Minor fixes to VGUI objects and Nightvision
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parent
cb9fa0b183
commit
234b38bb44
5 changed files with 17 additions and 11 deletions
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@ -31,6 +31,7 @@ var vector autocvar_cross_color = '0 255 0'; // autocvar of "cross_color"
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var float autocvar_cl_bob = 0.01;
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var float autocvar_cl_bobcycle = 0.8;
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var float autocvar_cl_bobup = 0.5;
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var float autocvar_cl_bobclassic = 0;
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vector vHUDColor; // Defined in HUD_Draw (HUD.c)
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vector vVGUIColor; // Defined in HUD_Draw (VGUI.c)
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@ -59,7 +59,7 @@ void Nightvision_PreDraw( void ) {
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}
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if ( iNightVision == TRUE ) {
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dynamiclight_add( getproperty( VF_ORIGIN ), 500, '0 0.75 0');
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dynamiclight_add( getproperty( VF_ORIGIN ), 500, '0 0.45 0');
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}
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}
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@ -135,8 +135,6 @@ void VGUI_FakeButton( string sLabel, vector vPos, vector vSize ) {
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// Draw the button label
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v4_x = vPos_x + 16;
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v4_y = vPos_y + ( ( vSize_y / 2 ) - 4 );
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drawstring( v4, sLabel, '8 8 0', vVGUIColor * 0.5, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE );
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}
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@ -76,26 +76,24 @@ float View_CalcBob( void ) {
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vVelocity_z = 0;
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fBob = sqrt( vVelocity_x * vVelocity_x + vVelocity_y * vVelocity_y ) * autocvar_cl_bob;
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fBob = fBob * 0.3 + fBob * 0.7 * sin(fCycle);
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fBob = fBob * 0.3 + fBob * 0.7 * sin( fCycle );
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fBob = min( fBob, 4 );
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fBob = max( fBob, -7 );
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return fBob * 0.5;
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return fBob;
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}
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entity eViewModel;
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void View_DrawViewModel( void ) {
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static float fLastTime;
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static float fBob;
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if( !eViewModel ) {
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eViewModel = spawn();
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eViewModel.renderflags = RF_DEPTHHACK;
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}
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if ( time != fLastTime ) {
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makevectors( getproperty( VF_ANGLES ) );
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eViewModel.origin = getproperty( VF_ORIGIN ) + '0 0 -1' + ( v_forward * View_CalcBob() );
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eViewModel.angles = getproperty( VF_ANGLES );
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fBob = View_CalcBob();
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if( getstatf( STAT_ACTIVEWEAPON ) < CS_WEAPON_COUNT ) {
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setmodel( eViewModel, sViewModels[ getstatf( STAT_ACTIVEWEAPON ) ] );
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@ -104,6 +102,15 @@ void View_DrawViewModel( void ) {
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eViewModel.frame1time += frametime;
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}
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makevectors( getproperty( VF_ANGLES ) );
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eViewModel.origin = getproperty( VF_ORIGIN ) + '0 0 -1' + ( v_forward * ( fBob * 0.4 ) );
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eViewModel.angles = getproperty( VF_ANGLES );
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// Give the gun a tilt effect like in old HL/CS versions
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if ( autocvar_cl_bobclassic == 1 ) {
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eViewModel.angles_z = -fBob;
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}
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fLastTime = time;
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addentity( eViewModel );
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}
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@ -161,8 +161,8 @@ typedef struct {
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float fRangeModifier; // ???
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float fWeaponType;
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float fAttackFinished; // When is the gone done firing
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float fReloadFinished; // When is the gone done firing
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float fAttackFinished;
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float fReloadFinished;
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.int iCaliberfld; // Pointer towards the caliberfield of the gun
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.int iMagfld; // Pointer towards the clip of the gun
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