viewmodels[slot] = new(viewmodel);
}
+float showfps_prevfps;
+float showfps_prevfps_time;
+int showfps_framecounter;
+
+void fpscounter_update()
+{
+ if(!STAT(SHOWFPS))
+ return;
+
+ float currentTime = gettime(GETTIME_REALTIME);
+ showfps_framecounter += 1;
+ if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
+ {
+ showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
+ showfps_framecounter = 0;
+ showfps_prevfps_time = currentTime;
+
+ int channel = MSG_C2S;
+ WriteHeader(channel, fpsreport);
+ WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
+ }
+}
+
+STATIC_INIT(fpscounter_init)
+{
+ float currentTime = gettime(GETTIME_REALTIME);
+ showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
+}
+
void Porto_Draw(entity this);
STATIC_INIT(Porto)
{
ring_scale = autocvar_crosshair_ring_size;
- float weapon_clipload, weapon_clipsize;
- weapon_clipload = STAT(WEAPON_CLIPLOAD);
- weapon_clipsize = STAT(WEAPON_CLIPSIZE);
+ entity wepent = viewmodels[0]; // TODO: unhardcode
- float vortex_charge, vortex_chargepool;
- vortex_charge = STAT(VORTEX_CHARGE);
- vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
+ int weapon_clipload = wepent.clip_load;
+ int weapon_clipsize = wepent.clip_size;
- float arc_heat = STAT(ARC_HEAT);
+ float arc_heat = wepent.arc_heat_percent;
+ float vcharge = wepent.vortex_charge;
+ float vchargepool = wepent.vortex_chargepool_ammo;
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
+ vortex_charge_movingavg = vcharge;
// handle the values
- 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 (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
- if (vortex_chargepool || use_vortex_chargepool) {
+ if (vchargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;
- ring_inner_value = vortex_chargepool;
+ ring_inner_value = vchargepool;
} else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
}
ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
ring_inner_image = "gfx/crosshair_ring_inner.tga";
// draw the outer ring to show the current charge of the weapon
- ring_value = vortex_charge;
+ ring_value = vcharge;
ring_alpha = autocvar_crosshair_ring_vortex_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
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_value = bound(0, wepent.minelayer_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 (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
{
- ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
+ ring_value = bound(0, wepent.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";
vector slot = specialcommand_slots[j];
if(slot.y)
slot.y += SPECIALCOMMAND_SPEED * frametime;
- if(slot.z)
- slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
+ //if(slot.z)
+ //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
if(slot.y >= vid_conheight)
slot = '0 0 0';
{
slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
slot.y = 1; // start it off 0 so we can use it
- slot.z = random();
+ slot.z = floor(random() * Weapons_MAX);
sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
vector newcolor = randomvec() * 2;
newcolor.x = bound(0.4, newcolor.x, 1);
vector splash_size = '0 0 0';
splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
- drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ entity wep = Weapons_from(slot.z);
+ if(wep == WEP_Null)
+ drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
+ else
+ drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
//drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
}
TargetMusic_Advance();
Fog_Force();
+ fpscounter_update();
if(drawtime == 0)
drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps