p = p - view_up * 16;
if(idx-1 >= portal1_idx)
{
- Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
+ Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
}
else
{
- Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
+ Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
}
--idx;
}
if (previous_game_starttime != startTime) {
if ((time + 5.0) < startTime) {
//if connecting to server while restart was active don't always play prepareforbattle
- sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
+ sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
}
if (time < startTime) {
restartAnnouncer = spawn();
zoomspeed = 3.5;
zoomdir = button_zoom;
- if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
+ if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
void CSQC_RAPTOR_HUD();
vector freeze_pmove_org, freeze_input_angles;
+entity nightvision_noise, nightvision_noise2;
void CSQC_UpdateView(float w, float h)
{
float fov;
float f, i, j;
vector v, vo;
+ vector vf_size, vf_min;
+
+ vf_size = R_SetView3fv(VF_SIZE);
+ vf_min = R_SetView3fv(VF_MIN);
+ vid_width = vf_size_x;
+ vid_height = vf_size_y;
vector reticle_pos, reticle_size;
view_set = 1;
}
- vid_width = w;
- vid_height = h;
-
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
{
// ALWAYS Clear Current Scene First
R_ClearScene();
+ // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
+ R_SetView(VF_SIZE, vf_size);
+ R_SetView(VF_MIN, vf_min);
+
// Assign Standard Viewflags
// Draw the World (and sky)
R_SetView(VF_DRAWWORLD, 1);
// next R_RenderScene call
drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
+ if(cvar("r_fakelight") >= 2 || cvar("r_fullbright"))
+ {
+ // apply night vision effect
+ vector rgb, tc_00, tc_01, tc_10, tc_11;
+ float a;
+
+ if(!nightvision_noise)
+ {
+ nightvision_noise = spawn();
+ nightvision_noise.classname = "nightvision_noise";
+ }
+ if(!nightvision_noise2)
+ {
+ nightvision_noise2 = spawn();
+ nightvision_noise2.classname = "nightvision_noise2";
+ }
+
+ // color tint in yellow
+ drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
+
+ // draw BG
+ a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
+ rgb = '1 1 1';
+ tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
+ tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
+ tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
+ //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ R_EndPolygon();
+
+ // draw FG
+ a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
+ rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
+ tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
+ tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
+ tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
+ tc_11 = tc_01 + tc_10 - tc_00;
+ R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
+ R_PolygonVertex('0 0 0', tc_00, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
+ R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
+ R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
+ 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 || getstati(STAT_HEALTH) <= 0)
reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
- else if(button_zoom)
+ else if(button_zoom || zoomscript_caught)
reticle_type = 1; // normal zoom
- else if(activeweapon == WEP_NEX && button_attack2)
+ else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
reticle_type = 2; // nex zoom
if(cvar("cl_reticle_stretch"))
reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
}
+ f = current_zoomfraction;
+ if(zoomscript_caught)
+ f = 1;
if(cvar("cl_reticle_item_normal"))
{
precache_pic("gfx/reticle_normal");
- if(reticle_type == 1 && current_zoomfraction)
- drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
+ if(reticle_type == 1 && f)
+ drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
}
if(cvar("cl_reticle_item_nex"))
{
precache_pic("gfx/reticle_nex");
- if(reticle_type == 2 && current_zoomfraction)
- drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', current_zoomfraction * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
+ if(reticle_type == 2 && f)
+ drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
}
// Draw the mouse cursor
self.draw2d();
self = e;
- // draw hud
- if(cvar("r_letterbox") == 0) {
- HUD_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
- }
-
float hud;
hud = getstati(STAT_HUD);
if(hud == HUD_SPIDERBOT)
if(cvar("viewsize") < 120)
CSQC_common_hud();
+
+ precache_pic("gfx/nex_ring.tga");
+ // ring around crosshair representing velocity-dependent damage for the nex
+ if (activeweapon == WEP_NEX)
+ {
+ float f, a, curvel;
+ vector rgb;
+
+ rgb_x = cvar("crosshair_nexvelocity_color_red");
+ rgb_y = cvar("crosshair_nexvelocity_color_green");
+ rgb_z = cvar("crosshair_nexvelocity_color_blue");
+ 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('0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight, 0.1 * vid_conheight, "gfx/nex_ring.tga", f, rgb, a, DRAWFLAG_ADDITIVE);
+ }
+
// crosshair goes VERY LAST
- if(!scoreboard_active && !camera_active) {
+ if(!scoreboard_active && !camera_active && intermission != 2) {
// TrueAim check
float shottype;
float bullets, ring_scale;
if (activeweapon == WEP_CAMPINGRIFLE)
{
ring_scale = cvar("crosshair_campingrifle_ring_size");
- bullets = bound(0, getstati(STAT_BULLETS_LOADED), 8);
+ bullets = bound(0, getstati(STAT_BULLETS_LOADED), 4);
}
else
bullets = 0;
{
CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_RING, wcross_resolution, wcross_name, wcross_alpha);
}
+
CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+ if(cvar("crosshair_dot"))
+ CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
+
wcross_name_alpha_goal_prev = f;
}
}
if(autocvar__hud_configure)
HUD_Panel_Mouse();
+
+ // let's reset the view back to normal for the end
+ R_SetView(VF_MIN, '0 0 0');
+ R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
+
// be safe against triggerbots until everyone has the fixed engine
// this call is meant to overwrite the trace globals by something
// unsuspicious
acc_lev[i] = stof(argv(i));
}
- // hud first
- HUD_Main();
+ HUD_Main(); // always run these functions for alpha checks
+ HUD_DrawScoreboard();
- // scoreboard/accuracy
- if (intermission == 2 && !scoreboard_showaccuracy && !scoreboard_showscores) // map voting screen
+ if (scoreboard_showscores || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1) // scoreboard/accuracy
+ {
+ HUD_Reset();
+ // HUD_DrawScoreboard takes care of centerprint_start
+ }
+ else if (intermission == 2) // map voting screen
{
HUD_FinaleOverlay();
HUD_Reset();
- }
- else if(scoreboard_showaccuracy && spectatee_status != -1)
- HUD_DrawAccuracyStats();
- else
- HUD_DrawScoreboard();
- if (scoreboard_showscores || scoreboard_showaccuracy || scoreboard_showscores_force || getstati(STAT_HEALTH) <= 0 || intermission == 1)
- HUD_Reset();
+ centerprint_start_x = 0;
+ centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
+ }
+ else // hud
+ {
+ centerprint_start_x = 0;
+ centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
+ }
+ HUD_DrawCenterPrint();
break;
case HUD_SPIDERBOT: