X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=3928ebd786e04427636bd2efd105ed3b45816441;hb=6835a9282dfc4e07327c7e20d9005268dc70945f;hp=2a41ba13c673c601f9134052a5f4cba68425a5ee;hpb=0bf23224a4d38f9a370569ae9083d1b7fa960c5b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index 2a41ba13c..3928ebd78 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -104,7 +104,7 @@ vector GetCurrentFov(float fov) zoomdir = button_zoom; if(hud == HUD_NORMAL) - if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here + if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here zoomdir += button_attack2; if(spectatee_status > 0 || isdemo()) { @@ -162,13 +162,13 @@ vector GetCurrentFov(float fov) else setsensitivityscale(1); - makevectors(view_angles); - - if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too + if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too { if(intermission) { curspeed = 0; } else { + + makevectors(view_angles); v = pmove_vel; if(csqcplayer) v = csqcplayer.velocity; @@ -183,7 +183,7 @@ vector GetCurrentFov(float fov) velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom; - velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1); + velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1); //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging } @@ -269,7 +269,7 @@ float EnemyHitCheck() float TrueAimCheck() { - float nudge = 1; // added to traceline target and subtracted from result + 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; float shottype; @@ -280,15 +280,15 @@ float TrueAimCheck() ta = trueaim; mv = MOVE_NOMONSTERS; - switch(activeweapon) + switch(activeweapon) // WEAPONTODO { case WEP_TUBA: // no aim case WEP_PORTO: // shoots from eye case WEP_HOOK: // no trueaim - case WEP_GRENADE_LAUNCHER: // toss curve + case WEP_MORTAR: // toss curve return SHOTTYPE_HITWORLD; - case WEP_NEX: - case WEP_MINSTANEX: + case WEP_VORTEX: + case WEP_VAPORIZER: mv = MOVE_NORMAL; break; case WEP_RIFLE: @@ -300,7 +300,7 @@ float TrueAimCheck() return EnemyHitCheck(); } break; - case WEP_ROCKET_LAUNCHER: // projectile has a size! + case WEP_DEVASTATOR: // projectile has a size! mi = '-3 -3 -3'; ma = '3 3 3'; break; @@ -365,6 +365,7 @@ float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; float reticle_type; +string reticle_image; string NextFrameCommand; void CSQC_SPIDER_HUD(); void CSQC_RAPTOR_HUD(); @@ -374,10 +375,8 @@ entity nightvision_noise, nightvision_noise2; #define MAX_TIME_DIFF 5 float pickup_crosshair_time, pickup_crosshair_size; -float hit_time, typehit_time; -float nextsound_hit_time, nextsound_typehit_time; -float hitindication_crosshair_time, hitindication_crosshair_size; -float use_nex_chargepool; +float hitindication_crosshair_size; +float use_vortex_chargepool; float myhealth, myhealth_prev; float myhealth_flash; @@ -391,6 +390,30 @@ float contentavgalpha, liquidalpha_prev; vector liquidcolor_prev; float eventchase_current_distance; +float eventchase_running; +float WantEventchase() +{ + if(autocvar_cl_orthoview) + return FALSE; + if(intermission) + return TRUE; + if(spectatee_status >= 0) + { + if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO))) + return TRUE; + if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0)) + { + 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) + return TRUE; + } + else return TRUE; + } + } + return FALSE; +} vector damage_blurpostprocess, content_blurpostprocess; @@ -492,9 +515,10 @@ 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 { - WepSet weapons_stat = WepSet_GetFromStat(); - if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO)))) + if(WantEventchase()) { + eventchase_running = TRUE; + // 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); @@ -535,6 +559,7 @@ void CSQC_UpdateView(float w, float h) } else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code { + eventchase_running = FALSE; cvar_set("chase_active", "0"); eventchase_current_distance = 0; // start from 0 next time } @@ -818,10 +843,7 @@ void CSQC_UpdateView(float w, float h) { // apply night vision effect vector tc_00, tc_01, tc_10, tc_11; - vector rgb; - rgb_x = 0; // fteqcc sucks - rgb_y = 0; // fteqcc sucks - rgb_z = 0; // fteqcc sucks + vector rgb = '0 0 0'; if(!nightvision_noise) { @@ -867,50 +889,64 @@ void CSQC_UpdateView(float w, float h) R_EndPolygon(); } - // 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 - // the view to go back to normal, so reticle_type would become 0 as we fade out) - if(spectatee_status || is_dead || hud != HUD_NORMAL) - reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators - else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || 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) - reticle_type = 2; // nex zoom - - if(reticle_type && autocvar_cl_reticle) + if(autocvar_cl_reticle) { - if(autocvar_cl_reticle_stretch) + // 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 + // the view to go back to normal, so reticle_type would become 0 as we fade out) + if(spectatee_status || is_dead || hud != HUD_NORMAL) { - reticle_size_x = vid_conwidth; - reticle_size_y = vid_conheight; - reticle_pos_x = 0; - reticle_pos_y = 0; + // no zoom reticle while dead + reticle_type = 0; } - else + else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon) { - reticle_size_x = max(vid_conwidth, vid_conheight); - reticle_size_y = max(vid_conwidth, vid_conheight); - reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; - reticle_pos_y = (vid_conheight - reticle_size_y) / 2; + if(reticle_image != "") { reticle_type = 2; } + else { reticle_type = 0; } } - - f = current_zoomfraction; - if(zoomscript_caught) - f = 1; - if(autocvar_cl_reticle_item_normal) + else if(button_zoom || zoomscript_caught) { - if(reticle_type == 1 && f) - drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL); + // normal zoom + reticle_type = 1; } - if(autocvar_cl_reticle_item_nex) + + if(reticle_type) { - if(reticle_type == 2 && f) - drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL); + if(autocvar_cl_reticle_stretch) + { + reticle_size_x = vid_conwidth; + reticle_size_y = vid_conheight; + reticle_pos_x = 0; + reticle_pos_y = 0; + } + else + { + reticle_size_x = max(vid_conwidth, vid_conheight); + reticle_size_y = max(vid_conwidth, vid_conheight); + reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; + reticle_pos_y = (vid_conheight - reticle_size_y) / 2; + } + + if(zoomscript_caught) + f = 1; + else + f = current_zoomfraction; + + if(f) + { + switch(reticle_type) + { + case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break; + case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; + } + } } } + else + { + if(reticle_type != 0) { reticle_type = 0; } + } // improved polyblend @@ -1136,34 +1172,84 @@ void CSQC_UpdateView(float w, float h) scoreboard_active = HUD_WouldDrawScoreboard(); - hit_time = getstatf(STAT_HIT_TIME); - if(hit_time > nextsound_hit_time && autocvar_cl_hitsound) - { - if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. - sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE); + // varying sound pitch - nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time; + // accumulate damage with each stat update + static float unaccounted_damage = 0; + float unaccounted_damage_new = getstati(STAT_DAMAGE_DEALT_TOTAL); + static float damage_dealt_time_prev = 0; + float damage_dealt_time = getstatf(STAT_HIT_TIME); + if (damage_dealt_time != damage_dealt_time_prev) + { + unaccounted_damage += unaccounted_damage_new; + dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n"); } - typehit_time = getstatf(STAT_TYPEHIT_TIME); - if(typehit_time > nextsound_typehit_time) + damage_dealt_time_prev = damage_dealt_time; + + // prevent hitsound when switching spectatee + static float spectatee_status_prev = 0; + if (spectatee_status != spectatee_status_prev) + unaccounted_damage = 0; + spectatee_status_prev = spectatee_status; + + static float hitsound_time_prev = 0; + if (COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time) { - if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old. - sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE); + if (autocvar_cl_hitsound && unaccounted_damage) + { + // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b + float a = autocvar_cl_hitsound_max_pitch; + float b = autocvar_cl_hitsound_min_pitch; + float c = autocvar_cl_hitsound_nom_damage; + float x = unaccounted_damage; + float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b)); + + // if sound variation is disabled, set pitch_shift to 1 + if (autocvar_cl_hitsound == 1) + pitch_shift = 1; + + // if pitch shift is reversed, mirror in (max-min)/2 + min + if (autocvar_cl_hitsound == 3) + { + float mirror_value = (a-b)/2 + b; + pitch_shift = mirror_value + (mirror_value - pitch_shift); + } + + dprint("dmg total (dmg): ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), "), pitch shift: ", ftos(pitch_shift), "\n"); + + // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary + // todo: normalize sound pressure levels? seems unnecessary + + sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0); + } + unaccounted_damage = 0; + hitsound_time_prev = time; + } - nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time; + static float typehit_time_prev = 0; + float typehit_time = getstatf(STAT_TYPEHIT_TIME); + if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time) + { + sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE); + typehit_time_prev = typehit_time; } //else { - if(gametype == MAPINFO_TYPE_FREEZETAG) + if(getstati(STAT_FROZEN)) + drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + else if (getstatf(STAT_HEALING_ORB)>time) + drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE); + if(!intermission) + if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death { - if(getstati(STAT_FROZEN)) - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - if(getstatf(STAT_REVIVE_PROGRESS)) - { - DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); - } + DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + } + else if(getstatf(STAT_REVIVE_PROGRESS)) + { + DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); } if(autocvar_r_letterbox == 0) @@ -1214,42 +1300,39 @@ void CSQC_UpdateView(float w, float h) shottype = SHOTTYPE_HITWORLD; vector wcross_color = '0 0 0', wcross_size = '0 0 0'; - string wcross_wep = "", wcross_name; + string wcross_name = ""; float wcross_scale, wcross_blur; - if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) + if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { e = get_weaponinfo(switchingweapon); - if (e && e.netname != "") + if(e) { - wcross_wep = e.netname; if(autocvar_crosshair_per_weapon) { - wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size")); - if (wcross_resolution == 0) - return; - wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha")); - if (wcross_alpha == 0) - return; - - wcross_style = cvar_string(strcat("crosshair_", wcross_wep)); - if(wcross_style == "" || wcross_style == "0") - wcross_style = wcross_wep; + // WEAPONTODO: access these through some general settings (with non-balance config settings) + //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size")); + //if (wcross_resolution == 0) + //return; + + //wcross_style = cvar_string(strcat("crosshair_", wcross_wep)); + wcross_resolution *= e.w_crosshair_size; + wcross_name = e.w_crosshair; } } } - //printf("crosshair style: %s\n", wcross_style); - wcross_name = strcat("gfx/crosshair", wcross_style); + if(wcross_name == "") + wcross_name = strcat("gfx/crosshair", wcross_style); // MAIN CROSSHAIR COLOR DECISION switch(autocvar_crosshair_color_special) { case 1: // crosshair_color_per_weapon { - if(wcross_wep != "") + if(e) { - wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep))); + wcross_color = e.wpcolor; break; } else { goto normalcolor; } @@ -1345,16 +1428,14 @@ void CSQC_UpdateView(float w, float h) wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup; } + // todo: make crosshair hit indication dependent on damage dealt if(autocvar_crosshair_hitindication) { vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); - if(hitindication_crosshair_time < hit_time) + if(unaccounted_damage) { - if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old - hitindication_crosshair_size = 1; - - hitindication_crosshair_time = hit_time; + hitindication_crosshair_size = 1; } if(hitindication_crosshair_size > 0) @@ -1437,32 +1518,38 @@ void CSQC_UpdateView(float w, float h) weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); - float nex_charge, nex_chargepool; - nex_charge = getstatf(STAT_NEX_CHARGE); - nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL); + float ok_ammo_charge, ok_ammo_chargepool; + ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE); + ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOl); - if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game - nex_charge_movingavg = nex_charge; + float vortex_charge, vortex_chargepool; + vortex_charge = getstatf(STAT_VORTEX_CHARGE); + vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL); + + float arc_heat = getstatf(STAT_ARC_HEAT); + + if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game + vortex_charge_movingavg = vortex_charge; // handle the values - if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex + if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex { - if (nex_chargepool || use_nex_chargepool) { - use_nex_chargepool = 1; - ring_inner_value = nex_chargepool; + if (vortex_chargepool || use_vortex_chargepool) { + use_vortex_chargepool = 1; + ring_inner_value = vortex_chargepool; } else { - nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge; - ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1); + 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); } - ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha; - ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue; + ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha; + ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue; ring_inner_image = "gfx/crosshair_ring_inner.tga"; // draw the outer ring to show the current charge of the weapon - ring_value = nex_charge; - ring_alpha = autocvar_crosshair_ring_nex_alpha; + ring_value = vortex_charge; + ring_alpha = autocvar_crosshair_ring_vortex_alpha; ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring_nexgun.tga"; } @@ -1480,8 +1567,14 @@ void CSQC_UpdateView(float w, float h) ring_rgb = wcross_color; ring_image = "gfx/crosshair_ring.tga"; } - - if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring + 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); ring_scale = autocvar_crosshair_ring_reload_size; @@ -1495,6 +1588,14 @@ void CSQC_UpdateView(float w, float h) else ring_image = "gfx/crosshair_ring.tga"; } + else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC ) + { + ring_value = arc_heat; + ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + + arc_heat*autocvar_crosshair_ring_arc_hot_alpha; + ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color; + ring_image = "gfx/crosshair_ring.tga"; + } // if in weapon switch animation, fade ring out/in if(autocvar_crosshair_effect_time > 0)