[nexuiz-commits] r6671 - trunk/data/qcsrc/client
DONOTREPLY at icculus.org
DONOTREPLY at icculus.org
Tue May 5 09:42:15 EDT 2009
Author: mand1nga
Date: 2009-05-05 09:42:14 -0400 (Tue, 05 May 2009)
New Revision: 6671
Modified:
trunk/data/qcsrc/client/View.qc
Log:
Attempt to make the porto beam to not be displayed on spectator mode
Modified: trunk/data/qcsrc/client/View.qc
===================================================================
--- trunk/data/qcsrc/client/View.qc 2009-05-05 12:54:23 UTC (rev 6670)
+++ trunk/data/qcsrc/client/View.qc 2009-05-05 13:42:14 UTC (rev 6671)
@@ -11,7 +11,7 @@
vector p, dir, ang, q, nextdir;
float idx, portal_number, portal1_idx;
- if(activeweapon != WEP_PORTO)
+ if(activeweapon != WEP_PORTO || spectatee_status)
return;
dir = view_forward;
@@ -108,7 +108,7 @@
float drawtime;
float tan(float x)
-{
+{
return sin(x) / cos(x);
}
float atan2(float y, float x)
@@ -213,7 +213,7 @@
case WEP_PORTO: // shoots from eye
case WEP_HOOK: // no trueaim
case WEP_GRENADE_LAUNCHER: // toss curve
- return 1;
+ return 1;
case WEP_CAMPINGRIFLE:
if(zoomscript_caught)
return 1; // shoots from eye when zoomed
@@ -236,7 +236,7 @@
vecs_y = -vecs_y;
else
vecs = '0 0 0';
-
+
w_shotorg = view_origin + view_right * vecs_y + view_up * vecs_z;
// now move the vecs forward as much as requested if possible
@@ -314,7 +314,7 @@
// might even be better to add the gametype to TE_CSQC_INIT...?
if(!postinit)
PostInit();
-
+
CheckForGamestartChange();
maptimeAnnouncer();
@@ -337,7 +337,7 @@
ignore_minus_zoom += 1;
}
}
-
+
sbar_alpha_fg = cvar("sbar_alpha_fg" );
sbar_hudselector = cvar("sbar_hudselector");
ColorTranslateMode = cvar("cl_stripcolorcodes");
@@ -388,17 +388,17 @@
{
// Enable required Darkplaces cvars
chase_active_backup = cvar("chase_active");
- cvar_set("chase_active", "2");
+ cvar_set("chase_active", "2");
cvar_set("cl_demo_mousegrab", "1");
camera_active = TRUE;
camera_mode = FALSE;
}
-
+
// Draw the Crosshair
float scoreboard_active;
scoreboard_active = Sbar_WouldDrawScoreboard();
R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
-
+
// Draw the Engine Status Bar (the default Quake HUD)
R_SetView(VF_DRAWENGINESBAR, 0);
@@ -437,7 +437,7 @@
// as long as the ctf part isn't in, this is useless
if(menu_visible)
menu_show();
-
+
/*if(gametype == GAME_CTF)
{
ctf_view();
@@ -449,7 +449,7 @@
if(self.draw2d)
self.draw2d();
self = e;
-
+
// draw radar
if(
ons_showmap
@@ -521,7 +521,7 @@
}
wcross_name = strcat("gfx/crosshair", wcross_style);
-
+
wcross_size = drawgetimagesize(wcross_name);
wcross_size_x *= wcross_sizefloat;
wcross_size_y *= wcross_sizefloat;
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