3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
15 if(g_balance_porto_secondary)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
62 if(portal_number >= 2)
73 if(idx-1 >= portal1_idx)
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
79 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
88 porto.classname = "porto";
89 porto.draw = Porto_Draw;
90 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
95 vector GetCurrentFov(float fov)
97 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98 float velocityzoom, curspeed;
101 zoomsensitivity = autocvar_cl_zoomsensitivity;
102 zoomfactor = autocvar_cl_zoomfactor;
103 if(zoomfactor < 1 || zoomfactor > 16)
105 zoomspeed = autocvar_cl_zoomspeed;
107 if(zoomspeed < 0.5 || zoomspeed > 16)
110 zoomdir = button_zoom;
111 if(hud == HUD_NORMAL)
112 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113 zoomdir += button_attack2;
114 if(spectatee_status > 0 || isdemo())
116 if(spectatorbutton_zoom)
123 // fteqcc failed twice here already, don't optimize this
126 if(zoomdir) { zoomin_effect = 0; }
130 current_viewzoom = min(1, current_viewzoom + drawframetime);
132 else if(autocvar_cl_spawnzoom && zoomin_effect)
134 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
136 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
137 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138 if(current_viewzoom == 1) { zoomin_effect = 0; }
142 if(zoomspeed < 0) // instant zoom
145 current_viewzoom = 1 / zoomfactor;
147 current_viewzoom = 1;
152 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
154 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
158 if(almost_equals(current_viewzoom, 1))
159 current_zoomfraction = 0;
160 else if(almost_equals(current_viewzoom, 1/zoomfactor))
161 current_zoomfraction = 1;
163 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
165 if(zoomsensitivity < 1)
166 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
168 setsensitivityscale(1);
170 makevectors(view_angles);
172 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
176 v = csqcplayer.velocity;
178 switch(autocvar_cl_velocityzoom_type)
180 case 3: curspeed = max(0, v_forward * v); break;
181 case 2: curspeed = (v_forward * v); break;
182 case 1: default: curspeed = vlen(v); break;
185 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
189 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
241 n = trace_ent.entnum;
243 n = trace_networkentity;
245 return SHOTTYPE_HITWORLD;
247 return SHOTTYPE_HITWORLD;
248 t = GetPlayerColor(n - 1);
251 return SHOTTYPE_HITTEAM;
252 if(t == NUM_SPECTATOR)
253 return SHOTTYPE_HITWORLD;
254 return SHOTTYPE_HITENEMY;
259 float nudge = 1; // added to traceline target and subtracted from result
260 vector vecs, trueaimpoint, w_shotorg;
268 mv = MOVE_NOMONSTERS;
272 case WEP_TUBA: // no aim
273 case WEP_PORTO: // shoots from eye
274 case WEP_HOOK: // no trueaim
275 case WEP_GRENADE_LAUNCHER: // toss curve
276 return SHOTTYPE_HITWORLD;
284 if(zoomscript_caught)
286 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
287 return EnemyHitCheck();
290 case WEP_ROCKET_LAUNCHER: // projectile has a size!
294 case WEP_FIREBALL: // projectile has a size!
298 case WEP_SEEKER: // projectile has a size!
302 case WEP_ELECTRO: // projectile has a size!
308 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
310 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
311 trueaimpoint = trace_endpos;
313 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
314 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
321 dv = view_right * vecs_y + view_up * vecs_z;
322 w_shotorg = view_origin + dv;
324 // now move the vecs forward as much as requested if possible
325 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
326 w_shotorg = trace_endpos - view_forward * nudge;
328 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
329 shottype = EnemyHitCheck();
330 if(shottype != SHOTTYPE_HITWORLD)
334 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
335 // or rather, I know why, but see no fix
336 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
337 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
338 return SHOTTYPE_HITOBSTRUCTION;
341 return SHOTTYPE_HITWORLD;
344 void CSQC_common_hud(void);
347 void CSQC_Demo_Camera();
348 float HUD_WouldDrawScoreboard();
350 float CAMERA_FREE = 1;
351 float CAMERA_CHASE = 2;
353 string NextFrameCommand;
354 void CSQC_SPIDER_HUD();
355 void CSQC_RAPTOR_HUD();
357 vector freeze_org, freeze_ang;
358 entity nightvision_noise, nightvision_noise2;
360 #define MAX_TIME_DIFF 5
361 float pickup_crosshair_time, pickup_crosshair_size;
362 float hit_time, typehit_time;
363 float nextsound_hit_time, nextsound_typehit_time;
364 float hitindication_crosshair_time, hitindication_crosshair_size;
365 float use_nex_chargepool;
367 float myhealth, myhealth_prev;
368 float myhealth_flash;
370 float old_blurradius, old_bluralpha;
371 float old_sharpen_intensity;
373 vector myhealth_gentlergb;
375 float contentavgalpha, liquidalpha_prev;
376 vector liquidcolor_prev;
378 float eventchase_current_distance;
380 vector damage_blurpostprocess, content_blurpostprocess;
384 float rainbow_last_flicker;
385 vector rainbow_prev_color;
389 float cl_notice_run();
391 void CSQC_UpdateView(float w, float h)
397 vector vf_size, vf_min;
400 execute_next_frame();
404 hud = getstati(STAT_HUD);
406 if(autocvar__hud_showbinds_reload) // menu can set this one
409 binddb = db_create();
410 cvar_set("_hud_showbinds_reload", "0");
413 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
414 view_quality = getproperty(VF_MINFPS_QUALITY);
418 button_attack2 = (input_buttons & BUTTON_3);
419 button_zoom = (input_buttons & BUTTON_4);
421 #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
422 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
423 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
424 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);
425 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
426 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
427 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
428 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
430 vf_size = getpropertyvec(VF_SIZE);
431 vf_min = getpropertyvec(VF_MIN);
432 vid_width = vf_size_x;
433 vid_height = vf_size_y;
435 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
436 vector splash_pos = '0 0 0', splash_size = '0 0 0';
438 WaypointSprite_Load();
440 CSQCPlayer_SetCamera();
442 #ifdef COMPAT_XON050_ENGINE
444 myteam = GetPlayerColor(spectatee_status - 1);
447 myteam = GetPlayerColor(player_localentnum - 1);
449 if(myteam != prev_myteam)
451 myteamcolors = colormapPaletteColor(myteam, 1);
452 for(i = 0; i < HUD_PANEL_NUM; ++i)
453 hud_panel[i].update_time = time;
454 prev_myteam = myteam;
457 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
459 float is_dead = (getstati(STAT_HEALTH) <= 0);
461 // FIXME do we need this hack?
464 // in demos, input_buttons do not work
465 button_zoom = (autocvar__togglezoom == "-");
468 && autocvar_cl_unpress_zoom_on_death
469 && (spectatee_status >= 0)
470 && (is_dead || intermission))
472 // no zoom while dead or in intermission please
477 // event chase camera
478 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
480 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
482 // 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.)
483 vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
485 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
486 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
487 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
488 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
490 // make the camera smooth back
491 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
492 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
493 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
494 eventchase_current_distance = autocvar_cl_eventchase_distance;
496 makevectors(view_angles);
498 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
499 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
501 // If the boxtrace fails, revert back to line tracing.
504 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
505 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
506 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
508 else { setproperty(VF_ORIGIN, trace_endpos); }
510 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
512 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
514 cvar_set("chase_active", "0");
515 eventchase_current_distance = 0; // start from 0 next time
518 // workaround for camera stuck between player's legs when using chase_active 1
519 // because the engine stops updating the chase_active camera when the game ends
520 else if(intermission)
522 cvar_settemp("chase_active", "-1");
523 eventchase_current_distance = 0;
526 // do lockview after event chase camera so that it still applies whenever necessary.
527 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
529 setproperty(VF_ORIGIN, freeze_org);
530 setproperty(VF_ANGLES, freeze_ang);
534 freeze_org = getpropertyvec(VF_ORIGIN);
535 freeze_ang = getpropertyvec(VF_ANGLES);
539 //WarpZone_FixPMove();
542 view_origin = getpropertyvec(VF_ORIGIN);
543 view_angles = getpropertyvec(VF_ANGLES);
544 makevectors(view_angles);
545 view_forward = v_forward;
546 view_right = v_right;
550 if(time > blurtest_time0 && time < blurtest_time1)
554 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
555 r = t * blurtest_radius;
556 f = 1 / pow(t, blurtest_power) - 1;
558 cvar_set("r_glsl_postprocess", "1");
559 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
563 cvar_set("r_glsl_postprocess", "0");
564 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
568 TargetMusic_Advance();
572 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
574 drawframetime = bound(0.000001, time - drawtime, 1);
577 // watch for gametype changes here...
578 // in ParseStuffCMD the cmd isn't executed yet :/
579 // might even be better to add the gametype to TE_CSQC_INIT...?
583 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
585 if(calledhooks & HOOK_START)
587 localcmd("\ncl_hook_gameend\n");
588 calledhooks |= HOOK_END;
597 if(!zoomscript_caught)
599 localcmd("+button9\n");
600 zoomscript_caught = 1;
605 if(zoomscript_caught)
607 localcmd("-button9\n");
608 zoomscript_caught = 0;
612 ColorTranslateMode = autocvar_cl_stripcolorcodes;
614 // next WANTED weapon (for HUD)
615 switchweapon = getstati(STAT_SWITCHWEAPON);
617 // currently switching-to weapon (for crosshair)
618 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
620 // actually active weapon (for zoom)
621 activeweapon = getstati(STAT_ACTIVEWEAPON);
623 f = (serverflags & SERVERFLAG_TEAMPLAY);
630 if(last_switchweapon != switchweapon)
633 last_switchweapon = switchweapon;
634 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
639 if(autocvar_cl_unpress_attack_on_weapon_switch)
642 localcmd("-fire2\n");
643 button_attack2 = FALSE;
646 if(last_activeweapon != activeweapon)
648 last_activeweapon = activeweapon;
650 e = get_weaponinfo(activeweapon);
652 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
654 localcmd("\ncl_hook_activeweapon none\n");
657 // ALWAYS Clear Current Scene First
659 #ifdef WORKAROUND_XON010
660 if(checkextension("DP_CSQC_ROTATEMOVES"))
663 setproperty(VF_ORIGIN, view_origin);
664 setproperty(VF_ANGLES, view_angles);
665 #ifdef WORKAROUND_XON010
669 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
670 setproperty(VF_SIZE, vf_size);
671 setproperty(VF_MIN, vf_min);
673 // Assign Standard Viewflags
674 // Draw the World (and sky)
675 setproperty(VF_DRAWWORLD, 1);
677 // Set the console size vars
678 vid_conwidth = autocvar_vid_conwidth;
679 vid_conheight = autocvar_vid_conheight;
680 vid_pixelheight = autocvar_vid_pixelheight;
682 setproperty(VF_FOV, GetCurrentFov(fov));
684 // Camera for demo playback
687 if(autocvar_camera_enable)
691 cvar_set("chase_active", ftos(chase_active_backup));
692 cvar_set("cl_demo_mousegrab", "0");
693 camera_active = FALSE;
697 else if(autocvar_camera_enable)
699 else if(autocvar_camera_enable && isdemo())
702 // Enable required Darkplaces cvars
703 chase_active_backup = autocvar_chase_active;
704 cvar_set("chase_active", "2");
705 cvar_set("cl_demo_mousegrab", "1");
706 camera_active = TRUE;
710 // Draw the Crosshair
711 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
713 // Draw the Engine Status Bar (the default Quake HUD)
714 setproperty(VF_DRAWENGINESBAR, 0);
716 // Update the mouse position
718 mousepos_x = vid_conwidth;
719 mousepos_y = vid_conheight;
720 mousepos = mousepos*0.5 + getmousepos();
724 for(self = world; (self = nextent(self)); )
729 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
732 // now switch to 2D drawing mode by calling a 2D drawing function
733 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
734 // next R_RenderScene call
735 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
737 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
738 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
740 // apply night vision effect
741 vector tc_00, tc_01, tc_10, tc_11;
743 rgb_x = 0; // fteqcc sucks
744 rgb_y = 0; // fteqcc sucks
745 rgb_z = 0; // fteqcc sucks
747 if(!nightvision_noise)
749 nightvision_noise = spawn();
750 nightvision_noise.classname = "nightvision_noise";
752 if(!nightvision_noise2)
754 nightvision_noise2 = spawn();
755 nightvision_noise2.classname = "nightvision_noise2";
758 // color tint in yellow
759 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
762 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
764 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
765 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
766 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
767 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
768 tc_11 = tc_01 + tc_10 - tc_00;
769 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
770 R_PolygonVertex('0 0 0', tc_00, rgb, a);
771 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
772 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
773 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
777 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
778 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
779 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
780 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
781 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
782 tc_11 = tc_01 + tc_10 - tc_00;
783 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
784 R_PolygonVertex('0 0 0', tc_00, rgb, a);
785 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
786 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
787 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
791 // Draw the aiming reticle for weapons that use it
792 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
793 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
794 // the view to go back to normal, so reticle_type would become 0 as we fade out)
795 if(spectatee_status || is_dead || hud != HUD_NORMAL)
796 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
797 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
798 reticle_type = 2; // nex zoom
799 else if(button_zoom || zoomscript_caught)
800 reticle_type = 1; // normal zoom
801 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
802 reticle_type = 2; // nex zoom
804 if(reticle_type && autocvar_cl_reticle)
806 if(autocvar_cl_reticle_stretch)
808 reticle_size_x = vid_conwidth;
809 reticle_size_y = vid_conheight;
815 reticle_size_x = max(vid_conwidth, vid_conheight);
816 reticle_size_y = max(vid_conwidth, vid_conheight);
817 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
818 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
821 f = current_zoomfraction;
822 if(zoomscript_caught)
824 if(autocvar_cl_reticle_item_normal)
826 if(reticle_type == 1 && f)
827 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
829 if(autocvar_cl_reticle_item_nex)
831 if(reticle_type == 2 && f)
832 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
837 // improved polyblend
838 if(autocvar_hud_contents)
840 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
843 switch(pointcontents(view_origin))
846 liquidalpha = autocvar_hud_contents_water_alpha;
847 liquidcolor = stov(autocvar_hud_contents_water_color);
852 liquidalpha = autocvar_hud_contents_lava_alpha;
853 liquidcolor = stov(autocvar_hud_contents_lava_color);
858 liquidalpha = autocvar_hud_contents_slime_alpha;
859 liquidcolor = stov(autocvar_hud_contents_slime_color);
865 liquidcolor = '0 0 0';
870 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
871 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
872 contentfadetime = autocvar_hud_contents_fadeintime;
873 liquidalpha_prev = liquidalpha;
874 liquidcolor_prev = liquidcolor;
877 contentfadetime = autocvar_hud_contents_fadeouttime;
879 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
880 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
883 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
885 if(autocvar_hud_postprocessing)
887 if(autocvar_hud_contents_blur && contentavgalpha)
889 content_blurpostprocess_x = 1;
890 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
891 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
895 content_blurpostprocess_x = 0;
896 content_blurpostprocess_y = 0;
897 content_blurpostprocess_z = 0;
902 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
904 splash_size_x = max(vid_conwidth, vid_conheight);
905 splash_size_y = max(vid_conwidth, vid_conheight);
906 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
907 splash_pos_y = (vid_conheight - splash_size_y) / 2;
909 float myhealth_flash_temp;
910 myhealth = getstati(STAT_HEALTH);
913 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
915 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
917 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
918 pain_threshold = autocvar_hud_damage_pain_threshold;
919 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
920 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
922 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
924 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);
927 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
929 if(myhealth_prev < 1)
933 myhealth_flash = 0; // just spawned, clear the flash immediately
934 myhealth_flash_temp = 0;
938 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
942 if(spectatee_status == -1 || intermission)
944 myhealth_flash = 0; // observing, or match ended
945 myhealth_flash_temp = 0;
948 myhealth_prev = myhealth;
950 // IDEA: change damage color/picture based on player model for robot/alien species?
951 // pro: matches model better
952 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
953 // maybe different reddish pics?
954 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
956 if(autocvar_cl_gentle_damage == 2)
958 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
960 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
964 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
966 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);
969 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
971 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.
973 if(autocvar_hud_damage_blur && myhealth_flash_temp)
975 damage_blurpostprocess_x = 1;
976 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
977 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
981 damage_blurpostprocess_x = 0;
982 damage_blurpostprocess_y = 0;
983 damage_blurpostprocess_z = 0;
988 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
989 float e2 = (autocvar_hud_powerup != 0);
990 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
992 // enable or disable rendering types if they are used or not
993 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
994 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
996 // blur postprocess handling done first (used by hud_damage and hud_contents)
997 if((damage_blurpostprocess_x || content_blurpostprocess_x))
999 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1000 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1001 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1003 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1004 old_blurradius = blurradius;
1005 old_bluralpha = bluralpha;
1008 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1010 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1015 // edge detection postprocess handling done second (used by hud_powerup)
1016 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1017 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1018 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1020 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.
1022 if(autocvar_hud_powerup && sharpen_intensity > 0)
1024 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1026 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1027 old_sharpen_intensity = sharpen_intensity;
1030 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1032 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1033 old_sharpen_intensity = 0;
1036 if(cvar("r_glsl_postprocess") == 0)
1037 cvar_set("r_glsl_postprocess", "2");
1039 else if(cvar("r_glsl_postprocess") == 2)
1040 cvar_set("r_glsl_postprocess", "0");
1045 /*if(gametype == MAPINFO_TYPE_CTF)
1052 for(self = world; (self = nextent(self)); )
1056 Draw_ShowNames_All();
1058 scoreboard_active = HUD_WouldDrawScoreboard();
1060 hit_time = getstatf(STAT_HIT_TIME);
1061 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1063 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1064 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1066 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1068 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1069 if(typehit_time > nextsound_typehit_time)
1071 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1072 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1074 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1079 if(getstati(STAT_FROZEN))
1080 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1081 if(getstatf(STAT_REVIVE_PROGRESS))
1083 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);
1084 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1087 if(autocvar_r_letterbox == 0)
1088 if(autocvar_viewsize < 120)
1091 // crosshair goes VERY LAST
1092 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1094 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1097 string wcross_style;
1098 float wcross_alpha, wcross_resolution;
1099 wcross_style = autocvar_crosshair;
1100 if (wcross_style == "0")
1102 wcross_resolution = autocvar_crosshair_size;
1103 if (wcross_resolution == 0)
1105 wcross_alpha = autocvar_crosshair_alpha;
1106 if (wcross_alpha == 0)
1112 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1113 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1114 wcross_origin_z = 0;
1115 if(autocvar_crosshair_hittest)
1117 vector wcross_oldorigin;
1118 wcross_oldorigin = wcross_origin;
1119 shottype = TrueAimCheck();
1120 if(shottype == SHOTTYPE_HITWORLD)
1122 v = wcross_origin - wcross_oldorigin;
1123 v_x /= vid_conwidth;
1124 v_y /= vid_conheight;
1126 shottype = SHOTTYPE_HITOBSTRUCTION;
1128 if(!autocvar_crosshair_hittest_showimpact)
1129 wcross_origin = wcross_oldorigin;
1132 shottype = SHOTTYPE_HITWORLD;
1134 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1135 string wcross_wep = "", wcross_name;
1136 float wcross_scale, wcross_blur;
1138 if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1140 e = get_weaponinfo(switchingweapon);
1141 if (e && e.netname != "")
1143 wcross_wep = e.netname;
1144 if(autocvar_crosshair_per_weapon)
1146 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1147 if (wcross_resolution == 0)
1149 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1150 if (wcross_alpha == 0)
1153 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1154 if(wcross_style == "" || wcross_style == "0")
1155 wcross_style = wcross_wep;
1160 //print(sprintf("crosshair style: %s\n", wcross_style));
1161 wcross_name = strcat("gfx/crosshair", wcross_style);
1163 // MAIN CROSSHAIR COLOR DECISION
1164 switch(autocvar_crosshair_color_special)
1166 case 1: // crosshair_color_per_weapon
1168 if(wcross_wep != "")
1170 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1173 else { goto normalcolor; }
1176 case 2: // crosshair_color_by_health
1178 float x = getstati(STAT_HEALTH);
1193 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1194 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1198 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1199 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1200 wcross_color_z = 1 - (x-100)*0.02;
1206 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1211 wcross_color_y = (x-20)*90/27/100;
1212 wcross_color_z = (x-20)*90/27/100 * 0.2;
1222 case 3: // crosshair_color_rainbow
1224 if(time >= rainbow_last_flicker)
1226 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1227 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1229 wcross_color = rainbow_prev_color;
1233 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1236 if(autocvar_crosshair_effect_scalefade)
1238 wcross_scale = wcross_resolution;
1239 wcross_resolution = 1;
1246 if(autocvar_crosshair_pickup)
1248 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1250 if(pickup_crosshair_time < stat_pickup_time)
1252 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1253 pickup_crosshair_size = 1;
1255 pickup_crosshair_time = stat_pickup_time;
1258 if(pickup_crosshair_size > 0)
1259 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1261 pickup_crosshair_size = 0;
1263 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1266 if(autocvar_crosshair_hitindication)
1268 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1270 if(hitindication_crosshair_time < hit_time)
1272 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1273 hitindication_crosshair_size = 1;
1275 hitindication_crosshair_time = hit_time;
1278 if(hitindication_crosshair_size > 0)
1279 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1281 hitindication_crosshair_size = 0;
1283 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1284 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1285 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1286 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1289 if(shottype == SHOTTYPE_HITENEMY)
1290 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1291 if(shottype == SHOTTYPE_HITTEAM)
1292 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1294 f = autocvar_crosshair_effect_speed;
1296 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1297 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1299 wcross_changedonetime = time + f;
1301 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1303 wcross_name_changestarttime = time;
1304 wcross_name_changedonetime = time + f;
1305 if(wcross_name_goal_prev_prev)
1306 strunzone(wcross_name_goal_prev_prev);
1307 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1308 wcross_name_goal_prev = strzone(wcross_name);
1309 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1310 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1311 wcross_resolution_goal_prev = wcross_resolution;
1314 wcross_scale_goal_prev = wcross_scale;
1315 wcross_alpha_goal_prev = wcross_alpha;
1316 wcross_color_goal_prev = wcross_color;
1318 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1321 wcross_alpha *= 0.75;
1325 // *_prev is at time-frametime
1326 // * is at wcross_changedonetime+f
1327 // what do we have at time?
1328 if(time < wcross_changedonetime)
1330 f = frametime / (wcross_changedonetime - time + frametime);
1331 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1332 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1333 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1336 wcross_scale_prev = wcross_scale;
1337 wcross_alpha_prev = wcross_alpha;
1338 wcross_color_prev = wcross_color;
1340 wcross_scale *= 1 - autocvar__menu_alpha;
1341 wcross_alpha *= 1 - autocvar__menu_alpha;
1342 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1344 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1346 // crosshair rings for weapon stats
1347 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1349 // declarations and stats
1350 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1351 string ring_image = string_null, ring_inner_image = string_null;
1352 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1354 ring_scale = autocvar_crosshair_ring_size;
1356 float weapon_clipload, weapon_clipsize;
1357 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1358 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1360 float nex_charge, nex_chargepool;
1361 nex_charge = getstatf(STAT_NEX_CHARGE);
1362 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1364 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1365 nex_charge_movingavg = nex_charge;
1368 // handle the values
1369 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1371 if (nex_chargepool || use_nex_chargepool) {
1372 use_nex_chargepool = 1;
1373 ring_inner_value = nex_chargepool;
1375 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1376 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1379 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1380 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1381 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1383 // draw the outer ring to show the current charge of the weapon
1384 ring_value = nex_charge;
1385 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1386 ring_rgb = wcross_color;
1387 ring_image = "gfx/crosshair_ring_nexgun.tga";
1389 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1391 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.
1392 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1393 ring_rgb = wcross_color;
1394 ring_image = "gfx/crosshair_ring.tga";
1396 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1398 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1399 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1400 ring_rgb = wcross_color;
1401 ring_image = "gfx/crosshair_ring.tga";
1404 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1406 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1407 ring_scale = autocvar_crosshair_ring_reload_size;
1408 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1409 ring_rgb = wcross_color;
1411 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1412 // if a new image for another weapon is added, add the code (and its respective file/value) here
1413 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1414 ring_image = "gfx/crosshair_ring_rifle.tga";
1416 ring_image = "gfx/crosshair_ring.tga";
1419 // if in weapon switch animation, fade ring out/in
1420 if(g_weaponswitchdelay > 0)
1422 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1424 ring_alpha *= fabs(1 - f);
1427 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1428 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1431 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1434 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1437 if(wcross_blur > 0) \
1439 for(i = -2; i <= 2; ++i) \
1440 for(j = -2; j <= 2; ++j) \
1441 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1445 M(0,0,sz,wcross_name,wcross_alpha); \
1450 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1451 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)
1453 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1454 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1456 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1458 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1459 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1460 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1467 wcross_name_alpha_goal_prev = f;
1469 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1470 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1472 if(autocvar_crosshair_dot)
1474 vector wcross_color_old;
1475 wcross_color_old = wcross_color;
1477 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1478 wcross_color = stov(autocvar_crosshair_dot_color);
1480 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1481 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1482 wcross_color = wcross_color_old;
1488 wcross_scale_prev = 0;
1489 wcross_alpha_prev = 0;
1490 wcross_scale_goal_prev = 0;
1491 wcross_alpha_goal_prev = 0;
1492 wcross_changedonetime = 0;
1493 if(wcross_name_goal_prev)
1494 strunzone(wcross_name_goal_prev);
1495 wcross_name_goal_prev = string_null;
1496 if(wcross_name_goal_prev_prev)
1497 strunzone(wcross_name_goal_prev_prev);
1498 wcross_name_goal_prev_prev = string_null;
1499 wcross_name_changestarttime = 0;
1500 wcross_name_changedonetime = 0;
1501 wcross_name_alpha_goal_prev = 0;
1502 wcross_name_alpha_goal_prev_prev = 0;
1503 wcross_resolution_goal_prev = 0;
1504 wcross_resolution_goal_prev_prev = 0;
1508 if(NextFrameCommand)
1510 localcmd("\n", NextFrameCommand, "\n");
1511 NextFrameCommand = string_null;
1514 // we must do this check AFTER a frame was rendered, or it won't work
1515 if(cs_project_is_b0rked == 0)
1518 w0 = ftos(autocvar_vid_conwidth);
1519 h0 = ftos(autocvar_vid_conheight);
1520 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1521 //setproperty(VF_FOV, '90 90 0');
1522 setproperty(VF_ORIGIN, '0 0 0');
1523 setproperty(VF_ANGLES, '0 0 0');
1524 setproperty(VF_PERSPECTIVE, 1);
1525 makevectors('0 0 0');
1527 cvar_set("vid_conwidth", "800");
1528 cvar_set("vid_conheight", "600");
1529 v1 = cs_project(v_forward);
1530 cvar_set("vid_conwidth", "640");
1531 cvar_set("vid_conheight", "480");
1532 v2 = cs_project(v_forward);
1534 cs_project_is_b0rked = 1;
1536 cs_project_is_b0rked = -1;
1537 cvar_set("vid_conwidth", w0);
1538 cvar_set("vid_conheight", h0);
1541 if(autocvar__hud_configure)
1544 if(hud && !intermission)
1546 if(hud == HUD_SPIDERBOT)
1548 else if(hud == HUD_WAKIZASHI)
1549 CSQC_WAKIZASHI_HUD();
1550 else if(hud == HUD_RAPTOR)
1552 else if(hud == HUD_BUMBLEBEE)
1554 else if(hud == HUD_BUMBLEBEE_GUN)
1555 CSQC_BUMBLE_GUN_HUD();
1560 // let's reset the view back to normal for the end
1561 setproperty(VF_MIN, '0 0 0');
1562 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1566 void CSQC_common_hud(void)
1568 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1569 Accuracy_LoadLevels();
1571 HUD_Main(); // always run these functions for alpha checks
1572 HUD_DrawScoreboard();
1574 if (scoreboard_active) // scoreboard/accuracy
1576 else if (intermission == 2) // map voting screen
1578 HUD_FinaleOverlay();
1589 CSQC_WAKIZASHI_HUD();
1600 // following vectors must be global to allow seamless switching between camera modes
1601 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1602 void CSQC_Demo_Camera()
1604 float speed, attenuation, dimensions;
1607 if( autocvar_camera_reset || !camera_mode )
1609 camera_offset = '0 0 0';
1610 current_angles = '0 0 0';
1611 camera_direction = '0 0 0';
1612 camera_offset_z += 30;
1613 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1614 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1615 current_origin = view_origin;
1616 current_camera_offset = camera_offset;
1617 cvar_set("camera_reset", "0");
1618 camera_mode = CAMERA_CHASE;
1623 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1625 if(autocvar_camera_look_player)
1630 dir = normalize(view_origin - current_position);
1632 mouse_angles = vectoangles(dir);
1633 mouse_angles_x = mouse_angles_x * -1;
1638 tmp = getmousepos() * 0.1;
1639 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1641 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1642 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1646 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1647 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1648 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1649 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1651 // Fix difference when angles don't have the same sign
1653 if(mouse_angles_y < -60 && current_angles_y > 60)
1655 if(mouse_angles_y > 60 && current_angles_y < -60)
1658 if(autocvar_camera_look_player)
1659 attenuation = autocvar_camera_look_attenuation;
1661 attenuation = autocvar_camera_speed_attenuation;
1663 attenuation = 1 / max(1, attenuation);
1664 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1666 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1667 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1668 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1669 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1675 if( camera_direction_x )
1677 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1678 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1679 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1680 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1684 if( camera_direction_y )
1686 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1687 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1688 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1692 if( camera_direction_z )
1694 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1698 if(autocvar_camera_free)
1699 speed = autocvar_camera_speed_free;
1701 speed = autocvar_camera_speed_chase;
1705 speed = speed * sqrt(1 / dimensions);
1706 camera_offset += tmp * speed;
1709 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1712 if( autocvar_camera_free )
1714 if ( camera_mode == CAMERA_CHASE )
1716 current_camera_offset = current_origin + current_camera_offset;
1717 camera_offset = current_origin + camera_offset;
1720 camera_mode = CAMERA_FREE;
1721 current_position = current_camera_offset;
1725 if ( camera_mode == CAMERA_FREE )
1727 current_origin = view_origin;
1728 camera_offset = camera_offset - current_origin;
1729 current_camera_offset = current_camera_offset - current_origin;
1732 camera_mode = CAMERA_CHASE;
1734 if(autocvar_camera_chase_smoothly)
1735 current_origin += (view_origin - current_origin) * attenuation;
1737 current_origin = view_origin;
1739 current_position = current_origin + current_camera_offset;
1742 setproperty(VF_ANGLES, current_angles);
1743 setproperty(VF_ORIGIN, current_position);