X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2FView.qc;h=ea257312ac85206139a4a19849e4d28111daf20e;hb=fe8c7510919a64ff76afde8eb94bbb29bf293c3b;hp=f91089844cd5eb0fabeab69a71f0d9b9f71444b7;hpb=f48ec6f2577c9010f46bd66cb8f6ce8c908c6dd1;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/View.qc b/qcsrc/client/View.qc index f91089844..ea257312a 100644 --- a/qcsrc/client/View.qc +++ b/qcsrc/client/View.qc @@ -338,7 +338,7 @@ void CSQC_common_hud(void); void PostInit(void); void CSQC_Demo_Camera(); -float HUD_WouldDrawScoreboard (); +float HUD_WouldDrawScoreboard(); float view_set; float camera_mode; float reticle_type; @@ -468,7 +468,6 @@ void CSQC_UpdateView(float w, float h) } } - hud_accuracy_hud = cvar_or("hud_accuracy_hud", 1); ColorTranslateMode = cvar("cl_stripcolorcodes"); activeweapon = getstati(STAT_SWITCHWEAPON); f = cvar("teamplay"); @@ -534,8 +533,6 @@ void CSQC_UpdateView(float w, float h) } // Draw the Crosshair - float scoreboard_active; - scoreboard_active = HUD_WouldDrawScoreboard(); R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden // Draw the Engine Status Bar (the default Quake HUD) @@ -622,6 +619,8 @@ 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_CAMPINGRIFLE && (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_CAMPINGRIFLE && button_attack2) @@ -681,12 +680,12 @@ void CSQC_UpdateView(float w, float h) self.draw2d(); self = e; + scoreboard_active = HUD_WouldDrawScoreboard(); + float hud; hud = getstati(STAT_HUD); if(hud == HUD_SPIDERBOT) - { CSQC_SPIDER_HUD(); - } else if(hud == HUD_WAKIZASHI) CSQC_WAKIZASHI_HUD(); else if(hud == HUD_RAPTOR) @@ -828,23 +827,23 @@ void CSQC_UpdateView(float w, float h) float f, a; wcross_size = drawgetimagesize(wcross_name) * wcross_scale; + + float nex_charge; + nex_charge = getstatf(STAT_NEX_CHARGE); + // ring around crosshair representing bullets left in camping rifle clip if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets) { bullets = getstati(STAT_BULLETS_LOADED); - a = cvar("crosshair_campingrifle_bulletcounter_alpha"); f = bound(0, bullets / cr_maxbullets, 1); + a = cvar("crosshair_campingrifle_bulletcounter_alpha"); DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE); } - else if (activeweapon == WEP_NEX) // ring around crosshair representing velocity-dependent damage for the nex + else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex { - float curvel; a = cvar("crosshair_nexvelocity_alpha"); - curvel = vlen('1 0 0' * pmove_vel_x + '0 1 0' * pmove_vel_y); - f = bound(0, (curvel - nex_minvelocity) / (nex_maxvelocity - nex_minvelocity), 1); - - DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE); + DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE); } #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ @@ -1263,9 +1262,11 @@ void CSQC_common_hud(void) case HUD_NORMAL: // do some accuracy var caching float i; + if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels) if(!(gametype == GAME_RACE || gametype == GAME_CTS)) { - acc_levels = tokenize(cvar_string("hud_panel_weapons_accuracy_color_levels")); + acc_color_levels = cvar_string("hud_panel_weapons_accuracy_color_levels"); + acc_levels = tokenize(acc_color_levels); if (acc_levels > MAX_ACCURACY_LEVELS) acc_levels = MAX_ACCURACY_LEVELS; @@ -1276,7 +1277,7 @@ void CSQC_common_hud(void) HUD_Main(); // always run these functions for alpha checks HUD_DrawScoreboard(); - if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy + if (scoreboard_active) // scoreboard/accuracy { HUD_Reset(); // HUD_DrawScoreboard takes care of centerprint_start