From: terencehill Date: Sat, 6 Jun 2020 17:41:25 +0000 (+0200) Subject: Port crosshair code to its own file X-Git-Tag: xonotic-v0.8.5~937 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a659a2a7f047d121d5ee7fcbe0b056a4b880ba7b;p=xonotic%2Fxonotic-data.pk3dir.git Port crosshair code to its own file --- diff --git a/qcsrc/client/hud/_mod.inc b/qcsrc/client/hud/_mod.inc index aa785a9e9..e2b2c546a 100644 --- a/qcsrc/client/hud/_mod.inc +++ b/qcsrc/client/hud/_mod.inc @@ -1,4 +1,5 @@ // generated file; do not modify +#include #include #include #include diff --git a/qcsrc/client/hud/_mod.qh b/qcsrc/client/hud/_mod.qh index 2d4850d52..eb6324b46 100644 --- a/qcsrc/client/hud/_mod.qh +++ b/qcsrc/client/hud/_mod.qh @@ -1,4 +1,5 @@ // generated file; do not modify +#include #include #include #include diff --git a/qcsrc/client/hud/crosshair.qc b/qcsrc/client/hud/crosshair.qc new file mode 100644 index 000000000..8fb7040af --- /dev/null +++ b/qcsrc/client/hud/crosshair.qc @@ -0,0 +1,714 @@ +#include "crosshair.qh" + +#include +#include +#include +#include +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +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; + } + } + } +} diff --git a/qcsrc/client/hud/crosshair.qh b/qcsrc/client/hud/crosshair.qh new file mode 100644 index 000000000..f48562828 --- /dev/null +++ b/qcsrc/client/hud/crosshair.qh @@ -0,0 +1,6 @@ +#pragma once + +vector crosshair_getcolor(entity this, float health_stat); +void TrueAim_Init(); +void HUD_Crosshair(entity this); +void DrawReticle(entity this); diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index dc9995f91..05d230669 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -31,7 +31,6 @@ #include #include -#include #include #include #include @@ -545,165 +544,17 @@ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, ve } // 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; @@ -894,18 +745,8 @@ void View_EventChase(entity this) } } -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 @@ -996,471 +837,6 @@ void HitSound() } } -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]; @@ -1712,80 +1088,6 @@ void View_NightVision() 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() diff --git a/qcsrc/client/view.qh b/qcsrc/client/view.qh index 448361d05..cb6302f1f 100644 --- a/qcsrc/client/view.qh +++ b/qcsrc/client/view.qh @@ -2,14 +2,10 @@ #include -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; @@ -22,3 +18,5 @@ const int CURSOR_RESIZE = 2; const int CURSOR_RESIZE2 = 3; float drawtime; +float unaccounted_damage = 0; +float zoomscript_caught;