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1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
207 \r
208         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
209         trueaimpoint = trace_endpos;\r
210 \r
211         if(vecs_x > 0)\r
212                 vecs_y = -vecs_y;\r
213         else\r
214                 vecs = '0 0 0';\r
215 \r
216         dv = view_right * vecs_y + view_up * vecs_z;\r
217         w_shotorg = view_origin + dv;\r
218 \r
219         // now move the vecs forward as much as requested if possible\r
220         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\r
221         w_shotorg = trace_endpos - view_forward * nudge;\r
222 \r
223         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
224         shottype = EnemyHitCheck();\r
225         if(shottype != SHOTTYPE_HITWORLD)\r
226                 return shottype;\r
227 \r
228 #if 0\r
229         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
230         // or rather, I know why, but see no fix\r
231         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
232                 // 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\r
233                 return SHOTTYPE_HITOBSTRUCTION;\r
234 #endif\r
235 \r
236         return SHOTTYPE_HITWORLD;\r
237 }\r
238 \r
239 void CSQC_common_hud(void);\r
240 \r
241 void CSQC_kh_hud(void);\r
242 void CSQC_ctf_hud(void);\r
243 void PostInit(void);\r
244 void CSQC_Demo_Camera();\r
245 float Sbar_WouldDrawScoreboard ();\r
246 float last_health, last_spectatee;\r
247 float view_set;\r
248 float camera_mode;\r
249 float reticle_type;\r
250 float chase_active_old;\r
251 float artwork_fade;\r
252 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
253 float spawnfov_current;\r
254 float myhealth, myhealth_prev, myhealth_flash;\r
255 float contentavgalpha, liquidalpha_prev;\r
256 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
257 float stomachsplash_alpha;\r
258 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
259 float volume_modify_changed_1, volume_modify_changed_2;\r
260 float eventchase_current_distance;\r
261 float helper_pause, helper_health, helper_armor, helper_ammo;\r
262 vector myhealth_gentlergb;\r
263 vector liquidcolor_prev;\r
264 vector damage_blurpostprocess, content_blurpostprocess;\r
265 string artwork_image;\r
266 string intermission_song;\r
267 string NextFrameCommand;\r
268 void CSQC_UpdateView(float w, float h)\r
269 {\r
270         entity e;\r
271         float fov;\r
272         float f, i, j;\r
273         vector v, vo;\r
274         float a;\r
275         float respawned;\r
276 \r
277         vector reticle_pos, reticle_size;\r
278         vector splash_pos, splash_size;\r
279         vector artwork_pos, artwork_size;\r
280 \r
281         WaypointSprite_Load();\r
282 \r
283         if(spectatee_status)\r
284                 myteam = GetPlayerColor(spectatee_status - 1);\r
285         else\r
286                 myteam = GetPlayerColor(player_localentnum - 1);\r
287 \r
288         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
289         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
290 \r
291         warpzone_fixview_origin = pmove_org + vo;\r
292         warpzone_fixview_angles = input_angles;\r
293         WarpZone_FixView();\r
294         pmove_org = warpzone_fixview_origin - vo;\r
295         input_angles = warpzone_fixview_angles;\r
296 \r
297         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
298         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
299                 respawned = TRUE; // stays true for one frame\r
300 \r
301         // helper system\r
302         if(cvar("cl_helper"))\r
303         {\r
304                 if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
305                 {\r
306                         // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
307                         // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
308                         helper_health = TRUE;\r
309                         helper_armor = TRUE;\r
310                 }\r
311                 else if(helper_pause <= time)\r
312                 {\r
313                         // health helper\r
314                         if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
315                         {\r
316                                 if(!helper_health)\r
317                                 {\r
318                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
319                                         helper_health = TRUE;\r
320                                         helper_pause = time + cvar("cl_helper_pause");\r
321                                         helper_ammo = time + cvar("cl_helper_pause");\r
322                                 }\r
323                         }\r
324                         else if(helper_health)\r
325                                 helper_health = FALSE;\r
326 \r
327                         // armor helper\r
328                         if(getstati(STAT_ARMOR) <= cvar("cl_helper_armor_value"))\r
329                         {\r
330                                 if(!helper_armor)\r
331                                 {\r
332                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
333                                         helper_armor = TRUE;\r
334                                         helper_pause = time + cvar("cl_helper_pause");\r
335                                 }\r
336                         }\r
337                         else if(helper_armor)\r
338                                 helper_armor = FALSE;\r
339 \r
340                         // ammo helper\r
341                         if(getstati(STAT_FUEL) <= cvar("cl_helper_ammo_fuel"))\r
342                         {\r
343                                 if(!helper_ammo)\r
344                                 {\r
345                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
346                                         helper_ammo = TRUE;\r
347                                         helper_pause = time + cvar("cl_helper_pause");\r
348                                 }\r
349                         }\r
350                         else if(helper_ammo)\r
351                                 helper_ammo = FALSE;\r
352                 }\r
353         }\r
354 \r
355         // event chase camera\r
356         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
357         {\r
358                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
359                 {\r
360                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
361                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
362                         if(!cvar("chase_active"))\r
363                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
364 \r
365                         // make the camera smooth back\r
366                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
367                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
368                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
369                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
370 \r
371                         vector eventchase_target_origin;\r
372                         makevectors(view_angles);\r
373                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
374                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
375 \r
376                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
377                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
378                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
379                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
380 \r
381                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
382                         R_SetView(VF_ANGLES, view_angles);\r
383                 }\r
384                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
385                 {\r
386                         cvar_set("chase_active", "0");\r
387                         eventchase_current_distance = 0; // start from 0 next time\r
388                 }\r
389         }\r
390 \r
391         // Render the Scene\r
392         if(!intermission || !view_set)\r
393         {\r
394                 view_origin = pmove_org + vo;\r
395                 view_angles = input_angles;\r
396                 makevectors(view_angles);\r
397                 view_forward = v_forward;\r
398                 view_right = v_right;\r
399                 view_up = v_up;\r
400                 view_set = 1;\r
401         }\r
402 \r
403         vid_width = w;\r
404         vid_height = h;\r
405 \r
406 #ifdef BLURTEST\r
407         if(time > blurtest_time0 && time < blurtest_time1)\r
408         {\r
409                 float r, t;\r
410 \r
411                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
412                 r = t * blurtest_radius;\r
413                 f = 1 / pow(t, blurtest_power) - 1;\r
414 \r
415                 cvar_set("r_glsl_postprocess", "1");\r
416                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
417         }\r
418         else\r
419         {\r
420                 cvar_set("r_glsl_postprocess", "0");\r
421                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
422         }\r
423 #endif\r
424 \r
425         TargetMusic_Advance();\r
426         Fog_Force();\r
427 \r
428         drawframetime = max(0.000001, time - drawtime);\r
429         drawtime = time;\r
430 \r
431         // watch for gametype changes here...\r
432         // in ParseStuffCMD the cmd isn't executed yet :/\r
433         // might even be better to add the gametype to TE_CSQC_INIT...?\r
434         if(!postinit)\r
435                 PostInit();\r
436 \r
437         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
438                 if(calledhooks & HOOK_START)\r
439                 {\r
440                         localcmd("\ncl_hook_gameend;");\r
441                         if(g_campaign)\r
442                                 localcmd("\ncl_hook_campaign_gameend;");\r
443                         calledhooks |= HOOK_END;\r
444                 }\r
445 \r
446         CheckForGamestartChange();\r
447         serverAnnouncer();\r
448         maptimeAnnouncer();\r
449         carrierAnnouncer();\r
450 \r
451         fov = cvar("fov");\r
452         if(button_zoom || fov <= 59.5)\r
453         {\r
454                 if(!zoomscript_caught)\r
455                 {\r
456                         localcmd("+button4\n");\r
457                         zoomscript_caught = 1;\r
458                         ignore_plus_zoom += 1;\r
459                 }\r
460         }\r
461         else\r
462         {\r
463                 if(zoomscript_caught)\r
464                 {\r
465                         localcmd("-button4\n");\r
466                         zoomscript_caught = 0;\r
467                         ignore_minus_zoom += 1;\r
468                 }\r
469         }\r
470 \r
471         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
472         sbar_hudselector = cvar("sbar_hudselector");\r
473         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
474         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
475         activeweapon = getstati(STAT_SWITCHWEAPON);\r
476         f = cvar("teamplay");\r
477         if(f != teamplay)\r
478         {\r
479                 teamplay = f;\r
480                 Sbar_InitScores();\r
481         }\r
482 \r
483         if(last_weapon != activeweapon) {\r
484                 weapontime = time;\r
485                 last_weapon = activeweapon;\r
486         }\r
487 \r
488         // ALWAYS Clear Current Scene First\r
489         R_ClearScene();\r
490 \r
491         // Assign Standard Viewflags\r
492         // Draw the World (and sky)\r
493         R_SetView(VF_DRAWWORLD, 1);\r
494 \r
495         // Set the console size vars\r
496         vid_conwidth = cvar("vid_conwidth");\r
497         vid_conheight = cvar("vid_conheight");\r
498         vid_pixelheight = cvar("vid_pixelheight");\r
499 \r
500         // spawn fov effect\r
501         if(cvar("cl_spawnfov"))\r
502         {\r
503                 if(respawned)\r
504                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
505 \r
506                 if(spawnfov_current > 1)\r
507                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
508                 else\r
509                         spawnfov_current = 1;\r
510                 fov *= spawnfov_current;\r
511         }\r
512 \r
513         R_SetView(VF_FOV, GetCurrentFov(fov));\r
514 \r
515         // Camera for demo playback\r
516         if(camera_active)\r
517         {\r
518                 if(cvar("camera_enable"))\r
519                         CSQC_Demo_Camera();\r
520                 else\r
521                 {\r
522                         cvar_set("chase_active", ftos(chase_active_backup));\r
523                         cvar_set("cl_demo_mousegrab", "0");\r
524                         camera_active = FALSE;\r
525                 }\r
526         }\r
527 #ifdef CAMERATEST\r
528         else if(cvar("camera_enable"))\r
529 #else\r
530         else if(cvar("camera_enable") && isdemo())\r
531 #endif\r
532         {\r
533                 // Enable required Darkplaces cvars\r
534                 chase_active_backup = cvar("chase_active");\r
535                 cvar_set("chase_active", "2");\r
536                 cvar_set("cl_demo_mousegrab", "1");\r
537                 camera_active = TRUE;\r
538                 camera_mode = FALSE;\r
539         }\r
540 \r
541         // Draw the Crosshair\r
542         float scoreboard_active;\r
543         scoreboard_active = Sbar_WouldDrawScoreboard();\r
544         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
545 \r
546         // Draw the Engine Status Bar (the default Quake HUD)\r
547         R_SetView(VF_DRAWENGINESBAR, 0);\r
548 \r
549         // fetch this one only once per frame\r
550         sbar_showbinds = cvar("sbar_showbinds");\r
551         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
552 \r
553         // Update the mouse position\r
554         /*\r
555            mousepos_x = vid_conwidth;\r
556            mousepos_y = vid_conheight;\r
557            mousepos = mousepos*0.5 + getmousepos();\r
558          */\r
559 \r
560         e = self;\r
561         for(self = world; (self = nextent(self)); )\r
562                 if(self.draw)\r
563                         self.draw();\r
564         self = e;\r
565 \r
566         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
567         R_RenderScene();\r
568 \r
569         // now switch to 2D drawing mode by calling a 2D drawing function\r
570         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
571         // next R_RenderScene call\r
572         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
573 \r
574         // Draw the aiming reticle for weapons that use it\r
575         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
576         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
577         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
578         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
579                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
580         else if(activeweapon && (button_zoom || zoomscript_caught))\r
581                 reticle_type = 2; // weapon zoom\r
582         else if(button_zoom || zoomscript_caught)\r
583                 reticle_type = 1; // normal zoom\r
584 \r
585         if (reticle_type)\r
586         {\r
587                 if(cvar("cl_reticle_stretch"))\r
588                 {\r
589                         reticle_size_x = vid_conwidth;\r
590                         reticle_size_y = vid_conheight;\r
591                         reticle_pos_x = 0;\r
592                         reticle_pos_y = 0;\r
593                 }\r
594                 else\r
595                 {\r
596                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
597                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
598                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
599                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
600                 }\r
601 \r
602                 f = current_zoomfraction;\r
603                 if(zoomscript_caught)\r
604                         f = 1;\r
605                 if(cvar("cl_reticle_item_normal"))\r
606                 {\r
607                         if(reticle_type == 1 && f)\r
608                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
609                 }\r
610                 if(cvar("cl_reticle_item_weapon"))\r
611                 {\r
612                         if(reticle_type == 2 && f)\r
613                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
614                 }\r
615         }\r
616 \r
617         // screen effects\r
618         if(cvar("hud_contents"))\r
619         {\r
620                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
621                 vector liquidcolor;\r
622 \r
623                 if (getstati(STAT_VORE_EATEN))\r
624                 {\r
625                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
626                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
627                         incontent = 1;\r
628                 }\r
629                 else\r
630                 {\r
631                         switch(pointcontents(view_origin))\r
632                         {\r
633                                 case CONTENT_WATER:\r
634                                         liquidalpha = cvar("hud_contents_water_alpha");\r
635                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
636                                         incontent = 1;\r
637                                         break;\r
638                                         \r
639                                 case CONTENT_LAVA:\r
640                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
641                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
642                                         incontent = 1;\r
643                                         break;  \r
644                                                                 \r
645                                 case CONTENT_SLIME:\r
646                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
647                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
648                                         incontent = 1;\r
649                                         break;\r
650                                         \r
651                                 default:\r
652                                         liquidalpha = 0;\r
653                                         liquidcolor = '0 0 0';\r
654                                         incontent = 0;\r
655                                         break;\r
656                         }\r
657                 }\r
658                 \r
659                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
660                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
661                         contentfadetime = cvar("hud_contents_fadeintime");\r
662                         liquidalpha_prev = liquidalpha;\r
663                         liquidcolor_prev = liquidcolor;\r
664                 }\r
665                 else\r
666                         contentfadetime = cvar("hud_contents_fadeouttime");\r
667                         \r
668                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
669                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
670 \r
671                 if(contentavgalpha)\r
672                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
673 \r
674                 if(cvar("hud_postprocessing"))\r
675                 {\r
676                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
677                         {\r
678                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
679                                 content_blurpostprocess_x = 1;\r
680                                 if(getstati(STAT_VORE_EATEN))\r
681                                 {\r
682                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
683                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
684                                 }\r
685                                 else\r
686                                 {\r
687                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
688                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
689                                 }\r
690                         }\r
691                         else\r
692                         {\r
693                                 content_blurpostprocess_x = 0;\r
694                                 content_blurpostprocess_y = 0;\r
695                                 content_blurpostprocess_z = 0;\r
696                         }\r
697                 }\r
698         }\r
699 \r
700         if(cvar("hud_damage"))\r
701         {\r
702                 splash_size_x = max(vid_conwidth, vid_conheight);\r
703                 splash_size_y = max(vid_conwidth, vid_conheight);\r
704                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
705                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
706 \r
707                 float myhealth_flash_temp;\r
708                 myhealth = getstati(STAT_HEALTH);\r
709 \r
710                 // fade out\r
711                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
712                 // add new damage\r
713                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
714 \r
715                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
716                 pain_threshold = cvar("hud_damage_pain_threshold");\r
717                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
718                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
719 \r
720                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
721                 {\r
722                         pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
723                 }\r
724 \r
725                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
726 \r
727                 if(myhealth_prev < 1)\r
728                 {\r
729                         if(myhealth >= 1)\r
730                         {\r
731                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
732                                 myhealth_flash_temp = 0;\r
733                         }\r
734                         else\r
735                         {\r
736                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
737                         }\r
738                 }\r
739 \r
740                 if(spectatee_status == -1 || intermission)\r
741                 {\r
742                         myhealth_flash = 0; // observing, or match ended\r
743                         myhealth_flash_temp = 0;\r
744                 }\r
745 \r
746                 myhealth_prev = myhealth;\r
747 \r
748                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
749                 {\r
750                         if(cvar("cl_gentle_damage") == 2)\r
751                         {\r
752                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
753                                 {\r
754                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
755                                 }\r
756                         }\r
757                         else\r
758                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
759 \r
760                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
761                 }\r
762                 else\r
763                         drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
764 \r
765                 if(cvar("hud_postprocessing"))\r
766                 {\r
767                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
768                         {\r
769                                 damage_blurpostprocess_x = 1;\r
770                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
771                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
772                         }\r
773                         else\r
774                         {\r
775                                 damage_blurpostprocess_x = 0;\r
776                                 damage_blurpostprocess_y = 0;\r
777                                 damage_blurpostprocess_z = 0;\r
778                         }\r
779                 }\r
780         }\r
781 \r
782         if(cvar("hud_stomach"))\r
783         {\r
784                 if(getstati(STAT_VORE_EATEN))\r
785                 {\r
786                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
787                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
788                         else\r
789                                 stomachsplash_alpha = cvar("hud_stomach");\r
790                 }\r
791                 else if(getstati(STAT_HEALTH) > 0)\r
792                 {\r
793                         if(stomachsplash_alpha > 0)\r
794                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
795                         else\r
796                                 stomachsplash_alpha = 0;\r
797                 }\r
798 \r
799                 if(respawned)\r
800                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
801                 if(spectatee_status == -1)\r
802                         stomachsplash_alpha = 0;\r
803 \r
804                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
805                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
806         }\r
807 \r
808         if(cvar("hud_postprocessing"))\r
809         {\r
810                 // all of this should be done in the engine eventually\r
811 \r
812                 // disable damage blur when dead, but keep content blur\r
813                 if(getstati(STAT_HEALTH) <= 0)\r
814                         damage_blurpostprocess = '0 0 0';\r
815 \r
816                 // enable or disable rendering types if they are used or not\r
817                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
818                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
819                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
820                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
821 \r
822                 // lets apply the postprocess effects from the previous two functions if needed\r
823                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
824                 {\r
825                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
826                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
827                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
828                         {\r
829                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
830                                 old_blurradius = blurradius;\r
831                                 old_bluralpha = bluralpha;\r
832                         }\r
833                 }\r
834                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
835                 {\r
836                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
837                         old_blurradius = 0;\r
838                         old_bluralpha = 0;\r
839                 }\r
840 \r
841                 float sharpen_intensity;\r
842                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
843                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
844                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
845                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
846 \r
847                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
848                 {\r
849                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
850 \r
851                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
852                         {\r
853                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
854                                 old_sharpen_intensity = sharpen_intensity;\r
855                         }\r
856                 }\r
857                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
858                 {\r
859                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
860                         old_sharpen_intensity = 0;\r
861                 }\r
862         }\r
863 \r
864         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
865         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
866         {\r
867                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
868                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
869                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
870         }\r
871         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
872         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
873         {\r
874                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
875                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
876                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
877         }\r
878 \r
879         if(cvar("hud_postprocessing"))\r
880         {\r
881                 // change saturation based on the amount of armor we have\r
882                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
883 \r
884                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
885                 {\r
886                         float saturation;\r
887                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
888                         saturation = bound(0, saturation, 1);\r
889 \r
890                         if(cvar("r_glsl_saturation") != saturation)\r
891                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
892                 }\r
893                 else if(cvar("r_glsl_saturation") != 1)\r
894                         cvar_set("r_glsl_saturation", "1");\r
895         }\r
896 \r
897         // volume cutting\r
898         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
899         {\r
900                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
901 \r
902                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
903                 {\r
904                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
905                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
906                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
907 \r
908                         volume_modify_default_1 = cvar("menu_volume");\r
909                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
910 \r
911                         volume_modify_changed_1 = cvar("menu_volume");\r
912                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
913                 }\r
914                 else\r
915                 {\r
916                         if(spectatee_status == -1 || intermission)\r
917                         {\r
918                                 volume_modify_1_target = volume_modify_default_1;\r
919                                 volume_modify_2_target = volume_modify_default_2;\r
920                         }\r
921                         else if(getstati(STAT_VORE_EATEN))\r
922                         {\r
923                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
924                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
925                         }\r
926                         else\r
927                         {\r
928                                 volume_modify_1_target = volume_modify_default_1;\r
929                                 volume_modify_2_target = volume_modify_default_2;\r
930                         }\r
931                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
932 \r
933                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
934                         {\r
935                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
936                                         volume_modify_1 -= volume_modify_fade;\r
937                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
938                                         volume_modify_1 += volume_modify_fade;\r
939                                 else\r
940                                         volume_modify_1 = volume_modify_1_target;\r
941 \r
942                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
943                                         volume_modify_2 -= volume_modify_fade;\r
944                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
945                                         volume_modify_2 += volume_modify_fade;\r
946                                 else\r
947                                         volume_modify_2 = volume_modify_2_target;\r
948 \r
949                                 cvar_set("volume", ftos(volume_modify_1));\r
950                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
951                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
952                         }\r
953                 }\r
954         }\r
955 \r
956         // Draw the mouse cursor\r
957         // NOTE: drawpic must happen after R_RenderScene for some reason\r
958         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
959         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
960         //self = edict_num(player_localnum);\r
961         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
962         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
963         // as long as the ctf part isn't in, this is useless\r
964         if(menu_visible)\r
965                 menu_show();\r
966 \r
967         /*if(gametype == GAME_CTF)\r
968           {\r
969           ctf_view();\r
970           } else */\r
971 \r
972         // draw 2D entities\r
973         e = self;\r
974         for(self = world; (self = nextent(self)); )\r
975                 if(self.draw2d)\r
976                         self.draw2d();\r
977         self = e;\r
978         Draw_ShowNames_All();\r
979 \r
980         // draw radar\r
981         if(\r
982                         ons_showmap\r
983                         ||\r
984                         (\r
985                          !scoreboard_active\r
986                          &&\r
987                          cvar_string("cl_teamradar") != "0"\r
988                          &&\r
989                          (\r
990                           cvar("cl_teamradar") == 2\r
991                           ||\r
992                           teamplay\r
993                          )\r
994                         )\r
995           )\r
996                 teamradar_view();\r
997 \r
998         // Draw artwork and play intermission music\r
999         if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
1000         {\r
1001                 if(cvar("cl_artwork"))\r
1002                 {\r
1003                         if(artwork_image == "")\r
1004                         {\r
1005                                 if(getstati(STAT_WINNING)) // we are the winner\r
1006                                 {\r
1007                                         if(cvar("cl_artwork_win"))\r
1008                                         {\r
1009                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1010                                                 artwork_image = strzone(artwork_image);\r
1011                                         }\r
1012                                 }\r
1013                                 else // we have lost\r
1014                                 {\r
1015                                         if(cvar("cl_artwork_lose"))\r
1016                                         {\r
1017                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1018                                                 artwork_image = strzone(artwork_image);\r
1019                                         }\r
1020                                 }\r
1021                         }\r
1022 \r
1023                         if(cvar("cl_artwork_stretch"))\r
1024                         {\r
1025                                 artwork_size_x = vid_conwidth;\r
1026                                 artwork_size_y = vid_conheight;\r
1027                                 artwork_pos_x = 0;\r
1028                                 artwork_pos_y = 0;\r
1029                         }\r
1030                         else\r
1031                         {\r
1032                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1033                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1034                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1035                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1036                         }\r
1037 \r
1038                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1039                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1040                         else\r
1041                                 artwork_fade = cvar("cl_artwork_alpha");\r
1042 \r
1043                         if(artwork_image != "")\r
1044                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1045                 }\r
1046 \r
1047                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1048                 {\r
1049                         if(getstati(STAT_WINNING))\r
1050                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1051                         else\r
1052                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1053                         if(intermission_song != "")\r
1054                         {\r
1055                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1056                                 intermission_song = strzone(intermission_song);\r
1057                         }\r
1058                 }\r
1059         }\r
1060         else\r
1061         {\r
1062                 artwork_fade = 0;\r
1063                 if(artwork_image != "")\r
1064                 {\r
1065                         strunzone(artwork_image);\r
1066                         artwork_image = "";\r
1067                 }\r
1068 \r
1069                 if(intermission_song != "")\r
1070                 {\r
1071                         strunzone(intermission_song);\r
1072                         intermission_song = "";\r
1073                 }\r
1074         }\r
1075 \r
1076         // draw sbar\r
1077         if(cvar("r_letterbox") == 0) {\r
1078                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1079                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1080                                 Sbar_DrawPressedKeys();\r
1081                 }\r
1082 \r
1083                 if (cvar("cl_showspeed"))\r
1084                         Sbar_ShowSpeed();\r
1085                 if (cvar("cl_showacceleration"))\r
1086                         Sbar_ShowAcceleration();\r
1087 \r
1088                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1089         }\r
1090 \r
1091         float weapon_clipload, weapon_clipsize, ring_scale;\r
1092 \r
1093         float swallow_indicator;\r
1094         if(cvar("crosshair_swallowindicator"))\r
1095                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1096 \r
1097         float hud;\r
1098         hud = getstati(STAT_HUD);\r
1099 \r
1100         if(cvar("r_letterbox") == 0)\r
1101                 if(cvar("viewsize") < 120)\r
1102                         CSQC_common_hud();\r
1103 \r
1104         if(cvar("cl_flash_pickup"))\r
1105         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1106         {\r
1107                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1108                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1109         }\r
1110         if(cvar("cl_flash_vore"))\r
1111         {\r
1112                 float vore_flash_state;\r
1113                 if(getstati(STAT_VORE_EATEN))\r
1114                         vore_flash_state = -1;\r
1115                 else\r
1116                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1117 \r
1118                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1119                 {\r
1120                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1121                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1122                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1123                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1124                 }\r
1125 \r
1126                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1127                 vore_flash_laststate = vore_flash_state;\r
1128         }\r
1129         if(cvar("cl_flash_respawn"))\r
1130         if(respawned)\r
1131                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1132 \r
1133         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1134         {\r
1135                 // crosshair goes VERY LAST\r
1136                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1137                         // TrueAim check\r
1138                         float shottype;\r
1139                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1140                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1141                         wcross_origin_z = 0;\r
1142                         if(cvar("crosshair_hittest"))\r
1143                         if(!swallow_indicator)\r
1144                         {\r
1145                                 vector wcross_oldorigin;\r
1146                                 wcross_oldorigin = wcross_origin;\r
1147                                 shottype = TrueAimCheck();\r
1148                                 if(shottype == SHOTTYPE_HITWORLD)\r
1149                                 {\r
1150                                         v = wcross_origin - wcross_oldorigin;\r
1151                                         v_x /= vid_conwidth;\r
1152                                         v_y /= vid_conheight;\r
1153                                         if(vlen(v) > 0.01)\r
1154                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1155                                 }\r
1156                                 if(!cvar("crosshair_hittest_showimpact"))\r
1157                                         wcross_origin = wcross_oldorigin;\r
1158                         }\r
1159                         else\r
1160                                 shottype = SHOTTYPE_HITWORLD;\r
1161 \r
1162                         string wcross_style;\r
1163 \r
1164                         if(swallow_indicator  > 1)\r
1165                                 wcross_style = "_canswallow_team.tga";\r
1166                         else if(swallow_indicator > 0)\r
1167                                 wcross_style = "_canswallow.tga";\r
1168                         else if(swallow_indicator < 0)\r
1169                                 wcross_style = "_canswallow_no.tga";\r
1170                         else\r
1171                         {\r
1172                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1173                                 if(!activeweapon)\r
1174                                         wcross_style = cvar_string("crosshair");\r
1175                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1176                                         wcross_style = cvar_string("crosshair_secondary");\r
1177                                 else\r
1178                                         wcross_style = cvar_string("crosshair_primary");\r
1179                         }\r
1180 \r
1181                         if (wcross_style != "0") {\r
1182                                 vector wcross_color, wcross_size;\r
1183                                 string wcross_name;\r
1184                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1185 \r
1186                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1187                                 {\r
1188                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1189                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1190                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1191                                 }\r
1192                                 else if(cvar("crosshair_color_by_health"))\r
1193                                 {\r
1194                                         local float x = getstati(STAT_HEALTH);\r
1195                                         \r
1196                                         //x = red\r
1197                                         //y = green\r
1198                                         //z = blue\r
1199                                         \r
1200                                         wcross_color_z = 0;\r
1201                                         \r
1202                                         if(x > 200)\r
1203                                         {\r
1204                                                 wcross_color_x = 0;\r
1205                                                 wcross_color_y = 1;\r
1206                                         }\r
1207                                         else if(x > 150)\r
1208                                         {\r
1209                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1210                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1211                                         }\r
1212                                         else if(x > 100)\r
1213                                         {\r
1214                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1215                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1216                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1217                                         }\r
1218                                         else if(x > 50)\r
1219                                         {\r
1220                                                 wcross_color_x = 1;\r
1221                                                 wcross_color_y = 1;\r
1222                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1223                                         }\r
1224                                         else if(x > 20)\r
1225                                         {\r
1226                                                 wcross_color_x = 1;\r
1227                                                 wcross_color_y = (x-20)*90/27/100;\r
1228                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1229                                         }\r
1230                                         else\r
1231                                         {\r
1232                                                 wcross_color_x = 1;\r
1233                                                 wcross_color_y = 0;\r
1234                                         }\r
1235                                 }\r
1236                                 else\r
1237                                 {\r
1238                                         wcross_color_x = cvar("crosshair_color_red");\r
1239                                         wcross_color_y = cvar("crosshair_color_green");\r
1240                                         wcross_color_z = cvar("crosshair_color_blue");\r
1241                                 }\r
1242                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1243                                 wcross_resolution = cvar("crosshair_size");\r
1244 \r
1245                                 if(!activeweapon)\r
1246                                 if(!swallow_indicator)\r
1247                                 {\r
1248                                         if(cvar("crosshair_unarmed_dim_color"))\r
1249                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1250                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1251                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1252                                 }\r
1253 \r
1254                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1255 \r
1256                                 if(cvar("crosshair_effect_scalefade"))\r
1257                                 {\r
1258                                         wcross_scale = wcross_resolution;\r
1259                                         wcross_resolution = 1;\r
1260                                 }\r
1261                                 else\r
1262                                 {\r
1263                                         wcross_scale = 1;\r
1264                                 }\r
1265                                 if(swallow_indicator)\r
1266                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1267 \r
1268                                 if(cvar("crosshair_pickup"))\r
1269                                 {\r
1270                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1271                                         {\r
1272                                                 pickup_crosshair_size = 1;\r
1273                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1274                                         }\r
1275 \r
1276                                         if(pickup_crosshair_size > 0)\r
1277                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1278                                         else\r
1279                                                 pickup_crosshair_size = 0;\r
1280 \r
1281                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1282                                 }\r
1283 \r
1284                                 if(shottype == SHOTTYPE_HITENEMY)\r
1285                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1286                                 if(shottype == SHOTTYPE_HITTEAM)\r
1287                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1288 \r
1289                                 f = cvar("crosshair_effect_speed");\r
1290                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1291                                 {\r
1292                                         wcross_changedonetime = time + f;\r
1293                                 }\r
1294                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1295                                 {\r
1296                                         wcross_name_changestarttime = time;\r
1297                                         wcross_name_changedonetime = time + f;\r
1298                                         if(wcross_name_goal_prev_prev)\r
1299                                                 strunzone(wcross_name_goal_prev_prev);\r
1300                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1301                                         wcross_name_goal_prev = strzone(wcross_name);\r
1302                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1303                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1304                                         wcross_resolution_goal_prev = wcross_resolution;\r
1305                                 }\r
1306 \r
1307                                 wcross_scale_goal_prev = wcross_scale;\r
1308                                 wcross_alpha_goal_prev = wcross_alpha;\r
1309                                 wcross_color_goal_prev = wcross_color;\r
1310 \r
1311                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1312                                 {\r
1313                                         wcross_blur = 1;\r
1314                                         wcross_alpha *= 0.75;\r
1315                                 }\r
1316                                 else\r
1317                                         wcross_blur = 0;\r
1318                                 // *_prev is at time-frametime\r
1319                                 // * is at wcross_changedonetime+f\r
1320                                 // what do we have at time?\r
1321                                 if(time < wcross_changedonetime)\r
1322                                 {\r
1323                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1324                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1325                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1326                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1327                                 }\r
1328 \r
1329                                 wcross_scale_prev = wcross_scale;\r
1330                                 wcross_alpha_prev = wcross_alpha;\r
1331                                 wcross_color_prev = wcross_color;\r
1332 \r
1333                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1334                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1335 \r
1336 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1337                                 do \\r
1338                                 { \\r
1339                                         if(wcross_blur > 0) \\r
1340                                         { \\r
1341                                                 for(i = -2; i <= 2; ++i) \\r
1342                                                         for(j = -2; j <= 2; ++j) \\r
1343                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1344                                         } \\r
1345                                         else \\r
1346                                         { \\r
1347                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1348                                         } \\r
1349                                 } \\r
1350                                 while(0)\r
1351 \r
1352 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1353                                 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)\r
1354 \r
1355 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1356                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1357 \r
1358                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1359                                 {\r
1360                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1361                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1362                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1363                                         f = 1 - f;\r
1364                                 }\r
1365                                 else\r
1366                                 {\r
1367                                         f = 1;\r
1368                                 }\r
1369 \r
1370                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1371                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1372                                 wcross_name_alpha_goal_prev = f;\r
1373 \r
1374                                 // ring around crosshair representing ammo left in weapon clip\r
1375                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1376                                 a = cvar("crosshair_ring_alpha");\r
1377                                 if (weapon_clipload && a)\r
1378                                 if (!swallow_indicator)\r
1379                                 {\r
1380                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1381                                         ring_scale = cvar("crosshair_ring_size");\r
1382                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1383                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1384                                 }\r
1385                         }\r
1386                 }\r
1387                 else\r
1388                 {\r
1389                         wcross_scale_prev = 0;\r
1390                         wcross_alpha_prev = 0;\r
1391                         wcross_scale_goal_prev = 0;\r
1392                         wcross_alpha_goal_prev = 0;\r
1393                         wcross_changedonetime = 0;\r
1394                         if(wcross_name_goal_prev)\r
1395                                 strunzone(wcross_name_goal_prev);\r
1396                         wcross_name_goal_prev = string_null;\r
1397                         if(wcross_name_goal_prev_prev)\r
1398                                 strunzone(wcross_name_goal_prev_prev);\r
1399                         wcross_name_goal_prev_prev = string_null;\r
1400                         wcross_name_changestarttime = 0;\r
1401                         wcross_name_changedonetime = 0;\r
1402                         wcross_name_alpha_goal_prev = 0;\r
1403                         wcross_name_alpha_goal_prev_prev = 0;\r
1404                         wcross_resolution_goal_prev = 0;\r
1405                         wcross_resolution_goal_prev_prev = 0;\r
1406                 }\r
1407         }\r
1408 \r
1409         if(NextFrameCommand)\r
1410         {\r
1411                 localcmd("\n", NextFrameCommand, "\n");\r
1412                 NextFrameCommand = string_null;\r
1413         }\r
1414 \r
1415         // we must do this check AFTER a frame was rendered, or it won't work\r
1416         if(cs_project_is_b0rked == 0)\r
1417         {\r
1418                 string w0, h0;\r
1419                 w0 = cvar_string("vid_conwidth");\r
1420                 h0 = cvar_string("vid_conheight");\r
1421                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1422                 //R_SetView(VF_FOV, '90 90 0');\r
1423                 R_SetView(VF_ORIGIN, '0 0 0');\r
1424                 R_SetView(VF_ANGLES, '0 0 0');\r
1425                 R_SetView(VF_PERSPECTIVE, 1);\r
1426                 makevectors('0 0 0');\r
1427                 vector v1, v2;\r
1428                 cvar_set("vid_conwidth", "800");\r
1429                 cvar_set("vid_conheight", "600");\r
1430                 v1 = cs_project(v_forward);\r
1431                 cvar_set("vid_conwidth", "640");\r
1432                 cvar_set("vid_conheight", "480");\r
1433                 v2 = cs_project(v_forward);\r
1434                 if(v1 == v2)\r
1435                         cs_project_is_b0rked = 1;\r
1436                 else\r
1437                         cs_project_is_b0rked = -1;\r
1438                 cvar_set("vid_conwidth", w0);\r
1439                 cvar_set("vid_conheight", h0);\r
1440         }\r
1441 \r
1442         // be safe against triggerbots until everyone has the fixed engine\r
1443         // this call is meant to overwrite the trace globals by something\r
1444         // unsuspicious\r
1445         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1446 \r
1447         // this cvar must be constantly updated on the server\r
1448         if(chase_active_old != cvar("chase_active"))\r
1449         {\r
1450                 localcmd("sendcvar chase_active\n");\r
1451                 chase_active_old = cvar("chase_active");\r
1452         }\r
1453 \r
1454         // update some stats to be detected next frame\r
1455         last_health = getstati(STAT_HEALTH);\r
1456         last_spectatee = spectatee_status;\r
1457 }\r
1458 \r
1459 void Sbar_Draw();\r
1460 \r
1461 void CSQC_common_hud(void)\r
1462 {\r
1463         // Sbar_SortFrags(); done in Sbar_Draw\r
1464         float hud;\r
1465         hud = getstati(STAT_HUD);\r
1466 \r
1467         //hud = 10;\r
1468         switch(hud)\r
1469         {\r
1470                 case HUD_NORMAL:\r
1471                         Sbar_Draw();\r
1472                         break;\r
1473         }\r
1474 }\r
1475 \r
1476 \r
1477 // following vectors must be global to allow seamless switching between camera modes\r
1478 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1479 void CSQC_Demo_Camera()\r
1480 {\r
1481         float speed, attenuation, dimensions;\r
1482         vector tmp, delta;\r
1483 \r
1484         if( cvar("camera_reset") || !camera_mode )\r
1485         {\r
1486                 camera_offset = '0 0 0';\r
1487                 current_angles = '0 0 0';\r
1488                 camera_direction = '0 0 0';\r
1489                 camera_offset_z += 30;\r
1490                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1491                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1492                 current_origin = view_origin;\r
1493                 current_camera_offset  = camera_offset;\r
1494                 cvar_set("camera_reset", "0");\r
1495                 camera_mode = CAMERA_CHASE;\r
1496         }\r
1497 \r
1498         // Camera angles\r
1499         if( camera_roll )\r
1500                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1501 \r
1502         if(cvar("camera_look_player"))\r
1503         {\r
1504                 local vector dir;\r
1505                 local float n;\r
1506 \r
1507                 dir = normalize(view_origin - current_position);\r
1508                 n = mouse_angles_z;\r
1509                 mouse_angles = vectoangles(dir);\r
1510                 mouse_angles_x = mouse_angles_x * -1;\r
1511                 mouse_angles_z = n;\r
1512         }\r
1513         else\r
1514         {\r
1515                 tmp = getmousepos() * 0.1;\r
1516                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1517                 {\r
1518                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1519                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1520                 }\r
1521         }\r
1522 \r
1523         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1524         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1525         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1526         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1527 \r
1528         // Fix difference when angles don't have the same sign\r
1529         delta = '0 0 0';\r
1530         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1531                 delta = '0 360 0';\r
1532         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1533                 delta = '0 -360 0';\r
1534 \r
1535         if(cvar("camera_look_player"))\r
1536                 attenuation = cvar("camera_look_attenuation");\r
1537         else\r
1538                 attenuation = cvar("camera_speed_attenuation");\r
1539 \r
1540         attenuation = 1 / max(1, attenuation);\r
1541         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1542 \r
1543         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1544         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1545         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1546         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1547 \r
1548         // Camera position\r
1549         tmp = '0 0 0';\r
1550         dimensions = 0;\r
1551 \r
1552         if( camera_direction_x )\r
1553         {\r
1554                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1555                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1556                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1557                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1558                 ++dimensions;\r
1559         }\r
1560 \r
1561         if( camera_direction_y )\r
1562         {\r
1563                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1564                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1565                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1566                 ++dimensions;\r
1567         }\r
1568 \r
1569         if( camera_direction_z )\r
1570         {\r
1571                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1572                 ++dimensions;\r
1573         }\r
1574 \r
1575         if(cvar("camera_free"))\r
1576                 speed = cvar("camera_speed_free");\r
1577         else\r
1578                 speed = cvar("camera_speed_chase");\r
1579 \r
1580         if(dimensions)\r
1581         {\r
1582                 speed = speed * sqrt(1 / dimensions);\r
1583                 camera_offset += tmp * speed;\r
1584         }\r
1585 \r
1586         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1587 \r
1588         // Camera modes\r
1589         if( cvar("camera_free") )\r
1590         {\r
1591                 if ( camera_mode == CAMERA_CHASE )\r
1592                 {\r
1593                         current_camera_offset = current_origin + current_camera_offset;\r
1594                         camera_offset = current_origin + camera_offset;\r
1595                 }\r
1596 \r
1597                 camera_mode = CAMERA_FREE;\r
1598                 current_position = current_camera_offset;\r
1599         }\r
1600         else\r
1601         {\r
1602                 if ( camera_mode == CAMERA_FREE )\r
1603                 {\r
1604                         current_origin = view_origin;\r
1605                         camera_offset = camera_offset - current_origin;\r
1606                         current_camera_offset = current_camera_offset - current_origin;\r
1607                 }\r
1608 \r
1609                 camera_mode = CAMERA_CHASE;\r
1610 \r
1611                 if(cvar("camera_chase_smoothly"))\r
1612                         current_origin += (view_origin - current_origin) * attenuation;\r
1613                 else\r
1614                         current_origin = view_origin;\r
1615 \r
1616                 current_position = current_origin + current_camera_offset;\r
1617         }\r
1618 \r
1619         R_SetView(VF_ANGLES, current_angles);\r
1620         R_SetView(VF_ORIGIN, current_position);\r
1621 }\r