3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
15 if(g_balance_porto_secondary)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
62 if(portal_number >= 2)
73 if(idx-1 >= portal1_idx)
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
79 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
88 porto.classname = "porto";
89 porto.draw = Porto_Draw;
90 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
95 vector GetCurrentFov(float fov)
97 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98 float velocityzoom, curspeed;
101 zoomsensitivity = autocvar_cl_zoomsensitivity;
102 zoomfactor = autocvar_cl_zoomfactor;
103 if(zoomfactor < 1 || zoomfactor > 16)
105 zoomspeed = autocvar_cl_zoomspeed;
107 if(zoomspeed < 0.5 || zoomspeed > 16)
110 zoomdir = button_zoom;
111 if(hud == HUD_NORMAL)
112 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113 zoomdir += button_attack2;
114 if(spectatee_status > 0 || isdemo())
116 if(spectatorbutton_zoom)
123 // fteqcc failed twice here already, don't optimize this
126 if(zoomdir) { zoomin_effect = 0; }
130 current_viewzoom = min(1, current_viewzoom + drawframetime);
132 else if(autocvar_cl_spawnzoom && zoomin_effect)
134 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
136 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
137 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138 if(current_viewzoom == 1) { zoomin_effect = 0; }
142 if(zoomspeed < 0) // instant zoom
145 current_viewzoom = 1 / zoomfactor;
147 current_viewzoom = 1;
152 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
154 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
158 if(almost_equals(current_viewzoom, 1))
159 current_zoomfraction = 0;
160 else if(almost_equals(current_viewzoom, 1/zoomfactor))
161 current_zoomfraction = 1;
163 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
165 if(zoomsensitivity < 1)
166 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
168 setsensitivityscale(1);
170 makevectors(view_angles);
172 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
176 v = csqcplayer.velocity;
178 switch(autocvar_cl_velocityzoom_type)
180 case 3: curspeed = max(0, v_forward * v); break;
181 case 2: curspeed = (v_forward * v); break;
182 case 1: default: curspeed = vlen(v); break;
185 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
189 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
241 n = trace_ent.entnum;
243 n = trace_networkentity;
245 return SHOTTYPE_HITWORLD;
247 return SHOTTYPE_HITWORLD;
248 t = GetPlayerColor(n - 1);
251 return SHOTTYPE_HITTEAM;
252 if(t == COLOR_SPECTATOR)
253 return SHOTTYPE_HITWORLD;
254 return SHOTTYPE_HITENEMY;
259 float nudge = 1; // added to traceline target and subtracted from result
260 vector vecs, trueaimpoint, w_shotorg;
268 mv = MOVE_NOMONSTERS;
272 case WEP_TUBA: // no aim
273 case WEP_PORTO: // shoots from eye
274 case WEP_HOOK: // no trueaim
275 case WEP_GRENADE_LAUNCHER: // toss curve
276 return SHOTTYPE_HITWORLD;
284 if(zoomscript_caught)
286 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
287 return EnemyHitCheck();
290 case WEP_ROCKET_LAUNCHER: // projectile has a size!
294 case WEP_FIREBALL: // projectile has a size!
298 case WEP_SEEKER: // projectile has a size!
302 case WEP_ELECTRO: // projectile has a size!
308 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
310 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
311 trueaimpoint = trace_endpos;
313 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
314 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
321 dv = view_right * vecs_y + view_up * vecs_z;
322 w_shotorg = view_origin + dv;
324 // now move the vecs forward as much as requested if possible
325 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
326 w_shotorg = trace_endpos - view_forward * nudge;
328 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
329 shottype = EnemyHitCheck();
330 if(shottype != SHOTTYPE_HITWORLD)
334 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
335 // or rather, I know why, but see no fix
336 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
337 // 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
338 return SHOTTYPE_HITOBSTRUCTION;
341 return SHOTTYPE_HITWORLD;
344 void CSQC_common_hud(void);
347 void CSQC_Demo_Camera();
348 float HUD_WouldDrawScoreboard();
350 float CAMERA_FREE = 1;
351 float CAMERA_CHASE = 2;
353 string NextFrameCommand;
354 void CSQC_SPIDER_HUD();
355 void CSQC_RAPTOR_HUD();
357 vector freeze_org, freeze_ang;
358 entity nightvision_noise, nightvision_noise2;
360 #define MAX_TIME_DIFF 5
361 float pickup_crosshair_time, pickup_crosshair_size;
362 float hit_time, typehit_time;
363 float nextsound_hit_time, nextsound_typehit_time;
364 float hitindication_crosshair_time, hitindication_crosshair_size;
365 float use_nex_chargepool;
367 float myhealth, myhealth_prev;
368 float myhealth_flash;
370 float old_blurradius, old_bluralpha;
371 float old_sharpen_intensity;
373 vector myhealth_gentlergb;
375 float contentavgalpha, liquidalpha_prev;
376 vector liquidcolor_prev;
378 float eventchase_current_distance;
380 vector damage_blurpostprocess, content_blurpostprocess;
386 float cl_notice_run();
387 void CSQC_UpdateView(float w, float h)
393 vector vf_size, vf_min;
396 execute_next_frame();
400 hud = getstati(STAT_HUD);
402 if(autocvar__hud_showbinds_reload) // menu can set this one
405 binddb = db_create();
406 cvar_set("_hud_showbinds_reload", "0");
409 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
410 view_quality = getproperty(VF_MINFPS_QUALITY);
414 button_attack2 = (input_buttons & BUTTON_3);
415 button_zoom = (input_buttons & BUTTON_4);
417 // FIXME do we need this hack?
420 // in demos, input_buttons do not work
421 button_zoom = (autocvar__togglezoom == "-");
424 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
425 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
426 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
427 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
428 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
429 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
430 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
431 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
433 vf_size = getpropertyvec(VF_SIZE);
434 vf_min = getpropertyvec(VF_MIN);
435 vid_width = vf_size_x;
436 vid_height = vf_size_y;
438 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
439 vector splash_pos = '0 0 0', splash_size = '0 0 0';
441 WaypointSprite_Load();
443 CSQCPlayer_SetCamera();
445 #ifdef COMPAT_XON050_ENGINE
447 myteam = GetPlayerColor(spectatee_status - 1);
450 myteam = GetPlayerColor(player_localentnum - 1);
452 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
454 // event chase camera
455 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
457 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
459 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
460 vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
462 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
463 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
464 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
465 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
467 // make the camera smooth back
468 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
469 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
470 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
471 eventchase_current_distance = autocvar_cl_eventchase_distance;
473 makevectors(view_angles);
475 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
476 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
478 // If the boxtrace fails, revert back to line tracing.
481 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
482 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
483 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
485 else { setproperty(VF_ORIGIN, trace_endpos); }
487 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
489 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
491 cvar_set("chase_active", "0");
492 eventchase_current_distance = 0; // start from 0 next time
495 // workaround for camera stuck between player's legs when using chase_active 1
496 // because the engine stops updating the chase_active camera when the game ends
497 else if(intermission)
499 cvar_settemp("chase_active", "-1");
500 eventchase_current_distance = 0;
503 // do lockview after event chase camera so that it still applies whenever necessary.
504 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
506 setproperty(VF_ORIGIN, freeze_org);
507 setproperty(VF_ANGLES, freeze_ang);
511 freeze_org = getpropertyvec(VF_ORIGIN);
512 freeze_ang = getpropertyvec(VF_ANGLES);
516 //WarpZone_FixPMove();
519 view_origin = getpropertyvec(VF_ORIGIN);
520 view_angles = getpropertyvec(VF_ANGLES);
521 makevectors(view_angles);
522 view_forward = v_forward;
523 view_right = v_right;
527 if(time > blurtest_time0 && time < blurtest_time1)
531 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
532 r = t * blurtest_radius;
533 f = 1 / pow(t, blurtest_power) - 1;
535 cvar_set("r_glsl_postprocess", "1");
536 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
540 cvar_set("r_glsl_postprocess", "0");
541 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
545 TargetMusic_Advance();
549 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
551 drawframetime = bound(0.000001, time - drawtime, 1);
554 // watch for gametype changes here...
555 // in ParseStuffCMD the cmd isn't executed yet :/
556 // might even be better to add the gametype to TE_CSQC_INIT...?
560 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
562 if(calledhooks & HOOK_START)
564 localcmd("\ncl_hook_gameend\n");
565 calledhooks |= HOOK_END;
574 if(!zoomscript_caught)
576 localcmd("+button9\n");
577 zoomscript_caught = 1;
582 if(zoomscript_caught)
584 localcmd("-button9\n");
585 zoomscript_caught = 0;
589 ColorTranslateMode = autocvar_cl_stripcolorcodes;
591 // next WANTED weapon (for HUD)
592 switchweapon = getstati(STAT_SWITCHWEAPON);
594 // currently switching-to weapon (for crosshair)
595 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
597 // actually active weapon (for zoom)
598 activeweapon = getstati(STAT_ACTIVEWEAPON);
600 f = (serverflags & SERVERFLAG_TEAMPLAY);
607 if(last_switchweapon != switchweapon) {
609 last_switchweapon = switchweapon;
611 if(last_activeweapon != activeweapon) {
612 last_activeweapon = activeweapon;
614 e = get_weaponinfo(activeweapon);
616 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
618 localcmd("\ncl_hook_activeweapon none\n");
621 // ALWAYS Clear Current Scene First
623 #ifdef WORKAROUND_XON010
624 if(checkextension("DP_CSQC_ROTATEMOVES"))
627 setproperty(VF_ORIGIN, view_origin);
628 setproperty(VF_ANGLES, view_angles);
629 #ifdef WORKAROUND_XON010
633 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
634 setproperty(VF_SIZE, vf_size);
635 setproperty(VF_MIN, vf_min);
637 // Assign Standard Viewflags
638 // Draw the World (and sky)
639 setproperty(VF_DRAWWORLD, 1);
641 // Set the console size vars
642 vid_conwidth = autocvar_vid_conwidth;
643 vid_conheight = autocvar_vid_conheight;
644 vid_pixelheight = autocvar_vid_pixelheight;
646 setproperty(VF_FOV, GetCurrentFov(fov));
648 // Camera for demo playback
651 if(autocvar_camera_enable)
655 cvar_set("chase_active", ftos(chase_active_backup));
656 cvar_set("cl_demo_mousegrab", "0");
657 camera_active = FALSE;
661 else if(autocvar_camera_enable)
663 else if(autocvar_camera_enable && isdemo())
666 // Enable required Darkplaces cvars
667 chase_active_backup = autocvar_chase_active;
668 cvar_set("chase_active", "2");
669 cvar_set("cl_demo_mousegrab", "1");
670 camera_active = TRUE;
674 // Draw the Crosshair
675 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
677 // Draw the Engine Status Bar (the default Quake HUD)
678 setproperty(VF_DRAWENGINESBAR, 0);
680 // Update the mouse position
682 mousepos_x = vid_conwidth;
683 mousepos_y = vid_conheight;
684 mousepos = mousepos*0.5 + getmousepos();
688 for(self = world; (self = nextent(self)); )
693 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
696 // now switch to 2D drawing mode by calling a 2D drawing function
697 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
698 // next R_RenderScene call
699 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
701 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
702 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
704 // apply night vision effect
705 vector tc_00, tc_01, tc_10, tc_11;
707 rgb_x = 0; // fteqcc sucks
708 rgb_y = 0; // fteqcc sucks
709 rgb_z = 0; // fteqcc sucks
711 if(!nightvision_noise)
713 nightvision_noise = spawn();
714 nightvision_noise.classname = "nightvision_noise";
716 if(!nightvision_noise2)
718 nightvision_noise2 = spawn();
719 nightvision_noise2.classname = "nightvision_noise2";
722 // color tint in yellow
723 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
726 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
728 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
729 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
730 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
731 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
732 tc_11 = tc_01 + tc_10 - tc_00;
733 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
734 R_PolygonVertex('0 0 0', tc_00, rgb, a);
735 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
736 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
737 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
741 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
742 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
743 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
744 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
745 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
746 tc_11 = tc_01 + tc_10 - tc_00;
747 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
748 R_PolygonVertex('0 0 0', tc_00, rgb, a);
749 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
750 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
751 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
755 // Draw the aiming reticle for weapons that use it
756 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
757 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
758 // the view to go back to normal, so reticle_type would become 0 as we fade out)
759 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
760 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
761 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
762 reticle_type = 2; // nex zoom
763 else if(button_zoom || zoomscript_caught)
764 reticle_type = 1; // normal zoom
765 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
766 reticle_type = 2; // nex zoom
768 if(reticle_type && autocvar_cl_reticle)
770 if(autocvar_cl_reticle_stretch)
772 reticle_size_x = vid_conwidth;
773 reticle_size_y = vid_conheight;
779 reticle_size_x = max(vid_conwidth, vid_conheight);
780 reticle_size_y = max(vid_conwidth, vid_conheight);
781 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
782 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
785 f = current_zoomfraction;
786 if(zoomscript_caught)
788 if(autocvar_cl_reticle_item_normal)
790 if(reticle_type == 1 && f)
791 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
793 if(autocvar_cl_reticle_item_nex)
795 if(reticle_type == 2 && f)
796 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
801 // improved polyblend
802 if(autocvar_hud_contents)
804 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
807 switch(pointcontents(view_origin))
810 liquidalpha = autocvar_hud_contents_water_alpha;
811 liquidcolor = stov(autocvar_hud_contents_water_color);
816 liquidalpha = autocvar_hud_contents_lava_alpha;
817 liquidcolor = stov(autocvar_hud_contents_lava_color);
822 liquidalpha = autocvar_hud_contents_slime_alpha;
823 liquidcolor = stov(autocvar_hud_contents_slime_color);
829 liquidcolor = '0 0 0';
834 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
835 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
836 contentfadetime = autocvar_hud_contents_fadeintime;
837 liquidalpha_prev = liquidalpha;
838 liquidcolor_prev = liquidcolor;
841 contentfadetime = autocvar_hud_contents_fadeouttime;
843 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
844 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
847 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
849 if(autocvar_hud_postprocessing)
851 if(autocvar_hud_contents_blur && contentavgalpha)
853 content_blurpostprocess_x = 1;
854 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
855 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
859 content_blurpostprocess_x = 0;
860 content_blurpostprocess_y = 0;
861 content_blurpostprocess_z = 0;
866 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
868 splash_size_x = max(vid_conwidth, vid_conheight);
869 splash_size_y = max(vid_conwidth, vid_conheight);
870 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
871 splash_pos_y = (vid_conheight - splash_size_y) / 2;
873 float myhealth_flash_temp;
874 myhealth = getstati(STAT_HEALTH);
877 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
879 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
881 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
882 pain_threshold = autocvar_hud_damage_pain_threshold;
883 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
884 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
886 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
888 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
891 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
893 if(myhealth_prev < 1)
897 myhealth_flash = 0; // just spawned, clear the flash immediately
898 myhealth_flash_temp = 0;
902 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
906 if(spectatee_status == -1 || intermission)
908 myhealth_flash = 0; // observing, or match ended
909 myhealth_flash_temp = 0;
912 myhealth_prev = myhealth;
914 // IDEA: change damage color/picture based on player model for robot/alien species?
915 // pro: matches model better
916 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
917 // maybe different reddish pics?
918 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
920 if(autocvar_cl_gentle_damage == 2)
922 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
924 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
928 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
930 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
933 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
935 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
937 if(autocvar_hud_damage_blur && myhealth_flash_temp)
939 damage_blurpostprocess_x = 1;
940 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
941 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
945 damage_blurpostprocess_x = 0;
946 damage_blurpostprocess_y = 0;
947 damage_blurpostprocess_z = 0;
952 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
953 float e2 = (autocvar_hud_powerup != 0);
954 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
956 // enable or disable rendering types if they are used or not
957 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
958 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
960 // blur postprocess handling done first (used by hud_damage and hud_contents)
961 if((damage_blurpostprocess_x || content_blurpostprocess_x))
963 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
964 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
965 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
967 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
968 old_blurradius = blurradius;
969 old_bluralpha = bluralpha;
972 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
974 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
979 // edge detection postprocess handling done second (used by hud_powerup)
980 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
981 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
982 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
984 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
986 if(autocvar_hud_powerup && sharpen_intensity > 0)
988 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
990 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
991 old_sharpen_intensity = sharpen_intensity;
994 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
996 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
997 old_sharpen_intensity = 0;
1000 if(cvar("r_glsl_postprocess") == 0)
1001 cvar_set("r_glsl_postprocess", "2");
1003 else if(cvar("r_glsl_postprocess") == 2)
1004 cvar_set("r_glsl_postprocess", "0");
1009 /*if(gametype == MAPINFO_TYPE_CTF)
1016 for(self = world; (self = nextent(self)); )
1020 Draw_ShowNames_All();
1022 scoreboard_active = HUD_WouldDrawScoreboard();
1024 hit_time = getstatf(STAT_HIT_TIME);
1025 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1027 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1028 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1030 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1032 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1033 if(typehit_time > nextsound_typehit_time)
1035 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1036 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1038 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1043 if(gametype == MAPINFO_TYPE_FREEZETAG)
1045 if(getstati(STAT_FROZEN))
1046 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1047 if(getstatf(STAT_REVIVE_PROGRESS))
1049 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1050 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1054 if(autocvar_r_letterbox == 0)
1055 if(autocvar_viewsize < 120)
1058 // crosshair goes VERY LAST
1059 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1061 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1064 string wcross_style;
1065 float wcross_alpha, wcross_resolution;
1066 wcross_style = autocvar_crosshair;
1067 if (wcross_style == "0")
1069 wcross_resolution = autocvar_crosshair_size;
1070 if (wcross_resolution == 0)
1072 wcross_alpha = autocvar_crosshair_alpha;
1073 if (wcross_alpha == 0)
1079 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1080 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1081 wcross_origin_z = 0;
1082 if(autocvar_crosshair_hittest)
1084 vector wcross_oldorigin;
1085 wcross_oldorigin = wcross_origin;
1086 shottype = TrueAimCheck();
1087 if(shottype == SHOTTYPE_HITWORLD)
1089 v = wcross_origin - wcross_oldorigin;
1090 v_x /= vid_conwidth;
1091 v_y /= vid_conheight;
1093 shottype = SHOTTYPE_HITOBSTRUCTION;
1095 if(!autocvar_crosshair_hittest_showimpact)
1096 wcross_origin = wcross_oldorigin;
1099 shottype = SHOTTYPE_HITWORLD;
1101 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1102 string wcross_wep = "", wcross_name;
1103 float wcross_scale, wcross_blur;
1105 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1106 e = get_weaponinfo(switchingweapon);
1107 if (e && e.netname != "")
1109 wcross_wep = e.netname;
1110 if(autocvar_crosshair_per_weapon)
1112 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1113 if (wcross_resolution == 0)
1115 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1116 if (wcross_alpha == 0)
1119 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1120 if(wcross_style == "" || wcross_style == "0")
1121 wcross_style = wcross_wep;
1125 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1126 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1127 else if(autocvar_crosshair_color_by_health)
1129 float x = getstati(STAT_HEALTH);
1144 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1145 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1149 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1150 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1151 wcross_color_z = 1 - (x-100)*0.02;
1157 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1162 wcross_color_y = (x-20)*90/27/100;
1163 wcross_color_z = (x-20)*90/27/100 * 0.2;
1172 wcross_color = stov(autocvar_crosshair_color);
1174 wcross_name = strcat("gfx/crosshair", wcross_style);
1176 if(autocvar_crosshair_effect_scalefade)
1178 wcross_scale = wcross_resolution;
1179 wcross_resolution = 1;
1186 if(autocvar_crosshair_pickup)
1188 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1190 if(pickup_crosshair_time < stat_pickup_time)
1192 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1193 pickup_crosshair_size = 1;
1195 pickup_crosshair_time = stat_pickup_time;
1198 if(pickup_crosshair_size > 0)
1199 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1201 pickup_crosshair_size = 0;
1203 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1206 if(autocvar_crosshair_hitindication)
1208 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1210 if(hitindication_crosshair_time < hit_time)
1212 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1213 hitindication_crosshair_size = 1;
1215 hitindication_crosshair_time = hit_time;
1218 if(hitindication_crosshair_size > 0)
1219 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1221 hitindication_crosshair_size = 0;
1223 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1224 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1225 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1226 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1229 if(shottype == SHOTTYPE_HITENEMY)
1230 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1231 if(shottype == SHOTTYPE_HITTEAM)
1232 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1234 f = autocvar_crosshair_effect_speed;
1236 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1237 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1239 wcross_changedonetime = time + f;
1241 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1243 wcross_name_changestarttime = time;
1244 wcross_name_changedonetime = time + f;
1245 if(wcross_name_goal_prev_prev)
1246 strunzone(wcross_name_goal_prev_prev);
1247 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1248 wcross_name_goal_prev = strzone(wcross_name);
1249 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1250 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1251 wcross_resolution_goal_prev = wcross_resolution;
1254 wcross_scale_goal_prev = wcross_scale;
1255 wcross_alpha_goal_prev = wcross_alpha;
1256 wcross_color_goal_prev = wcross_color;
1258 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1261 wcross_alpha *= 0.75;
1265 // *_prev is at time-frametime
1266 // * is at wcross_changedonetime+f
1267 // what do we have at time?
1268 if(time < wcross_changedonetime)
1270 f = frametime / (wcross_changedonetime - time + frametime);
1271 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1272 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1273 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1276 wcross_scale_prev = wcross_scale;
1277 wcross_alpha_prev = wcross_alpha;
1278 wcross_color_prev = wcross_color;
1280 wcross_scale *= 1 - autocvar__menu_alpha;
1281 wcross_alpha *= 1 - autocvar__menu_alpha;
1282 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1284 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1286 // crosshair rings for weapon stats
1287 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1289 // declarations and stats
1290 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1291 string ring_image = string_null, ring_inner_image = string_null;
1292 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1294 ring_scale = autocvar_crosshair_ring_size;
1296 float weapon_clipload, weapon_clipsize;
1297 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1298 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1300 float nex_charge, nex_chargepool;
1301 nex_charge = getstatf(STAT_NEX_CHARGE);
1302 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1304 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1305 nex_charge_movingavg = nex_charge;
1308 // handle the values
1309 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1311 if (nex_chargepool || use_nex_chargepool) {
1312 use_nex_chargepool = 1;
1313 ring_inner_value = nex_chargepool;
1315 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1316 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1319 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1320 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1321 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1323 // draw the outer ring to show the current charge of the weapon
1324 ring_value = nex_charge;
1325 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1326 ring_rgb = wcross_color;
1327 ring_image = "gfx/crosshair_ring_nexgun.tga";
1329 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1331 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1332 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1333 ring_rgb = wcross_color;
1334 ring_image = "gfx/crosshair_ring.tga";
1336 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1338 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1339 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1340 ring_rgb = wcross_color;
1341 ring_image = "gfx/crosshair_ring.tga";
1344 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1346 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1347 ring_scale = autocvar_crosshair_ring_reload_size;
1348 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1349 ring_rgb = wcross_color;
1351 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1352 // if a new image for another weapon is added, add the code (and its respective file/value) here
1353 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1354 ring_image = "gfx/crosshair_ring_rifle.tga";
1356 ring_image = "gfx/crosshair_ring.tga";
1359 // if in weapon switch animation, fade ring out/in
1360 if(g_weaponswitchdelay > 0)
1362 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1364 ring_alpha *= fabs(1 - f);
1367 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1368 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1371 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1374 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1377 if(wcross_blur > 0) \
1379 for(i = -2; i <= 2; ++i) \
1380 for(j = -2; j <= 2; ++j) \
1381 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1385 M(0,0,sz,wcross_name,wcross_alpha); \
1390 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1391 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)
1393 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1394 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1396 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1398 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1399 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1400 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1407 wcross_name_alpha_goal_prev = f;
1409 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1410 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1412 if(autocvar_crosshair_dot)
1414 vector wcross_color_old;
1415 wcross_color_old = wcross_color;
1417 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1418 wcross_color = stov(autocvar_crosshair_dot_color);
1420 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1421 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1422 wcross_color = wcross_color_old;
1428 wcross_scale_prev = 0;
1429 wcross_alpha_prev = 0;
1430 wcross_scale_goal_prev = 0;
1431 wcross_alpha_goal_prev = 0;
1432 wcross_changedonetime = 0;
1433 if(wcross_name_goal_prev)
1434 strunzone(wcross_name_goal_prev);
1435 wcross_name_goal_prev = string_null;
1436 if(wcross_name_goal_prev_prev)
1437 strunzone(wcross_name_goal_prev_prev);
1438 wcross_name_goal_prev_prev = string_null;
1439 wcross_name_changestarttime = 0;
1440 wcross_name_changedonetime = 0;
1441 wcross_name_alpha_goal_prev = 0;
1442 wcross_name_alpha_goal_prev_prev = 0;
1443 wcross_resolution_goal_prev = 0;
1444 wcross_resolution_goal_prev_prev = 0;
1448 if(NextFrameCommand)
1450 localcmd("\n", NextFrameCommand, "\n");
1451 NextFrameCommand = string_null;
1454 // we must do this check AFTER a frame was rendered, or it won't work
1455 if(cs_project_is_b0rked == 0)
1458 w0 = ftos(autocvar_vid_conwidth);
1459 h0 = ftos(autocvar_vid_conheight);
1460 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1461 //setproperty(VF_FOV, '90 90 0');
1462 setproperty(VF_ORIGIN, '0 0 0');
1463 setproperty(VF_ANGLES, '0 0 0');
1464 setproperty(VF_PERSPECTIVE, 1);
1465 makevectors('0 0 0');
1467 cvar_set("vid_conwidth", "800");
1468 cvar_set("vid_conheight", "600");
1469 v1 = cs_project(v_forward);
1470 cvar_set("vid_conwidth", "640");
1471 cvar_set("vid_conheight", "480");
1472 v2 = cs_project(v_forward);
1474 cs_project_is_b0rked = 1;
1476 cs_project_is_b0rked = -1;
1477 cvar_set("vid_conwidth", w0);
1478 cvar_set("vid_conheight", h0);
1481 if(autocvar__hud_configure)
1484 if(hud && !intermission)
1486 if(hud == HUD_SPIDERBOT)
1488 else if(hud == HUD_WAKIZASHI)
1489 CSQC_WAKIZASHI_HUD();
1490 else if(hud == HUD_RAPTOR)
1492 else if(hud == HUD_BUMBLEBEE)
1494 else if(hud == HUD_BUMBLEBEE_GUN)
1495 CSQC_BUMBLE_GUN_HUD();
1500 // let's reset the view back to normal for the end
1501 setproperty(VF_MIN, '0 0 0');
1502 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1506 void CSQC_common_hud(void)
1508 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1509 Accuracy_LoadLevels();
1511 HUD_Main(); // always run these functions for alpha checks
1512 HUD_DrawScoreboard();
1514 if (scoreboard_active) // scoreboard/accuracy
1516 else if (intermission == 2) // map voting screen
1518 HUD_FinaleOverlay();
1529 CSQC_WAKIZASHI_HUD();
1540 // following vectors must be global to allow seamless switching between camera modes
1541 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1542 void CSQC_Demo_Camera()
1544 float speed, attenuation, dimensions;
1547 if( autocvar_camera_reset || !camera_mode )
1549 camera_offset = '0 0 0';
1550 current_angles = '0 0 0';
1551 camera_direction = '0 0 0';
1552 camera_offset_z += 30;
1553 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1554 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1555 current_origin = view_origin;
1556 current_camera_offset = camera_offset;
1557 cvar_set("camera_reset", "0");
1558 camera_mode = CAMERA_CHASE;
1563 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1565 if(autocvar_camera_look_player)
1570 dir = normalize(view_origin - current_position);
1572 mouse_angles = vectoangles(dir);
1573 mouse_angles_x = mouse_angles_x * -1;
1578 tmp = getmousepos() * 0.1;
1579 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1581 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1582 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1586 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1587 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1588 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1589 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1591 // Fix difference when angles don't have the same sign
1593 if(mouse_angles_y < -60 && current_angles_y > 60)
1595 if(mouse_angles_y > 60 && current_angles_y < -60)
1598 if(autocvar_camera_look_player)
1599 attenuation = autocvar_camera_look_attenuation;
1601 attenuation = autocvar_camera_speed_attenuation;
1603 attenuation = 1 / max(1, attenuation);
1604 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1606 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1607 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1608 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1609 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1615 if( camera_direction_x )
1617 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1618 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1619 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1620 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1624 if( camera_direction_y )
1626 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1627 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1628 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1632 if( camera_direction_z )
1634 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1638 if(autocvar_camera_free)
1639 speed = autocvar_camera_speed_free;
1641 speed = autocvar_camera_speed_chase;
1645 speed = speed * sqrt(1 / dimensions);
1646 camera_offset += tmp * speed;
1649 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1652 if( autocvar_camera_free )
1654 if ( camera_mode == CAMERA_CHASE )
1656 current_camera_offset = current_origin + current_camera_offset;
1657 camera_offset = current_origin + camera_offset;
1660 camera_mode = CAMERA_FREE;
1661 current_position = current_camera_offset;
1665 if ( camera_mode == CAMERA_FREE )
1667 current_origin = view_origin;
1668 camera_offset = camera_offset - current_origin;
1669 current_camera_offset = current_camera_offset - current_origin;
1672 camera_mode = CAMERA_CHASE;
1674 if(autocvar_camera_chase_smoothly)
1675 current_origin += (view_origin - current_origin) * attenuation;
1677 current_origin = view_origin;
1679 current_position = current_origin + current_camera_offset;
1682 setproperty(VF_ANGLES, current_angles);
1683 setproperty(VF_ORIGIN, current_position);