5 vector p, dir, ang, q, nextdir;
6 float portal_number, portal1_idx;
8 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
10 if(g_balance_porto_secondary)
16 if (getstati(STAT_HEALTH) <= 0)
21 if(angles_held_status)
23 makevectors(angles_held);
37 traceline(p, p + 65536 * dir, true, porto);
38 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
49 ang = vectoangles2(trace_plane_normal, dir);
52 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
54 if(portal_number == 1)
57 if(portal_number >= 2)
68 if(idx-1 >= portal1_idx)
70 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
83 porto.classname = "porto";
84 porto.draw = Porto_Draw;
85 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
90 vector GetCurrentFov(float fov)
92 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93 float velocityzoom, curspeed;
96 zoomsensitivity = autocvar_cl_zoomsensitivity;
97 zoomfactor = autocvar_cl_zoomfactor;
98 if(zoomfactor < 1 || zoomfactor > 16)
100 zoomspeed = autocvar_cl_zoomspeed;
102 if(zoomspeed < 0.5 || zoomspeed > 16)
105 zoomdir = button_zoom;
106 if(hud == HUD_NORMAL)
107 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108 zoomdir += button_attack2;
109 if(spectatee_status > 0 || isdemo())
111 if(spectatorbutton_zoom)
118 // fteqcc failed twice here already, don't optimize this
121 if(zoomdir) { zoomin_effect = 0; }
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
127 else if(autocvar_cl_spawnzoom && zoomin_effect)
129 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
131 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133 if(current_viewzoom == 1) { zoomin_effect = 0; }
137 if(zoomspeed < 0) // instant zoom
140 current_viewzoom = 1 / zoomfactor;
142 current_viewzoom = 1;
147 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
149 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
153 if(almost_equals(current_viewzoom, 1))
154 current_zoomfraction = 0;
155 else if(almost_equals(current_viewzoom, 1/zoomfactor))
156 current_zoomfraction = 1;
158 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
160 if(zoomsensitivity < 1)
161 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
163 setsensitivityscale(1);
165 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
167 if(intermission) { curspeed = 0; }
171 makevectors(view_angles);
174 v = csqcplayer.velocity;
176 switch(autocvar_cl_velocityzoom_type)
178 case 3: curspeed = max(0, v_forward * v); break;
179 case 2: curspeed = (v_forward * v); break;
180 case 1: default: curspeed = vlen(v); break;
184 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
188 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
193 float frustumx, frustumy, fovx, fovy;
194 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196 fovx = atan2(frustumx, 1) / M_PI * 360.0;
197 fovy = atan2(frustumy, 1) / M_PI * 360.0;
199 return '1 0 0' * fovx + '0 1 0' * fovy;
202 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
205 float width = (ov_worldmax.x - ov_worldmin.x);
206 float height = (ov_worldmax.y - ov_worldmin.y);
207 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
208 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
209 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
210 return '1 0 0' * fovx + '0 1 0' * fovy;
213 // this function must match W_SetupShot!
214 float zoomscript_caught;
216 vector wcross_origin;
217 float wcross_scale_prev, wcross_alpha_prev;
218 vector wcross_color_prev;
219 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
220 vector wcross_color_goal_prev;
221 float wcross_changedonetime;
223 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
224 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
225 float wcross_name_changestarttime, wcross_name_changedonetime;
226 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
228 float wcross_ring_prev;
231 entity trueaim_rifle;
233 const float SHOTTYPE_HITTEAM = 1;
234 const float SHOTTYPE_HITOBSTRUCTION = 2;
235 const float SHOTTYPE_HITWORLD = 3;
236 const float SHOTTYPE_HITENEMY = 4;
241 trueaim.classname = "trueaim";
242 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243 trueaim_rifle = spawn();
244 trueaim_rifle.classname = "trueaim_rifle";
245 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
248 float EnemyHitCheck()
251 wcross_origin = project_3d_to_2d(trace_endpos);
254 n = trace_ent.entnum;
256 n = trace_networkentity;
258 return SHOTTYPE_HITWORLD;
260 return SHOTTYPE_HITWORLD;
261 t = GetPlayerColor(n - 1);
264 return SHOTTYPE_HITTEAM;
265 if(t == NUM_SPECTATOR)
266 return SHOTTYPE_HITWORLD;
267 return SHOTTYPE_HITENEMY;
272 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
273 vector vecs, trueaimpoint, w_shotorg;
281 mv = MOVE_NOMONSTERS;
283 switch(activeweapon) // WEAPONTODO
285 case WEP_TUBA: // no aim
286 case WEP_PORTO: // shoots from eye
287 case WEP_HOOK: // no trueaim
288 case WEP_MORTAR: // toss curve
289 return SHOTTYPE_HITWORLD;
297 if(zoomscript_caught)
299 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
300 return EnemyHitCheck();
303 case WEP_DEVASTATOR: // projectile has a size!
307 case WEP_FIREBALL: // projectile has a size!
311 case WEP_SEEKER: // projectile has a size!
315 case WEP_ELECTRO: // projectile has a size!
321 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
323 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
325 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
326 trueaimpoint = trace_endpos;
328 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
329 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
336 dv = view_right * vecs.y + view_up * vecs.z;
337 w_shotorg = traceorigin + dv;
339 // now move the vecs forward as much as requested if possible
340 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
341 w_shotorg = trace_endpos - view_forward * nudge;
343 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
344 shottype = EnemyHitCheck();
345 if(shottype != SHOTTYPE_HITWORLD)
349 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
350 // or rather, I know why, but see no fix
351 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
352 // 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
353 return SHOTTYPE_HITOBSTRUCTION;
356 return SHOTTYPE_HITWORLD;
359 void CSQC_common_hud(void);
362 void CSQC_Demo_Camera();
363 float HUD_WouldDrawScoreboard();
365 const float CAMERA_FREE = 1;
366 const float CAMERA_CHASE = 2;
368 string reticle_image;
369 string NextFrameCommand;
370 void CSQC_SPIDER_HUD();
371 void CSQC_RAPTOR_HUD();
373 vector freeze_org, freeze_ang;
374 entity nightvision_noise, nightvision_noise2;
376 const float MAX_TIME_DIFF = 5;
377 float pickup_crosshair_time, pickup_crosshair_size;
378 float hitindication_crosshair_size;
379 float use_vortex_chargepool;
381 float myhealth, myhealth_prev;
382 float myhealth_flash;
384 float old_blurradius, old_bluralpha;
385 float old_sharpen_intensity;
387 vector myhealth_gentlergb;
389 float contentavgalpha, liquidalpha_prev;
390 vector liquidcolor_prev;
392 float eventchase_current_distance;
393 float eventchase_running;
394 float WantEventchase()
396 if(autocvar_cl_orthoview)
400 if(spectatee_status >= 0)
402 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
404 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
406 if(autocvar_cl_eventchase_death == 2)
408 // don't stop eventchase once it's started (even if velocity changes afterwards)
409 if(self.velocity == '0 0 0' || eventchase_running)
418 vector damage_blurpostprocess, content_blurpostprocess;
422 float unaccounted_damage = 0;
425 // accumulate damage with each stat update
426 static float damage_total_prev = 0;
427 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
428 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
429 damage_total_prev = damage_total;
431 static float damage_dealt_time_prev = 0;
432 float damage_dealt_time = getstatf(STAT_HIT_TIME);
433 if (damage_dealt_time != damage_dealt_time_prev)
435 unaccounted_damage += unaccounted_damage_new;
436 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
438 damage_dealt_time_prev = damage_dealt_time;
440 // prevent hitsound when switching spectatee
441 static float spectatee_status_prev = 0;
442 if (spectatee_status != spectatee_status_prev)
443 unaccounted_damage = 0;
444 spectatee_status_prev = spectatee_status;
447 void UpdateHitsound()
449 // varying sound pitch
451 static float hitsound_time_prev = 0;
452 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
453 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
454 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
456 if (autocvar_cl_hitsound && unaccounted_damage)
458 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
459 float a = autocvar_cl_hitsound_max_pitch;
460 float b = autocvar_cl_hitsound_min_pitch;
461 float c = autocvar_cl_hitsound_nom_damage;
462 float x = unaccounted_damage;
463 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
465 // if sound variation is disabled, set pitch_shift to 1
466 if (autocvar_cl_hitsound == 1)
469 // if pitch shift is reversed, mirror in (max-min)/2 + min
470 if (autocvar_cl_hitsound == 3)
472 float mirror_value = (a-b)/2 + b;
473 pitch_shift = mirror_value + (mirror_value - pitch_shift);
476 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
478 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
479 // todo: normalize sound pressure levels? seems unnecessary
481 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
483 unaccounted_damage = 0;
484 hitsound_time_prev = time;
487 static float typehit_time_prev = 0;
488 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
489 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
491 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
492 typehit_time_prev = typehit_time;
496 void UpdateCrosshair()
498 static float rainbow_last_flicker;
499 static vector rainbow_prev_color;
503 if(getstati(STAT_FROZEN))
504 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
505 else if (getstatf(STAT_HEALING_ORB)>time)
506 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
508 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
510 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
511 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
513 else if(getstatf(STAT_REVIVE_PROGRESS))
515 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);
516 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
519 if(autocvar_r_letterbox == 0)
520 if(autocvar_viewsize < 120)
523 // crosshair goes VERY LAST
524 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
526 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
530 float wcross_alpha, wcross_resolution;
531 wcross_style = autocvar_crosshair;
532 if (wcross_style == "0")
534 wcross_resolution = autocvar_crosshair_size;
535 if (wcross_resolution == 0)
537 wcross_alpha = autocvar_crosshair_alpha;
538 if (wcross_alpha == 0)
544 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
545 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
547 if(autocvar_crosshair_hittest)
549 vector wcross_oldorigin;
550 wcross_oldorigin = wcross_origin;
551 shottype = TrueAimCheck();
552 if(shottype == SHOTTYPE_HITWORLD)
554 v = wcross_origin - wcross_oldorigin;
556 v.y /= vid_conheight;
558 shottype = SHOTTYPE_HITOBSTRUCTION;
560 if(!autocvar_crosshair_hittest_showimpact)
561 wcross_origin = wcross_oldorigin;
564 shottype = SHOTTYPE_HITWORLD;
566 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
567 string wcross_name = "";
568 float wcross_scale, wcross_blur;
570 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
572 e = get_weaponinfo(switchingweapon);
575 if(autocvar_crosshair_per_weapon)
577 // WEAPONTODO: access these through some general settings (with non-balance config settings)
578 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
579 //if (wcross_resolution == 0)
582 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
583 wcross_resolution *= e.w_crosshair_size;
584 wcross_name = e.w_crosshair;
589 if(wcross_name == "")
590 wcross_name = strcat("gfx/crosshair", wcross_style);
592 // MAIN CROSSHAIR COLOR DECISION
593 switch(autocvar_crosshair_color_special)
595 case 1: // crosshair_color_per_weapon
599 wcross_color = e.wpcolor;
602 else { goto normalcolor; }
605 case 2: // crosshair_color_by_health
607 float x = getstati(STAT_HEALTH);
622 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
623 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
627 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
628 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
629 wcross_color_z = 1 - (x-100)*0.02;
635 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
640 wcross_color_y = (x-20)*90/27/100;
641 wcross_color_z = (x-20)*90/27/100 * 0.2;
651 case 3: // crosshair_color_rainbow
653 if(time >= rainbow_last_flicker)
655 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
656 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
658 wcross_color = rainbow_prev_color;
662 default: { wcross_color = stov(autocvar_crosshair_color); break; }
665 if(autocvar_crosshair_effect_scalefade)
667 wcross_scale = wcross_resolution;
668 wcross_resolution = 1;
675 if(autocvar_crosshair_pickup)
677 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
679 if(pickup_crosshair_time < stat_pickup_time)
681 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
682 pickup_crosshair_size = 1;
684 pickup_crosshair_time = stat_pickup_time;
687 if(pickup_crosshair_size > 0)
688 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
690 pickup_crosshair_size = 0;
692 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
695 // todo: make crosshair hit indication dependent on damage dealt
696 if(autocvar_crosshair_hitindication)
698 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
700 if(unaccounted_damage)
702 hitindication_crosshair_size = 1;
705 if(hitindication_crosshair_size > 0)
706 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
708 hitindication_crosshair_size = 0;
710 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
711 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
712 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
713 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
716 if(shottype == SHOTTYPE_HITENEMY)
717 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
718 if(shottype == SHOTTYPE_HITTEAM)
719 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
721 f = fabs(autocvar_crosshair_effect_time);
722 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
724 wcross_changedonetime = time + f;
726 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
728 wcross_name_changestarttime = time;
729 wcross_name_changedonetime = time + f;
730 if(wcross_name_goal_prev_prev)
731 strunzone(wcross_name_goal_prev_prev);
732 wcross_name_goal_prev_prev = wcross_name_goal_prev;
733 wcross_name_goal_prev = strzone(wcross_name);
734 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
735 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
736 wcross_resolution_goal_prev = wcross_resolution;
739 wcross_scale_goal_prev = wcross_scale;
740 wcross_alpha_goal_prev = wcross_alpha;
741 wcross_color_goal_prev = wcross_color;
743 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
746 wcross_alpha *= 0.75;
750 // *_prev is at time-frametime
751 // * is at wcross_changedonetime+f
752 // what do we have at time?
753 if(time < wcross_changedonetime)
755 f = frametime / (wcross_changedonetime - time + frametime);
756 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
757 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
758 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
761 wcross_scale_prev = wcross_scale;
762 wcross_alpha_prev = wcross_alpha;
763 wcross_color_prev = wcross_color;
765 wcross_scale *= 1 - autocvar__menu_alpha;
766 wcross_alpha *= 1 - autocvar__menu_alpha;
767 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
769 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
771 // crosshair rings for weapon stats
772 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
774 // declarations and stats
775 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
776 string ring_image = string_null, ring_inner_image = string_null;
777 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
779 ring_scale = autocvar_crosshair_ring_size;
781 float weapon_clipload, weapon_clipsize;
782 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
783 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
785 float ok_ammo_charge, ok_ammo_chargepool;
786 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
787 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
789 float vortex_charge, vortex_chargepool;
790 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
791 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
793 float arc_heat = getstatf(STAT_ARC_HEAT);
795 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
796 vortex_charge_movingavg = vortex_charge;
800 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
802 if (vortex_chargepool || use_vortex_chargepool) {
803 use_vortex_chargepool = 1;
804 ring_inner_value = vortex_chargepool;
806 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
807 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
810 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
811 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
812 ring_inner_image = "gfx/crosshair_ring_inner.tga";
814 // draw the outer ring to show the current charge of the weapon
815 ring_value = vortex_charge;
816 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
817 ring_rgb = wcross_color;
818 ring_image = "gfx/crosshair_ring_nexgun.tga";
820 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
822 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.
823 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
824 ring_rgb = wcross_color;
825 ring_image = "gfx/crosshair_ring.tga";
827 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
829 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
830 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
831 ring_rgb = wcross_color;
832 ring_image = "gfx/crosshair_ring.tga";
834 else if (ok_ammo_charge)
836 ring_value = ok_ammo_chargepool;
837 ring_alpha = autocvar_crosshair_ring_reload_alpha;
838 ring_rgb = wcross_color;
839 ring_image = "gfx/crosshair_ring.tga";
841 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
843 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
844 ring_scale = autocvar_crosshair_ring_reload_size;
845 ring_alpha = autocvar_crosshair_ring_reload_alpha;
846 ring_rgb = wcross_color;
848 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
849 // if a new image for another weapon is added, add the code (and its respective file/value) here
850 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
851 ring_image = "gfx/crosshair_ring_rifle.tga";
853 ring_image = "gfx/crosshair_ring.tga";
855 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
857 ring_value = arc_heat;
858 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
859 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
860 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
861 ring_image = "gfx/crosshair_ring.tga";
864 // if in weapon switch animation, fade ring out/in
865 if(autocvar_crosshair_effect_time > 0)
867 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
870 wcross_ring_prev = ((ring_image) ? true : false);
876 ring_alpha *= fabs(1 - bound(0, f, 1));
881 ring_alpha *= bound(0, f, 1);
885 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
886 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
889 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
892 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
895 if(wcross_blur > 0) \
897 for(i = -2; i <= 2; ++i) \
898 for(j = -2; j <= 2; ++j) \
899 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
903 M(0,0,sz,wcross_name,wcross_alpha); \
908 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
909 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)
911 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
912 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
914 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
916 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
917 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
918 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
925 wcross_name_alpha_goal_prev = f;
927 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
928 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
930 if(autocvar_crosshair_dot)
932 vector wcross_color_old;
933 wcross_color_old = wcross_color;
935 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
936 wcross_color = stov(autocvar_crosshair_dot_color);
938 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
939 // FIXME why don't we use wcross_alpha here?cl_notice_run();
940 wcross_color = wcross_color_old;
946 wcross_scale_prev = 0;
947 wcross_alpha_prev = 0;
948 wcross_scale_goal_prev = 0;
949 wcross_alpha_goal_prev = 0;
950 wcross_changedonetime = 0;
951 if(wcross_name_goal_prev)
952 strunzone(wcross_name_goal_prev);
953 wcross_name_goal_prev = string_null;
954 if(wcross_name_goal_prev_prev)
955 strunzone(wcross_name_goal_prev_prev);
956 wcross_name_goal_prev_prev = string_null;
957 wcross_name_changestarttime = 0;
958 wcross_name_changedonetime = 0;
959 wcross_name_alpha_goal_prev = 0;
960 wcross_name_alpha_goal_prev_prev = 0;
961 wcross_resolution_goal_prev = 0;
962 wcross_resolution_goal_prev_prev = 0;
966 const float BUTTON_3 = 4;
967 const float BUTTON_4 = 8;
968 float cl_notice_run();
970 void CSQC_UpdateView(float w, float h)
976 vector vf_size, vf_min;
979 execute_next_frame();
983 hud = getstati(STAT_HUD);
985 if(autocvar__hud_showbinds_reload) // menu can set this one
988 binddb = db_create();
989 cvar_set("_hud_showbinds_reload", "0");
992 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
993 view_quality = getproperty(VF_MINFPS_QUALITY);
997 button_attack2 = (input_buttons & BUTTON_3);
998 button_zoom = (input_buttons & BUTTON_4);
1000 #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
1001 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1002 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1003 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);
1004 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1005 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1006 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1007 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1009 vf_size = getpropertyvec(VF_SIZE);
1010 vf_min = getpropertyvec(VF_MIN);
1011 vid_width = vf_size.x;
1012 vid_height = vf_size.y;
1014 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1015 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1017 WaypointSprite_Load();
1019 CSQCPlayer_SetCamera();
1021 myteam = GetPlayerColor(player_localentnum - 1);
1023 if(myteam != prev_myteam)
1025 myteamcolors = colormapPaletteColor(myteam, 1);
1026 for(i = 0; i < HUD_PANEL_NUM; ++i)
1027 hud_panel[i].update_time = time;
1028 prev_myteam = myteam;
1031 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1033 float is_dead = (getstati(STAT_HEALTH) <= 0);
1035 // FIXME do we need this hack?
1038 // in demos, input_buttons do not work
1039 button_zoom = (autocvar__togglezoom == "-");
1042 && autocvar_cl_unpress_zoom_on_death
1043 && (spectatee_status >= 0)
1044 && (is_dead || intermission))
1046 // no zoom while dead or in intermission please
1047 localcmd("-zoom\n");
1048 button_zoom = false;
1051 // event chase camera
1052 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1054 if(WantEventchase())
1056 eventchase_running = true;
1058 // 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.)
1059 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1061 // detect maximum viewoffset and use it
1062 if(autocvar_cl_eventchase_viewoffset)
1064 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1065 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
1066 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1069 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1070 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1071 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1072 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1074 // make the camera smooth back
1075 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
1076 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1077 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
1078 eventchase_current_distance = autocvar_cl_eventchase_distance;
1080 makevectors(view_angles);
1082 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1083 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1085 // If the boxtrace fails, revert back to line tracing.
1086 if(trace_startsolid)
1088 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1089 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1090 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1092 else { setproperty(VF_ORIGIN, trace_endpos); }
1094 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1096 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1098 eventchase_running = false;
1099 cvar_set("chase_active", "0");
1100 eventchase_current_distance = 0; // start from 0 next time
1103 // workaround for camera stuck between player's legs when using chase_active 1
1104 // because the engine stops updating the chase_active camera when the game ends
1105 else if(intermission)
1107 cvar_settemp("chase_active", "-1");
1108 eventchase_current_distance = 0;
1111 // do lockview after event chase camera so that it still applies whenever necessary.
1112 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1114 setproperty(VF_ORIGIN, freeze_org);
1115 setproperty(VF_ANGLES, freeze_ang);
1119 freeze_org = getpropertyvec(VF_ORIGIN);
1120 freeze_ang = getpropertyvec(VF_ANGLES);
1124 //WarpZone_FixPMove();
1126 vector ov_org = '0 0 0';
1127 vector ov_mid = '0 0 0';
1128 vector ov_worldmin = '0 0 0';
1129 vector ov_worldmax = '0 0 0';
1130 if(autocvar_cl_orthoview)
1132 ov_worldmin = mi_picmin;
1133 ov_worldmax = mi_picmax;
1135 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1136 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1137 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1139 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1140 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1142 float ov_nearest = vlen(ov_org - vec3(
1143 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1144 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1145 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1148 float ov_furthest = 0;
1151 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1152 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1153 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1154 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1155 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1156 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1157 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1158 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1160 cvar_settemp("r_nearclip", ftos(ov_nearest));
1161 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1162 cvar_settemp("r_farclip_world", "0");
1163 cvar_settemp("r_novis", "1");
1164 cvar_settemp("r_useportalculling", "0");
1165 cvar_settemp("r_useinfinitefarclip", "0");
1167 setproperty(VF_ORIGIN, ov_org);
1168 setproperty(VF_ANGLES, '90 0 0');
1171 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1173 vtos(getpropertyvec(VF_ANGLES)),
1181 view_origin = getpropertyvec(VF_ORIGIN);
1182 view_angles = getpropertyvec(VF_ANGLES);
1183 makevectors(view_angles);
1184 view_forward = v_forward;
1185 view_right = v_right;
1189 if(time > blurtest_time0 && time < blurtest_time1)
1193 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1194 r = t * blurtest_radius;
1195 f = 1 / pow(t, blurtest_power) - 1;
1197 cvar_set("r_glsl_postprocess", "1");
1198 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1202 cvar_set("r_glsl_postprocess", "0");
1203 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1207 TargetMusic_Advance();
1211 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1213 drawframetime = bound(0.000001, time - drawtime, 1);
1216 // watch for gametype changes here...
1217 // in ParseStuffCMD the cmd isn't executed yet :/
1218 // might even be better to add the gametype to TE_CSQC_INIT...?
1222 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1224 if(calledhooks & HOOK_START)
1226 localcmd("\ncl_hook_gameend\n");
1227 calledhooks |= HOOK_END;
1236 if(!zoomscript_caught)
1238 localcmd("+button9\n");
1239 zoomscript_caught = 1;
1244 if(zoomscript_caught)
1246 localcmd("-button9\n");
1247 zoomscript_caught = 0;
1251 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1253 // next WANTED weapon (for HUD)
1254 switchweapon = getstati(STAT_SWITCHWEAPON);
1256 // currently switching-to weapon (for crosshair)
1257 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1259 // actually active weapon (for zoom)
1260 activeweapon = getstati(STAT_ACTIVEWEAPON);
1262 f = (serverflags & SERVERFLAG_TEAMPLAY);
1269 if(last_switchweapon != switchweapon)
1272 last_switchweapon = switchweapon;
1273 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1275 localcmd("-zoom\n");
1276 button_zoom = false;
1278 if(autocvar_cl_unpress_attack_on_weapon_switch)
1280 localcmd("-fire\n");
1281 localcmd("-fire2\n");
1282 button_attack2 = false;
1285 if(last_activeweapon != activeweapon)
1287 last_activeweapon = activeweapon;
1289 e = get_weaponinfo(activeweapon);
1291 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1293 localcmd("\ncl_hook_activeweapon none\n");
1296 // ALWAYS Clear Current Scene First
1299 setproperty(VF_ORIGIN, view_origin);
1300 setproperty(VF_ANGLES, view_angles);
1302 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1303 setproperty(VF_SIZE, vf_size);
1304 setproperty(VF_MIN, vf_min);
1306 // Assign Standard Viewflags
1307 // Draw the World (and sky)
1308 setproperty(VF_DRAWWORLD, 1);
1310 // Set the console size vars
1311 vid_conwidth = autocvar_vid_conwidth;
1312 vid_conheight = autocvar_vid_conheight;
1313 vid_pixelheight = autocvar_vid_pixelheight;
1315 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1316 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1318 // Camera for demo playback
1321 if(autocvar_camera_enable)
1325 cvar_set("chase_active", ftos(chase_active_backup));
1326 cvar_set("cl_demo_mousegrab", "0");
1327 camera_active = false;
1331 else if(autocvar_camera_enable)
1333 else if(autocvar_camera_enable && isdemo())
1336 // Enable required Darkplaces cvars
1337 chase_active_backup = autocvar_chase_active;
1338 cvar_set("chase_active", "2");
1339 cvar_set("cl_demo_mousegrab", "1");
1340 camera_active = true;
1341 camera_mode = false;
1344 // Draw the Crosshair
1345 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1347 // Draw the Engine Status Bar (the default Quake HUD)
1348 setproperty(VF_DRAWENGINESBAR, 0);
1350 // Update the mouse position
1352 mousepos_x = vid_conwidth;
1353 mousepos_y = vid_conheight;
1354 mousepos = mousepos*0.5 + getmousepos();
1358 for(self = world; (self = nextent(self)); )
1363 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1366 // now switch to 2D drawing mode by calling a 2D drawing function
1367 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1368 // next R_RenderScene call
1369 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1371 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1372 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1374 // apply night vision effect
1375 vector tc_00, tc_01, tc_10, tc_11;
1376 vector rgb = '0 0 0';
1378 if(!nightvision_noise)
1380 nightvision_noise = spawn();
1381 nightvision_noise.classname = "nightvision_noise";
1383 if(!nightvision_noise2)
1385 nightvision_noise2 = spawn();
1386 nightvision_noise2.classname = "nightvision_noise2";
1389 // color tint in yellow
1390 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1393 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1395 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1396 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1397 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1398 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1399 tc_11 = tc_01 + tc_10 - tc_00;
1400 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1401 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1402 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1403 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1404 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1408 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1409 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1410 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1411 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1412 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1413 tc_11 = tc_01 + tc_10 - tc_00;
1414 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1415 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1416 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1417 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1418 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1422 if(autocvar_cl_reticle)
1424 // Draw the aiming reticle for weapons that use it
1425 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1426 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1427 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1428 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1430 // no zoom reticle while dead
1433 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1435 if(reticle_image != "") { reticle_type = 2; }
1436 else { reticle_type = 0; }
1438 else if(button_zoom || zoomscript_caught)
1446 if(autocvar_cl_reticle_stretch)
1448 reticle_size_x = vid_conwidth;
1449 reticle_size_y = vid_conheight;
1455 reticle_size_x = max(vid_conwidth, vid_conheight);
1456 reticle_size_y = max(vid_conwidth, vid_conheight);
1457 reticle_pos_x = (vid_conwidth - reticle_size.x) / 2;
1458 reticle_pos_y = (vid_conheight - reticle_size.y) / 2;
1461 if(zoomscript_caught)
1464 f = current_zoomfraction;
1468 switch(reticle_type)
1470 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1471 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1478 if(reticle_type != 0) { reticle_type = 0; }
1482 // improved polyblend
1483 if(autocvar_hud_contents)
1485 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1488 switch(pointcontents(view_origin))
1491 liquidalpha = autocvar_hud_contents_water_alpha;
1492 liquidcolor = stov(autocvar_hud_contents_water_color);
1497 liquidalpha = autocvar_hud_contents_lava_alpha;
1498 liquidcolor = stov(autocvar_hud_contents_lava_color);
1503 liquidalpha = autocvar_hud_contents_slime_alpha;
1504 liquidcolor = stov(autocvar_hud_contents_slime_color);
1510 liquidcolor = '0 0 0';
1515 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1516 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1517 contentfadetime = autocvar_hud_contents_fadeintime;
1518 liquidalpha_prev = liquidalpha;
1519 liquidcolor_prev = liquidcolor;
1522 contentfadetime = autocvar_hud_contents_fadeouttime;
1524 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1525 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1528 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1530 if(autocvar_hud_postprocessing)
1532 if(autocvar_hud_contents_blur && contentavgalpha)
1534 content_blurpostprocess_x = 1;
1535 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
1536 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1540 content_blurpostprocess_x = 0;
1541 content_blurpostprocess_y = 0;
1542 content_blurpostprocess_z = 0;
1547 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1549 splash_size_x = max(vid_conwidth, vid_conheight);
1550 splash_size_y = max(vid_conwidth, vid_conheight);
1551 splash_pos_x = (vid_conwidth - splash_size.x) / 2;
1552 splash_pos_y = (vid_conheight - splash_size.y) / 2;
1554 float myhealth_flash_temp;
1555 myhealth = getstati(STAT_HEALTH);
1558 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1560 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1562 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1563 pain_threshold = autocvar_hud_damage_pain_threshold;
1564 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1565 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1567 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1569 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);
1572 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1574 if(myhealth_prev < 1)
1578 myhealth_flash = 0; // just spawned, clear the flash immediately
1579 myhealth_flash_temp = 0;
1583 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1587 if(spectatee_status == -1 || intermission)
1589 myhealth_flash = 0; // observing, or match ended
1590 myhealth_flash_temp = 0;
1593 myhealth_prev = myhealth;
1595 // IDEA: change damage color/picture based on player model for robot/alien species?
1596 // pro: matches model better
1597 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1598 // maybe different reddish pics?
1599 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1601 if(autocvar_cl_gentle_damage == 2)
1603 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1605 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1609 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1611 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);
1614 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1616 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.
1618 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1620 damage_blurpostprocess_x = 1;
1621 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1622 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1626 damage_blurpostprocess_x = 0;
1627 damage_blurpostprocess_y = 0;
1628 damage_blurpostprocess_z = 0;
1633 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1634 float e2 = (autocvar_hud_powerup != 0);
1635 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1637 // enable or disable rendering types if they are used or not
1638 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1639 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1641 // blur postprocess handling done first (used by hud_damage and hud_contents)
1642 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1644 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1645 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1646 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1648 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1649 old_blurradius = blurradius;
1650 old_bluralpha = bluralpha;
1653 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1655 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1660 // edge detection postprocess handling done second (used by hud_powerup)
1661 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1662 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1663 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1665 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.
1667 if(autocvar_hud_powerup && sharpen_intensity > 0)
1669 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1671 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1672 old_sharpen_intensity = sharpen_intensity;
1675 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1677 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1678 old_sharpen_intensity = 0;
1681 if(cvar("r_glsl_postprocess") == 0)
1682 cvar_set("r_glsl_postprocess", "2");
1684 else if(cvar("r_glsl_postprocess") == 2)
1685 cvar_set("r_glsl_postprocess", "0");
1690 /*if(gametype == MAPINFO_TYPE_CTF)
1697 for(self = world; (self = nextent(self)); )
1701 Draw_ShowNames_All();
1703 scoreboard_active = HUD_WouldDrawScoreboard();
1709 if(NextFrameCommand)
1711 localcmd("\n", NextFrameCommand, "\n");
1712 NextFrameCommand = string_null;
1715 // we must do this check AFTER a frame was rendered, or it won't work
1716 if(cs_project_is_b0rked == 0)
1719 w0 = ftos(autocvar_vid_conwidth);
1720 h0 = ftos(autocvar_vid_conheight);
1721 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1722 //setproperty(VF_FOV, '90 90 0');
1723 setproperty(VF_ORIGIN, '0 0 0');
1724 setproperty(VF_ANGLES, '0 0 0');
1725 setproperty(VF_PERSPECTIVE, 1);
1726 makevectors('0 0 0');
1728 cvar_set("vid_conwidth", "800");
1729 cvar_set("vid_conheight", "600");
1730 v1 = cs_project(v_forward);
1731 cvar_set("vid_conwidth", "640");
1732 cvar_set("vid_conheight", "480");
1733 v2 = cs_project(v_forward);
1735 cs_project_is_b0rked = 1;
1737 cs_project_is_b0rked = -1;
1738 cvar_set("vid_conwidth", w0);
1739 cvar_set("vid_conheight", h0);
1742 if(autocvar__hud_configure)
1745 if(hud && !intermission)
1747 if(hud == HUD_SPIDERBOT)
1749 else if(hud == HUD_WAKIZASHI)
1750 CSQC_WAKIZASHI_HUD();
1751 else if(hud == HUD_RAPTOR)
1753 else if(hud == HUD_BUMBLEBEE)
1755 else if(hud == HUD_BUMBLEBEE_GUN)
1756 CSQC_BUMBLE_GUN_HUD();
1761 // let's reset the view back to normal for the end
1762 setproperty(VF_MIN, '0 0 0');
1763 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1767 void CSQC_common_hud(void)
1769 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1770 Accuracy_LoadLevels();
1772 HUD_Main(); // always run these functions for alpha checks
1773 HUD_DrawScoreboard();
1775 if (scoreboard_active) // scoreboard/accuracy
1777 else if (intermission == 2) // map voting screen
1785 // following vectors must be global to allow seamless switching between camera modes
1786 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1787 void CSQC_Demo_Camera()
1789 float speed, attenuation, dimensions;
1792 if( autocvar_camera_reset || !camera_mode )
1794 camera_offset = '0 0 0';
1795 current_angles = '0 0 0';
1796 camera_direction = '0 0 0';
1797 camera_offset.z += 30;
1798 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1799 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1800 current_origin = view_origin;
1801 current_camera_offset = camera_offset;
1802 cvar_set("camera_reset", "0");
1803 camera_mode = CAMERA_CHASE;
1808 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1810 if(autocvar_camera_look_player)
1815 dir = normalize(view_origin - current_position);
1817 mouse_angles = vectoangles(dir);
1818 mouse_angles_x = mouse_angles.x * -1;
1823 tmp = getmousepos() * 0.1;
1824 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1826 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1827 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1831 while (mouse_angles.x < -180) mouse_angles_x = mouse_angles.x + 360;
1832 while (mouse_angles.x > 180) mouse_angles_x = mouse_angles.x - 360;
1833 while (mouse_angles.y < -180) mouse_angles_y = mouse_angles.y + 360;
1834 while (mouse_angles.y > 180) mouse_angles_y = mouse_angles.y - 360;
1836 // Fix difference when angles don't have the same sign
1838 if(mouse_angles.y < -60 && current_angles.y > 60)
1840 if(mouse_angles.y > 60 && current_angles.y < -60)
1843 if(autocvar_camera_look_player)
1844 attenuation = autocvar_camera_look_attenuation;
1846 attenuation = autocvar_camera_speed_attenuation;
1848 attenuation = 1 / max(1, attenuation);
1849 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1851 while (current_angles.x < -180) current_angles_x = current_angles.x + 360;
1852 while (current_angles.x > 180) current_angles_x = current_angles.x - 360;
1853 while (current_angles.y < -180) current_angles_y = current_angles.y + 360;
1854 while (current_angles.y > 180) current_angles_y = current_angles.y - 360;
1860 if( camera_direction.x )
1862 tmp_x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1863 tmp_y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1864 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1865 tmp_z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1869 if( camera_direction.y )
1871 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1872 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1873 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1877 if( camera_direction.z )
1879 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1883 if(autocvar_camera_free)
1884 speed = autocvar_camera_speed_free;
1886 speed = autocvar_camera_speed_chase;
1890 speed = speed * sqrt(1 / dimensions);
1891 camera_offset += tmp * speed;
1894 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1897 if( autocvar_camera_free )
1899 if ( camera_mode == CAMERA_CHASE )
1901 current_camera_offset = current_origin + current_camera_offset;
1902 camera_offset = current_origin + camera_offset;
1905 camera_mode = CAMERA_FREE;
1906 current_position = current_camera_offset;
1910 if ( camera_mode == CAMERA_FREE )
1912 current_origin = view_origin;
1913 camera_offset = camera_offset - current_origin;
1914 current_camera_offset = current_camera_offset - current_origin;
1917 camera_mode = CAMERA_CHASE;
1919 if(autocvar_camera_chase_smoothly)
1920 current_origin += (view_origin - current_origin) * attenuation;
1922 current_origin = view_origin;
1924 current_position = current_origin + current_camera_offset;
1927 setproperty(VF_ANGLES, current_angles);
1928 setproperty(VF_ORIGIN, current_position);