1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(world, CHAN_AUTO, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = cvar("cl_zoomsensitivity");
131 zoomfactor = cvar("cl_zoomfactor");
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = cvar("cl_zoomspeed");
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_CAMPINGRIFLE && campingrifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", 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);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
277 case WEP_CAMPINGRIFLE:
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_SEEKER: // projectile has a size!
298 case WEP_ELECTRO: // projectile has a size!
304 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
306 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307 trueaimpoint = trace_endpos;
314 dv = view_right * vecs_y + view_up * vecs_z;
315 w_shotorg = view_origin + dv;
317 // now move the vecs forward as much as requested if possible
318 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
319 w_shotorg = trace_endpos - view_forward * nudge;
321 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322 shottype = EnemyHitCheck();
323 if(shottype != SHOTTYPE_HITWORLD)
327 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328 // or rather, I know why, but see no fix
329 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330 // 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
331 return SHOTTYPE_HITOBSTRUCTION;
334 return SHOTTYPE_HITWORLD;
337 void CSQC_common_hud(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
352 float pickup_crosshair_time, pickup_crosshair_size;
354 void CSQC_UpdateView(float w, float h)
360 vector vf_size, vf_min;
363 vf_size = R_SetView3fv(VF_SIZE);
364 vf_min = R_SetView3fv(VF_MIN);
365 vid_width = vf_size_x;
366 vid_height = vf_size_y;
368 vector reticle_pos, reticle_size;
370 WaypointSprite_Load();
373 myteam = GetPlayerColor(spectatee_status - 1);
375 myteam = GetPlayerColor(player_localentnum - 1);
377 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
378 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
380 warpzone_fixview_origin = pmove_org + vo;
381 warpzone_fixview_cl_viewangles = input_angles;
382 warpzone_fixview_angles = view_angles;
384 pmove_org = warpzone_fixview_origin - vo;
385 input_angles = warpzone_fixview_cl_viewangles;
386 view_angles = warpzone_fixview_angles;
388 if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
390 pmove_org = freeze_pmove_org;
391 input_angles = view_angles = freeze_input_angles;
392 R_SetView(VF_ORIGIN, pmove_org + vo);
393 R_SetView(VF_ANGLES, view_angles);
394 //R_SetView(VF_CL_VIEWANGLES, input_angles);
396 freeze_pmove_org = pmove_org;
397 freeze_input_angles = input_angles;
400 if(!intermission || !view_set)
402 view_origin = pmove_org + vo;
403 view_angles = input_angles;
404 makevectors(view_angles);
405 view_forward = v_forward;
406 view_right = v_right;
412 if(time > blurtest_time0 && time < blurtest_time1)
416 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
417 r = t * blurtest_radius;
418 f = 1 / pow(t, blurtest_power) - 1;
420 cvar_set("r_glsl_postprocess", "1");
421 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
425 cvar_set("r_glsl_postprocess", "0");
426 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
430 TargetMusic_Advance();
433 drawframetime = max(0.000001, time - drawtime);
436 // watch for gametype changes here...
437 // in ParseStuffCMD the cmd isn't executed yet :/
438 // might even be better to add the gametype to TE_CSQC_INIT...?
442 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
443 if(calledhooks & HOOK_START)
445 localcmd("\ncl_hook_gameend\n");
446 calledhooks |= HOOK_END;
449 CheckForGamestartChange();
455 if(button_zoom || fov <= 59.5)
457 if(!zoomscript_caught)
459 localcmd("+button4\n");
460 zoomscript_caught = 1;
461 ignore_plus_zoom += 1;
466 if(zoomscript_caught)
468 localcmd("-button4\n");
469 zoomscript_caught = 0;
470 ignore_minus_zoom += 1;
474 ColorTranslateMode = cvar("cl_stripcolorcodes");
475 activeweapon = getstati(STAT_SWITCHWEAPON);
476 f = cvar("teamplay");
483 if(last_weapon != activeweapon) {
485 last_weapon = activeweapon;
487 e = get_weaponinfo(activeweapon);
489 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
491 localcmd("\ncl_hook_activeweapon none\n");
494 // ALWAYS Clear Current Scene First
497 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
498 R_SetView(VF_SIZE, vf_size);
499 R_SetView(VF_MIN, vf_min);
501 // Assign Standard Viewflags
502 // Draw the World (and sky)
503 R_SetView(VF_DRAWWORLD, 1);
505 // Set the console size vars
506 vid_conwidth = cvar("vid_conwidth");
507 vid_conheight = cvar("vid_conheight");
508 vid_pixelheight = cvar("vid_pixelheight");
510 R_SetView(VF_FOV, GetCurrentFov(fov));
512 // Camera for demo playback
515 if(cvar("camera_enable"))
519 cvar_set("chase_active", ftos(chase_active_backup));
520 cvar_set("cl_demo_mousegrab", "0");
521 camera_active = FALSE;
525 else if(cvar("camera_enable"))
527 else if(cvar("camera_enable") && isdemo())
530 // Enable required Darkplaces cvars
531 chase_active_backup = cvar("chase_active");
532 cvar_set("chase_active", "2");
533 cvar_set("cl_demo_mousegrab", "1");
534 camera_active = TRUE;
538 // Draw the Crosshair
539 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
541 // Draw the Engine Status Bar (the default Quake HUD)
542 R_SetView(VF_DRAWENGINEHUD, 0);
544 // fetch this one only once per frame
545 hud_showbinds = cvar("hud_showbinds");
546 hud_showbinds_limit = cvar("hud_showbinds_limit");
548 // Update the mouse position
550 mousepos_x = vid_conwidth;
551 mousepos_y = vid_conheight;
552 mousepos = mousepos*0.5 + getmousepos();
556 for(self = world; (self = nextent(self)); )
561 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
564 // now switch to 2D drawing mode by calling a 2D drawing function
565 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
566 // next R_RenderScene call
567 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
569 if(cvar("r_fakelight") == 2 || cvar("r_fullbright") == 1)
571 // apply night vision effect
572 vector rgb, tc_00, tc_01, tc_10, tc_11;
574 if(!nightvision_noise)
576 nightvision_noise = spawn();
577 nightvision_noise.classname = "nightvision_noise";
579 if(!nightvision_noise2)
581 nightvision_noise2 = spawn();
582 nightvision_noise2.classname = "nightvision_noise2";
585 // color tint in yellow
586 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
589 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
591 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
592 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
593 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
594 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
595 tc_11 = tc_01 + tc_10 - tc_00;
596 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
597 R_PolygonVertex('0 0 0', tc_00, rgb, a);
598 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
599 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
600 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
604 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
605 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
606 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
607 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
608 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
609 tc_11 = tc_01 + tc_10 - tc_00;
610 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
611 R_PolygonVertex('0 0 0', tc_00, rgb, a);
612 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
613 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
614 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
618 // Draw the aiming reticle for weapons that use it
619 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
620 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
621 // the view to go back to normal, so reticle_type would become 0 as we fade out)
622 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
623 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
624 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
625 reticle_type = 2; // nex zoom
626 else if(button_zoom || zoomscript_caught)
627 reticle_type = 1; // normal zoom
628 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
629 reticle_type = 2; // nex zoom
631 if(cvar("cl_reticle_stretch"))
633 reticle_size_x = vid_conwidth;
634 reticle_size_y = vid_conheight;
640 reticle_size_x = max(vid_conwidth, vid_conheight);
641 reticle_size_y = max(vid_conwidth, vid_conheight);
642 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
643 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
646 f = current_zoomfraction;
647 if(zoomscript_caught)
649 if(cvar("cl_reticle_item_normal"))
651 precache_pic("gfx/reticle_normal");
652 if(reticle_type == 1 && f)
653 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
655 if(cvar("cl_reticle_item_nex"))
657 precache_pic("gfx/reticle_nex");
658 if(reticle_type == 2 && f)
659 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
662 // Draw the mouse cursor
663 // NOTE: drawpic must happen after R_RenderScene for some reason
664 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
665 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
666 //self = edict_num(player_localnum);
667 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
668 //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);
669 // as long as the ctf part isn't in, this is useless
673 /*if(gametype == GAME_CTF)
680 for(self = world; (self = nextent(self)); )
685 scoreboard_active = HUD_WouldDrawScoreboard();
688 hud = getstati(STAT_HUD);
689 if(hud == HUD_SPIDERBOT)
691 else if(hud == HUD_WAKIZASHI)
692 CSQC_WAKIZASHI_HUD();
693 else if(hud == HUD_RAPTOR)
697 if(cvar("r_letterbox") == 0)
698 if(cvar("viewsize") < 120)
701 // crosshair goes VERY LAST
702 if(!scoreboard_active && !camera_active && intermission != 2) {
704 float wcross_alpha, wcross_resolution;
705 wcross_style = cvar_string("crosshair");
706 if (wcross_style == "0")
708 wcross_resolution = cvar("crosshair_size");
709 if (wcross_resolution == 0)
711 wcross_alpha = cvar("crosshair_alpha");
712 if (wcross_alpha == 0)
717 float bullets, ring_scale;
718 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
719 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
721 if(cvar("crosshair_hittest"))
723 vector wcross_oldorigin;
724 wcross_oldorigin = wcross_origin;
725 shottype = TrueAimCheck();
726 if(shottype == SHOTTYPE_HITWORLD)
728 v = wcross_origin - wcross_oldorigin;
730 v_y /= vid_conheight;
732 shottype = SHOTTYPE_HITOBSTRUCTION;
734 if(!cvar("crosshair_hittest_showimpact"))
735 wcross_origin = wcross_oldorigin;
738 shottype = SHOTTYPE_HITWORLD;
740 vector wcross_color, wcross_size;
741 string wcross_wep, wcross_name;
742 float wcross_scale, wcross_blur;
744 wcross_color_x = cvar("crosshair_color_red");
745 wcross_color_y = cvar("crosshair_color_green");
746 wcross_color_z = cvar("crosshair_color_blue");
747 if (cvar("crosshair_per_weapon")) {
748 e = get_weaponinfo(activeweapon);
749 if (e && e.netname != "")
751 wcross_wep = e.netname;
752 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
753 if (wcross_resolution == 0)
755 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
756 if (wcross_alpha == 0)
759 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
760 if(wcross_style == "")
761 wcross_style = e.netname;
763 if(!cvar("crosshair_color_override"))
765 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
766 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
767 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
772 wcross_name = strcat("gfx/crosshair", wcross_style);
774 if(cvar("crosshair_effect_scalefade"))
776 wcross_scale = wcross_resolution;
777 wcross_resolution = 1;
784 if(cvar("crosshair_pickup"))
786 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
788 pickup_crosshair_size = 1;
789 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
792 if(pickup_crosshair_size > 0)
793 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
795 pickup_crosshair_size = 0;
797 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
800 if(shottype == SHOTTYPE_HITENEMY)
801 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
802 if(shottype == SHOTTYPE_HITTEAM)
803 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
805 f = cvar("crosshair_effect_speed");
807 f *= -2 * g_weaponswitchdelay;
808 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
810 wcross_changedonetime = time + f;
812 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
814 wcross_name_changestarttime = time;
815 wcross_name_changedonetime = time + f;
816 if(wcross_name_goal_prev_prev)
817 strunzone(wcross_name_goal_prev_prev);
818 wcross_name_goal_prev_prev = wcross_name_goal_prev;
819 wcross_name_goal_prev = strzone(wcross_name);
820 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
821 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
822 wcross_resolution_goal_prev = wcross_resolution;
825 wcross_scale_goal_prev = wcross_scale;
826 wcross_alpha_goal_prev = wcross_alpha;
827 wcross_color_goal_prev = wcross_color;
829 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
832 wcross_alpha *= 0.75;
836 // *_prev is at time-frametime
837 // * is at wcross_changedonetime+f
838 // what do we have at time?
839 if(time < wcross_changedonetime)
841 f = frametime / (wcross_changedonetime - time + frametime);
842 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
843 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
844 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
847 wcross_scale_prev = wcross_scale;
848 wcross_alpha_prev = wcross_alpha;
849 wcross_color_prev = wcross_color;
851 wcross_scale *= 1 - cvar("_menu_alpha");
852 wcross_alpha *= 1 - cvar("_menu_alpha");
854 ring_scale = cvar("crosshair_ring_size");
856 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
859 nex_charge = getstatf(STAT_NEX_CHARGE);
861 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
862 nex_charge_movingavg = nex_charge;
864 // ring around crosshair representing bullets left in camping rifle clip
865 if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
867 bullets = getstati(STAT_BULLETS_LOADED);
868 f = bound(0, bullets / cr_maxbullets, 1);
870 a = cvar("crosshair_campingrifle_bulletcounter_alpha");
871 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
873 else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
876 // indicate how much we're charging right now with an inner circle
877 a = cvar("crosshair_nexvelocity_currentcharge_alpha");
878 nex_charge_movingavg = (1 - cvar("crosshair_nexvelocity_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_nexvelocity_currentcharge_movingavg_rate") * nex_charge;
880 rgb = eX * cvar("crosshair_nexvelocity_currentcharge_color_red") + eY * cvar("crosshair_nexvelocity_currentcharge_color_green") + eZ * cvar("crosshair_nexvelocity_currentcharge_color_blue");
881 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_nexvelocity_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
884 a = cvar("crosshair_nexvelocity_alpha");
885 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
888 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
891 if(wcross_blur > 0) \
893 for(i = -2; i <= 2; ++i) \
894 for(j = -2; j <= 2; ++j) \
895 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
899 M(0,0,sz,wcross_name,wcross_alpha); \
904 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
905 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)
907 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
908 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
910 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
912 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
913 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
914 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
922 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
923 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
925 if(cvar("crosshair_dot"))
926 CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
928 wcross_name_alpha_goal_prev = f;
932 wcross_scale_prev = 0;
933 wcross_alpha_prev = 0;
934 wcross_scale_goal_prev = 0;
935 wcross_alpha_goal_prev = 0;
936 wcross_changedonetime = 0;
937 if(wcross_name_goal_prev)
938 strunzone(wcross_name_goal_prev);
939 wcross_name_goal_prev = string_null;
940 if(wcross_name_goal_prev_prev)
941 strunzone(wcross_name_goal_prev_prev);
942 wcross_name_goal_prev_prev = string_null;
943 wcross_name_changestarttime = 0;
944 wcross_name_changedonetime = 0;
945 wcross_name_alpha_goal_prev = 0;
946 wcross_name_alpha_goal_prev_prev = 0;
947 wcross_resolution_goal_prev = 0;
948 wcross_resolution_goal_prev_prev = 0;
954 localcmd("\n", NextFrameCommand, "\n");
955 NextFrameCommand = string_null;
958 // we must do this check AFTER a frame was rendered, or it won't work
959 if(cs_project_is_b0rked == 0)
962 w0 = cvar_string("vid_conwidth");
963 h0 = cvar_string("vid_conheight");
964 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
965 //R_SetView(VF_FOV, '90 90 0');
966 R_SetView(VF_ORIGIN, '0 0 0');
967 R_SetView(VF_ANGLES, '0 0 0');
968 R_SetView(VF_PERSPECTIVE, 1);
969 makevectors('0 0 0');
971 cvar_set("vid_conwidth", "800");
972 cvar_set("vid_conheight", "600");
973 v1 = cs_project(v_forward);
974 cvar_set("vid_conwidth", "640");
975 cvar_set("vid_conheight", "480");
976 v2 = cs_project(v_forward);
978 cs_project_is_b0rked = 1;
980 cs_project_is_b0rked = -1;
981 cvar_set("vid_conwidth", w0);
982 cvar_set("vid_conheight", h0);
985 if(autocvar__hud_configure)
988 // let's reset the view back to normal for the end
989 R_SetView(VF_MIN, '0 0 0');
990 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
993 #define spider_h "gfx/vehicles/hud_bg.tga"
994 #define spider_b "gfx/vehicles/sbot.tga"
995 #define spider_r "gfx/vehicles/sbot_rpods.tga"
996 #define spider_g "gfx/vehicles/sbot_mguns.tga"
997 #define spider_s "gfx/vehicles/shiled.tga"
998 #define spider_a1 "gfx/hud/sb_rocket.tga"
999 #define spider_a2 "gfx/sb_bullets.tga"
1001 void CSQC_SPIDER_HUD()
1003 float rockets, reload, heat, hp, shield;
1004 vector picsize, hudloc;
1006 // Fetch health & ammo stats
1007 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1008 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1009 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1010 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1011 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1013 // Draw the crosshairs
1014 picsize = drawgetimagesize(SPIDER_CROSS);
1015 picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1016 picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1017 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1022 picsize = drawgetimagesize(spider_h) * 0.5;
1023 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1025 picsize = drawgetimagesize(spider_a2) * 0.5;
1026 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1028 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1029 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1030 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1032 picsize = drawgetimagesize(spider_a1) * 0.85;
1035 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1036 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1040 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1041 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1044 picsize = drawgetimagesize(spider_b) * 0.5;
1048 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1049 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1050 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1051 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1056 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1057 p = p + '0 1 0' * vid_conheight - '0 32 0';
1058 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1059 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1061 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1063 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1065 // Draw minigun heat indicator
1066 p = '0.5 0 0' * (vid_conwidth - 256);
1067 p = p + '0 1 0' * vid_conheight - '0 34 0';
1068 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1069 p_x += 256 * (1-heat);
1070 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1073 // Draw rocket icons for loaded/empty tubes.
1074 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1075 pp += '0 1 0' * vid_conheight - '0 64 0';
1076 for(i = 0; i < 8; ++i)
1078 p = pp + '1 0 0' * (rkt_size * i);
1081 if(floor(reload * 8) == i)
1083 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1085 else if(i < reload * 8)
1086 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1088 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1093 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1095 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1100 if (scoreboard_showscores)
1102 HUD_DrawScoreboard();
1103 HUD_DrawCenterPrint();
1108 #define raptor_h "gfx/vehicles/hud_bg.tga"
1109 #define raptor_b "gfx/vehicles/raptor.tga"
1110 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1111 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1112 #define raptor_s "gfx/vehicles/shiled.tga"
1114 void CSQC_RAPTOR_HUD()
1116 float reload, hp, shield, energy;
1117 vector picsize, hudloc;
1119 // Fetch health & ammo stats
1120 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1121 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1122 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1123 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1125 // Draw the crosshairs
1126 picsize = drawgetimagesize(SPIDER_CROSS);
1127 picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1128 picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1129 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1134 picsize = drawgetimagesize(raptor_h) * 0.5;
1135 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1137 picsize = drawgetimagesize(spider_a2) * 0.5;
1138 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1140 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1141 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1142 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1145 picsize = drawgetimagesize(spider_a1) * 0.85;
1148 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1149 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1153 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1154 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1157 picsize = drawgetimagesize(raptor_b) * 0.5;
1161 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1162 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1163 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1164 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1167 if (scoreboard_showscores)
1169 HUD_DrawScoreboard();
1170 HUD_DrawCenterPrint();
1175 #define waki_h "gfx/vehicles/hud_bg.tga"
1176 #define waki_b "gfx/vehicles/waki.tga"
1177 #define waki_e "gfx/vehicles/waki_e.tga"
1178 #define waki_g "gfx/vehicles/waki_guns.tga"
1179 #define waki_r "gfx/vehicles/waki_rockets.tga"
1180 #define waki_s "gfx/vehicles/shiled.tga"
1182 #define waki_a1 "gfx/hud/sb_rocket.tga"
1183 #define waki_a2 "gfx/sb_cells.tga"
1185 void CSQC_WAKIZASHI_HUD()
1187 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1188 float health, shield, energy, rockets;
1189 vector picsize, hudloc;
1191 picsize = drawgetimagesize(SPIDER_CROSS);
1192 picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1193 picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1194 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1197 const float STAT_VEHICLESTAT_HEALTH = 60;
1198 const float STAT_VEHICLESTAT_SHIELD = 61;
1199 const float STAT_VEHICLESTAT_ENERGY = 62;
1200 const float STAT_VEHICLESTAT_AMMO1 = 63;
1201 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1202 const float STAT_VEHICLESTAT_AMMO2 = 65;
1203 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1205 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1206 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1207 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1208 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1213 picsize = drawgetimagesize(waki_h) * 0.5;
1214 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1216 picsize = drawgetimagesize(waki_a2) * 0.7;
1217 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1220 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1221 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1223 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1225 picsize = drawgetimagesize(waki_a1) * 0.75;
1228 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1229 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1233 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1234 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1235 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1238 picsize = drawgetimagesize(waki_b) * 0.5;
1242 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1243 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1244 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1245 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1250 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1251 p = p + '0 1 0' * vid_conheight - '0 32 0';
1255 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1256 p_x += 256 * health;
1257 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1260 p_x -= 256 * health;
1262 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1265 //p_x -= 256 * health;
1267 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1271 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1277 if (scoreboard_showscores)
1279 HUD_DrawScoreboard();
1280 HUD_DrawCenterPrint();
1286 void CSQC_common_hud(void)
1288 // HUD_SortFrags(); done in HUD_Draw
1290 hud = getstati(STAT_HUD);
1296 // do some accuracy var caching
1298 if(cvar_string("hud_panel_weapons_accuracy_color_levels") != acc_color_levels)
1299 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1301 if(acc_color_levels)
1302 strunzone(acc_color_levels);
1303 acc_color_levels = strzone(cvar_string("hud_panel_weapons_accuracy_color_levels"));
1304 acc_levels = tokenize(acc_color_levels);
1305 if (acc_levels > MAX_ACCURACY_LEVELS)
1306 acc_levels = MAX_ACCURACY_LEVELS;
1308 for (i = 0; i < acc_levels; ++i)
1309 acc_lev[i] = stof(argv(i));
1312 HUD_Main(); // always run these functions for alpha checks
1313 HUD_DrawScoreboard();
1315 if (scoreboard_active) // scoreboard/accuracy
1318 // HUD_DrawScoreboard takes care of centerprint_start
1320 else if (intermission == 2) // map voting screen
1322 HUD_FinaleOverlay();
1325 centerprint_start_x = 0;
1326 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1330 centerprint_start_x = 0;
1331 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1334 HUD_DrawCenterPrint();
1342 CSQC_WAKIZASHI_HUD();
1348 // following vectors must be global to allow seamless switching between camera modes
1349 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1350 void CSQC_Demo_Camera()
1352 float speed, attenuation, dimensions;
1355 if( cvar("camera_reset") || !camera_mode )
1357 camera_offset = '0 0 0';
1358 current_angles = '0 0 0';
1359 camera_direction = '0 0 0';
1360 camera_offset_z += 30;
1361 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1362 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1363 current_origin = view_origin;
1364 current_camera_offset = camera_offset;
1365 cvar_set("camera_reset", "0");
1366 camera_mode = CAMERA_CHASE;
1371 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1373 if(cvar("camera_look_player"))
1378 dir = normalize(view_origin - current_position);
1380 mouse_angles = vectoangles(dir);
1381 mouse_angles_x = mouse_angles_x * -1;
1386 tmp = getmousepos() * 0.1;
1387 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1389 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1390 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1394 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1395 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1396 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1397 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1399 // Fix difference when angles don't have the same sign
1401 if(mouse_angles_y < -60 && current_angles_y > 60)
1403 if(mouse_angles_y > 60 && current_angles_y < -60)
1406 if(cvar("camera_look_player"))
1407 attenuation = cvar("camera_look_attenuation");
1409 attenuation = cvar("camera_speed_attenuation");
1411 attenuation = 1 / max(1, attenuation);
1412 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1414 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1415 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1416 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1417 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1423 if( camera_direction_x )
1425 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1426 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1427 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1428 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1432 if( camera_direction_y )
1434 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1435 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1436 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1440 if( camera_direction_z )
1442 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1446 if(cvar("camera_free"))
1447 speed = cvar("camera_speed_free");
1449 speed = cvar("camera_speed_chase");
1453 speed = speed * sqrt(1 / dimensions);
1454 camera_offset += tmp * speed;
1457 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1460 if( cvar("camera_free") )
1462 if ( camera_mode == CAMERA_CHASE )
1464 current_camera_offset = current_origin + current_camera_offset;
1465 camera_offset = current_origin + camera_offset;
1468 camera_mode = CAMERA_FREE;
1469 current_position = current_camera_offset;
1473 if ( camera_mode == CAMERA_FREE )
1475 current_origin = view_origin;
1476 camera_offset = camera_offset - current_origin;
1477 current_camera_offset = current_camera_offset - current_origin;
1480 camera_mode = CAMERA_CHASE;
1482 if(cvar("camera_chase_smoothly"))
1483 current_origin += (view_origin - current_origin) * attenuation;
1485 current_origin = view_origin;
1487 current_position = current_origin + current_camera_offset;
1490 R_SetView(VF_ANGLES, current_angles);
1491 R_SetView(VF_ORIGIN, current_position);