con_notifysize 10\r
con_notifyalign 0\r
\r
+seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt"\r
+seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version"\r
+seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version"\r
+seta hud_damage_color "1 0 0" "color of flash"\r
+seta hud_damage_factor 0.025 "(damage * factor) = how much to add to the alpha value"\r
+seta hud_damage_fade_rate 0.75 "how much to subtract from the alpha value each second"\r
+seta hud_damage_maxalpha 1.5 "how much to limit the alpha value to"\r
+seta hud_damage_pain_threshold 0.1 "how much alpha to ignore (must be bigger than the hud_damage_factor so that e.g. rot is ignored)"\r
+seta hud_damage_pain_threshold_lower 1.25 "how much we lower pain_threshold with when nearing 0 health (if pain_threshold gets negative then we always draw a flash at alpha = fabs(pain_threshold)"\r
+seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowering pain_threshold"\r
+seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"\r
+seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"\r
+\r
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"\r
seta hud_contents_factor 1 "factor at which to multiply the current faded value."\r
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"\r
float chase_active_old;\r
float artwork_fade;\r
float pickup_crosshair_time, pickup_crosshair_size;\r
+float myhealth, myhealth_prev, myhealth_flash;\r
float contentavgalpha, liquidalpha_prev;\r
+vector myhealth_gentlergb;\r
vector liquidcolor_prev;\r
string artwork_image;\r
string intermission_song;\r
drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
}\r
\r
+ if(cvar("hud_damage"))\r
+ {\r
+ float myhealth_flash_temp;\r
+ myhealth = getstati(STAT_HEALTH);\r
+\r
+ // fade out\r
+ myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
+ // add new damage\r
+ myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
+\r
+ float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
+ pain_threshold = cvar("hud_damage_pain_threshold");\r
+ pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
+ pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
+\r
+ if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
+ {\r
+ pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
+ }\r
+\r
+ myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
+\r
+ if(myhealth_prev < 1)\r
+ {\r
+ if(myhealth >= 1)\r
+ {\r
+ myhealth_flash = 0; // just spawned, clear the flash immediately\r
+ myhealth_flash_temp = 0;\r
+ }\r
+ else\r
+ {\r
+ myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
+ }\r
+ }\r
+\r
+ if(spectatee_status == -1 || intermission)\r
+ {\r
+ myhealth_flash = 0; // observing, or match ended\r
+ myhealth_flash_temp = 0;\r
+ }\r
+\r
+ myhealth_prev = myhealth;\r
+\r
+ if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
+ {\r
+ if(cvar("cl_gentle_damage") == 2)\r
+ {\r
+ if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
+ {\r
+ myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
+ }\r
+ }\r
+ else\r
+ myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
+\r
+ drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ }\r
+ else\r
+ drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
+ }\r
+\r
// Draw the mouse cursor\r
// NOTE: drawpic must happen after R_RenderScene for some reason\r
//drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r