2 #define rld_size_x 256
\r
3 #define rld_size_y 16
\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
16 if(spectatee_status)
\r
18 if(intermission == 1)
\r
20 if(intermission == 2)
\r
22 if (getstati(STAT_HEALTH) <= 0)
\r
27 if(angles_held_status)
\r
29 makevectors(angles_held);
\r
35 * Checks whether the server initiated a map restart (stat_game_starttime changed)
\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
41 void CheckForGamestartChange() {
\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
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
55 previous_game_starttime = startTime;
\r
61 porto.classname = "porto";
\r
62 porto.draw = Porto_Draw;
\r
63 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
\r
68 vector GetCurrentFov(float fov)
\r
70 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
\r
72 zoomsensitivity = cvar("cl_zoomsensitivity");
\r
73 zoomfactor = cvar("cl_zoomfactor");
\r
74 if(zoomfactor < 1 || zoomfactor > 16)
\r
76 zoomspeed = cvar("cl_zoomspeed");
\r
78 if(zoomspeed < 0.5 || zoomspeed > 16)
\r
81 zoomdir = button_zoom;
\r
82 if(spectatee_status > 0 || isdemo())
\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
94 if(zoomin_effect || camera_active)
\r
96 current_viewzoom = min(1, current_viewzoom + drawframetime);
\r
100 if(zoomspeed < 0) // instant zoom
\r
103 current_viewzoom = 1 / zoomfactor;
\r
105 current_viewzoom = 1;
\r
110 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
\r
112 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
\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
121 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
\r
123 if(zoomsensitivity < 1)
\r
124 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
\r
126 setsensitivityscale(1);
\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
132 //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
\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
140 return '1 0 0' * fovx + '0 1 0' * fovy;
\r
143 // this function must match W_SetupShot!
\r
144 float zoomscript_caught;
\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
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
158 entity trueaim_rifle;
\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
165 void TrueAim_Init()
\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
175 float EnemyHitCheck()
\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
187 return SHOTTYPE_HITTEAM;
\r
188 if(t == COLOR_SPECTATOR)
\r
189 return SHOTTYPE_HITWORLD;
\r
190 return SHOTTYPE_HITENEMY;
\r
193 float TrueAimCheck()
\r
195 float nudge = 1; // added to traceline target and subtracted from result
\r
196 vector vecs, trueaimpoint, w_shotorg;
\r
204 mv = MOVE_NOMONSTERS;
\r
206 switch(activeweapon)
\r
208 case WEP_GRABBER: // no trueaim
\r
211 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
\r
213 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
\r
214 trueaimpoint = trace_endpos;
\r
221 dv = view_right * vecs_y + view_up * vecs_z;
\r
222 w_shotorg = view_origin + dv;
\r
224 // now move the vecs forward as much as requested if possible
\r
225 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
226 w_shotorg = trace_endpos - view_forward * nudge;
\r
228 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
\r
229 shottype = EnemyHitCheck();
\r
230 if(shottype != SHOTTYPE_HITWORLD)
\r
234 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
\r
235 // or rather, I know why, but see no fix
\r
236 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
\r
237 // 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
238 return SHOTTYPE_HITOBSTRUCTION;
\r
241 return SHOTTYPE_HITWORLD;
\r
244 void CSQC_common_hud(void);
\r
246 void CSQC_kh_hud(void);
\r
247 void CSQC_ctf_hud(void);
\r
248 void PostInit(void);
\r
249 void CSQC_Demo_Camera();
\r
250 float Sbar_WouldDrawScoreboard ();
\r
253 float chase_active_old;
\r
254 float artwork_fade;
\r
255 float pickup_crosshair_time, pickup_crosshair_size;
\r
256 float myhealth, myhealth_prev, myhealth_flash;
\r
257 float contentavgalpha, liquidalpha_prev;
\r
258 float stomachsplash_alpha, stomachsplash_remove_at_respawn;
\r
259 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;
\r
260 float volume_modify_changed_1, volume_modify_changed_2;
\r
261 vector myhealth_gentlergb;
\r
262 vector liquidcolor_prev;
\r
263 vector damage_blurpostprocess, content_blurpostprocess;
\r
264 string artwork_image;
\r
265 string intermission_song;
\r
266 string NextFrameCommand;
\r
267 void CSQC_UpdateView(float w, float h)
\r
275 vector artwork_pos, artwork_size;
\r
277 WaypointSprite_Load();
\r
279 if(spectatee_status)
\r
280 myteam = GetPlayerColor(spectatee_status - 1);
\r
282 myteam = GetPlayerColor(player_localentnum - 1);
\r
284 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
\r
285 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
\r
287 warpzone_fixview_origin = pmove_org + vo;
\r
288 warpzone_fixview_angles = input_angles;
\r
289 WarpZone_FixView();
\r
290 pmove_org = warpzone_fixview_origin - vo;
\r
291 input_angles = warpzone_fixview_angles;
\r
293 // Render the Scene
\r
294 if(!intermission || !view_set)
\r
296 view_origin = pmove_org + vo;
\r
297 view_angles = input_angles;
\r
298 makevectors(view_angles);
\r
299 view_forward = v_forward;
\r
300 view_right = v_right;
\r
309 if(time > blurtest_time0 && time < blurtest_time1)
\r
313 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
\r
314 r = t * blurtest_radius;
\r
315 f = 1 / pow(t, blurtest_power) - 1;
\r
317 cvar_set("r_glsl_postprocess", "1");
\r
318 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
\r
322 cvar_set("r_glsl_postprocess", "0");
\r
323 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
\r
327 TargetMusic_Advance();
\r
330 drawframetime = max(0.000001, time - drawtime);
\r
333 // watch for gametype changes here...
\r
334 // in ParseStuffCMD the cmd isn't executed yet :/
\r
335 // might even be better to add the gametype to TE_CSQC_INIT...?
\r
339 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
\r
340 if(calledhooks & HOOK_START)
\r
342 localcmd("\ncl_hook_gameend;");
\r
344 localcmd("\ncl_hook_campaign_gameend;");
\r
345 calledhooks |= HOOK_END;
\r
348 CheckForGamestartChange();
\r
350 maptimeAnnouncer();
\r
351 carrierAnnouncer();
\r
354 if(button_zoom || fov <= 59.5)
\r
356 if(!zoomscript_caught)
\r
358 localcmd("+button4\n");
\r
359 zoomscript_caught = 1;
\r
360 ignore_plus_zoom += 1;
\r
365 if(zoomscript_caught)
\r
367 localcmd("-button4\n");
\r
368 zoomscript_caught = 0;
\r
369 ignore_minus_zoom += 1;
\r
373 sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));
\r
374 sbar_hudselector = cvar("sbar_hudselector");
\r
375 sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);
\r
376 ColorTranslateMode = cvar("cl_stripcolorcodes");
\r
377 activeweapon = getstati(STAT_SWITCHWEAPON);
\r
378 f = cvar("teamplay");
\r
385 if(last_weapon != activeweapon) {
\r
387 last_weapon = activeweapon;
\r
390 // ALWAYS Clear Current Scene First
\r
393 // Assign Standard Viewflags
\r
394 // Draw the World (and sky)
\r
395 R_SetView(VF_DRAWWORLD, 1);
\r
397 // Set the console size vars
\r
398 vid_conwidth = cvar("vid_conwidth");
\r
399 vid_conheight = cvar("vid_conheight");
\r
400 vid_pixelheight = cvar("vid_pixelheight");
\r
402 R_SetView(VF_FOV, GetCurrentFov(fov));
\r
404 // Camera for demo playback
\r
407 if(cvar("camera_enable"))
\r
408 CSQC_Demo_Camera();
\r
411 cvar_set("chase_active", ftos(chase_active_backup));
\r
412 cvar_set("cl_demo_mousegrab", "0");
\r
413 camera_active = FALSE;
\r
417 else if(cvar("camera_enable"))
\r
419 else if(cvar("camera_enable") && isdemo())
\r
422 // Enable required Darkplaces cvars
\r
423 chase_active_backup = cvar("chase_active");
\r
424 cvar_set("chase_active", "2");
\r
425 cvar_set("cl_demo_mousegrab", "1");
\r
426 camera_active = TRUE;
\r
427 camera_mode = FALSE;
\r
430 // Draw the Crosshair
\r
431 float scoreboard_active;
\r
432 scoreboard_active = Sbar_WouldDrawScoreboard();
\r
433 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
\r
435 // Draw the Engine Status Bar (the default Quake HUD)
\r
436 R_SetView(VF_DRAWENGINESBAR, 0);
\r
438 // fetch this one only once per frame
\r
439 sbar_showbinds = cvar("sbar_showbinds");
\r
440 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
\r
442 // Update the mouse position
\r
444 mousepos_x = vid_conwidth;
\r
445 mousepos_y = vid_conheight;
\r
446 mousepos = mousepos*0.5 + getmousepos();
\r
450 for(self = world; (self = nextent(self)); )
\r
455 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
\r
458 // now switch to 2D drawing mode by calling a 2D drawing function
\r
459 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
\r
460 // next R_RenderScene call
\r
461 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
\r
464 if(cvar("hud_contents"))
\r
466 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
\r
467 vector liquidcolor;
\r
469 if (getstati(STAT_VORE_EATEN))
\r
471 liquidalpha = cvar("hud_contents_stomach_alpha");
\r
472 liquidcolor = stov(cvar_string("hud_contents_stomach_color"));
\r
477 switch(pointcontents(view_origin))
\r
479 case CONTENT_WATER:
\r
480 liquidalpha = cvar("hud_contents_water_alpha");
\r
481 liquidcolor = stov(cvar_string("hud_contents_water_color"));
\r
486 liquidalpha = cvar("hud_contents_lava_alpha");
\r
487 liquidcolor = stov(cvar_string("hud_contents_lava_color"));
\r
491 case CONTENT_SLIME:
\r
492 liquidalpha = cvar("hud_contents_slime_alpha");
\r
493 liquidcolor = stov(cvar_string("hud_contents_slime_color"));
\r
499 liquidcolor = '0 0 0';
\r
505 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
506 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
\r
507 contentfadetime = cvar("hud_contents_fadeintime");
\r
508 liquidalpha_prev = liquidalpha;
\r
509 liquidcolor_prev = liquidcolor;
\r
512 contentfadetime = cvar("hud_contents_fadeouttime");
\r
514 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
\r
515 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
\r
517 if(contentavgalpha)
\r
518 drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
\r
520 if(cvar("hud_postprocessing"))
\r
522 if(cvar("hud_contents_liquid_blur"))
\r
524 // when inside the stomach, we use different blur settings than when we're inside other fluids
\r
525 content_blurpostprocess_x = 1;
\r
526 if(getstati(STAT_VORE_EATEN))
\r
528 content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");
\r
529 content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");
\r
533 content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");
\r
534 content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");
\r
539 content_blurpostprocess_x = 0;
\r
540 content_blurpostprocess_y = 0;
\r
541 content_blurpostprocess_z = 0;
\r
546 if(cvar("hud_damage"))
\r
548 float myhealth_flash_temp;
\r
549 myhealth = getstati(STAT_HEALTH);
\r
552 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
\r
554 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
\r
556 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
\r
557 pain_threshold = cvar("hud_damage_pain_threshold");
\r
558 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");
\r
559 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");
\r
561 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
\r
563 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
566 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
\r
568 if(myhealth_prev < 1)
\r
572 myhealth_flash = 0; // just spawned, clear the flash immediately
\r
573 myhealth_flash_temp = 0;
\r
577 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
\r
581 if(spectatee_status == -1 || intermission)
\r
583 myhealth_flash = 0; // observing, or match ended
\r
584 myhealth_flash_temp = 0;
\r
587 myhealth_prev = myhealth;
\r
589 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))
\r
591 if(cvar("cl_gentle_damage") == 2)
\r
593 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
\r
595 myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();
\r
599 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));
\r
601 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
604 drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);
\r
606 if(cvar("hud_postprocessing"))
\r
608 if(cvar("hud_damage_blur"))
\r
610 damage_blurpostprocess_x = 1;
\r
611 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");
\r
612 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");
\r
616 damage_blurpostprocess_x = 0;
\r
617 damage_blurpostprocess_y = 0;
\r
618 damage_blurpostprocess_z = 0;
\r
623 if(cvar("hud_stomach"))
\r
625 if(getstati(STAT_VORE_EATEN))
\r
627 if(stomachsplash_alpha < cvar("hud_stomach"))
\r
628 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;
\r
630 stomachsplash_alpha = cvar("hud_stomach");
\r
632 else if(getstati(STAT_HEALTH) > 0)
\r
634 if(stomachsplash_alpha > 0)
\r
635 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;
\r
637 stomachsplash_alpha = 0;
\r
639 if(getstati(STAT_HEALTH) <= 0)
\r
640 stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn
\r
642 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)
\r
643 stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect
\r
644 if(spectatee_status == -1)
\r
645 stomachsplash_alpha = 0;
\r
647 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);
\r
648 drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);
\r
651 if(cvar("hud_postprocessing"))
\r
653 // lets apply the postprocess effects from the previous two functions if needed
\r
654 if(damage_blurpostprocess_x || content_blurpostprocess_x)
\r
656 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));
\r
657 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));
\r
658 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
\r
659 cvar_set("r_glsl_postprocess_uservec1_enable", "1");
\r
663 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
\r
664 cvar_set("r_glsl_postprocess_uservec1_enable", "0");
\r
667 if(cvar("hud_powerup"))
\r
669 float sharpen_intensity;
\r
670 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
\r
671 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
\r
672 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
\r
673 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
\r
674 sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
\r
676 if(sharpen_intensity > 0)
\r
678 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
\r
679 cvar_set("r_glsl_postprocess_uservec2_enable", "1");
\r
683 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
\r
684 cvar_set("r_glsl_postprocess_uservec2_enable", "0");
\r
689 if not(cvar("hud_damage") && cvar("hud_postprocessing"))
\r
691 // don't allow blur to get stuck on if we disable the cvar while damaged
\r
692 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
\r
693 cvar_set("r_glsl_postprocess_uservec1_enable", "0");
\r
695 if not(cvar("hud_powerup") && cvar("hud_postprocessing"))
\r
697 // don't allow sharpen to get stuck on if we disable the cvar while powered up
\r
698 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
\r
699 cvar_set("r_glsl_postprocess_uservec2_enable", "0");
\r
703 if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)
\r
705 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;
\r
707 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))
\r
709 // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.
\r
710 // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.
\r
711 // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.
\r
713 volume_modify_default_1 = cvar("menu_volume");
\r
714 volume_modify_default_2 = cvar("menu_bgmvolume");
\r
716 volume_modify_changed_1 = cvar("menu_volume");
\r
717 volume_modify_changed_2 = cvar("menu_bgmvolume");
\r
721 if(spectatee_status == -1 || intermission)
\r
723 volume_modify_1_target = volume_modify_default_1;
\r
724 volume_modify_2_target = volume_modify_default_2;
\r
726 else if(getstati(STAT_VORE_EATEN))
\r
728 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");
\r
729 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");
\r
733 volume_modify_1_target = volume_modify_default_1;
\r
734 volume_modify_2_target = volume_modify_default_2;
\r
736 volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;
\r
738 if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)
\r
740 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)
\r
741 volume_modify_1 -= volume_modify_fade;
\r
742 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)
\r
743 volume_modify_1 += volume_modify_fade;
\r
745 volume_modify_1 = volume_modify_1_target;
\r
747 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)
\r
748 volume_modify_2 -= volume_modify_fade;
\r
749 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)
\r
750 volume_modify_2 += volume_modify_fade;
\r
752 volume_modify_2 = volume_modify_2_target;
\r
754 cvar_set("volume", ftos(volume_modify_1));
\r
755 cvar_set("bgmvolume", ftos(volume_modify_2));
\r
756 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way
\r
761 // Draw the mouse cursor
\r
762 // NOTE: drawpic must happen after R_RenderScene for some reason
\r
763 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
\r
764 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
\r
765 //self = edict_num(player_localnum);
\r
766 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
\r
767 //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
768 // as long as the ctf part isn't in, this is useless
\r
772 /*if(gametype == GAME_CTF)
\r
777 // draw 2D entities
\r
779 for(self = world; (self = nextent(self)); )
\r
791 cvar_string("cl_teamradar") != "0"
\r
794 cvar("cl_teamradar") == 2
\r
802 // Draw artwork and play intermission music
\r
803 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
805 if(cvar("cl_artwork"))
\r
807 if(artwork_image == "")
\r
809 if(getstati(STAT_WINNING)) // we are the winner
\r
811 if(cvar("cl_artwork_win"))
\r
813 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));
\r
814 artwork_image = strzone(artwork_image);
\r
817 else // we have lost
\r
819 if(cvar("cl_artwork_lose"))
\r
821 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));
\r
822 artwork_image = strzone(artwork_image);
\r
827 if(cvar("cl_artwork_stretch"))
\r
829 artwork_size_x = vid_conwidth;
\r
830 artwork_size_y = vid_conheight;
\r
836 artwork_size_x = max(vid_conwidth, vid_conheight);
\r
837 artwork_size_y = max(vid_conwidth, vid_conheight);
\r
838 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;
\r
839 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;
\r
842 if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))
\r
843 artwork_fade += frametime * cvar("cl_artwork_fade");
\r
845 artwork_fade = cvar("cl_artwork_alpha");
\r
847 if(artwork_image != "")
\r
848 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);
\r
851 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame
\r
853 if(getstati(STAT_WINNING))
\r
854 intermission_song = cvar_string("cl_intermission_cdtrack_win");
\r
856 intermission_song = cvar_string("cl_intermission_cdtrack_lose");
\r
857 if(intermission_song != "")
\r
859 localcmd(strcat("\ncd play ", intermission_song, "\n"));
\r
860 intermission_song = strzone(intermission_song);
\r
867 if(artwork_image != "")
\r
869 strunzone(artwork_image);
\r
870 artwork_image = "";
\r
873 if(intermission_song != "")
\r
875 strunzone(intermission_song);
\r
876 intermission_song = "";
\r
881 if(cvar("r_letterbox") == 0) {
\r
882 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing
\r
883 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
\r
884 Sbar_DrawPressedKeys();
\r
887 if (cvar("cl_showspeed"))
\r
889 if (cvar("cl_showacceleration"))
\r
890 Sbar_ShowAcceleration();
\r
892 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
\r
896 hud = getstati(STAT_HUD);
\r
898 if(cvar("r_letterbox") == 0)
\r
899 if(cvar("viewsize") < 120)
\r
902 if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach
\r
904 // crosshair goes VERY LAST
\r
905 if(!scoreboard_active && !ons_showmap && !camera_active) {
\r
908 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
\r
909 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
\r
910 wcross_origin_z = 0;
\r
911 if(cvar("crosshair_hittest"))
\r
913 vector wcross_oldorigin;
\r
914 wcross_oldorigin = wcross_origin;
\r
915 shottype = TrueAimCheck();
\r
916 if(shottype == SHOTTYPE_HITWORLD)
\r
918 v = wcross_origin - wcross_oldorigin;
\r
919 v_x /= vid_conwidth;
\r
920 v_y /= vid_conheight;
\r
922 shottype = SHOTTYPE_HITOBSTRUCTION;
\r
924 if(!cvar("crosshair_hittest_showimpact"))
\r
925 wcross_origin = wcross_oldorigin;
\r
928 shottype = SHOTTYPE_HITWORLD;
\r
930 float weapon_clipload, weapon_clipsize, ring_scale;
\r
932 string wcross_style;
\r
933 wcross_style = cvar_string("crosshair");
\r
935 if (wcross_style != "0") {
\r
936 vector wcross_color, wcross_size;
\r
937 string wcross_name;
\r
938 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;
\r
940 wcross_color_x = cvar("crosshair_color_red");
\r
941 wcross_color_y = cvar("crosshair_color_green");
\r
942 wcross_color_z = cvar("crosshair_color_blue");
\r
943 wcross_alpha = cvar("crosshair_color_alpha");
\r
944 wcross_resolution = cvar("crosshair_size");
\r
946 wcross_name = strcat("gfx/crosshair", wcross_style);
\r
948 if(cvar("crosshair_effect_scalefade"))
\r
950 wcross_scale = wcross_resolution;
\r
951 wcross_resolution = 1;
\r
958 if(cvar("crosshair_pickup"))
\r
960 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
\r
962 pickup_crosshair_size = 1;
\r
963 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
\r
966 if(pickup_crosshair_size > 0)
\r
967 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
\r
969 pickup_crosshair_size = 0;
\r
971 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
\r
974 if(shottype == SHOTTYPE_HITENEMY)
\r
975 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
\r
976 if(shottype == SHOTTYPE_HITTEAM)
\r
977 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
\r
979 f = cvar("crosshair_effect_speed");
\r
980 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
\r
982 wcross_changedonetime = time + f;
\r
984 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
\r
986 wcross_name_changestarttime = time;
\r
987 wcross_name_changedonetime = time + f;
\r
988 if(wcross_name_goal_prev_prev)
\r
989 strunzone(wcross_name_goal_prev_prev);
\r
990 wcross_name_goal_prev_prev = wcross_name_goal_prev;
\r
991 wcross_name_goal_prev = strzone(wcross_name);
\r
992 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
\r
993 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
\r
994 wcross_resolution_goal_prev = wcross_resolution;
\r
997 wcross_scale_goal_prev = wcross_scale;
\r
998 wcross_alpha_goal_prev = wcross_alpha;
\r
999 wcross_color_goal_prev = wcross_color;
\r
1001 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
\r
1004 wcross_alpha *= 0.75;
\r
1008 // *_prev is at time-frametime
\r
1009 // * is at wcross_changedonetime+f
\r
1010 // what do we have at time?
\r
1011 if(time < wcross_changedonetime)
\r
1013 f = frametime / (wcross_changedonetime - time + frametime);
\r
1014 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
\r
1015 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
\r
1016 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
\r
1019 wcross_scale_prev = wcross_scale;
\r
1020 wcross_alpha_prev = wcross_alpha;
\r
1021 wcross_color_prev = wcross_color;
\r
1023 wcross_scale *= 1 - cvar("_menu_alpha");
\r
1024 wcross_alpha *= 1 - cvar("_menu_alpha");
\r
1026 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
\r
1029 if(wcross_blur > 0) \
\r
1031 for(i = -2; i <= 2; ++i) \
\r
1032 for(j = -2; j <= 2; ++j) \
\r
1033 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
\r
1037 M(0,0,sz,wcross_name,wcross_alpha); \
\r
1042 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
\r
1043 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
1045 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
\r
1046 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
\r
1048 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
\r
1050 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
\r
1051 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
\r
1052 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
\r
1060 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
\r
1061 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
\r
1062 wcross_name_alpha_goal_prev = f;
\r
1064 // ring around crosshair representing bullets left in weapon clip
\r
1065 a = cvar("crosshair_ring_alpha");
\r
1066 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
\r
1067 if (weapon_clipload && a)
\r
1069 f = bound(0, weapon_clipload / weapon_clipsize, 1);
\r
1070 ring_scale = cvar("crosshair_ring_size");
\r
1071 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
\r
1072 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
\r
1078 wcross_scale_prev = 0;
\r
1079 wcross_alpha_prev = 0;
\r
1080 wcross_scale_goal_prev = 0;
\r
1081 wcross_alpha_goal_prev = 0;
\r
1082 wcross_changedonetime = 0;
\r
1083 if(wcross_name_goal_prev)
\r
1084 strunzone(wcross_name_goal_prev);
\r
1085 wcross_name_goal_prev = string_null;
\r
1086 if(wcross_name_goal_prev_prev)
\r
1087 strunzone(wcross_name_goal_prev_prev);
\r
1088 wcross_name_goal_prev_prev = string_null;
\r
1089 wcross_name_changestarttime = 0;
\r
1090 wcross_name_changedonetime = 0;
\r
1091 wcross_name_alpha_goal_prev = 0;
\r
1092 wcross_name_alpha_goal_prev_prev = 0;
\r
1093 wcross_resolution_goal_prev = 0;
\r
1094 wcross_resolution_goal_prev_prev = 0;
\r
1098 if(NextFrameCommand)
\r
1100 localcmd("\n", NextFrameCommand, "\n");
\r
1101 NextFrameCommand = string_null;
\r
1104 // we must do this check AFTER a frame was rendered, or it won't work
\r
1105 if(cs_project_is_b0rked == 0)
\r
1108 w0 = cvar_string("vid_conwidth");
\r
1109 h0 = cvar_string("vid_conheight");
\r
1110 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
\r
1111 //R_SetView(VF_FOV, '90 90 0');
\r
1112 R_SetView(VF_ORIGIN, '0 0 0');
\r
1113 R_SetView(VF_ANGLES, '0 0 0');
\r
1114 R_SetView(VF_PERSPECTIVE, 1);
\r
1115 makevectors('0 0 0');
\r
1117 cvar_set("vid_conwidth", "800");
\r
1118 cvar_set("vid_conheight", "600");
\r
1119 v1 = cs_project(v_forward);
\r
1120 cvar_set("vid_conwidth", "640");
\r
1121 cvar_set("vid_conheight", "480");
\r
1122 v2 = cs_project(v_forward);
\r
1124 cs_project_is_b0rked = 1;
\r
1126 cs_project_is_b0rked = -1;
\r
1127 cvar_set("vid_conwidth", w0);
\r
1128 cvar_set("vid_conheight", h0);
\r
1131 // be safe against triggerbots until everyone has the fixed engine
\r
1132 // this call is meant to overwrite the trace globals by something
\r
1134 traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);
\r
1136 // this cvar must be constantly updated on the server
\r
1137 if(chase_active_old != cvar("chase_active"))
\r
1139 localcmd("sendcvar chase_active\n");
\r
1140 chase_active_old = cvar("chase_active");
\r
1146 void CSQC_common_hud(void)
\r
1148 // Sbar_SortFrags(); done in Sbar_Draw
\r
1150 hud = getstati(STAT_HUD);
\r
1162 // following vectors must be global to allow seamless switching between camera modes
\r
1163 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
\r
1164 void CSQC_Demo_Camera()
\r
1166 float speed, attenuation, dimensions;
\r
1167 vector tmp, delta;
\r
1169 if( cvar("camera_reset") || !camera_mode )
\r
1171 camera_offset = '0 0 0';
\r
1172 current_angles = '0 0 0';
\r
1173 camera_direction = '0 0 0';
\r
1174 camera_offset_z += 30;
\r
1175 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
\r
1176 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
\r
1177 current_origin = view_origin;
\r
1178 current_camera_offset = camera_offset;
\r
1179 cvar_set("camera_reset", "0");
\r
1180 camera_mode = CAMERA_CHASE;
\r
1185 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
\r
1187 if(cvar("camera_look_player"))
\r
1192 dir = normalize(view_origin - current_position);
\r
1193 n = mouse_angles_z;
\r
1194 mouse_angles = vectoangles(dir);
\r
1195 mouse_angles_x = mouse_angles_x * -1;
\r
1196 mouse_angles_z = n;
\r
1200 tmp = getmousepos() * 0.1;
\r
1201 if(vlen(tmp)>cvar("camera_mouse_treshold"))
\r
1203 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
\r
1204 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
\r
1208 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
\r
1209 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
\r
1210 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
\r
1211 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
\r
1213 // Fix difference when angles don't have the same sign
\r
1215 if(mouse_angles_y < -60 && current_angles_y > 60)
\r
1216 delta = '0 360 0';
\r
1217 if(mouse_angles_y > 60 && current_angles_y < -60)
\r
1218 delta = '0 -360 0';
\r
1220 if(cvar("camera_look_player"))
\r
1221 attenuation = cvar("camera_look_attenuation");
\r
1223 attenuation = cvar("camera_speed_attenuation");
\r
1225 attenuation = 1 / max(1, attenuation);
\r
1226 current_angles += (mouse_angles - current_angles + delta) * attenuation;
\r
1228 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
\r
1229 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
\r
1230 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
\r
1231 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
\r
1233 // Camera position
\r
1237 if( camera_direction_x )
\r
1239 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
\r
1240 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
\r
1241 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
\r
1242 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
\r
1246 if( camera_direction_y )
\r
1248 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
\r
1249 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
\r
1250 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
\r
1254 if( camera_direction_z )
\r
1256 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
\r
1260 if(cvar("camera_free"))
\r
1261 speed = cvar("camera_speed_free");
\r
1263 speed = cvar("camera_speed_chase");
\r
1267 speed = speed * sqrt(1 / dimensions);
\r
1268 camera_offset += tmp * speed;
\r
1271 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
\r
1274 if( cvar("camera_free") )
\r
1276 if ( camera_mode == CAMERA_CHASE )
\r
1278 current_camera_offset = current_origin + current_camera_offset;
\r
1279 camera_offset = current_origin + camera_offset;
\r
1282 camera_mode = CAMERA_FREE;
\r
1283 current_position = current_camera_offset;
\r
1287 if ( camera_mode == CAMERA_FREE )
\r
1289 current_origin = view_origin;
\r
1290 camera_offset = camera_offset - current_origin;
\r
1291 current_camera_offset = current_camera_offset - current_origin;
\r
1294 camera_mode = CAMERA_CHASE;
\r
1296 if(cvar("camera_chase_smoothly"))
\r
1297 current_origin += (view_origin - current_origin) * attenuation;
\r
1299 current_origin = view_origin;
\r
1301 current_position = current_origin + current_camera_offset;
\r
1304 R_SetView(VF_ANGLES, current_angles);
\r
1305 R_SetView(VF_ORIGIN, current_position);
\r