include <common/minigames/cl_minigames_hud.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
#include <common/mutators/mutator/status_effects/_mod.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/net_linked.qh>
void viewmodel_animate(entity this)
{
- if (autocvar_chase_active) return;
- if (STAT(HEALTH) <= 0) return;
+ if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
entity view = CSQCModel_server2csqc(player_localentnum - 1);
this.origin += bobmodel_ofs(view);
}
-.vector viewmodel_origin, viewmodel_angles;
.float weapon_nextthink;
.float weapon_eta_last;
.float weapon_switchdelay;
void viewmodel_draw(entity this)
{
- if(!this.activeweapon || !autocvar_r_drawviewmodel)
- return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
int wepskin = this.m_skin;
if (invehicle) a = -1;
Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
- vector g = weaponentity_glowmod(wep, NULL, c, this);
+ vector g = weaponentity_glowmod(wep, c, this);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
{
this.name_last = name;
CL_WeaponEntity_SetModel(this, name, swap);
- this.viewmodel_origin = this.origin;
- this.viewmodel_angles = this.angles;
+ this.origin += autocvar_cl_gunoffset;
}
anim_update(this);
if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
}
}
this.weapon_eta_last = f;
- this.origin = this.viewmodel_origin;
- this.angles = this.viewmodel_angles;
this.angles_x = (-90 * f * f);
viewmodel_animate(this);
MUTATOR_CALLHOOK(DrawViewModel, this);
vector project_3d_to_2d(vector vec)
{
vec = cs_project(vec);
- if(cs_project_is_b0rked > 0)
- {
- vec.x *= vid_conwidth / vid_width;
- vec.y *= vid_conheight / vid_height;
- }
return vec;
}
{
// accumulate damage with each stat update
static float damage_total_prev = 0;
- float damage_total = STAT(DAMAGE_DEALT_TOTAL);
+ float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
damage_total_prev = damage_total;
Hud_Dynamic_Frame();
if(!intermission)
- if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
- {
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
- }
- else if(STAT(FROZEN))
{
- vector col = '0.25 0.90 1';
- float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
- float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
- if(col_fade)
- col += vec3(col_fade, -col_fade, -col_fade);
- drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
+ if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
+ {
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
+ }
+ else if(STAT(FROZEN))
+ {
+ vector col = '0.25 0.90 1';
+ float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
+ float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
+ if(col_fade)
+ col += vec3(col_fade, -col_fade, -col_fade);
+ drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
+ }
}
HUD_Scale_Enable();
if(!intermission)
- if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
- vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
- }
- else if(STAT(CAPTURE_PROGRESS))
- {
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
- }
- else if(STAT(REVIVE_PROGRESS))
- {
- DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
- drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
+ if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
+ {
+ vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
+ else if(STAT(CAPTURE_PROGRESS))
+ {
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
+ else if(STAT(REVIVE_PROGRESS))
+ {
+ DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
+ drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
+ }
}
HUD_Scale_Disable();
if(autocvar_r_letterbox == 0)
+ {
if(autocvar_viewsize < 120)
{
if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
HUD_Main();
HUD_Scale_Disable();
}
+ }
// crosshair goes VERY LAST
UpdateDamage();
HUD_Crosshair(this);
HitSound();
+ Local_Notification_Queue_Process();
}
void ViewLocation_Mouse()
}
// edge detection postprocess handling done second (used by hud_powerup)
- float sharpen_intensity = 0, strength_finished = StatusEffects_gettime(STATUSEFFECT_Strength, g_statuseffects), invincible_finished = StatusEffects_gettime(STATUSEFFECT_Shield, g_statuseffects);
- if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
- if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
+ float sharpen_intensity = 0;
+ FOREACH(StatusEffect, it.instanceOfPowerups,
+ {
+ float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
+ if(powerup_finished > 0)
+ sharpen_intensity += powerup_finished;
+ });
sharpen_intensity = bound(0, ((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.
stats_get();
hud = STAT(HUD);
- ReplicateVars(false);
- if (ReplicateVars_NOT_SENDING())
- ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+ ReplicateVars(REPLICATEVARS_CHECK);
HUD_Scale_Disable();
current_player = player_localnum;
myteam = entcs_GetTeam(current_player);
- // abused multiple places below
entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
if(!local_player)
local_player = this; // fall back!
// run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
// viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- viewmodel_draw(viewmodels[slot]);
+ if(autocvar_r_drawviewmodel)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ if(viewmodels[slot].activeweapon)
+ viewmodel_draw(viewmodels[slot]);
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
if(intermission && !intermission_time)
intermission_time = time;
+ if(STAT(GAME_STOPPED) && !game_stopped_time)
+ game_stopped_time = time;
+ else if(game_stopped_time && !STAT(GAME_STOPPED))
+ game_stopped_time = 0;
+
if(intermission && !isdemo() && !(calledhooks & HOOK_END))
{
if(calledhooks & HOOK_START)
{
+ int gamecount = cvar("cl_matchcount");
localcmd("\ncl_hook_gameend\n");
+ // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
+ // earlier versions of the game abuse the hook to set this cvar
+ localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
+ //cvar_set("cl_matchcount", itos(gamecount + 1));
calledhooks |= HOOK_END;
}
}
+ Welcome_Message_Show_Try();
+
Announcer();
View_CheckButtonStatus();
// Draw the World (and sky)
setproperty(VF_DRAWWORLD, 1);
- // Set the console size vars
vid_conwidth = autocvar_vid_conwidth;
vid_conheight = autocvar_vid_conheight;
vid_pixelheight = autocvar_vid_pixelheight;
View_DemoCamera();
- // Draw the Crosshair
- setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
-
- // Draw the Engine Status Bar (the default Quake HUD)
- setproperty(VF_DRAWENGINESBAR, 0);
-
- // Update the mouse position
- /*
- mousepos_x = vid_conwidth;
- mousepos_y = vid_conheight;
- mousepos = mousepos*0.5 + getmousepos();
- */
+ setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
+ setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
IL_EACH(g_drawables, it.draw, it.draw(it));
Debug_Draw();
#endif
+ if (autocvar__scoreboard_team_selection)
+ {
+ Scoreboard_UI_Enable(1);
+ cvar_set("_scoreboard_team_selection", "0");
+ }
scoreboard_active = Scoreboard_WouldDraw();
HUD_Draw(this); // this parameter for deep vehicle function
NextFrameCommand = string_null;
}
- // we must do this check AFTER a frame was rendered, or it won't work
- if(cs_project_is_b0rked == 0)
- {
- string w0, h0;
- w0 = ftos(autocvar_vid_conwidth);
- h0 = ftos(autocvar_vid_conheight);
- //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
- //setproperty(VF_FOV, '90 90 0');
- setproperty(VF_ORIGIN, '0 0 0');
- setproperty(VF_ANGLES, '0 0 0');
- setproperty(VF_PERSPECTIVE, 1);
- vector forward, right, up;
- MAKE_VECTORS('0 0 0', forward, right, up);
- vector v1, v2;
- cvar_set("vid_conwidth", "800");
- cvar_set("vid_conheight", "600");
- v1 = cs_project(forward);
- cvar_set("vid_conwidth", "640");
- cvar_set("vid_conheight", "480");
- v2 = cs_project(forward);
- if(v1 == v2)
- cs_project_is_b0rked = 1;
- else
- cs_project_is_b0rked = -1;
- cvar_set("vid_conwidth", w0);
- cvar_set("vid_conheight", h0);
- }
-
HUD_Mouse(local_player);
cl_notice_run();