.float weapon_eta_last;
.float weapon_switchdelay;
+.string name_last;
+
void viewmodel_draw(entity this)
{
- if(!activeweapon || !autocvar_r_drawviewmodel)
+ if(!this.activeweapon || !autocvar_r_drawviewmodel)
return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = this.alpha;
if (invehicle) a = -1;
else if (wasinvehicle) a = 1;
wasinvehicle = invehicle;
- Weapon wep = activeweapon;
+ Weapon wep = this.activeweapon;
int c = entcs_GetClientColors(current_player);
- vector g = weaponentity_glowmod(wep, NULL, c);
+ vector g = weaponentity_glowmod(wep, NULL, c, this);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
CSQCModel_Effects_Apply(e);
}
{
- static string name_last;
string name = wep.mdl;
string newname = wep.wr_viewmodel(wep, this);
if(newname)
name = newname;
- bool swap = name != name_last;
+ bool swap = name != this.name_last;
// if (swap)
{
- name_last = name;
+ this.name_last = name;
CL_WeaponEntity_SetModel(this, name, swap);
this.viewmodel_origin = this.origin;
this.viewmodel_angles = this.angles;
setorigin(this, this.origin);
}
-entity viewmodel;
STATIC_INIT(viewmodel) {
- viewmodel = new(viewmodel);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ viewmodels[slot] = new(viewmodel);
}
void Porto_Draw(entity this);
}
const int polyline_length = 16;
-vector polyline[polyline_length];
+.vector polyline[polyline_length];
void Porto_Draw(entity this)
{
- if (activeweapon != WEP_PORTO) return;
- if (spectatee_status) return;
- if (WEP_CVAR(porto, secondary)) return;
- if (intermission == 1) return;
- if (intermission == 2) return;
- if (STAT(HEALTH) <= 0) return;
-
- vector pos = view_origin;
- vector dir = view_forward;
- if (angles_held_status)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- makevectors(angles_held);
- dir = v_forward;
- }
+ entity wepent = viewmodels[slot];
- polyline[0] = pos;
+ 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;
- 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;
- polyline[++idx] = pos;
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
+ vector pos = view_origin;
+ vector dir = view_forward;
+ if (wepent.angles_held_status)
{
- n += 1;
- continue;
+ makevectors(wepent.angles_held);
+ dir = v_forward;
}
- if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
- {
- n = max(2, idx);
- break;
- }
- // check size
+
+ 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; )
{
- 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))
+ 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);
}
- 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 = polyline[idx], q = 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);
}
}
zoomspeed = 3.5;
zoomdir = button_zoom;
+
if(hud == HUD_NORMAL && !spectatee_status)
- if(switchweapon == activeweapon)
- if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
- zoomdir += button_attack2;
+ {
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepent = viewmodels[slot];
+ if(wepent.switchweapon == wepent.activeweapon)
+ if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
+ zoomdir += button_attack2;
+ }
+ }
if(spectatee_status > 0 || isdemo())
{
if(spectatorbutton_zoom)
return SHOTTYPE_HITENEMY;
}
-float TrueAimCheck()
+float TrueAimCheck(entity wepent)
{
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;
ta = trueaim;
mv = MOVE_NOMONSTERS;
- switch(activeweapon) // WEAPONTODO
+ switch(wepent.activeweapon) // WEAPONTODO
{
case WEP_TUBA: // no aim
case WEP_PORTO: // shoots from eye
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
float reticle_type;
-string reticle_image;
string NextFrameCommand;
vector freeze_org, freeze_ang;
{
// varying sound pitch
+ bool have_arc = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepent = viewmodels[slot];
+
+ if(wepent.activeweapon == WEP_ARC)
+ have_arc = true;
+ }
+
static float hitsound_time_prev = 0;
// HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
- float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
{
if (autocvar_cl_hitsound && unaccounted_damage)
if(autocvar_crosshair_hittest)
{
vector wcross_oldorigin;
+ entity thiswep = viewmodels[0]; // TODO: unhardcode
wcross_oldorigin = wcross_origin;
- shottype = TrueAimCheck();
+ shottype = TrueAimCheck(thiswep);
if(shottype == SHOTTYPE_HITWORLD)
{
v = wcross_origin - wcross_oldorigin;
entity e = WEP_Null;
if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
{
- e = switchingweapon;
+ entity wepent = viewmodels[0]; // TODO: unhardcode
+ e = wepent.switchingweapon;
if(e)
{
if(autocvar_crosshair_per_weapon)
weapon_clipload = STAT(WEAPON_CLIPLOAD);
weapon_clipsize = STAT(WEAPON_CLIPSIZE);
- float ok_ammo_charge, ok_ammo_chargepool;
- ok_ammo_charge = STAT(OK_AMMO_CHARGE);
- ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
-
float vortex_charge, vortex_chargepool;
vortex_charge = STAT(VORTEX_CHARGE);
vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
vortex_charge_movingavg = vortex_charge;
+ entity wepent = viewmodels[0]; // TODO: unhardcode
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
if (vortex_chargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (ok_ammo_charge)
- {
- ring_value = ok_ammo_chargepool;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
{
ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
// Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
// if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
ring_image = "gfx/crosshair_ring_rifle.tga";
else
ring_image = "gfx/crosshair_ring.tga";
}
- else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+ else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
{
ring_value = arc_heat;
ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
// 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
- viewmodel_draw(viewmodel);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ viewmodel_draw(viewmodels[slot]);
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
ColorTranslateMode = autocvar_cl_stripcolorcodes;
- // currently switching-to weapon (for crosshair)
- switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
-
- // actually active weapon (for zoom)
- activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
-
- switchweapon = Weapons_from(STAT(SWITCHWEAPON));
-
- if(last_switchweapon != switchweapon)
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- weapontime = time;
- last_switchweapon = switchweapon;
- if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ entity wepent = viewmodels[slot];
+
+ if(wepent.last_switchweapon != wepent.switchweapon)
{
- localcmd("-zoom\n");
- button_zoom = false;
+ weapontime = time;
+ wepent.last_switchweapon = wepent.switchweapon;
+ if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
+ {
+ localcmd("-zoom\n");
+ button_zoom = false;
+ }
+ if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
+ {
+ localcmd("-fire\n");
+ localcmd("-fire2\n");
+ button_attack2 = false;
+ }
}
- if(autocvar_cl_unpress_attack_on_weapon_switch)
+ if(wepent.last_activeweapon != wepent.activeweapon)
{
- localcmd("-fire\n");
- localcmd("-fire2\n");
- button_attack2 = false;
- }
- }
- if(last_activeweapon != activeweapon)
- {
- last_activeweapon = activeweapon;
+ wepent.last_activeweapon = wepent.activeweapon;
- e = activeweapon;
- if(e.netname != "")
- localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
- else
- localcmd("\ncl_hook_activeweapon none\n");
+ e = wepent.activeweapon;
+ if(e.netname != "")
+ localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
+ else if(slot == 0)
+ localcmd("\ncl_hook_activeweapon none\n");
+ }
}
// ALWAYS Clear Current Scene First
if(autocvar_cl_reticle)
{
- Weapon wep = activeweapon;
+ string reticle_image = "";
+ bool wep_zoomed = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepe = viewmodels[slot];
+ Weapon wep = wepe.activeweapon;
+ if(wep != WEP_Null && wep.wr_zoom)
+ {
+ bool do_zoom = wep.wr_zoom(wep, NULL);
+ if(wep.w_reticle && wep.w_reticle != "")
+ reticle_image = wep.w_reticle;
+ wep_zoomed += do_zoom;
+ }
+ }
// Draw the aiming reticle for weapons that use it
// reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
// It must be a persisted float for fading out to work properly (you let go of the zoom button for
// no zoom reticle while dead
reticle_type = 0;
}
- else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
+ else if(wep_zoomed && autocvar_cl_reticle_weapon)
{
- if(reticle_image != "") { reticle_type = 2; }
+ if(reticle_image && reticle_image != "") { reticle_type = 2; }
else { reticle_type = 0; }
}
else if(button_zoom || zoomscript_caught)