#include "announcer.qh"
-#include "hook.qh"
#include "hud/all.qh"
#include "mapvoting.qh"
#include "scoreboard.qh"
#include "../common/constants.qh"
#include "../common/debug.qh"
#include "../common/mapinfo.qh"
-#include "../common/gamemodes/all.qh"
-#include "../common/physics.qh"
+#include <common/gamemodes/all.qh>
+#include "../common/physics/player.qh"
#include "../common/stats.qh"
#include "../common/triggers/target/music.qh"
#include "../common/teams.qh"
-#include "../common/vehicles/all.qh"
-#include "../common/weapons/all.qh"
+#include <common/vehicles/all.qh>
+#include <common/weapons/all.qh>
#include "../common/viewloc.qh"
#include "../common/minigames/cl_minigames.qh"
#include "../common/minigames/cl_minigames_hud.qh"
float autocvar_cl_bobmodel_up;
float autocvar_cl_followmodel;
-float autocvar_cl_followmodel_side_speed;
-float autocvar_cl_followmodel_side_highpass;
-float autocvar_cl_followmodel_side_highpass1;
-float autocvar_cl_followmodel_side_limit;
-float autocvar_cl_followmodel_side_lowpass;
-float autocvar_cl_followmodel_up_speed;
-float autocvar_cl_followmodel_up_highpass;
-float autocvar_cl_followmodel_up_highpass1;
-float autocvar_cl_followmodel_up_limit;
-float autocvar_cl_followmodel_up_lowpass;
+float autocvar_cl_followmodel_speed = 0.3;
+float autocvar_cl_followmodel_limit = 135;
+float autocvar_cl_followmodel_velocity_lowpass = 0.05;
+float autocvar_cl_followmodel_highpass = 0.05;
+float autocvar_cl_followmodel_lowpass = 0.03;
+bool autocvar_cl_followmodel_velocity_absolute;
float autocvar_cl_leanmodel;
-float autocvar_cl_leanmodel_side_speed;
-float autocvar_cl_leanmodel_side_highpass;
-float autocvar_cl_leanmodel_side_highpass1;
-float autocvar_cl_leanmodel_side_lowpass;
-float autocvar_cl_leanmodel_side_limit;
-float autocvar_cl_leanmodel_up_speed;
-float autocvar_cl_leanmodel_up_highpass;
-float autocvar_cl_leanmodel_up_highpass1;
-float autocvar_cl_leanmodel_up_lowpass;
-float autocvar_cl_leanmodel_up_limit;
-
-#define lowpass(value, frac, ref_store, ret) do \
+float autocvar_cl_leanmodel_speed = 0.3;
+float autocvar_cl_leanmodel_limit = 30;
+float autocvar_cl_leanmodel_highpass1 = 0.2;
+float autocvar_cl_leanmodel_highpass = 0.2;
+float autocvar_cl_leanmodel_lowpass = 0.05;
+
+#define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
+#define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
{ \
- float __frac = bound(0, frac, 1); \
- ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
-} while (0)
+ ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
+} MACRO_END
-#define lowpass_limited(value, frac, limit, ref_store, ret) do \
+#define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
{ \
float __ignore; lowpass(value, frac, ref_store, __ignore); \
ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
-} while (0)
+} MACRO_END
-#define highpass(value, frac, ref_store, ret) do \
+#define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
{ \
- float __f; lowpass(value, frac, ref_store, __f); \
+ float __f = 0; lowpass(value, frac, ref_store, __f); \
ret = (value) - __f; \
-} while (0)
+} MACRO_END
-#define highpass_limited(value, frac, limit, ref_store, ret) do \
+#define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
{ \
- float __f; lowpass_limited(value, frac, limit, ref_store, __f); \
+ float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
ret = (value) - __f; \
-} while (0)
+} MACRO_END
-#define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
+#define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
- lowpass(value.x, fracx, ref_store.x, ref_out.x); \
- lowpass(value.y, fracy, ref_store.y, ref_out.y); \
- lowpass(value.z, fracz, ref_store.z, ref_out.z); \
-} while (0)
+ lowpass(value.x, frac, ref_store.x, ref_out.x); \
+ lowpass(value.y, frac, ref_store.y, ref_out.y); \
+} MACRO_END
-#define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
+#define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
{ \
- highpass(value.x, fracx, ref_store.x, ref_out.x); \
- highpass(value.y, fracy, ref_store.y, ref_out.y); \
- highpass(value.z, fracz, ref_store.z, ref_out.z); \
-} while (0)
+ highpass(value.x, frac, ref_store.x, ref_out.x); \
+ highpass(value.y, frac, ref_store.y, ref_out.y); \
+} MACRO_END
-#define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) do \
+#define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
{ \
- highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
- highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
- highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
-} while (0)
+ highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
+ highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
+} MACRO_END
+
+#define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ lowpass(value.x, frac, ref_store.x, ref_out.x); \
+ lowpass(value.y, frac, ref_store.y, ref_out.y); \
+ lowpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
+
+#define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
+{ \
+ highpass(value.x, frac, ref_store.x, ref_out.x); \
+ highpass(value.y, frac, ref_store.y, ref_out.y); \
+ highpass(value.z, frac, ref_store.z, ref_out.z); \
+} MACRO_END
void viewmodel_animate(entity this)
{
static float prevtime;
- float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
+ float frametime = (time - prevtime);
prevtime = time;
if (autocvar_chase_active) return;
bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
static bool oldonground;
static float hitgroundtime;
- static float lastongroundtime;
if (clonground)
{
float f = time; // cl.movecmd[0].time
if (!oldonground)
hitgroundtime = f;
- lastongroundtime = f;
}
oldonground = clonground;
- vector gunorg = '0 0 0', gunangles = '0 0 0';
- static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
bool teleported = view.csqcmodel_teleported;
- // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
- if (teleported)
+ float frac;
+ if(autocvar_cl_followmodel)
+ {
+ vector gunorg = '0 0 0';
+ static vector vel_average;
+ static vector gunorg_prev = '0 0 0';
+ static vector gunorg_adjustment_highpass;
+ static vector gunorg_adjustment_lowpass;
+
+ vector vel;
+ if(autocvar_cl_followmodel_velocity_absolute)
+ vel = view.velocity;
+ else
+ {
+ vector forward, right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ vel.x = view.velocity * forward;
+ vel.y = view.velocity * right * -1;
+ vel.z = view.velocity * up;
+ }
+
+ vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
+ vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
+ vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
+
+ frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
+ lowpass3(vel, frac, vel_average, gunorg);
+
+ gunorg *= -autocvar_cl_followmodel_speed * 0.042;
+
+ // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+ // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+ frac = avg_factor(autocvar_cl_followmodel_highpass);
+ highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
+ frac = avg_factor(autocvar_cl_followmodel_lowpass);
+ lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
+
+ if(autocvar_cl_followmodel_velocity_absolute)
+ {
+ vector fixed_gunorg;
+ vector forward, right = '0 0 0', up = '0 0 0';
+ MAKEVECTORS(makevectors, view_angles, forward, right, up);
+ fixed_gunorg.x = gunorg * forward;
+ fixed_gunorg.y = gunorg * right * -1;
+ fixed_gunorg.z = gunorg * up;
+ gunorg = fixed_gunorg;
+ }
+
+ this.origin += gunorg;
+ }
+
+ if(autocvar_cl_leanmodel)
{
- // try to fix the first highpass; result is NOT
- // perfect! TODO find a better fix
+ vector gunangles = '0 0 0';
+ static vector gunangles_prev = '0 0 0';
+ static vector gunangles_highpass = '0 0 0';
+ static vector gunangles_adjustment_highpass;
+ static vector gunangles_adjustment_lowpass;
+
+ if (teleported)
+ gunangles_prev = view_angles;
+
+ // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+ gunangles_highpass += gunangles_prev;
+ PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
+ YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
+ ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
+ frac = avg_factor(autocvar_cl_leanmodel_highpass1);
+ highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
gunangles_prev = view_angles;
- gunorg_prev = view_origin;
- }
-
- static vector gunorg_highpass = '0 0 0';
-
- // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
- gunorg_highpass += gunorg_prev;
- highpass3_limited(view_origin,
- frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
- frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
- frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
- gunorg_highpass, gunorg);
- gunorg_prev = view_origin;
- gunorg_highpass -= gunorg_prev;
-
- static vector gunangles_highpass = '0 0 0';
-
- // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
- gunangles_highpass += gunangles_prev;
- PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
- YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
- ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
- highpass3_limited(view_angles,
- frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
- frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
- 0, 0,
- gunangles_highpass, gunangles);
- gunangles_prev = view_angles;
- gunangles_highpass -= gunangles_prev;
-
- // 3. calculate the RAW adjustment vectors
- gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
- gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
- gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
-
- PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
- YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
- ROLL(gunangles) = 0;
-
- static vector gunorg_adjustment_highpass;
- static vector gunorg_adjustment_lowpass;
- static vector gunangles_adjustment_highpass;
- static vector gunangles_adjustment_lowpass;
-
- // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
- // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
- highpass3(gunorg,
- frametime * autocvar_cl_followmodel_side_highpass,
- frametime * autocvar_cl_followmodel_side_highpass,
- frametime * autocvar_cl_followmodel_up_highpass,
- gunorg_adjustment_highpass, gunorg);
- lowpass3(gunorg,
- frametime * autocvar_cl_followmodel_side_lowpass,
- frametime * autocvar_cl_followmodel_side_lowpass,
- frametime * autocvar_cl_followmodel_up_lowpass,
- gunorg_adjustment_lowpass, gunorg);
- // we assume here: PITCH = 0, YAW = 1, ROLL = 2
- highpass3(gunangles,
- frametime * autocvar_cl_leanmodel_up_highpass,
- frametime * autocvar_cl_leanmodel_side_highpass,
- 0,
- gunangles_adjustment_highpass, gunangles);
- lowpass3(gunangles,
- frametime * autocvar_cl_leanmodel_up_lowpass,
- frametime * autocvar_cl_leanmodel_side_lowpass,
- 0,
- gunangles_adjustment_lowpass, gunangles);
+ gunangles_highpass -= gunangles_prev;
+
+ PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
+ YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
+
+ // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+ frac = avg_factor(autocvar_cl_leanmodel_highpass);
+ highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
+ frac = avg_factor(autocvar_cl_leanmodel_lowpass);
+ lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
+
+ gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
+ this.angles += gunangles;
+ }
+
float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
// vertical view bobbing code
{
// calculate for swinging gun model
// the gun bobs when running on the ground, but doesn't bob when you're in the air.
- // Sajt: I tried to smooth out the transitions between bob and no bob, which works
- // for the most part, but for some reason when you go through a message trigger or
- // pick up an item or anything like that it will momentarily jolt the gun.
- vector forward, right, up;
- float bspeed;
- float t = 1;
- float s = time * autocvar_cl_bobmodel_speed;
+ static float bobmodel_scale = 0;
+ static float time_ofs = 0; // makes the effect always restart in the same way
if (clonground)
{
- if (time - hitgroundtime < 0.2)
- {
- // just hit the ground, speed the bob back up over the next 0.2 seconds
- t = time - hitgroundtime;
- t = bound(0, t, 0.2);
- t *= 5;
- }
+ if (time - hitgroundtime > 0.05)
+ bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
}
else
+ bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
+ if(bobmodel_scale && xyspeed)
{
- // recently left the ground, slow the bob down over the next 0.2 seconds
- t = time - lastongroundtime;
- t = 0.2 - bound(0, t, 0.2);
- t *= 5;
- }
- bspeed = xyspeed * 0.01;
- MAKEVECTORS(makevectors, view_angles, forward, right, up);
- float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
- gunorg += bobr * right;
- float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
- gunorg += bobu * up;
- }
- vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
- v.z = gunorg.z;
- this.origin += v;
- gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
- this.angles += gunangles;
+ float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
+ float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
+ vector gunorg = '0 0 0';
+ gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
+ gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
+
+ this.origin += gunorg;
+ }
+ else
+ time_ofs = time;
+ }
}
.vector viewmodel_origin, viewmodel_angles;
void viewmodel_draw(entity this)
{
+ if(!activeweapon)
+ return;
int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
float a = this.alpha;
- int c = stof(getplayerkeyvalue(current_player, "colors"));
- vector g;
+ static bool wasinvehicle;
+ bool invehicle = player_localentnum > maxclients;
+ if (invehicle) a = -1;
+ else if (wasinvehicle) a = 1;
+ wasinvehicle = invehicle;
Weapon wep = activeweapon;
- if (!(g = wep.wr_glow(wep))) g = colormapPaletteColor(c & 0x0F, true) * 2;
+ int c = stof(getplayerkeyvalue(current_player, "colors"));
+ vector g = weaponentity_glowmod(wep, c);
entity me = CSQCModel_server2csqc(player_localentnum - 1);
int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
| EF_NODEPTHTEST)
e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
e.glowmod = g;
e.csqcmodel_effects = fx;
- WITH(entity, self, e, CSQCModel_Effects_Apply());
+ CSQCModel_Effects_Apply(e);
}
{
static string name_last;
STATIC_INIT(viewmodel) {
viewmodel = new(viewmodel);
make_pure(viewmodel);
- viewmodel.draw = viewmodel_draw;
}
entity porto;
traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
trueaimpoint = trace_endpos;
- if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
+ if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
if(vecs.x > 0)
float eventchase_current_distance;
float eventchase_running;
-bool WantEventchase()
-{SELFPARAM();
+bool WantEventchase(entity this)
+{
if(autocvar_cl_orthoview)
return false;
if(intermission)
return true;
- if(self.viewloc)
+ if(this.viewloc)
return true;
if(spectatee_status >= 0)
{
if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
return true;
- if(MUTATOR_CALLHOOK(WantEventchase, self))
+ if(MUTATOR_CALLHOOK(WantEventchase, this))
return true;
if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
return true;
if(autocvar_cl_eventchase_death == 2)
{
// don't stop eventchase once it's started (even if velocity changes afterwards)
- if(self.velocity == '0 0 0' || eventchase_running)
+ if(this.velocity == '0 0 0' || eventchase_running)
return true;
}
else return true;
{
if(hud != HUD_BUMBLEBEE_GUN)
{
- Vehicle info = get_vehicleinfo(hud);
+ Vehicle info = Vehicles_from(hud);
info.vr_crosshair(info);
}
}
{SELFPARAM();
static float rainbow_last_flicker;
static vector rainbow_prev_color;
- entity e = self;
+ entity e = this;
float f, i, j;
vector v;
if(!scoreboard_active && !camera_active && intermission != 2 &&
}
#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
- do \
- { \
+ MACRO_BEGIN { \
if(wcross_blur > 0) \
{ \
for(i = -2; i <= 2; ++i) \
{ \
M(0,0,sz,wcross_name,wcross_alpha); \
} \
- } \
- while(0)
+ } MACRO_END
#define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
void HUD_Draw()
{
- vector rgb = '0 0 0';
- float a = 1;
if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
{
- rgb = MUTATOR_ARGV(0, vector);
- a = MUTATOR_ARGV(0, float);
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
}
else if(STAT(FROZEN))
{
- rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
+ drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
}
- drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
if(!intermission)
if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
{
else
view_quality = 1;
- button_attack2 = PHYS_INPUT_BUTTON_ATCK2(self);
- button_zoom = PHYS_INPUT_BUTTON_ZOOM(self);
+ button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
+ button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
vf_size = getpropertyvec(VF_SIZE);
vf_min = getpropertyvec(VF_MIN);
float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
entity gen = world;
- if(ons_roundlost)
+ float vehicle_viewdist = 0;
+ vector vehicle_viewofs = '0 0 0';
+
+ if(vehicle_chase)
{
- entity e;
- for(e = world; (e = find(e, classname, "onslaught_generator")); )
+ if(hud != HUD_BUMBLEBEE_GUN)
{
- if(e.health <= 0)
- {
- gen = e;
- break;
- }
+ Vehicle info = Vehicles_from(hud);
+ vehicle_viewdist = info.height;
+ vehicle_viewofs = info.view_ofs;
}
+ }
+
+ if(ons_roundlost)
+ {
+ FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
+ gen = it;
+ break;
+ ));
if(!gen)
- ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
+ ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
}
- if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
+ if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
{
eventchase_running = true;
+ entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+ if(!local_player)
+ local_player = self; // fall back!
+
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
if(ons_roundlost) { current_view_origin = gen.origin; }
// detect maximum viewoffset and use it
vector view_offset = autocvar_cl_eventchase_viewoffset;
- if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
+ if(vehicle_chase)
+ {
+ if(vehicle_viewofs)
+ view_offset = vehicle_viewofs;
+ else
+ view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
+ }
if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
if(view_offset)
// make the camera smooth back
float chase_distance = autocvar_cl_eventchase_distance;
- if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
+ if(vehicle_chase)
+ {
+ if(vehicle_viewofs)
+ chase_distance = vehicle_viewdist;
+ else
+ chase_distance = autocvar_cl_eventchase_vehicle_distance;
+ }
if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
// If the boxtrace fails, revert back to line tracing.
- if(!self.viewloc)
+ if(!local_player.viewloc)
if(trace_startsolid)
{
eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
}
else { setproperty(VF_ORIGIN, trace_endpos); }
- if(!self.viewloc)
+ if(!local_player.viewloc)
setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
}
else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
float ov_furthest = 0;
float dist = 0;
- if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
- if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
+ if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
if(!ov_enabled)
{
ov_enabled = false;
}
+ // 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);
+
// Render the Scene
view_origin = getpropertyvec(VF_ORIGIN);
view_angles = getpropertyvec(VF_ANGLES);
mousepos = mousepos*0.5 + getmousepos();
*/
- FOREACH_ENTITY(it.draw, LAMBDA(WITH(entity, self, it, it.draw(it))));
+ FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
renderscene();
} else */
// draw 2D entities
- FOREACH_ENTITY(it.draw2d, LAMBDA(WITH(entity, self, it, it.draw2d(it))));
+ FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
Draw_ShowNames_All();
Debug_Draw();
HUD_Radar_Mouse();
cl_notice_run();
+ unpause_update();
+ Net_Flush();
// let's reset the view back to normal for the end
setproperty(VF_MIN, '0 0 0');
else
{
tmp = getmousepos() * 0.1;
- if(vlen(tmp)>autocvar_camera_mouse_threshold)
+ if(vdist(tmp, >, autocvar_camera_mouse_threshold))
{
mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));