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;
}
UpdateDamage();
HUD_Crosshair(this);
HitSound();
+ Local_Notification_Queue_Process();
}
void ViewLocation_Mouse()
// 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(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;
}
}
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();