]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/client/view.qc
Revert "Add brackets around the nested viewmodel draw call, seems to fix a strange...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / view.qc
index a183c82d0ad04e2482cf522e73b94399d596cffd..a9ad0a76bd7e612d58fdeaafa49a40cc27d8fa66 100644 (file)
@@ -269,7 +269,6 @@ void viewmodel_animate(entity this)
                this.origin += bobmodel_ofs(view);
 }
 
-.vector viewmodel_origin, viewmodel_angles;
 .float weapon_nextthink;
 .float weapon_eta_last;
 .float weapon_switchdelay;
@@ -278,8 +277,6 @@ void viewmodel_animate(entity this)
 
 void viewmodel_draw(entity this)
 {
-       if(!this.activeweapon || !autocvar_r_drawviewmodel)
-               return;
        int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
        float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
        int wepskin = this.m_skin;
@@ -287,7 +284,7 @@ void viewmodel_draw(entity this)
        if (invehicle) a = -1;
        Weapon wep = this.activeweapon;
        int c = entcs_GetClientColors(current_player);
-       vector g = weaponentity_glowmod(wep, NULL, c, this);
+       vector g = weaponentity_glowmod(wep, c, this);
        entity me = CSQCModel_server2csqc(player_localentnum - 1);
        int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
                | EF_NODEPTHTEST)
@@ -313,8 +310,7 @@ void viewmodel_draw(entity this)
                {
                        this.name_last = name;
                        CL_WeaponEntity_SetModel(this, name, swap);
-                       this.viewmodel_origin = this.origin;
-                       this.viewmodel_angles = this.angles;
+                       this.origin += autocvar_cl_gunoffset;
                }
                anim_update(this);
                if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
@@ -343,8 +339,6 @@ void viewmodel_draw(entity this)
                }
        }
        this.weapon_eta_last = f;
-       this.origin = this.viewmodel_origin;
-       this.angles = this.viewmodel_angles;
        this.angles_x = (-90 * f * f);
        viewmodel_animate(this);
        MUTATOR_CALLHOOK(DrawViewModel, this);
@@ -359,11 +353,6 @@ STATIC_INIT(viewmodel) {
 vector project_3d_to_2d(vector vec)
 {
        vec = cs_project(vec);
-       if(cs_project_is_b0rked > 0)
-       {
-               vec.x *= vid_conwidth / vid_width;
-               vec.y *= vid_conheight / vid_height;
-       }
        return vec;
 }
 
@@ -922,6 +911,7 @@ void HUD_Draw(entity this)
        UpdateDamage();
        HUD_Crosshair(this);
        HitSound();
+       Local_Notification_Queue_Process();
 }
 
 void ViewLocation_Mouse()
@@ -1613,8 +1603,10 @@ void CSQC_UpdateView(entity this, float w, float h)
 
        // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
        // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-               viewmodel_draw(viewmodels[slot]);
+       if(autocvar_r_drawviewmodel)
+               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       if(viewmodels[slot].activeweapon)
+                               viewmodel_draw(viewmodels[slot]);
 
        // Render the Scene
        view_origin = getpropertyvec(VF_ORIGIN);
@@ -1653,7 +1645,12 @@ void CSQC_UpdateView(entity this, float w, float h)
        {
                if(calledhooks & HOOK_START)
                {
+                       int gamecount = cvar("cl_matchcount");
                        localcmd("\ncl_hook_gameend\n");
+                       // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
+                       // earlier versions of the game abuse the hook to set this cvar
+                       localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
+                       //cvar_set("cl_matchcount", itos(gamecount + 1));
                        calledhooks |= HOOK_END;
                }
        }
@@ -1711,6 +1708,11 @@ void CSQC_UpdateView(entity this, float w, float h)
        Debug_Draw();
 #endif
 
+       if (autocvar__scoreboard_team_selection)
+       {
+               Scoreboard_UI_Enable(1);
+               cvar_set("_scoreboard_team_selection", "0");
+       }
        scoreboard_active = Scoreboard_WouldDraw();
 
        HUD_Draw(this); // this parameter for deep vehicle function
@@ -1721,34 +1723,6 @@ void CSQC_UpdateView(entity this, float w, float h)
                NextFrameCommand = string_null;
        }
 
-       // we must do this check AFTER a frame was rendered, or it won't work
-       if(cs_project_is_b0rked == 0)
-       {
-               string w0, h0;
-               w0 = ftos(autocvar_vid_conwidth);
-               h0 = ftos(autocvar_vid_conheight);
-               //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
-               //setproperty(VF_FOV, '90 90 0');
-               setproperty(VF_ORIGIN, '0 0 0');
-               setproperty(VF_ANGLES, '0 0 0');
-               setproperty(VF_PERSPECTIVE, 1);
-               vector forward, right, up;
-               MAKE_VECTORS('0 0 0', forward, right, up);
-               vector v1, v2;
-               cvar_set("vid_conwidth", "800");
-               cvar_set("vid_conheight", "600");
-               v1 = cs_project(forward);
-               cvar_set("vid_conwidth", "640");
-               cvar_set("vid_conheight", "480");
-               v2 = cs_project(forward);
-               if(v1 == v2)
-                       cs_project_is_b0rked = 1;
-               else
-                       cs_project_is_b0rked = -1;
-               cvar_set("vid_conwidth", w0);
-               cvar_set("vid_conheight", h0);
-       }
-
        HUD_Mouse(local_player);
 
        cl_notice_run();