#include "noise.qh"
#include "scoreboard.qh"
#include "shownames.qh"
-#include "vehicles/all.qh"
#include "waypointsprites.qh"
+#include "mutators/events.qh"
+
#include "../common/constants.qh"
#include "../common/mapinfo.qh"
#include "../common/nades.qh"
vector p, dir, ang, q, nextdir;
float portal_number, portal1_idx;
- if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
+ if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
return;
if(g_balance_porto_secondary)
return;
zoomdir = button_zoom;
if(hud == HUD_NORMAL)
- if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
+ if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
zoomdir += button_attack2;
if(spectatee_status > 0 || isdemo())
{
switch(activeweapon) // WEAPONTODO
{
- case WEP_TUBA: // no aim
- case WEP_PORTO: // shoots from eye
- case WEP_HOOK: // no trueaim
- case WEP_MORTAR: // toss curve
+ case WEP_TUBA.m_id: // no aim
+ case WEP_PORTO.m_id: // shoots from eye
+ case WEP_HOOK.m_id: // no trueaim
+ case WEP_MORTAR.m_id: // toss curve
return SHOTTYPE_HITWORLD;
- case WEP_VORTEX:
- case WEP_VAPORIZER:
+ case WEP_VORTEX.m_id:
+ case WEP_VAPORIZER.m_id:
mv = MOVE_NORMAL;
break;
- case WEP_RIFLE:
+ case WEP_RIFLE.m_id:
ta = trueaim_rifle;
mv = MOVE_NORMAL;
if(zoomscript_caught)
return EnemyHitCheck();
}
break;
- case WEP_DEVASTATOR: // projectile has a size!
+ case WEP_DEVASTATOR.m_id: // projectile has a size!
mi = '-3 -3 -3';
ma = '3 3 3';
break;
- case WEP_FIREBALL: // projectile has a size!
+ case WEP_FIREBALL.m_id: // projectile has a size!
mi = '-16 -16 -16';
ma = '16 16 16';
break;
- case WEP_SEEKER: // projectile has a size!
+ case WEP_SEEKER.m_id: // projectile has a size!
mi = '-2 -2 -2';
ma = '2 2 2';
break;
- case WEP_ELECTRO: // projectile has a size!
+ case WEP_ELECTRO.m_id: // projectile has a size!
mi = '0 0 -3';
ma = '0 0 -3';
break;
float reticle_type;
string reticle_image;
string NextFrameCommand;
-void CSQC_SPIDER_HUD();
-void CSQC_RAPTOR_HUD();
vector freeze_org, freeze_ang;
entity nightvision_noise, nightvision_noise2;
return true;
if(spectatee_status >= 0)
{
- if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
+ if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
+ return true;
+ if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
return true;
if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
{
static float hitsound_time_prev = 0;
// HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
- float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
+ float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
{
if (autocvar_cl_hitsound && unaccounted_damage)
wcross_alpha_prev = wcross_alpha;
wcross_color_prev = wcross_color;
+ MUTATOR_CALLHOOK(UpdateCrosshair);
+
wcross_scale *= 1 - autocvar__menu_alpha;
wcross_alpha *= 1 - autocvar__menu_alpha;
wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
// handle the values
- if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
{
if (vortex_chargepool || use_vortex_chargepool) {
use_vortex_chargepool = 1;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring_nexgun.tga";
}
- else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
+ else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
{
ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 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_alpha = autocvar_crosshair_ring_minelayer_alpha;
ring_rgb = wcross_color;
ring_image = "gfx/crosshair_ring.tga";
}
- else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
+ else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
{
ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
ring_alpha = autocvar_crosshair_ring_hagar_alpha;
// Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
// if a new image for another weapon is added, add the code (and its respective file/value) here
- if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
+ if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
ring_image = "gfx/crosshair_ring_rifle.tga";
else
ring_image = "gfx/crosshair_ring.tga";
}
- else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
+ else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
{
ring_value = arc_heat;
ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
const int BUTTON_4 = 8;
float cl_notice_run();
float prev_myteam;
+int lasthud;
+float vh_notice_time;
void CSQC_UpdateView(float w, float h)
{
entity e;
hud = getstati(STAT_HUD);
+ if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
+ vh_notice_time = time + autocvar_cl_vehicles_notify_time;
+
+ lasthud = hud;
+
if(autocvar__hud_showbinds_reload) // menu can set this one
{
db_close(binddb);
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
+ float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
entity gen = world;
// detect maximum viewoffset and use it
vector view_offset = autocvar_cl_eventchase_viewoffset;
+ if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
if(view_offset)
// make the camera smooth back
float chase_distance = autocvar_cl_eventchase_distance;
+ if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
HUD_Radar_Mouse();
if(hud && !intermission)
- {
- if(hud == HUD_SPIDERBOT)
- CSQC_SPIDER_HUD();
- else if(hud == HUD_WAKIZASHI)
- CSQC_WAKIZASHI_HUD();
- else if(hud == HUD_RAPTOR)
- CSQC_RAPTOR_HUD();
- else if(hud == HUD_BUMBLEBEE)
- CSQC_BUMBLE_HUD();
- else if(hud == HUD_BUMBLEBEE_GUN)
- CSQC_BUMBLE_GUN_HUD();
- }
+ if(hud == HUD_BUMBLEBEE_GUN)
+ CSQC_BUMBLE_GUN_HUD();
+ else
+ VEH_ACTION(hud, VR_HUD);
cl_notice_run();