]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/hud/crosshair.qc
Purge autocvars.qh from the client-side codebase, cvars are defined in the headers...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / crosshair.qc
index c2dd9a1fbb5a0a30c0d1923b8fa89a2e4ca53f71..d16e06fb65a513e0647a4cc5777358c12963cc76 100644 (file)
@@ -1,21 +1,18 @@
 #include "crosshair.qh"
 
-#include <client/autocvars.qh>
-#include <client/main.qh>
-#include <client/miscfunctions.qh>
+#include <client/draw.qh>
 #include <client/hud/panel/scoreboard.qh>
 #include <client/view.qh>
-
-#include <lib/csqcmodel/cl_player.qh>
 #include <common/deathtypes/all.qh>
 #include <common/ent_cs.qh>
-#include <common/vehicles/all.qh>
-#include <common/viewloc.qh>
 #include <common/mapobjects/trigger/viewloc.qh>
-#include <common/wepent.qh>
 #include <common/minigames/cl_minigames.qh>
 #include <common/minigames/cl_minigames_hud.qh>
 #include <common/mutators/mutator/overkill/oknex.qh>
+#include <common/vehicles/all.qh>
+#include <common/viewloc.qh>
+#include <common/wepent.qh>
+#include <lib/csqcmodel/cl_player.qh>
 
 float pickup_crosshair_time, pickup_crosshair_size;
 float hitindication_crosshair_size;
@@ -361,7 +358,7 @@ void HUD_Crosshair(entity this)
                // 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));
+                       vector col = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
 
                        if(unaccounted_damage)
                        {
@@ -374,9 +371,9 @@ void HUD_Crosshair(entity this)
                                hitindication_crosshair_size = 0;
 
                        wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
-                       wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
-                       wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
-                       wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
+                       wcross_color.x += sin(hitindication_crosshair_size) * col.x;
+                       wcross_color.y += sin(hitindication_crosshair_size) * col.y;
+                       wcross_color.z += sin(hitindication_crosshair_size) * col.z;
                }
 
                // no effects needed for targeting enemies, this can't possibly span all valid targets!
@@ -455,58 +452,53 @@ void HUD_Crosshair(entity this)
                                int weapon_clipsize = wepent.clip_size;
 
                                float arc_heat = wepent.arc_heat_percent;
-                               float vcharge = wepent.vortex_charge;
-                               float vchargepool = wepent.vortex_chargepool_ammo;
-                               float oknex_charge_ = wepent.oknex_charge;
-                               float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
 
                                if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
-                                       vortex_charge_movingavg = vcharge;
+                                       vortex_charge_movingavg = wepent.vortex_charge;
 
-                               // handle the values
-                               if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+                               float charge = 0;
+                               float chargepool = 0;
+                               bool ring_vortex_enabled = false;
+                               if (autocvar_crosshair_ring && autocvar_crosshair_ring_vortex)
                                {
-                                       if (vchargepool || use_vortex_chargepool) {
-                                               use_vortex_chargepool = 1;
-                                               ring_inner_value = vchargepool;
-                                       } else {
-                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
+                                       if (wepent.activeweapon == WEP_VORTEX)
+                                       {
+                                               charge = wepent.vortex_charge;
+                                               chargepool = wepent.vortex_chargepool_ammo;
                                        }
-
-                                       ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
-                                       ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, 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 = vcharge;
-                                       ring_alpha = autocvar_crosshair_ring_vortex_alpha;
-                                       ring_rgb = wcross_color;
-                                       ring_image = "gfx/crosshair_ring_nexgun.tga";
+                                       else if (wepent.activeweapon == WEP_OVERKILL_NEX)
+                                       {
+                                               charge = wepent.oknex_charge;
+                                               chargepool = wepent.oknex_chargepool_ammo;
+                                       }
+                                       if (charge)
+                                               ring_vortex_enabled = true;
                                }
-                               else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+
+                               if (ring_vortex_enabled)
                                {
-                                       if (oknex_chargepool_ || use_vortex_chargepool) {
+                                       if (chargepool || use_vortex_chargepool) {
                                                use_vortex_chargepool = 1;
-                                               ring_inner_value = oknex_chargepool_;
+                                               ring_inner_value = chargepool;
                                        } else {
-                                               vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
-                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+                                               float rate = autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate;
+                                               vortex_charge_movingavg = (1 - rate) * vortex_charge_movingavg + rate * charge;
+                                               ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (charge - vortex_charge_movingavg), 1);
                                        }
 
                                        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_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, 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 = oknex_charge_;
+                                       ring_value = charge;
                                        ring_alpha = autocvar_crosshair_ring_vortex_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring_nexgun.tga";
                                }
                                else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
                                {
-                                       ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
+                                       ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1);
                                        ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
                                        ring_rgb = wcross_color;
                                        ring_image = "gfx/crosshair_ring.tga";