X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=qcsrc%2Fclient%2FView.qc;h=5868c56b0640dcadec702cf9f4de690d038ccc1c;hb=2e5b35f90664d0dd15e371d81895216589362e3c;hp=f1ba9abfde0f30860099e4e41237845b8040e580;hpb=30b10531b2a91c90b25120a5b339f04f35135eb0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index f1ba9abfd..5868c56b0 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -137,7 +137,7 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here + if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -274,7 +274,7 @@ float TrueAimCheck() case WEP_MINSTANEX: mv = MOVE_NORMAL; break; - case WEP_SNIPERRIFLE: + case WEP_RIFLE: ta = trueaim_rifle; mv = MOVE_NORMAL; if(zoomscript_caught) @@ -342,7 +342,6 @@ void CSQC_common_hud(void); void PostInit(void); void CSQC_Demo_Camera(); float HUD_WouldDrawScoreboard(); -float view_set; float camera_mode; float reticle_type; string NextFrameCommand; @@ -430,7 +429,7 @@ void CSQC_UpdateView(float w, float h) // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { - if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission)) + if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission) { // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). // Ideally, there should be another way to enable third person cameras, such as through R_SetView() @@ -448,13 +447,24 @@ void CSQC_UpdateView(float w, float h) // pass 1, used to check where the camera would go and obtain the trace_fraction eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance; - traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self); + WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self); // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1); - - R_SetView(VF_ORIGIN, eventchase_target_origin); - R_SetView(VF_ANGLES, view_angles); + WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self); + + R_SetView(VF_ORIGIN, trace_endpos); + R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); + + vector o, corner0, corner1, corner2, corner3, nearclip; + nearclip = '0 0 1' * (cvar("r_nearclip") * 1.125); + corner0 = cs_unproject('0 0 0' + nearclip); + corner1 = cs_unproject('1 0 0' * cvar("vid_conwidth") + nearclip); + corner2 = cs_unproject('0 1 0' * cvar("vid_conheight") + nearclip); + corner3 = cs_unproject('1 0 0' * cvar("vid_conwidth") + '0 1 0' * cvar("vid_conheight") + nearclip); + o = trace_endpos; + o = o + WarpZone_FixNearClip(trace_endpos, corner0, corner1, corner2, corner3); + R_SetView(VF_ORIGIN, o); } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code { @@ -464,16 +474,12 @@ void CSQC_UpdateView(float w, float h) } // Render the Scene - if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission)) - { - view_origin = pmove_org + vo; - view_angles = input_angles; - makevectors(view_angles); - view_forward = v_forward; - view_right = v_right; - view_up = v_up; - view_set = 1; - } + view_origin = R_SetView3fv(VF_ORIGIN); + view_angles = R_SetView3fv(VF_ANGLES); + makevectors(view_angles); + view_forward = v_forward; + view_right = v_right; + view_up = v_up; #ifdef BLURTEST if(time > blurtest_time0 && time < blurtest_time1) @@ -558,6 +564,8 @@ void CSQC_UpdateView(float w, float h) // ALWAYS Clear Current Scene First R_ClearScene(); + R_SetView(VF_ORIGIN, view_origin); + R_SetView(VF_ANGLES, view_angles); // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this R_SetView(VF_SIZE, vf_size); @@ -683,11 +691,11 @@ void CSQC_UpdateView(float w, float h) // the view to go back to normal, so reticle_type would become 0 as we fade out) if(spectatee_status || getstati(STAT_HEALTH) <= 0) reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators - else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) + else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught)) reticle_type = 2; // nex zoom else if(button_zoom || zoomscript_caught) reticle_type = 1; // normal zoom - else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2) + else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2) reticle_type = 2; // nex zoom if (reticle_type) @@ -773,7 +781,7 @@ void CSQC_UpdateView(float w, float h) drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); } - if(autocvar_hud_damage) + if(autocvar_hud_damage && !autocvar_chase_active) { splash_size_x = max(vid_conwidth, vid_conheight); splash_size_y = max(vid_conwidth, vid_conheight); @@ -861,6 +869,7 @@ void CSQC_UpdateView(float w, float h) if(self.draw2d) self.draw2d(); self = e; + Draw_ShowNames_All(); scoreboard_active = HUD_WouldDrawScoreboard(); @@ -903,7 +912,7 @@ void CSQC_UpdateView(float w, float h) CSQC_common_hud(); // crosshair goes VERY LAST - if(!scoreboard_active && !camera_active && intermission != 2) { + if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) { string wcross_style; float wcross_alpha, wcross_resolution; wcross_style = autocvar_crosshair; @@ -1185,8 +1194,8 @@ void CSQC_UpdateView(float w, float h) // 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_SNIPERRIFLE) && (weapon_clipsize == 80)) - ring_image = "gfx/crosshair_ring_sniperrifle.tga"; + if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) + ring_image = "gfx/crosshair_ring_rifle.tga"; else ring_image = "gfx/crosshair_ring.tga"; }