void CSQC_Demo_Camera();\r
float Sbar_WouldDrawScoreboard ();\r
float last_health, last_spectatee;\r
-float view_set;\r
float camera_mode;\r
float reticle_type;\r
float chase_active_old;\r
float contentavgalpha, liquidalpha_prev;\r
float old_blurradius, old_bluralpha, old_cartoon_intensity;\r
float stomachsplash_alpha;\r
-float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
-float volume_modify_changed_1, volume_modify_changed_2;\r
float eventchase_current_distance;\r
float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
+vector freeze_org, freeze_ang;\r
vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
vector damage_blurpostprocess, content_blurpostprocess;\r
helper_health = TRUE;\r
helper_armor = TRUE;\r
helper_ammo = TRUE;\r
+ helper_stomachload = TRUE;\r
}\r
else if(helper_pause <= time)\r
{\r
// event chase camera\r
if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
{\r
- if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
+ if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission && !getstati(STAT_VORE_EATEN)) || intermission)\r
{\r
+ // 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.)\r
+ vector current_view_origin = getpropertyvec(VF_ORIGIN);\r
+ \r
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
- // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
+ // Ideally, there should be another way to enable third person cameras, such as through setproperty()\r
if(!cvar("chase_active"))\r
cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
\r
vector eventchase_target_origin;\r
makevectors(view_angles);\r
// pass 1, used to check where the camera would go and obtain the trace_fraction\r
- eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
-\r
- traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
+ eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;\r
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
// pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
// The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
- eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
+ eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
\r
- R_SetView(VF_ORIGIN, eventchase_target_origin);\r
- R_SetView(VF_ANGLES, view_angles);\r
+ setproperty(VF_ORIGIN, trace_endpos);\r
+ setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));\r
}\r
else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
{\r
}\r
}\r
\r
- float apply_fov;\r
- if(cvar("cl_healthsize_fov") && frametime)\r
+ if(frametime)\r
{\r
+ float apply_fov;\r
apply_fov = cvar("menu_fov");\r
- if(g_healthsize_center && spectatee_status >= 0)\r
+ if(g_healthsize_center >= 0 && cvar("cl_healthsize_fov") && spectatee_status >= 0)\r
apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov");\r
- if(cvar("gov") != apply_fov)\r
+ if(cvar("fov") != apply_fov)\r
cvar_set("fov", ftos(apply_fov));\r
}\r
\r
cvar_set("v_idlescale", ftos(apply_idlescale));\r
}\r
\r
- // Render the Scene\r
- if(!intermission || !view_set)\r
+ // do lockview after event chase camera so that it still applies whenever necessary.\r
+ if(intermission > 1)\r
{\r
- view_origin = pmove_org + vo;\r
- view_angles = input_angles;\r
- makevectors(view_angles);\r
- view_forward = v_forward;\r
- view_right = v_right;\r
- view_up = v_up;\r
- view_set = 1;\r
+ setproperty(VF_ORIGIN, freeze_org);\r
+ setproperty(VF_ANGLES, freeze_ang);\r
}\r
+ else\r
+ {\r
+ freeze_org = getpropertyvec(VF_ORIGIN);\r
+ freeze_ang = getpropertyvec(VF_ANGLES);\r
+ }\r
+\r
+ // Render the Scene\r
+ view_origin = getpropertyvec(VF_ORIGIN);\r
+ view_angles = getpropertyvec(VF_ANGLES);\r
+ makevectors(view_angles);\r
+ view_forward = v_forward;\r
+ view_right = v_right;\r
+ view_up = v_up;\r
\r
vid_width = w;\r
vid_height = h;\r
// ALWAYS Clear Current Scene First\r
R_ClearScene();\r
\r
+ if(checkextension("DP_CSQC_ROTATEMOVES"))\r
+ {\r
+ setproperty(VF_ORIGIN, view_origin);\r
+ setproperty(VF_ANGLES, view_angles);\r
+ }\r
+\r
// Assign Standard Viewflags\r
// Draw the World (and sky)\r
- R_SetView(VF_DRAWWORLD, 1);\r
+ setproperty(VF_DRAWWORLD, 1);\r
\r
// Set the console size vars\r
vid_conwidth = cvar("vid_conwidth");\r
power_boot = time;\r
}\r
\r
- R_SetView(VF_FOV, GetCurrentFov(fov));\r
+ setproperty(VF_FOV, GetCurrentFov(fov));\r
\r
// Camera for demo playback\r
if(camera_active)\r
// Draw the Crosshair\r
float scoreboard_active;\r
scoreboard_active = Sbar_WouldDrawScoreboard();\r
- R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
+ setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
\r
// Draw the Engine Status Bar (the default Quake HUD)\r
- R_SetView(VF_DRAWENGINESBAR, 0);\r
+ setproperty(VF_DRAWENGINESBAR, 0);\r
\r
// fetch this one only once per frame\r
sbar_showbinds = cvar("sbar_showbinds");\r
cvar_set("r_glsl_saturation", "1");\r
}\r
\r
- // volume cutting\r
- if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1 && frametime)\r
+ float target_volume;\r
+ if(cvar("cl_vore_cutvolume_sound") && frametime)\r
{\r
- float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
-\r
- if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
- {\r
- // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
- // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
- // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
-\r
- volume_modify_default_1 = cvar("menu_volume");\r
- volume_modify_default_2 = cvar("menu_bgmvolume");\r
-\r
- volume_modify_changed_1 = cvar("menu_volume");\r
- volume_modify_changed_2 = cvar("menu_bgmvolume");\r
- }\r
- else\r
- {\r
- if(spectatee_status == -1 || intermission)\r
- {\r
- volume_modify_1_target = volume_modify_default_1;\r
- volume_modify_2_target = volume_modify_default_2;\r
- }\r
- else if(getstati(STAT_VORE_EATEN))\r
- {\r
- volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
- volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
- }\r
- else\r
- {\r
- volume_modify_1_target = volume_modify_default_1;\r
- volume_modify_2_target = volume_modify_default_2;\r
- }\r
- volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
-\r
- if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
- {\r
- if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
- volume_modify_1 -= volume_modify_fade;\r
- else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
- volume_modify_1 += volume_modify_fade;\r
- else\r
- volume_modify_1 = volume_modify_1_target;\r
-\r
- if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
- volume_modify_2 -= volume_modify_fade;\r
- else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
- volume_modify_2 += volume_modify_fade;\r
- else\r
- volume_modify_2 = volume_modify_2_target;\r
-\r
- cvar_set("volume", ftos(volume_modify_1));\r
- cvar_set("bgmvolume", ftos(volume_modify_2));\r
- // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
- }\r
- }\r
+ // sound volume cutting\r
+ target_volume = 0;\r
+ if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+ target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
+ else if(getstati(STAT_VORE_EATEN))\r
+ target_volume = 1;\r
+ target_volume = cvar("menu_volume") * (1 - target_volume * cvar("cl_vore_cutvolume_sound"));\r
+\r
+ if(cvar("volume") != target_volume) // reduce cvar_set spam as much as possible\r
+ cvar_set("volume", ftos(target_volume));\r
+ }\r
+ if(cvar("cl_vore_cutvolume_music") && frametime)\r
+ {\r
+ // music volume cutting\r
+ target_volume = 0;\r
+ if(getstatf(STAT_VORE_PROGRESS_PREY))\r
+ target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
+ else if(getstati(STAT_VORE_EATEN))\r
+ target_volume = 1;\r
+ target_volume = cvar("menu_bgmvolume") * (1 - target_volume * cvar("cl_vore_cutvolume_music"));\r
+\r
+ if(cvar("bgmvolume") != target_volume) // reduce cvar_set spam as much as possible\r
+ cvar_set("bgmvolume", ftos(target_volume));\r
}\r
\r
// Draw the mouse cursor\r
string w0, h0;\r
w0 = cvar_string("vid_conwidth");\r
h0 = cvar_string("vid_conheight");\r
- //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
- //R_SetView(VF_FOV, '90 90 0');\r
- R_SetView(VF_ORIGIN, '0 0 0');\r
- R_SetView(VF_ANGLES, '0 0 0');\r
- R_SetView(VF_PERSPECTIVE, 1);\r
+ //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');\r
+ //setproperty(VF_FOV, '90 90 0');\r
+ setproperty(VF_ORIGIN, '0 0 0');\r
+ setproperty(VF_ANGLES, '0 0 0');\r
+ setproperty(VF_PERSPECTIVE, 1);\r
makevectors('0 0 0');\r
vector v1, v2;\r
cvar_set("vid_conwidth", "800");\r
current_position = current_origin + current_camera_offset;\r
}\r
\r
- R_SetView(VF_ANGLES, current_angles);\r
- R_SetView(VF_ORIGIN, current_position);\r
+ setproperty(VF_ANGLES, current_angles);\r
+ setproperty(VF_ORIGIN, current_position);\r
}\r