X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=95e3a7b7dcf96aeb29d9a3d65e7e80670f2a6b05;hb=933a9fccf0f3c135bf99b576d665b1802065455d;hp=ae705793450651075782c73e01b308dba010d898;hpb=42a9e3d7ece2c716e5cd6899e90841acb7fb891b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index ae7057934..95e3a7b7d 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,10 +1,10 @@ #include "view.qh" #include "announcer.qh" -#include "hud/all.qh" +#include "hud/_mod.qh" #include "mapvoting.qh" -#include "scoreboard.qh" #include "shownames.qh" +#include "hud/panel/scoreboard.qh" #include "hud/panel/quickmenu.qh" #include "mutators/events.qh" @@ -13,16 +13,19 @@ #include #include #include +#include #include #include -#include +#include #include #include #include #include +#include + #include -#include +#include #include #include #include @@ -114,117 +117,151 @@ float autocvar_cl_leanmodel_lowpass = 0.05; highpass(value.z, frac, ref_store.z, ref_out.z); \ } MACRO_END -void viewmodel_animate(entity this) +void calc_followmodel_ofs(entity view) { - static float prevtime; - float frametime = (time - prevtime); - prevtime = time; + if(cl_followmodel_time == time) + return; // cl_followmodel_ofs already calculated for this frame - if (autocvar_chase_active) return; - if (STAT(HEALTH) <= 0) return; + float frac; + vector gunorg = '0 0 0'; + static vector vel_average; + static vector gunorg_adjustment_highpass; + static vector gunorg_adjustment_lowpass; + + vector vel; + if (autocvar_cl_followmodel_velocity_absolute) + vel = view.velocity; + else + { + vector forward = '0 0 0', 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; + } - entity view = CSQCModel_server2csqc(player_localentnum - 1); + 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); - bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR); - static bool oldonground; - static float hitgroundtime; - if (clonground) + 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) { - float f = time; // cl.movecmd[0].time - if (!oldonground) - hitgroundtime = f; + vector fixed_gunorg; + vector forward = '0 0 0', 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; } - oldonground = clonground; - - bool teleported = view.csqcmodel_teleported; + cl_followmodel_ofs = gunorg; + cl_followmodel_time = time; +} +vector leanmodel_ofs(entity view) +{ 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 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; - vector vel; - if(autocvar_cl_followmodel_velocity_absolute) - vel = view.velocity; - else - { - vector forward = '0 0 0', 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; - } + if (view.csqcmodel_teleported) + gunangles_prev = view_angles; - 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); + // 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; + gunangles_highpass -= gunangles_prev; - frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass); - lowpass3(vel, frac, vel_average, gunorg); + PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; + YAW(gunangles) *= -autocvar_cl_leanmodel_speed; - gunorg *= -autocvar_cl_followmodel_speed * 0.042; + // 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); - // 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); + gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - if(autocvar_cl_followmodel_velocity_absolute) - { - vector fixed_gunorg; - vector forward = '0 0 0', 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; - } + return gunangles; +} - this.origin += gunorg; +vector bobmodel_ofs(entity view) +{ + bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR); + static bool oldonground; + static float hitgroundtime; + if (clonground) + { + float f = time; // cl.movecmd[0].time + if (!oldonground) + hitgroundtime = f; } + oldonground = clonground; - if(autocvar_cl_leanmodel) + // calculate for swinging gun model + // the gun bobs when running on the ground, but doesn't bob when you're in the air. + vector gunorg = '0 0 0'; + static float bobmodel_scale = 0; + static float time_ofs = 0; // makes the effect always restart in the same way + if (clonground) { - 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 (time - hitgroundtime > 0.05) + bobmodel_scale = min(1, bobmodel_scale + frametime * 5); + } + else + bobmodel_scale = max(0, bobmodel_scale - frametime * 5); - if (teleported) - gunangles_prev = view_angles; + float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (bobmodel_scale && xyspeed) + { + float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale; + float s = (time - time_ofs) * autocvar_cl_bobmodel_speed; + gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s); + gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2); + } + else + time_ofs = time; - // 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; - gunangles_highpass -= gunangles_prev; + return gunorg; +} - PITCH(gunangles) *= -autocvar_cl_leanmodel_speed; - YAW(gunangles) *= -autocvar_cl_leanmodel_speed; +void viewmodel_animate(entity this) +{ + if (autocvar_chase_active) return; + if (STAT(HEALTH) <= 0) return; - // 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); + entity view = CSQCModel_server2csqc(player_localentnum - 1); - gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters - this.angles += gunangles; + if (autocvar_cl_followmodel) + { + calc_followmodel_ofs(view); + this.origin += cl_followmodel_ofs; } - float xyspeed = bound(0, vlen(vec2(view.velocity)), 400); + if (autocvar_cl_leanmodel) + this.angles += leanmodel_ofs(view); // vertical view bobbing code // TODO: cl_bob @@ -238,31 +275,7 @@ void viewmodel_animate(entity this) // gun model bobbing code if (autocvar_cl_bobmodel) - { - // calculate for swinging gun model - // the gun bobs when running on the ground, but doesn't bob when you're in the air. - static float bobmodel_scale = 0; - static float time_ofs = 0; // makes the effect always restart in the same way - if (clonground) - { - if (time - hitgroundtime > 0.05) - bobmodel_scale = min(1, bobmodel_scale + frametime * 5); - } - else - bobmodel_scale = max(0, bobmodel_scale - frametime * 5); - if(bobmodel_scale && xyspeed) - { - 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; - } + this.origin += bobmodel_ofs(view); } .vector viewmodel_origin, viewmodel_angles; @@ -272,7 +285,7 @@ void viewmodel_animate(entity this) void viewmodel_draw(entity this) { - if(!activeweapon) + if(!activeweapon || !autocvar_r_drawviewmodel) return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = this.alpha; @@ -282,8 +295,8 @@ void viewmodel_draw(entity this) else if (wasinvehicle) a = 1; wasinvehicle = invehicle; Weapon wep = activeweapon; - int c = stof(getplayerkeyvalue(current_player, "colors")); - vector g = weaponentity_glowmod(wep, c); + int c = entcs_GetClientColors(current_player); + vector g = weaponentity_glowmod(wep, NULL, c); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -300,6 +313,9 @@ void viewmodel_draw(entity this) { static string name_last; string name = wep.mdl; + string newname = wep.wr_viewmodel(wep, this); + if(newname) + name = newname; bool swap = name != name_last; // if (swap) { @@ -352,6 +368,7 @@ STATIC_INIT(Porto) { entity e = new_pure(porto); e.draw = Porto_Draw; + IL_PUSH(g_drawables, e); e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } @@ -436,7 +453,7 @@ vector GetCurrentFov(float fov) zoomspeed = 3.5; zoomdir = button_zoom; - if(hud == HUD_NORMAL) + if(hud == HUD_NORMAL && !spectatee_status) if(switchweapon == activeweapon) if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here zoomdir += button_attack2; @@ -698,7 +715,6 @@ float TrueAimCheck() void PostInit(); void CSQC_Demo_Camera(); -float HUD_WouldDrawScoreboard(); float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; @@ -755,12 +771,12 @@ bool WantEventchase(entity this) return false; } -void HUD_Crosshair_Vehicle() +void HUD_Crosshair_Vehicle(entity this) { if(hud != HUD_BUMBLEBEE_GUN) { Vehicle info = Vehicles_from(hud); - info.vr_crosshair(info); + info.vr_crosshair(info, this); } } @@ -780,7 +796,7 @@ void UpdateDamage() if (damage_dealt_time != damage_dealt_time_prev) { unaccounted_damage += unaccounted_damage_new; - LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n"); + LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")"); } damage_dealt_time_prev = damage_dealt_time; @@ -806,8 +822,8 @@ void HitSound() 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)); + float d = unaccounted_damage; + float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b)); // if sound variation is disabled, set pitch_shift to 1 if (autocvar_cl_hitsound == 1) @@ -820,12 +836,12 @@ void HitSound() pitch_shift = mirror_value + (mirror_value - pitch_shift); } - LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n"); + LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift)); // 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, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0); + sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0); } unaccounted_damage = 0; hitsound_time_prev = time; @@ -835,9 +851,17 @@ void HitSound() float typehit_time = STAT(TYPEHIT_TIME); if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time) { - sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE); + sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE); typehit_time_prev = typehit_time; } + + static float kill_time_prev = 0; + float kill_time = STAT(KILL_TIME); + if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time) + { + sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE); + kill_time_prev = kill_time; + } } vector crosshair_getcolor(entity this, float health_stat) @@ -849,7 +873,7 @@ vector crosshair_getcolor(entity this, float health_stat) { case 1: // crosshair_color_per_weapon { - if(this) + if(this != WEP_Null && hud == HUD_NORMAL) { wcross_color = this.wpcolor; break; @@ -859,7 +883,7 @@ vector crosshair_getcolor(entity this, float health_stat) case 2: // crosshair_color_by_health { - float x = health_stat; + float hp = health_stat; //x = red //y = green @@ -867,33 +891,33 @@ vector crosshair_getcolor(entity this, float health_stat) wcross_color.z = 0; - if(x > 200) + if(hp > 200) { wcross_color.x = 0; wcross_color.y = 1; } - else if(x > 150) + else if(hp > 150) { - wcross_color.x = 0.4 - (x-150)*0.02 * 0.4; - wcross_color.y = 0.9 + (x-150)*0.02 * 0.1; + wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4; + wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1; } - else if(x > 100) + else if(hp > 100) { - wcross_color.x = 1 - (x-100)*0.02 * 0.6; - wcross_color.y = 1 - (x-100)*0.02 * 0.1; - wcross_color.z = 1 - (x-100)*0.02; + wcross_color.x = 1 - (hp-100)*0.02 * 0.6; + wcross_color.y = 1 - (hp-100)*0.02 * 0.1; + wcross_color.z = 1 - (hp-100)*0.02; } - else if(x > 50) + else if(hp > 50) { wcross_color.x = 1; wcross_color.y = 1; - wcross_color.z = 0.2 + (x-50)*0.02 * 0.8; + wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8; } - else if(x > 20) + else if(hp > 20) { wcross_color.x = 1; - wcross_color.y = (x-20)*90/27/100; - wcross_color.z = (x-20)*90/27/100 * 0.2; + wcross_color.y = (hp-20)*90/27/100; + wcross_color.z = (hp-20)*90/27/100 * 0.2; } else { @@ -925,15 +949,18 @@ void HUD_Crosshair(entity this) float f, i, j; vector v; if(!scoreboard_active && !camera_active && intermission != 2 && - spectatee_status != -1 && !csqcplayer.viewloc && + spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) && !HUD_MinigameMenu_IsOpened() ) { if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering return; + if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2) + return; + if (hud != HUD_NORMAL) { - HUD_Crosshair_Vehicle(); + HUD_Crosshair_Vehicle(this); return; } @@ -965,7 +992,7 @@ void HUD_Crosshair(entity this) v = wcross_origin - wcross_oldorigin; v.x /= vid_conwidth; v.y /= vid_conheight; - if(vlen(v) > 0.01) + if(vdist(v, >, 0.01)) shottype = SHOTTYPE_HITOBSTRUCTION; } if(!autocvar_crosshair_hittest_showimpact) @@ -978,7 +1005,7 @@ void HUD_Crosshair(entity this) string wcross_name = ""; float wcross_scale, wcross_blur; - entity e = this; // wtf? + entity e = WEP_Null; if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) { e = switchingweapon; @@ -1307,10 +1334,17 @@ void HUD_Crosshair(entity this) void HUD_Draw(entity this) { + // if we don't know gametype and scores yet avoid drawing the scoreboard + // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all + // e.g. since initial player's health is 0 hud would display the hud_damage effect, + // cl_deathscoreboard would show the scoreboard and so on + if(!gametype) + return; + if(!intermission) if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) { - drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE); + drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); } else if(STAT(FROZEN)) { @@ -1322,6 +1356,11 @@ void HUD_Draw(entity this) DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * 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(STAT(CAPTURE_PROGRESS)) + { + DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL); + } else if(STAT(REVIVE_PROGRESS)) { DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); @@ -1335,7 +1374,7 @@ void HUD_Draw(entity this) Accuracy_LoadLevels(); HUD_Main(); - HUD_DrawScoreboard(); + HUD_Scale_Disable(); } // crosshair goes VERY LAST @@ -1353,13 +1392,13 @@ float oldr_useportalculling; float oldr_useinfinitefarclip; void cl_notice_run(); + float prev_myteam; int lasthud; float vh_notice_time; void WaypointSprite_Load(); -void CSQC_UpdateView(float w, float h) +void CSQC_UpdateView(entity this, float w, float h) { - SELFPARAM(); TC(int, w); TC(int, h); entity e; float fov; @@ -1379,6 +1418,8 @@ void CSQC_UpdateView(float w, float h) lasthud = hud; + HUD_Scale_Disable(); + if(autocvar__hud_showbinds_reload) // menu can set this one { db_close(binddb); @@ -1391,10 +1432,6 @@ void CSQC_UpdateView(float w, float h) else view_quality = 1; - // this needs to be updated manually now due to the destruction of engine physics stats - if(!isdemo() && autocvar_slowmo != STAT(MOVEVARS_TIMESCALE)) - cvar_set("slowmo", ftos(STAT(MOVEVARS_TIMESCALE))); - button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this); button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); @@ -1446,9 +1483,26 @@ 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(STAT(CAMERA_SPECTATOR)) + { + if(spectatee_status > 0) + { + if(!autocvar_chase_active) + { + cvar_set("chase_active", "-2"); + goto skip_eventchase_death; + } + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + + if(autocvar_chase_active == -2) + goto skip_eventchase_death; + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); - float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST)); - entity gen = world; float vehicle_viewdist = 0; vector vehicle_viewofs = '0 0 0'; @@ -1463,17 +1517,18 @@ void CSQC_UpdateView(float w, float h) } } - if(ons_roundlost) - { - FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, { - gen = it; - break; - }); - if(!gen) - ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show - } - if(WantEventchase(this) || (!autocvar_cl_orthoview && ons_roundlost)) + if(WantEventchase(this)) { + vector current_view_origin_override = '0 0 0'; + vector view_offset_override = '0 0 0'; + float chase_distance_override = 0; + bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); + if(custom_eventchase) + { + current_view_origin_override = M_ARGV(0, vector); + view_offset_override = M_ARGV(1, vector); + chase_distance_override = M_ARGV(0, float); + } eventchase_running = true; entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); @@ -1482,7 +1537,8 @@ void CSQC_UpdateView(float w, float h) // 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; } + if (custom_eventchase) + current_view_origin = current_view_origin_override; // detect maximum viewoffset and use it vector view_offset = autocvar_cl_eventchase_viewoffset; @@ -1493,7 +1549,8 @@ void CSQC_UpdateView(float w, float h) else view_offset = autocvar_cl_eventchase_vehicle_viewoffset; } - if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; } + if (custom_eventchase) + view_offset = view_offset_override; if(view_offset) { @@ -1516,7 +1573,8 @@ void CSQC_UpdateView(float w, float h) else chase_distance = autocvar_cl_eventchase_vehicle_distance; } - if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; } + if (custom_eventchase) + chase_distance = chase_distance_override; if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get @@ -1556,6 +1614,8 @@ void CSQC_UpdateView(float w, float h) eventchase_current_distance = 0; } + LABEL(skip_eventchase_death); + // do lockview after event chase camera so that it still applies whenever necessary. if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened()))) { @@ -1696,6 +1756,9 @@ void CSQC_UpdateView(float w, float h) if(!postinit) PostInit(); + if(intermission && !gameover_time) + gameover_time = time; + if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) @@ -1735,13 +1798,6 @@ void CSQC_UpdateView(float w, float h) switchweapon = Weapons_from(STAT(SWITCHWEAPON)); - f = (serverflags & SERVERFLAG_TEAMPLAY); - if(f != teamplay) - { - teamplay = f; - HUD_InitScores(); - } - if(last_switchweapon != switchweapon) { weapontime = time; @@ -1792,8 +1848,7 @@ void CSQC_UpdateView(float w, float h) else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd else { setproperty(VF_FOV, GetCurrentFov(fov)); } - // Camera for demo playback - if(camera_active) + if(camera_active) // Camera for demo playback { if(autocvar_camera_enable) CSQC_Demo_Camera(); @@ -1834,7 +1889,7 @@ void CSQC_UpdateView(float w, float h) mousepos = mousepos*0.5 + getmousepos(); */ - FOREACH_ENTITY(it.draw, it.draw(it)); + IL_EACH(g_drawables, it.draw, it.draw(it)); addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); renderscene(); @@ -2164,13 +2219,13 @@ void CSQC_UpdateView(float w, float h) } else */ // draw 2D entities - FOREACH_ENTITY(it.draw2d, it.draw2d(it)); + IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); Debug_Draw(); - scoreboard_active = HUD_WouldDrawScoreboard(); + scoreboard_active = Scoreboard_WouldDraw(); - HUD_Draw(this); + HUD_Draw(this); // this parameter for deep vehicle function if(NextFrameCommand) { @@ -2207,7 +2262,7 @@ void CSQC_UpdateView(float w, float h) if(autocvar__hud_configure) HUD_Panel_Mouse(); - else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() ) + else if (HUD_MinigameMenu_IsOpened() || active_minigame) HUD_Minigame_Mouse(); else if(QuickMenu_IsOpened()) QuickMenu_Mouse(); @@ -2221,6 +2276,8 @@ void CSQC_UpdateView(float w, float h) // let's reset the view back to normal for the end setproperty(VF_MIN, '0 0 0'); setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h); + + IL_ENDFRAME(); }