showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
}
-STATIC_INIT(Porto)
-{
- entity e = new_pure(porto);
- e.draw = Porto_Draw;
- IL_PUSH(g_drawables, e);
- e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
-}
-
-const int polyline_length = 16;
-.vector polyline[polyline_length];
-void Porto_Draw(entity this)
-{
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- entity wepent = viewmodels[slot];
-
- if (wepent.activeweapon != WEP_PORTO) continue;
- if (spectatee_status) continue;
- if (WEP_CVAR(porto, secondary)) continue;
- if (intermission == 1) continue;
- if (intermission == 2) continue;
- if (STAT(HEALTH) <= 0) continue;
-
- vector pos = view_origin;
- vector dir = view_forward;
- makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
- pos += v_right * -wepent.movedir.y
- + v_up * wepent.movedir.z;
-
- if (wepent.angles_held_status)
- {
- makevectors(wepent.angles_held);
- dir = v_forward;
- }
-
- wepent.polyline[0] = pos;
-
- int portal_number = 0, portal1_idx = 1, portal_max = 2;
- int n = 1 + 2; // 2 lines == 3 points
- for (int idx = 0; idx < n && idx < polyline_length - 1; )
- {
- traceline(pos, pos + 65536 * dir, true, this);
- dir = reflect(dir, trace_plane_normal);
- pos = trace_endpos;
- wepent.polyline[++idx] = pos;
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
- {
- n += 1;
- continue;
- }
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- n = max(2, idx);
- break;
- }
- // check size
- {
- vector ang = vectoangles2(trace_plane_normal, dir);
- ang.x = -ang.x;
- makevectors(ang);
- if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
- {
- n = max(2, idx);
- break;
- }
- }
- portal_number += 1;
- if (portal_number >= portal_max) break;
- if (portal_number == 1) portal1_idx = idx;
- }
- for (int idx = 0; idx < n - 1; ++idx)
- {
- vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
- if (idx == 0) p -= view_up * 16; // line from player
- vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
- Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
- }
- }
-}
-
float drawtime;
float avgspeed;
vector GetCurrentFov(float fov)
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;
switch(wepent.activeweapon) // WEAPONTODO
{
- case WEP_TUBA: // no aim
- case WEP_PORTO: // shoots from eye
- case WEP_NEXBALL: // shoots from eye
- case WEP_HOOK: // no trueaim
- case WEP_MORTAR: // toss curve
- return SHOTTYPE_HITWORLD;
case WEP_VORTEX:
case WEP_OVERKILL_NEX:
case WEP_VAPORIZER:
lasthud = hud;
+ // TODO maybe don't send cvar values until the menu is open
+ // TODO remove CheckSendCvars from menu code (it seems broken anyway)
+ // TODO remove references to sendcvar from cvar descriptions
+ // TODO stop server from requesting cvar values to the client on connection as it's no longer necessary
+
+ ReplicateVars(false);
+ if (ReplicateVars_NOT_SENDING())
+ ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
+
HUD_Scale_Disable();
if(autocvar__hud_showbinds_reload) // menu can set this one
R_EndPolygon();
}
- if(autocvar_cl_reticle)
+ if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
{
string reticle_image = string_null;
bool wep_zoomed = false;