// generated file; do not modify
+#include <client/hud/crosshair.qc>
#include <client/hud/hud.qc>
#include <client/hud/hud_config.qc>
#include <client/hud/panel.qc>
// generated file; do not modify
+#include <client/hud/crosshair.qh>
#include <client/hud/hud.qh>
#include <client/hud/hud_config.qh>
#include <client/hud/panel.qh>
--- /dev/null
+#include "crosshair.qh"
+
+#include <client/autocvars.qh>
+#include <client/main.qh>
+#include <client/miscfunctions.qh>
+#include <client/hud/panel/scoreboard.qh>
+#include <client/view.qh>
+
+#include <lib/csqcmodel/cl_player.qh>
+#include <common/deathtypes/all.qh>
+#include <common/ent_cs.qh>
+#include <common/vehicles/all.qh>
+#include <common/viewloc.qh>
+#include <common/mapobjects/trigger/viewloc.qh>
+#include <common/wepent.qh>
+#include <common/minigames/cl_minigames.qh>
+#include <common/minigames/cl_minigames_hud.qh>
+#include <common/mutators/mutator/overkill/oknex.qh>
+
+const float MAX_TIME_DIFF = 5;
+float pickup_crosshair_time, pickup_crosshair_size;
+float hitindication_crosshair_size;
+float use_vortex_chargepool;
+
+float reticle_type;
+
+vector wcross_origin;
+float wcross_scale_prev, wcross_alpha_prev;
+vector wcross_color_prev;
+float wcross_scale_goal_prev, wcross_alpha_goal_prev;
+vector wcross_color_goal_prev;
+float wcross_changedonetime;
+
+string wcross_name_goal_prev, wcross_name_goal_prev_prev;
+float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
+float wcross_name_changestarttime, wcross_name_changedonetime;
+float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
+
+float wcross_ring_prev;
+
+entity trueaim;
+entity trueaim_rifle;
+
+const float SHOTTYPE_HITTEAM = 1;
+const float SHOTTYPE_HITOBSTRUCTION = 2;
+const float SHOTTYPE_HITWORLD = 3;
+const float SHOTTYPE_HITENEMY = 4;
+
+void TrueAim_Init()
+{
+ (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+ (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
+}
+
+float EnemyHitCheck()
+{
+ float t, n;
+ wcross_origin = project_3d_to_2d(trace_endpos);
+ wcross_origin.z = 0;
+ if(trace_ent)
+ n = trace_ent.entnum;
+ else
+ n = trace_networkentity;
+ if(n < 1)
+ return SHOTTYPE_HITWORLD;
+ if(n > maxclients)
+ return SHOTTYPE_HITWORLD;
+ t = entcs_GetTeam(n - 1);
+ if(teamplay)
+ if(t == myteam)
+ return SHOTTYPE_HITTEAM;
+ if(t == NUM_SPECTATOR)
+ return SHOTTYPE_HITWORLD;
+ return SHOTTYPE_HITENEMY;
+}
+
+float TrueAimCheck(entity wepent)
+{
+ if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
+ return SHOTTYPE_HITWORLD;
+
+ float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
+ vector vecs, trueaimpoint, w_shotorg;
+ vector mi, ma, dv;
+ float shottype;
+ entity ta;
+ float mv;
+
+ mi = ma = '0 0 0';
+ ta = trueaim;
+ mv = MOVE_NOMONSTERS;
+
+ switch(wepent.activeweapon) // WEAPONTODO
+ {
+ case WEP_VORTEX:
+ case WEP_OVERKILL_NEX:
+ case WEP_VAPORIZER:
+ mv = MOVE_NORMAL;
+ break;
+ case WEP_RIFLE:
+ ta = trueaim_rifle;
+ mv = MOVE_NORMAL;
+ if(zoomscript_caught)
+ {
+ tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
+ return EnemyHitCheck();
+ }
+ break;
+ case WEP_DEVASTATOR: // projectile has a size!
+ mi = '-3 -3 -3';
+ ma = '3 3 3';
+ break;
+ case WEP_FIREBALL: // projectile has a size!
+ mi = '-16 -16 -16';
+ ma = '16 16 16';
+ break;
+ case WEP_SEEKER: // projectile has a size!
+ mi = '-2 -2 -2';
+ ma = '2 2 2';
+ break;
+ case WEP_ELECTRO: // projectile has a size!
+ mi = '0 0 -3';
+ ma = '0 0 -3';
+ break;
+ }
+
+ vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
+
+ vecs = decompressShotOrigin(STAT(SHOTORG));
+
+ traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
+ trueaimpoint = trace_endpos;
+ // move trueaimpoint a little bit forward to make the final tracebox reliable
+ // since it sometimes doesn't reach a teammate by a hair
+ trueaimpoint += view_forward;
+
+ if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
+ trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
+
+ if(vecs.x > 0)
+ vecs.y = -vecs.y;
+ else
+ vecs = '0 0 0';
+
+ dv = view_right * vecs.y + view_up * vecs.z;
+ w_shotorg = traceorigin + dv;
+
+ // now move the vecs forward as much as requested if possible
+ tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
+ w_shotorg = trace_endpos - view_forward * nudge;
+
+ tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
+ shottype = EnemyHitCheck();
+ if(shottype != SHOTTYPE_HITWORLD)
+ return shottype;
+
+#if 0
+ // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
+ // or rather, I know why, but see no fix
+ if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
+ // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
+ return SHOTTYPE_HITOBSTRUCTION;
+#endif
+
+ return SHOTTYPE_HITWORLD;
+}
+
+void HUD_Crosshair_Vehicle(entity this)
+{
+ if(hud != HUD_BUMBLEBEE_GUN)
+ {
+ Vehicle info = REGISTRY_GET(Vehicles, hud);
+ info.vr_crosshair(info, this);
+ }
+}
+
+vector crosshair_getcolor(entity this, float health_stat)
+{
+ static float rainbow_last_flicker;
+ static vector rainbow_prev_color;
+ vector wcross_color = '0 0 0';
+ switch(autocvar_crosshair_color_special)
+ {
+ case 1: // weapon color
+ {
+ if(this != WEP_Null && hud == HUD_NORMAL)
+ {
+ wcross_color = this.wpcolor;
+ break;
+ }
+ else { goto normalcolor; }
+ }
+
+ case 2: // color based on health and armor
+ {
+ vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
+ float health_and_armor = floor(v.x + 1);
+ wcross_color = HUD_Get_Num_Color(health_and_armor, 200, false);
+ break;
+ }
+
+ case 3: // rainbow/random color
+ {
+ if(time >= rainbow_last_flicker)
+ {
+ rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
+ rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
+ }
+ wcross_color = rainbow_prev_color;
+ break;
+ }
+LABEL(normalcolor)
+ default: { wcross_color = stov(autocvar_crosshair_color); break; }
+ }
+
+ return wcross_color;
+}
+
+void HUD_Crosshair(entity this)
+{
+ // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
+ if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
+ csqcplayer.alpha = csqcplayer.m_alpha;
+
+ float f, i, j;
+ vector v;
+ if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
+ && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
+ && !HUD_MinigameMenu_IsOpened())
+ {
+ if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
+ return;
+
+ if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
+ return;
+
+ if (hud != HUD_NORMAL)
+ {
+ HUD_Crosshair_Vehicle(this);
+ return;
+ }
+
+ string wcross_style;
+ float wcross_alpha, wcross_resolution;
+ wcross_style = autocvar_crosshair;
+ if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
+ wcross_style = autocvar_crosshair_2d;
+ if (wcross_style == "0")
+ return;
+ wcross_resolution = autocvar_crosshair_size;
+ if (wcross_resolution == 0)
+ return;
+ wcross_alpha = autocvar_crosshair_alpha;
+ if (wcross_alpha == 0)
+ return;
+
+ // TrueAim check
+ float shottype;
+
+ // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
+ if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ wcross_origin = viewloc_mousepos;
+ else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
+ {
+ vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
+ if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
+ {
+ traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
+ float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
+ if(trace_ent == csqcplayer)
+ csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
+ else
+ csqcplayer.alpha = csqcplayer.m_alpha;
+ }
+ traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
+ wcross_origin = project_3d_to_2d(trace_endpos);
+ }
+ else
+ wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
+ wcross_origin.z = 0;
+ if(autocvar_crosshair_hittest)
+ {
+ vector wcross_oldorigin;
+ entity thiswep = viewmodels[0]; // TODO: unhardcode
+ wcross_oldorigin = wcross_origin;
+ shottype = TrueAimCheck(thiswep);
+ if(shottype == SHOTTYPE_HITWORLD)
+ {
+ v = wcross_origin - wcross_oldorigin;
+ v.x /= vid_conwidth;
+ v.y /= vid_conheight;
+ if(vdist(v, >, 0.01))
+ shottype = SHOTTYPE_HITOBSTRUCTION;
+ }
+ if(!autocvar_crosshair_hittest_showimpact)
+ wcross_origin = wcross_oldorigin;
+ }
+ else
+ shottype = SHOTTYPE_HITWORLD;
+
+ vector wcross_color = '0 0 0', wcross_size = '0 0 0';
+ string wcross_name = "";
+ float wcross_scale, wcross_blur;
+
+ entity e = WEP_Null;
+ if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
+ {
+ entity wepent = viewmodels[0]; // TODO: unhardcode
+ e = wepent.switchingweapon;
+ if(e)
+ {
+ if(autocvar_crosshair_per_weapon)
+ {
+ // WEAPONTODO: access these through some general settings (with non-balance config settings)
+ //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
+ //if (wcross_resolution == 0)
+ //return;
+
+ //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
+ wcross_resolution *= e.w_crosshair_size;
+ wcross_name = e.w_crosshair;
+ }
+ }
+ }
+
+ if(wcross_name == "")
+ wcross_name = strcat("gfx/crosshair", wcross_style);
+
+ // MAIN CROSSHAIR COLOR DECISION
+ wcross_color = crosshair_getcolor(e, STAT(HEALTH));
+
+ if(autocvar_crosshair_effect_scalefade)
+ {
+ wcross_scale = wcross_resolution;
+ wcross_resolution = 1;
+ }
+ else
+ {
+ wcross_scale = 1;
+ }
+
+ if(autocvar_crosshair_pickup)
+ {
+ float stat_pickup_time = STAT(LAST_PICKUP);
+
+ if(pickup_crosshair_time < stat_pickup_time)
+ {
+ if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
+ pickup_crosshair_size = 1;
+
+ pickup_crosshair_time = stat_pickup_time;
+ }
+
+ if(pickup_crosshair_size > 0)
+ pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
+ else
+ pickup_crosshair_size = 0;
+
+ wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
+ }
+
+ // todo: make crosshair hit indication dependent on damage dealt
+ if(autocvar_crosshair_hitindication)
+ {
+ vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
+
+ if(unaccounted_damage)
+ {
+ hitindication_crosshair_size = 1;
+ }
+
+ if(hitindication_crosshair_size > 0)
+ hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
+ else
+ hitindication_crosshair_size = 0;
+
+ wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
+ wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
+ wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
+ wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
+ }
+
+ // no effects needed for targeting enemies, this can't possibly span all valid targets!
+ // just show for teammates to give a sign that they're an invalid target
+ //if(shottype == SHOTTYPE_HITENEMY)
+ //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
+ if(shottype == SHOTTYPE_HITTEAM)
+ wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
+
+ f = fabs(autocvar_crosshair_effect_time);
+ if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
+ {
+ wcross_changedonetime = time + f;
+ }
+ if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
+ {
+ wcross_name_changestarttime = time;
+ wcross_name_changedonetime = time + f;
+ if(wcross_name_goal_prev_prev)
+ strunzone(wcross_name_goal_prev_prev);
+ wcross_name_goal_prev_prev = wcross_name_goal_prev;
+ wcross_name_goal_prev = strzone(wcross_name);
+ wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
+ wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
+ wcross_resolution_goal_prev = wcross_resolution;
+ }
+
+ wcross_scale_goal_prev = wcross_scale;
+ wcross_alpha_goal_prev = wcross_alpha;
+ wcross_color_goal_prev = wcross_color;
+
+ if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
+ || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
+ {
+ wcross_blur = 1;
+ wcross_alpha *= 0.75;
+ }
+ else
+ wcross_blur = 0;
+ // *_prev is at time-frametime
+ // * is at wcross_changedonetime+f
+ // what do we have at time?
+ if(time < wcross_changedonetime)
+ {
+ f = frametime / (wcross_changedonetime - time + frametime);
+ wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
+ wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
+ wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
+ }
+
+ wcross_scale_prev = wcross_scale;
+ 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;
+
+ if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
+ {
+ // crosshair rings for weapon stats
+ if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
+ {
+ // declarations and stats
+ float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
+ string ring_image = string_null, ring_inner_image = string_null;
+ vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
+
+ ring_scale = autocvar_crosshair_ring_size;
+
+ entity wepent = viewmodels[0]; // TODO: unhardcode
+
+ int weapon_clipload = wepent.clip_load;
+ int weapon_clipsize = wepent.clip_size;
+
+ float arc_heat = wepent.arc_heat_percent;
+ float vcharge = wepent.vortex_charge;
+ float vchargepool = wepent.vortex_chargepool_ammo;
+ float oknex_charge_ = wepent.oknex_charge;
+ float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
+
+ if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
+ vortex_charge_movingavg = vcharge;
+
+ // handle the values
+ if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
+ {
+ if (vchargepool || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = vchargepool;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = vcharge;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
+ else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
+ {
+ if (oknex_chargepool_ || use_vortex_chargepool) {
+ use_vortex_chargepool = 1;
+ ring_inner_value = oknex_chargepool_;
+ } else {
+ vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
+ ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
+ }
+
+ ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
+ ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
+ ring_inner_image = "gfx/crosshair_ring_inner.tga";
+
+ // draw the outer ring to show the current charge of the weapon
+ ring_value = oknex_charge_;
+ ring_alpha = autocvar_crosshair_ring_vortex_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring_nexgun.tga";
+ }
+ else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
+ {
+ ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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 (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
+ {
+ ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
+ ring_alpha = autocvar_crosshair_ring_hagar_alpha;
+ ring_rgb = wcross_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+ else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
+ {
+ ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
+ ring_scale = autocvar_crosshair_ring_reload_size;
+ ring_alpha = autocvar_crosshair_ring_reload_alpha;
+ ring_rgb = wcross_color;
+
+ // 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 ((wepent.activeweapon == WEP_RIFLE) && (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 && wepent.activeweapon == WEP_ARC )
+ {
+ ring_value = arc_heat;
+ ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
+ arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
+ ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
+ ring_image = "gfx/crosshair_ring.tga";
+ }
+
+ // if in weapon switch animation, fade ring out/in
+ if(autocvar_crosshair_effect_time > 0)
+ {
+ f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
+ if (f >= 1)
+ {
+ wcross_ring_prev = ((ring_image) ? true : false);
+ }
+
+ if(wcross_ring_prev)
+ {
+ if(f < 1)
+ ring_alpha *= fabs(1 - bound(0, f, 1));
+ }
+ else
+ {
+ if(f < 1)
+ ring_alpha *= bound(0, f, 1);
+ }
+ }
+
+ if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
+
+ if (ring_value)
+ DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
+ }
+
+#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
+ MACRO_BEGIN \
+ vector scaled_sz = sz * wcross_size; \
+ if(wcross_blur > 0) \
+ { \
+ for(i = -2; i <= 2; ++i) \
+ for(j = -2; j <= 2; ++j) \
+ M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
+ } \
+ else \
+ { \
+ M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
+ } \
+ MACRO_END
+
+#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
+ drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
+
+#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
+ CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
+
+ if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
+ {
+ f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
+ wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
+ CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
+ f = 1 - f;
+ }
+ else
+ {
+ f = 1;
+ }
+ wcross_name_alpha_goal_prev = f;
+
+ wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
+ CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
+
+ if(autocvar_crosshair_dot)
+ {
+ vector wcross_color_old;
+ wcross_color_old = wcross_color;
+
+ if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
+ wcross_color = stov(autocvar_crosshair_dot_color);
+
+ CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
+ // FIXME why don't we use wcross_alpha here?
+ wcross_color = wcross_color_old;
+ }
+ }
+ }
+ else
+ {
+ wcross_scale_prev = 0;
+ wcross_alpha_prev = 0;
+ wcross_scale_goal_prev = 0;
+ wcross_alpha_goal_prev = 0;
+ wcross_changedonetime = 0;
+ strfree(wcross_name_goal_prev);
+ strfree(wcross_name_goal_prev_prev);
+ wcross_name_changestarttime = 0;
+ wcross_name_changedonetime = 0;
+ wcross_name_alpha_goal_prev = 0;
+ wcross_name_alpha_goal_prev_prev = 0;
+ wcross_resolution_goal_prev = 0;
+ wcross_resolution_goal_prev_prev = 0;
+ }
+}
+
+void DrawReticle(entity this)
+{
+ if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
+ {
+ reticle_type = 0;
+ return;
+ }
+
+ float is_dead = (STAT(HEALTH) <= 0);
+ string reticle_image = string_null;
+ bool wep_zoomed = false;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ entity wepe = viewmodels[slot];
+ Weapon wep = wepe.activeweapon;
+ if(wep != WEP_Null && wep.wr_zoom)
+ {
+ bool do_zoom = wep.wr_zoom(wep, NULL);
+ if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
+ reticle_image = wep.w_reticle;
+ wep_zoomed += do_zoom;
+ }
+ }
+ // 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 || is_dead || hud != HUD_NORMAL || this.viewloc)
+ {
+ // no zoom reticle while dead
+ reticle_type = 0;
+ }
+ else if(wep_zoomed && autocvar_cl_reticle_weapon)
+ {
+ if(reticle_image) { reticle_type = 2; }
+ else { reticle_type = 0; }
+ }
+ else if(button_zoom || zoomscript_caught)
+ {
+ // normal zoom
+ reticle_type = 1;
+ }
+
+ if(reticle_type)
+ {
+ vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
+ if(autocvar_cl_reticle_stretch)
+ {
+ reticle_size.x = vid_conwidth;
+ reticle_size.y = vid_conheight;
+ reticle_pos.x = 0;
+ reticle_pos.y = 0;
+ }
+ else
+ {
+ reticle_size.x = max(vid_conwidth, vid_conheight);
+ reticle_size.y = max(vid_conwidth, vid_conheight);
+ reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
+ reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
+ }
+
+ float f = (zoomscript_caught) ? 1 : current_zoomfraction;
+
+ if(f)
+ {
+ switch(reticle_type)
+ {
+ case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
+ case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
+ }
+ }
+ }
+}
--- /dev/null
+#pragma once
+
+vector crosshair_getcolor(entity this, float health_stat);
+void TrueAim_Init();
+void HUD_Crosshair(entity this);
+void DrawReticle(entity this);
#include <common/vehicles/all.qh>
#include <common/weapons/_all.qh>
-#include <common/mutators/mutator/overkill/oknex.qh>
#include <common/mutators/mutator/waypoints/all.qh>
#include <common/viewloc.qh>
#include <common/mapobjects/trigger/viewloc.qh>
}
// this function must match W_SetupShot!
-float zoomscript_caught;
bool minigame_wasactive;
-vector wcross_origin;
-float wcross_scale_prev, wcross_alpha_prev;
-vector wcross_color_prev;
-float wcross_scale_goal_prev, wcross_alpha_goal_prev;
-vector wcross_color_goal_prev;
-float wcross_changedonetime;
-
-string wcross_name_goal_prev, wcross_name_goal_prev_prev;
-float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
-float wcross_name_changestarttime, wcross_name_changedonetime;
-float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
-
-float wcross_ring_prev;
-
-entity trueaim;
-entity trueaim_rifle;
-
-const float SHOTTYPE_HITTEAM = 1;
-const float SHOTTYPE_HITOBSTRUCTION = 2;
-const float SHOTTYPE_HITWORLD = 3;
-const float SHOTTYPE_HITENEMY = 4;
-
-void TrueAim_Init()
-{
- (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
- (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
-}
-
-float EnemyHitCheck()
-{
- float t, n;
- wcross_origin = project_3d_to_2d(trace_endpos);
- wcross_origin.z = 0;
- if(trace_ent)
- n = trace_ent.entnum;
- else
- n = trace_networkentity;
- if(n < 1)
- return SHOTTYPE_HITWORLD;
- if(n > maxclients)
- return SHOTTYPE_HITWORLD;
- t = entcs_GetTeam(n - 1);
- if(teamplay)
- if(t == myteam)
- return SHOTTYPE_HITTEAM;
- if(t == NUM_SPECTATOR)
- return SHOTTYPE_HITWORLD;
- return SHOTTYPE_HITENEMY;
-}
-
-float TrueAimCheck(entity wepent)
-{
- if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
- return SHOTTYPE_HITWORLD;
-
- float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
- vector vecs, trueaimpoint, w_shotorg;
- vector mi, ma, dv;
- float shottype;
- entity ta;
- float mv;
-
- mi = ma = '0 0 0';
- ta = trueaim;
- mv = MOVE_NOMONSTERS;
-
- switch(wepent.activeweapon) // WEAPONTODO
- {
- case WEP_VORTEX:
- case WEP_OVERKILL_NEX:
- case WEP_VAPORIZER:
- mv = MOVE_NORMAL;
- break;
- case WEP_RIFLE:
- ta = trueaim_rifle;
- mv = MOVE_NORMAL;
- if(zoomscript_caught)
- {
- tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
- return EnemyHitCheck();
- }
- break;
- case WEP_DEVASTATOR: // projectile has a size!
- mi = '-3 -3 -3';
- ma = '3 3 3';
- break;
- case WEP_FIREBALL: // projectile has a size!
- mi = '-16 -16 -16';
- ma = '16 16 16';
- break;
- case WEP_SEEKER: // projectile has a size!
- mi = '-2 -2 -2';
- ma = '2 2 2';
- break;
- case WEP_ELECTRO: // projectile has a size!
- mi = '0 0 -3';
- ma = '0 0 -3';
- break;
- }
-
- vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
-
- vecs = decompressShotOrigin(STAT(SHOTORG));
-
- traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
- trueaimpoint = trace_endpos;
- // move trueaimpoint a little bit forward to make the final tracebox reliable
- // since it sometimes doesn't reach a teammate by a hair
- trueaimpoint += view_forward;
-
- if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
- trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
-
- if(vecs.x > 0)
- vecs.y = -vecs.y;
- else
- vecs = '0 0 0';
-
- dv = view_right * vecs.y + view_up * vecs.z;
- w_shotorg = traceorigin + dv;
-
- // now move the vecs forward as much as requested if possible
- tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs.x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
- w_shotorg = trace_endpos - view_forward * nudge;
-
- tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
- shottype = EnemyHitCheck();
- if(shottype != SHOTTYPE_HITWORLD)
- return shottype;
-
-#if 0
- // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
- // or rather, I know why, but see no fix
- if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
- // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
- return SHOTTYPE_HITOBSTRUCTION;
-#endif
-
- return SHOTTYPE_HITWORLD;
-}
-
float camera_mode;
const float CAMERA_FREE = 1;
const float CAMERA_CHASE = 2;
-float reticle_type;
string NextFrameCommand;
vector freeze_org, freeze_ang;
entity nightvision_noise, nightvision_noise2;
-const float MAX_TIME_DIFF = 5;
-float pickup_crosshair_time, pickup_crosshair_size;
-float hitindication_crosshair_size;
-float use_vortex_chargepool;
-
float myhealth, myhealth_prev;
float myhealth_flash;
}
}
-void HUD_Crosshair_Vehicle(entity this)
-{
- if(hud != HUD_BUMBLEBEE_GUN)
- {
- Vehicle info = REGISTRY_GET(Vehicles, hud);
- info.vr_crosshair(info, this);
- }
-}
-
vector damage_blurpostprocess, content_blurpostprocess;
-float unaccounted_damage = 0;
void UpdateDamage()
{
// accumulate damage with each stat update
}
}
-vector crosshair_getcolor(entity this, float health_stat)
-{
- static float rainbow_last_flicker;
- static vector rainbow_prev_color;
- vector wcross_color = '0 0 0';
- switch(autocvar_crosshair_color_special)
- {
- case 1: // weapon color
- {
- if(this != WEP_Null && hud == HUD_NORMAL)
- {
- wcross_color = this.wpcolor;
- break;
- }
- else { goto normalcolor; }
- }
-
- case 2: // color based on health and armor
- {
- vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
- float health_and_armor = floor(v.x + 1);
- wcross_color = HUD_Get_Num_Color(health_and_armor, 200, false);
- break;
- }
-
- case 3: // rainbow/random color
- {
- if(time >= rainbow_last_flicker)
- {
- rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
- rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
- }
- wcross_color = rainbow_prev_color;
- break;
- }
-LABEL(normalcolor)
- default: { wcross_color = stov(autocvar_crosshair_color); break; }
- }
-
- return wcross_color;
-}
-
-void HUD_Crosshair(entity this)
-{
- // reset player's alpha here upon death since forced scoreboard prevents running the crosshair_chase code
- if(autocvar_chase_active > 0 && autocvar_crosshair_chase && STAT(HEALTH) <= 0 && csqcplayer)
- csqcplayer.alpha = csqcplayer.m_alpha;
-
- float f, i, j;
- vector v;
- if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && !autocvar_cl_lockview
- && spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair)
- && !HUD_MinigameMenu_IsOpened())
- {
- if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
- return;
-
- if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
- return;
-
- if (hud != HUD_NORMAL)
- {
- HUD_Crosshair_Vehicle(this);
- return;
- }
-
- string wcross_style;
- float wcross_alpha, wcross_resolution;
- wcross_style = autocvar_crosshair;
- if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
- wcross_style = autocvar_crosshair_2d;
- if (wcross_style == "0")
- return;
- wcross_resolution = autocvar_crosshair_size;
- if (wcross_resolution == 0)
- return;
- wcross_alpha = autocvar_crosshair_alpha;
- if (wcross_alpha == 0)
- return;
-
- // TrueAim check
- float shottype;
-
- // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
- if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
- wcross_origin = viewloc_mousepos;
- else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
- {
- vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
- if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
- {
- traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
- float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
- if(trace_ent == csqcplayer)
- csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
- else
- csqcplayer.alpha = csqcplayer.m_alpha;
- }
- traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
- wcross_origin = project_3d_to_2d(trace_endpos);
- }
- else
- wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
- wcross_origin.z = 0;
- if(autocvar_crosshair_hittest)
- {
- vector wcross_oldorigin;
- entity thiswep = viewmodels[0]; // TODO: unhardcode
- wcross_oldorigin = wcross_origin;
- shottype = TrueAimCheck(thiswep);
- if(shottype == SHOTTYPE_HITWORLD)
- {
- v = wcross_origin - wcross_oldorigin;
- v.x /= vid_conwidth;
- v.y /= vid_conheight;
- if(vdist(v, >, 0.01))
- shottype = SHOTTYPE_HITOBSTRUCTION;
- }
- if(!autocvar_crosshair_hittest_showimpact)
- wcross_origin = wcross_oldorigin;
- }
- else
- shottype = SHOTTYPE_HITWORLD;
-
- vector wcross_color = '0 0 0', wcross_size = '0 0 0';
- string wcross_name = "";
- float wcross_scale, wcross_blur;
-
- entity e = WEP_Null;
- if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
- {
- entity wepent = viewmodels[0]; // TODO: unhardcode
- e = wepent.switchingweapon;
- if(e)
- {
- if(autocvar_crosshair_per_weapon)
- {
- // WEAPONTODO: access these through some general settings (with non-balance config settings)
- //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
- //if (wcross_resolution == 0)
- //return;
-
- //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
- wcross_resolution *= e.w_crosshair_size;
- wcross_name = e.w_crosshair;
- }
- }
- }
-
- if(wcross_name == "")
- wcross_name = strcat("gfx/crosshair", wcross_style);
-
- // MAIN CROSSHAIR COLOR DECISION
- wcross_color = crosshair_getcolor(e, STAT(HEALTH));
-
- if(autocvar_crosshair_effect_scalefade)
- {
- wcross_scale = wcross_resolution;
- wcross_resolution = 1;
- }
- else
- {
- wcross_scale = 1;
- }
-
- if(autocvar_crosshair_pickup)
- {
- float stat_pickup_time = STAT(LAST_PICKUP);
-
- if(pickup_crosshair_time < stat_pickup_time)
- {
- if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
- pickup_crosshair_size = 1;
-
- pickup_crosshair_time = stat_pickup_time;
- }
-
- if(pickup_crosshair_size > 0)
- pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
- else
- pickup_crosshair_size = 0;
-
- wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
- }
-
- // todo: make crosshair hit indication dependent on damage dealt
- if(autocvar_crosshair_hitindication)
- {
- vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
-
- if(unaccounted_damage)
- {
- hitindication_crosshair_size = 1;
- }
-
- if(hitindication_crosshair_size > 0)
- hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
- else
- hitindication_crosshair_size = 0;
-
- wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
- wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
- wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
- wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
- }
-
- // no effects needed for targeting enemies, this can't possibly span all valid targets!
- // just show for teammates to give a sign that they're an invalid target
- //if(shottype == SHOTTYPE_HITENEMY)
- //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
- if(shottype == SHOTTYPE_HITTEAM)
- wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
-
- f = fabs(autocvar_crosshair_effect_time);
- if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
- {
- wcross_changedonetime = time + f;
- }
- if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
- {
- wcross_name_changestarttime = time;
- wcross_name_changedonetime = time + f;
- if(wcross_name_goal_prev_prev)
- strunzone(wcross_name_goal_prev_prev);
- wcross_name_goal_prev_prev = wcross_name_goal_prev;
- wcross_name_goal_prev = strzone(wcross_name);
- wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
- wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
- wcross_resolution_goal_prev = wcross_resolution;
- }
-
- wcross_scale_goal_prev = wcross_scale;
- wcross_alpha_goal_prev = wcross_alpha;
- wcross_color_goal_prev = wcross_color;
-
- if((shottype == SHOTTYPE_HITTEAM && autocvar_crosshair_hittest_blur_teammate)
- || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur_wall && !autocvar_chase_active))
- {
- wcross_blur = 1;
- wcross_alpha *= 0.75;
- }
- else
- wcross_blur = 0;
- // *_prev is at time-frametime
- // * is at wcross_changedonetime+f
- // what do we have at time?
- if(time < wcross_changedonetime)
- {
- f = frametime / (wcross_changedonetime - time + frametime);
- wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
- wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
- wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
- }
-
- wcross_scale_prev = wcross_scale;
- 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;
-
- if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
- {
- // crosshair rings for weapon stats
- if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
- {
- // declarations and stats
- float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
- string ring_image = string_null, ring_inner_image = string_null;
- vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
-
- ring_scale = autocvar_crosshair_ring_size;
-
- entity wepent = viewmodels[0]; // TODO: unhardcode
-
- int weapon_clipload = wepent.clip_load;
- int weapon_clipsize = wepent.clip_size;
-
- float arc_heat = wepent.arc_heat_percent;
- float vcharge = wepent.vortex_charge;
- float vchargepool = wepent.vortex_chargepool_ammo;
- float oknex_charge_ = wepent.oknex_charge;
- float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
-
- if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
- vortex_charge_movingavg = vcharge;
-
- // handle the values
- if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
- {
- if (vchargepool || use_vortex_chargepool) {
- use_vortex_chargepool = 1;
- ring_inner_value = vchargepool;
- } else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = vcharge;
- ring_alpha = autocvar_crosshair_ring_vortex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
- {
- if (oknex_chargepool_ || use_vortex_chargepool) {
- use_vortex_chargepool = 1;
- ring_inner_value = oknex_chargepool_;
- } else {
- vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
- ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
- }
-
- ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
- ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
- ring_inner_image = "gfx/crosshair_ring_inner.tga";
-
- // draw the outer ring to show the current charge of the weapon
- ring_value = oknex_charge_;
- ring_alpha = autocvar_crosshair_ring_vortex_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring_nexgun.tga";
- }
- else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
- {
- ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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 (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
- {
- ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
- ring_alpha = autocvar_crosshair_ring_hagar_alpha;
- ring_rgb = wcross_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
- else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
- {
- ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
- ring_scale = autocvar_crosshair_ring_reload_size;
- ring_alpha = autocvar_crosshair_ring_reload_alpha;
- ring_rgb = wcross_color;
-
- // 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 ((wepent.activeweapon == WEP_RIFLE) && (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 && wepent.activeweapon == WEP_ARC )
- {
- ring_value = arc_heat;
- ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
- arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
- ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
- ring_image = "gfx/crosshair_ring.tga";
- }
-
- // if in weapon switch animation, fade ring out/in
- if(autocvar_crosshair_effect_time > 0)
- {
- f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
- if (f >= 1)
- {
- wcross_ring_prev = ((ring_image) ? true : false);
- }
-
- if(wcross_ring_prev)
- {
- if(f < 1)
- ring_alpha *= fabs(1 - bound(0, f, 1));
- }
- else
- {
- if(f < 1)
- ring_alpha *= bound(0, f, 1);
- }
- }
-
- if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
- DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
-
- if (ring_value)
- DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
- }
-
-#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
- MACRO_BEGIN \
- vector scaled_sz = sz * wcross_size; \
- if(wcross_blur > 0) \
- { \
- for(i = -2; i <= 2; ++i) \
- for(j = -2; j <= 2; ++j) \
- M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
- } \
- else \
- { \
- M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
- } \
- MACRO_END
-
-#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
- drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
-
-#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
- CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
-
- if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
- {
- f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
- wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
- f = 1 - f;
- }
- else
- {
- f = 1;
- }
- wcross_name_alpha_goal_prev = f;
-
- wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
- CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
-
- if(autocvar_crosshair_dot)
- {
- vector wcross_color_old;
- wcross_color_old = wcross_color;
-
- if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
- wcross_color = stov(autocvar_crosshair_dot_color);
-
- CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
- // FIXME why don't we use wcross_alpha here?
- wcross_color = wcross_color_old;
- }
- }
- }
- else
- {
- wcross_scale_prev = 0;
- wcross_alpha_prev = 0;
- wcross_scale_goal_prev = 0;
- wcross_alpha_goal_prev = 0;
- wcross_changedonetime = 0;
- strfree(wcross_name_goal_prev);
- strfree(wcross_name_goal_prev_prev);
- wcross_name_changestarttime = 0;
- wcross_name_changedonetime = 0;
- wcross_name_alpha_goal_prev = 0;
- wcross_name_alpha_goal_prev_prev = 0;
- wcross_resolution_goal_prev = 0;
- wcross_resolution_goal_prev_prev = 0;
- }
-}
-
const int MAX_SPECIALCOMMAND = 15;
vector specialcommand_slots[MAX_SPECIALCOMMAND];
vector specialcommand_colors[MAX_SPECIALCOMMAND];
R_EndPolygon();
}
-void DrawReticle(entity this)
-{
- if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
- {
- reticle_type = 0;
- return;
- }
-
- float is_dead = (STAT(HEALTH) <= 0);
- string reticle_image = string_null;
- bool wep_zoomed = false;
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- entity wepe = viewmodels[slot];
- Weapon wep = wepe.activeweapon;
- if(wep != WEP_Null && wep.wr_zoom)
- {
- bool do_zoom = wep.wr_zoom(wep, NULL);
- if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
- reticle_image = wep.w_reticle;
- wep_zoomed += do_zoom;
- }
- }
- // 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 || is_dead || hud != HUD_NORMAL || this.viewloc)
- {
- // no zoom reticle while dead
- reticle_type = 0;
- }
- else if(wep_zoomed && autocvar_cl_reticle_weapon)
- {
- if(reticle_image) { reticle_type = 2; }
- else { reticle_type = 0; }
- }
- else if(button_zoom || zoomscript_caught)
- {
- // normal zoom
- reticle_type = 1;
- }
-
- if(reticle_type)
- {
- vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
- if(autocvar_cl_reticle_stretch)
- {
- reticle_size.x = vid_conwidth;
- reticle_size.y = vid_conheight;
- reticle_pos.x = 0;
- reticle_pos.y = 0;
- }
- else
- {
- reticle_size.x = max(vid_conwidth, vid_conheight);
- reticle_size.y = max(vid_conwidth, vid_conheight);
- reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
- reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
- }
-
- float f = (zoomscript_caught) ? 1 : current_zoomfraction;
-
- if(f)
- {
- switch(reticle_type)
- {
- case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
- case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
- }
- }
- }
-}
-
// visual overlay while in liquids
// provides some effects to the postprocessing function
void HUD_Contents()
#include <common/weapons/weapon.qh>
-vector crosshair_getcolor(entity this, float health_stat);
-
void calc_followmodel_ofs(entity view);
void CSQC_Demo_Camera();
-void TrueAim_Init();
-
entity viewmodels[MAX_WEAPONSLOTS];
vector viewloc_mousepos;
const int CURSOR_RESIZE2 = 3;
float drawtime;
+float unaccounted_damage = 0;
+float zoomscript_caught;