]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/View.qc
Merge remote branch 'origin/master' into samual/hud_updates
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / View.qc
index ade5155c46ff2e7c26e50070c05e31b269982085..ea10300ed9773940658a2bef5f7b0913eea06c12 100644 (file)
@@ -817,7 +817,7 @@ void CSQC_UpdateView(float w, float h)
                }
        }
        
-       if(autocvar_hud_damage && !autocvar_chase_active)
+       if(autocvar_hud_damage)
        {
                splash_size_x = max(vid_conwidth, vid_conheight);
                splash_size_y = max(vid_conwidth, vid_conheight);
@@ -865,24 +865,31 @@ void CSQC_UpdateView(float w, float h)
 
                myhealth_prev = myhealth;
 
-               if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
+               // IDEA: change damage color/picture based on player model for robot/alien species?
+               // pro: matches model better
+               // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
+               // maybe different reddish pics?
+               if(autocvar_chase_active >= 0) // not while the event chase camera is active
                {
-                       if(autocvar_cl_gentle_damage == 2)
+                       if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
                        {
-                               if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+                               if(autocvar_cl_gentle_damage == 2)
                                {
-                                       myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+                                       if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
+                                       {
+                                               myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
+                                       }
                                }
+                               else
+                                       myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
+
+                               drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
                        }
                        else
-                               myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
-
-                       drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
+                               drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
                }
-               else
-                       drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
 
-               if(autocvar_hud_postprocessing)
+               if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
                {
                        if(autocvar_hud_damage_blur && myhealth_flash_temp)
                        {
@@ -1065,7 +1072,7 @@ void CSQC_UpdateView(float w, float h)
                                wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
                        else if(autocvar_crosshair_color_by_health)
                        {
-                               local float x = getstati(STAT_HEALTH);
+                               float x = getstati(STAT_HEALTH);
 
                                //x = red
                                //y = green
@@ -1512,8 +1519,8 @@ void CSQC_Demo_Camera()
 
        if(autocvar_camera_look_player)
        {
-               local vector dir;
-               local float n;
+               vector dir;
+               float n;
 
                dir = normalize(view_origin - current_position);
                n = mouse_angles_z;