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
129 if(zoomin_effect || camera_active)
131 current_viewzoom = min(1, current_viewzoom + drawframetime);
135 if(zoomspeed < 0) // instant zoom
138 current_viewzoom = 1 / zoomfactor;
140 current_viewzoom = 1;
145 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
147 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
151 if(almost_equals(current_viewzoom, 1))
152 current_zoomfraction = 0;
153 else if(almost_equals(current_viewzoom, 1/zoomfactor))
154 current_zoomfraction = 1;
156 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
158 if(zoomsensitivity < 1)
159 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
161 setsensitivityscale(1);
163 makevectors(view_angles);
165 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
169 v = csqcplayer.velocity;
171 switch(autocvar_cl_velocityzoom_type)
173 case 3: curspeed = max(0, v_forward * v); break;
174 case 2: curspeed = (v_forward * v); break;
175 case 1: default: curspeed = vlen(v); break;
178 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
179 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
180 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
182 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
187 float frustumx, frustumy, fovx, fovy;
188 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
189 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
190 fovx = atan2(frustumx, 1) / M_PI * 360.0;
191 fovy = atan2(frustumy, 1) / M_PI * 360.0;
193 return '1 0 0' * fovx + '0 1 0' * fovy;
196 // this function must match W_SetupShot!
197 float zoomscript_caught;
199 vector wcross_origin;
200 float wcross_scale_prev, wcross_alpha_prev;
201 vector wcross_color_prev;
202 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
203 vector wcross_color_goal_prev;
204 float wcross_changedonetime;
206 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
207 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
208 float wcross_name_changestarttime, wcross_name_changedonetime;
209 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
211 entity trueaim_rifle;
213 #define SHOTTYPE_HITTEAM 1
214 #define SHOTTYPE_HITOBSTRUCTION 2
215 #define SHOTTYPE_HITWORLD 3
216 #define SHOTTYPE_HITENEMY 4
221 trueaim.classname = "trueaim";
222 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
223 trueaim_rifle = spawn();
224 trueaim_rifle.classname = "trueaim_rifle";
225 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
228 float EnemyHitCheck()
231 wcross_origin = project_3d_to_2d(trace_endpos);
234 n = trace_ent.entnum;
236 n = trace_networkentity;
238 return SHOTTYPE_HITWORLD;
240 return SHOTTYPE_HITWORLD;
241 t = GetPlayerColor(n - 1);
244 return SHOTTYPE_HITTEAM;
245 if(t == FL_SPECTATOR)
246 return SHOTTYPE_HITWORLD;
247 return SHOTTYPE_HITENEMY;
252 float nudge = 1; // added to traceline target and subtracted from result
253 vector vecs, trueaimpoint, w_shotorg;
261 mv = MOVE_NOMONSTERS;
265 case WEP_TUBA: // no aim
266 case WEP_PORTO: // shoots from eye
267 case WEP_HOOK: // no trueaim
268 case WEP_GRENADE_LAUNCHER: // toss curve
269 return SHOTTYPE_HITWORLD;
277 if(zoomscript_caught)
279 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280 return EnemyHitCheck();
283 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287 case WEP_FIREBALL: // projectile has a size!
291 case WEP_SEEKER: // projectile has a size!
295 case WEP_ELECTRO: // projectile has a size!
301 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
303 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
304 trueaimpoint = trace_endpos;
306 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
307 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
314 dv = view_right * vecs_y + view_up * vecs_z;
315 w_shotorg = view_origin + dv;
317 // now move the vecs forward as much as requested if possible
318 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
319 w_shotorg = trace_endpos - view_forward * nudge;
321 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322 shottype = EnemyHitCheck();
323 if(shottype != SHOTTYPE_HITWORLD)
327 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328 // or rather, I know why, but see no fix
329 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
331 return SHOTTYPE_HITOBSTRUCTION;
334 return SHOTTYPE_HITWORLD;
337 void CSQC_common_hud(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
343 float CAMERA_FREE = 1;
344 float CAMERA_CHASE = 2;
346 string NextFrameCommand;
347 void CSQC_SPIDER_HUD();
348 void CSQC_RAPTOR_HUD();
350 vector freeze_org, freeze_ang;
351 entity nightvision_noise, nightvision_noise2;
353 #define MAX_TIME_DIFF 5
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
363 float old_blurradius, old_bluralpha;
364 float old_sharpen_intensity;
366 vector myhealth_gentlergb;
368 float contentavgalpha, liquidalpha_prev;
369 vector liquidcolor_prev;
371 float eventchase_current_distance;
373 vector damage_blurpostprocess, content_blurpostprocess;
379 float cl_notice_run();
380 void CSQC_UpdateView(float w, float h)
386 vector vf_size, vf_min;
389 execute_next_frame();
393 hud = getstati(STAT_HUD);
395 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
396 view_quality = getproperty(VF_MINFPS_QUALITY);
400 button_attack2 = (input_buttons & BUTTON_3);
401 button_zoom = (input_buttons & BUTTON_4);
403 // FIXME do we need this hack?
406 // in demos, input_buttons do not work
407 button_zoom = (autocvar__togglezoom == "-");
410 #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
411 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
412 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
413 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);
414 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
415 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
416 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
417 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
419 vf_size = getpropertyvec(VF_SIZE);
420 vf_min = getpropertyvec(VF_MIN);
421 vid_width = vf_size_x;
422 vid_height = vf_size_y;
424 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
425 vector splash_pos = '0 0 0', splash_size = '0 0 0';
427 WaypointSprite_Load();
429 CSQCPlayer_SetCamera();
431 #ifdef COMPAT_XON050_ENGINE
433 myteam = GetPlayerColor(spectatee_status - 1);
436 myteam = GetPlayerColor(player_localentnum - 1);
438 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
440 // event chase camera
441 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
443 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
445 // 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.)
446 vector current_view_origin = getpropertyvec(VF_ORIGIN);
448 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
449 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
450 if(!autocvar_chase_active)
451 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
453 // make the camera smooth back
454 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
455 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
456 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
457 eventchase_current_distance = autocvar_cl_eventchase_distance;
459 vector eventchase_target_origin;
460 makevectors(view_angles);
461 // pass 1, used to check where the camera would go and obtain the trace_fraction
462 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
463 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
464 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
465 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
466 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
467 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
469 setproperty(VF_ORIGIN, trace_endpos);
470 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
472 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
474 cvar_set("chase_active", "0");
475 eventchase_current_distance = 0; // start from 0 next time
478 // workaround for camera stuck between player's legs when using chase_active 1
479 // because the engine stops updating the chase_active camera when the game ends
480 else if(intermission)
482 cvar_settemp("chase_active", "-1");
483 eventchase_current_distance = 0;
486 // do lockview after event chase camera so that it still applies whenever necessary.
487 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
489 setproperty(VF_ORIGIN, freeze_org);
490 setproperty(VF_ANGLES, freeze_ang);
494 freeze_org = getpropertyvec(VF_ORIGIN);
495 freeze_ang = getpropertyvec(VF_ANGLES);
499 //WarpZone_FixPMove();
502 view_origin = getpropertyvec(VF_ORIGIN);
503 view_angles = getpropertyvec(VF_ANGLES);
504 makevectors(view_angles);
505 view_forward = v_forward;
506 view_right = v_right;
510 if(time > blurtest_time0 && time < blurtest_time1)
514 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
515 r = t * blurtest_radius;
516 f = 1 / pow(t, blurtest_power) - 1;
518 cvar_set("r_glsl_postprocess", "1");
519 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
523 cvar_set("r_glsl_postprocess", "0");
524 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
528 TargetMusic_Advance();
532 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
534 drawframetime = bound(0.000001, time - drawtime, 1);
537 // watch for gametype changes here...
538 // in ParseStuffCMD the cmd isn't executed yet :/
539 // might even be better to add the gametype to TE_CSQC_INIT...?
543 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
545 if(calledhooks & HOOK_START)
547 localcmd("\ncl_hook_gameend\n");
548 calledhooks |= HOOK_END;
557 if(!zoomscript_caught)
559 localcmd("+button9\n");
560 zoomscript_caught = 1;
565 if(zoomscript_caught)
567 localcmd("-button9\n");
568 zoomscript_caught = 0;
572 ColorTranslateMode = autocvar_cl_stripcolorcodes;
574 // next WANTED weapon (for HUD)
575 switchweapon = getstati(STAT_SWITCHWEAPON);
577 // currently switching-to weapon (for crosshair)
578 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
580 // actually active weapon (for zoom)
581 activeweapon = getstati(STAT_ACTIVEWEAPON);
583 f = (serverflags & SERVERFLAG_TEAMPLAY);
590 if(last_switchweapon != switchweapon) {
592 last_switchweapon = switchweapon;
594 if(last_activeweapon != activeweapon) {
595 last_activeweapon = activeweapon;
597 e = get_weaponinfo(activeweapon);
599 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
601 localcmd("\ncl_hook_activeweapon none\n");
604 // ALWAYS Clear Current Scene First
606 #ifdef WORKAROUND_XON010
607 if(checkextension("DP_CSQC_ROTATEMOVES"))
610 setproperty(VF_ORIGIN, view_origin);
611 setproperty(VF_ANGLES, view_angles);
612 #ifdef WORKAROUND_XON010
616 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
617 setproperty(VF_SIZE, vf_size);
618 setproperty(VF_MIN, vf_min);
620 // Assign Standard Viewflags
621 // Draw the World (and sky)
622 setproperty(VF_DRAWWORLD, 1);
624 // Set the console size vars
625 vid_conwidth = autocvar_vid_conwidth;
626 vid_conheight = autocvar_vid_conheight;
627 vid_pixelheight = autocvar_vid_pixelheight;
629 setproperty(VF_FOV, GetCurrentFov(fov));
631 // Camera for demo playback
634 if(autocvar_camera_enable)
638 cvar_set("chase_active", ftos(chase_active_backup));
639 cvar_set("cl_demo_mousegrab", "0");
640 camera_active = FALSE;
644 else if(autocvar_camera_enable)
646 else if(autocvar_camera_enable && isdemo())
649 // Enable required Darkplaces cvars
650 chase_active_backup = autocvar_chase_active;
651 cvar_set("chase_active", "2");
652 cvar_set("cl_demo_mousegrab", "1");
653 camera_active = TRUE;
657 // Draw the Crosshair
658 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
660 // Draw the Engine Status Bar (the default Quake HUD)
661 setproperty(VF_DRAWENGINESBAR, 0);
663 // Update the mouse position
665 mousepos_x = vid_conwidth;
666 mousepos_y = vid_conheight;
667 mousepos = mousepos*0.5 + getmousepos();
671 for(self = world; (self = nextent(self)); )
676 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
679 // now switch to 2D drawing mode by calling a 2D drawing function
680 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
681 // next R_RenderScene call
682 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
684 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
685 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
687 // apply night vision effect
688 vector tc_00, tc_01, tc_10, tc_11;
690 rgb_x = 0; // fteqcc sucks
691 rgb_y = 0; // fteqcc sucks
692 rgb_z = 0; // fteqcc sucks
694 if(!nightvision_noise)
696 nightvision_noise = spawn();
697 nightvision_noise.classname = "nightvision_noise";
699 if(!nightvision_noise2)
701 nightvision_noise2 = spawn();
702 nightvision_noise2.classname = "nightvision_noise2";
705 // color tint in yellow
706 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
709 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
711 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
712 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
713 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
714 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
715 tc_11 = tc_01 + tc_10 - tc_00;
716 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
717 R_PolygonVertex('0 0 0', tc_00, rgb, a);
718 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
719 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
720 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
724 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
725 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
726 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
727 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
728 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
729 tc_11 = tc_01 + tc_10 - tc_00;
730 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
731 R_PolygonVertex('0 0 0', tc_00, rgb, a);
732 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
733 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
734 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
738 // Draw the aiming reticle for weapons that use it
739 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
740 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
741 // the view to go back to normal, so reticle_type would become 0 as we fade out)
742 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
743 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
744 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
745 reticle_type = 2; // nex zoom
746 else if(button_zoom || zoomscript_caught)
747 reticle_type = 1; // normal zoom
748 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
749 reticle_type = 2; // nex zoom
751 if(reticle_type && autocvar_cl_reticle)
753 if(autocvar_cl_reticle_stretch)
755 reticle_size_x = vid_conwidth;
756 reticle_size_y = vid_conheight;
762 reticle_size_x = max(vid_conwidth, vid_conheight);
763 reticle_size_y = max(vid_conwidth, vid_conheight);
764 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
765 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
768 f = current_zoomfraction;
769 if(zoomscript_caught)
771 if(autocvar_cl_reticle_item_normal)
773 if(reticle_type == 1 && f)
774 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
776 if(autocvar_cl_reticle_item_nex)
778 if(reticle_type == 2 && f)
779 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
784 // improved polyblend
785 if(autocvar_hud_contents)
787 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
790 switch(pointcontents(view_origin))
793 liquidalpha = autocvar_hud_contents_water_alpha;
794 liquidcolor = stov(autocvar_hud_contents_water_color);
799 liquidalpha = autocvar_hud_contents_lava_alpha;
800 liquidcolor = stov(autocvar_hud_contents_lava_color);
805 liquidalpha = autocvar_hud_contents_slime_alpha;
806 liquidcolor = stov(autocvar_hud_contents_slime_color);
812 liquidcolor = '0 0 0';
817 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
818 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
819 contentfadetime = autocvar_hud_contents_fadeintime;
820 liquidalpha_prev = liquidalpha;
821 liquidcolor_prev = liquidcolor;
824 contentfadetime = autocvar_hud_contents_fadeouttime;
826 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
827 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
830 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
832 if(autocvar_hud_postprocessing)
834 if(autocvar_hud_contents_blur && contentavgalpha)
836 content_blurpostprocess_x = 1;
837 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
838 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
842 content_blurpostprocess_x = 0;
843 content_blurpostprocess_y = 0;
844 content_blurpostprocess_z = 0;
849 if(autocvar_hud_damage)
851 splash_size_x = max(vid_conwidth, vid_conheight);
852 splash_size_y = max(vid_conwidth, vid_conheight);
853 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
854 splash_pos_y = (vid_conheight - splash_size_y) / 2;
856 float myhealth_flash_temp;
857 myhealth = getstati(STAT_HEALTH);
860 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
862 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
864 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
865 pain_threshold = autocvar_hud_damage_pain_threshold;
866 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
867 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
869 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
871 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);
874 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
876 if(myhealth_prev < 1)
880 myhealth_flash = 0; // just spawned, clear the flash immediately
881 myhealth_flash_temp = 0;
885 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
889 if(spectatee_status == -1 || intermission)
891 myhealth_flash = 0; // observing, or match ended
892 myhealth_flash_temp = 0;
895 myhealth_prev = myhealth;
897 // IDEA: change damage color/picture based on player model for robot/alien species?
898 // pro: matches model better
899 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
900 // maybe different reddish pics?
901 if(autocvar_chase_active >= 0) // not while the event chase camera is active
903 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
905 if(autocvar_cl_gentle_damage == 2)
907 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
909 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
913 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
915 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);
918 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
921 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.
923 if(autocvar_hud_damage_blur && myhealth_flash_temp)
925 damage_blurpostprocess_x = 1;
926 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
927 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
931 damage_blurpostprocess_x = 0;
932 damage_blurpostprocess_y = 0;
933 damage_blurpostprocess_z = 0;
938 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
939 float e2 = (autocvar_hud_powerup != 0);
940 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
942 // enable or disable rendering types if they are used or not
943 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
944 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
946 // blur postprocess handling done first (used by hud_damage and hud_contents)
947 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
949 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
950 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
951 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
953 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
954 old_blurradius = blurradius;
955 old_bluralpha = bluralpha;
958 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
960 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
965 // edge detection postprocess handling done second (used by hud_powerup)
966 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
967 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
968 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
970 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.
972 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
974 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
976 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
977 old_sharpen_intensity = sharpen_intensity;
980 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
982 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
983 old_sharpen_intensity = 0;
986 if(cvar("r_glsl_postprocess") == 0)
987 cvar_set("r_glsl_postprocess", "2");
989 else if(cvar("r_glsl_postprocess") == 2)
990 cvar_set("r_glsl_postprocess", "0");
995 /*if(gametype == MAPINFO_TYPE_CTF)
1002 for(self = world; (self = nextent(self)); )
1006 Draw_ShowNames_All();
1008 scoreboard_active = HUD_WouldDrawScoreboard();
1010 hit_time = getstatf(STAT_HIT_TIME);
1011 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1013 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1014 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1016 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1018 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1019 if(typehit_time > nextsound_typehit_time)
1021 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1022 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1024 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1029 if(gametype == MAPINFO_TYPE_FREEZETAG)
1031 if(getstati(STAT_FROZEN))
1032 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1033 if(getstatf(STAT_REVIVE_PROGRESS))
1035 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);
1036 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1040 if(autocvar_r_letterbox == 0)
1041 if(autocvar_viewsize < 120)
1044 // crosshair goes VERY LAST
1045 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1047 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1050 string wcross_style;
1051 float wcross_alpha, wcross_resolution;
1052 wcross_style = autocvar_crosshair;
1053 if (wcross_style == "0")
1055 wcross_resolution = autocvar_crosshair_size;
1056 if (wcross_resolution == 0)
1058 wcross_alpha = autocvar_crosshair_alpha;
1059 if (wcross_alpha == 0)
1065 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1066 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1067 wcross_origin_z = 0;
1068 if(autocvar_crosshair_hittest)
1070 vector wcross_oldorigin;
1071 wcross_oldorigin = wcross_origin;
1072 shottype = TrueAimCheck();
1073 if(shottype == SHOTTYPE_HITWORLD)
1075 v = wcross_origin - wcross_oldorigin;
1076 v_x /= vid_conwidth;
1077 v_y /= vid_conheight;
1079 shottype = SHOTTYPE_HITOBSTRUCTION;
1081 if(!autocvar_crosshair_hittest_showimpact)
1082 wcross_origin = wcross_oldorigin;
1085 shottype = SHOTTYPE_HITWORLD;
1087 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1088 string wcross_wep = "", wcross_name;
1089 float wcross_scale, wcross_blur;
1091 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1092 e = get_weaponinfo(switchingweapon);
1093 if (e && e.netname != "")
1095 wcross_wep = e.netname;
1096 if(autocvar_crosshair_per_weapon)
1098 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1099 if (wcross_resolution == 0)
1101 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1102 if (wcross_alpha == 0)
1105 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1106 if(wcross_style == "" || wcross_style == "0")
1107 wcross_style = wcross_wep;
1111 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1112 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1113 else if(autocvar_crosshair_color_by_health)
1115 float x = getstati(STAT_HEALTH);
1130 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1131 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1135 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1136 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1137 wcross_color_z = 1 - (x-100)*0.02;
1143 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1148 wcross_color_y = (x-20)*90/27/100;
1149 wcross_color_z = (x-20)*90/27/100 * 0.2;
1158 wcross_color = stov(autocvar_crosshair_color);
1160 wcross_name = strcat("gfx/crosshair", wcross_style);
1162 if(autocvar_crosshair_effect_scalefade)
1164 wcross_scale = wcross_resolution;
1165 wcross_resolution = 1;
1172 if(autocvar_crosshair_pickup)
1174 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1176 if(pickup_crosshair_time < stat_pickup_time)
1178 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1179 pickup_crosshair_size = 1;
1181 pickup_crosshair_time = stat_pickup_time;
1184 if(pickup_crosshair_size > 0)
1185 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1187 pickup_crosshair_size = 0;
1189 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1192 if(autocvar_crosshair_hitindication)
1194 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1196 if(hitindication_crosshair_time < hit_time)
1198 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1199 hitindication_crosshair_size = 1;
1201 hitindication_crosshair_time = hit_time;
1204 if(hitindication_crosshair_size > 0)
1205 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1207 hitindication_crosshair_size = 0;
1209 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1210 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1211 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1212 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1215 if(shottype == SHOTTYPE_HITENEMY)
1216 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1217 if(shottype == SHOTTYPE_HITTEAM)
1218 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1220 f = autocvar_crosshair_effect_speed;
1222 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1223 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1225 wcross_changedonetime = time + f;
1227 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1229 wcross_name_changestarttime = time;
1230 wcross_name_changedonetime = time + f;
1231 if(wcross_name_goal_prev_prev)
1232 strunzone(wcross_name_goal_prev_prev);
1233 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1234 wcross_name_goal_prev = strzone(wcross_name);
1235 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1236 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1237 wcross_resolution_goal_prev = wcross_resolution;
1240 wcross_scale_goal_prev = wcross_scale;
1241 wcross_alpha_goal_prev = wcross_alpha;
1242 wcross_color_goal_prev = wcross_color;
1244 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1247 wcross_alpha *= 0.75;
1251 // *_prev is at time-frametime
1252 // * is at wcross_changedonetime+f
1253 // what do we have at time?
1254 if(time < wcross_changedonetime)
1256 f = frametime / (wcross_changedonetime - time + frametime);
1257 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1258 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1259 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1262 wcross_scale_prev = wcross_scale;
1263 wcross_alpha_prev = wcross_alpha;
1264 wcross_color_prev = wcross_color;
1266 wcross_scale *= 1 - autocvar__menu_alpha;
1267 wcross_alpha *= 1 - autocvar__menu_alpha;
1268 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1270 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1272 // crosshair rings for weapon stats
1273 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1275 // declarations and stats
1276 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1277 string ring_image = string_null, ring_inner_image = string_null;
1278 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1280 ring_scale = autocvar_crosshair_ring_size;
1282 float weapon_clipload, weapon_clipsize;
1283 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1284 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1286 float nex_charge, nex_chargepool;
1287 nex_charge = getstatf(STAT_NEX_CHARGE);
1288 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1290 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1291 nex_charge_movingavg = nex_charge;
1294 // handle the values
1295 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1297 if (nex_chargepool || use_nex_chargepool) {
1298 use_nex_chargepool = 1;
1299 ring_inner_value = nex_chargepool;
1301 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1302 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1305 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1306 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;
1307 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1309 // draw the outer ring to show the current charge of the weapon
1310 ring_value = nex_charge;
1311 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1312 ring_rgb = wcross_color;
1313 ring_image = "gfx/crosshair_ring_nexgun.tga";
1315 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1317 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.
1318 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1319 ring_rgb = wcross_color;
1320 ring_image = "gfx/crosshair_ring.tga";
1322 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1324 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1325 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1326 ring_rgb = wcross_color;
1327 ring_image = "gfx/crosshair_ring.tga";
1330 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1332 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1333 ring_scale = autocvar_crosshair_ring_reload_size;
1334 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1335 ring_rgb = wcross_color;
1337 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1338 // if a new image for another weapon is added, add the code (and its respective file/value) here
1339 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1340 ring_image = "gfx/crosshair_ring_rifle.tga";
1342 ring_image = "gfx/crosshair_ring.tga";
1345 // if in weapon switch animation, fade ring out/in
1346 if(g_weaponswitchdelay > 0)
1348 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1350 ring_alpha *= fabs(1 - f);
1353 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1354 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1357 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1360 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1363 if(wcross_blur > 0) \
1365 for(i = -2; i <= 2; ++i) \
1366 for(j = -2; j <= 2; ++j) \
1367 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1371 M(0,0,sz,wcross_name,wcross_alpha); \
1376 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1377 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)
1379 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1380 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1382 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1384 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1385 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1386 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1393 wcross_name_alpha_goal_prev = f;
1395 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1396 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1398 if(autocvar_crosshair_dot)
1400 vector wcross_color_old;
1401 wcross_color_old = wcross_color;
1403 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1404 wcross_color = stov(autocvar_crosshair_dot_color);
1406 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1407 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1408 wcross_color = wcross_color_old;
1414 wcross_scale_prev = 0;
1415 wcross_alpha_prev = 0;
1416 wcross_scale_goal_prev = 0;
1417 wcross_alpha_goal_prev = 0;
1418 wcross_changedonetime = 0;
1419 if(wcross_name_goal_prev)
1420 strunzone(wcross_name_goal_prev);
1421 wcross_name_goal_prev = string_null;
1422 if(wcross_name_goal_prev_prev)
1423 strunzone(wcross_name_goal_prev_prev);
1424 wcross_name_goal_prev_prev = string_null;
1425 wcross_name_changestarttime = 0;
1426 wcross_name_changedonetime = 0;
1427 wcross_name_alpha_goal_prev = 0;
1428 wcross_name_alpha_goal_prev_prev = 0;
1429 wcross_resolution_goal_prev = 0;
1430 wcross_resolution_goal_prev_prev = 0;
1434 if(NextFrameCommand)
1436 localcmd("\n", NextFrameCommand, "\n");
1437 NextFrameCommand = string_null;
1440 // we must do this check AFTER a frame was rendered, or it won't work
1441 if(cs_project_is_b0rked == 0)
1444 w0 = ftos(autocvar_vid_conwidth);
1445 h0 = ftos(autocvar_vid_conheight);
1446 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1447 //setproperty(VF_FOV, '90 90 0');
1448 setproperty(VF_ORIGIN, '0 0 0');
1449 setproperty(VF_ANGLES, '0 0 0');
1450 setproperty(VF_PERSPECTIVE, 1);
1451 makevectors('0 0 0');
1453 cvar_set("vid_conwidth", "800");
1454 cvar_set("vid_conheight", "600");
1455 v1 = cs_project(v_forward);
1456 cvar_set("vid_conwidth", "640");
1457 cvar_set("vid_conheight", "480");
1458 v2 = cs_project(v_forward);
1460 cs_project_is_b0rked = 1;
1462 cs_project_is_b0rked = -1;
1463 cvar_set("vid_conwidth", w0);
1464 cvar_set("vid_conheight", h0);
1467 if(autocvar__hud_configure)
1470 if(hud && !intermission)
1472 if(hud == HUD_SPIDERBOT)
1474 else if(hud == HUD_WAKIZASHI)
1475 CSQC_WAKIZASHI_HUD();
1476 else if(hud == HUD_RAPTOR)
1478 else if(hud == HUD_BUMBLEBEE)
1480 else if(hud == HUD_BUMBLEBEE_GUN)
1481 CSQC_BUMBLE_GUN_HUD();
1486 // let's reset the view back to normal for the end
1487 setproperty(VF_MIN, '0 0 0');
1488 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1492 void CSQC_common_hud(void)
1494 // do some accuracy var caching
1496 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1498 if(autocvar_accuracy_color_levels != acc_color_levels)
1500 if(acc_color_levels)
1501 strunzone(acc_color_levels);
1502 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1503 acc_levels = tokenize_console(acc_color_levels);
1504 if (acc_levels > MAX_ACCURACY_LEVELS)
1505 acc_levels = MAX_ACCURACY_LEVELS;
1507 for (i = 0; i < acc_levels; ++i)
1508 acc_lev[i] = stof(argv(i)) / 100.0;
1510 // let know that acc_col[] needs to be loaded
1511 acc_col[0] = '-1 0 0';
1514 HUD_Main(); // always run these functions for alpha checks
1515 HUD_DrawScoreboard();
1517 if (scoreboard_active) // scoreboard/accuracy
1519 else if (intermission == 2) // map voting screen
1521 HUD_FinaleOverlay();
1532 CSQC_WAKIZASHI_HUD();
1543 // following vectors must be global to allow seamless switching between camera modes
1544 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1545 void CSQC_Demo_Camera()
1547 float speed, attenuation, dimensions;
1550 if( autocvar_camera_reset || !camera_mode )
1552 camera_offset = '0 0 0';
1553 current_angles = '0 0 0';
1554 camera_direction = '0 0 0';
1555 camera_offset_z += 30;
1556 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1557 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1558 current_origin = view_origin;
1559 current_camera_offset = camera_offset;
1560 cvar_set("camera_reset", "0");
1561 camera_mode = CAMERA_CHASE;
1566 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1568 if(autocvar_camera_look_player)
1573 dir = normalize(view_origin - current_position);
1575 mouse_angles = vectoangles(dir);
1576 mouse_angles_x = mouse_angles_x * -1;
1581 tmp = getmousepos() * 0.1;
1582 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1584 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1585 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1589 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1590 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1591 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1592 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1594 // Fix difference when angles don't have the same sign
1596 if(mouse_angles_y < -60 && current_angles_y > 60)
1598 if(mouse_angles_y > 60 && current_angles_y < -60)
1601 if(autocvar_camera_look_player)
1602 attenuation = autocvar_camera_look_attenuation;
1604 attenuation = autocvar_camera_speed_attenuation;
1606 attenuation = 1 / max(1, attenuation);
1607 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1609 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1610 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1611 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1612 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1618 if( camera_direction_x )
1620 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1621 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1622 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1623 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1627 if( camera_direction_y )
1629 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1630 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1631 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1635 if( camera_direction_z )
1637 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1641 if(autocvar_camera_free)
1642 speed = autocvar_camera_speed_free;
1644 speed = autocvar_camera_speed_chase;
1648 speed = speed * sqrt(1 / dimensions);
1649 camera_offset += tmp * speed;
1652 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1655 if( autocvar_camera_free )
1657 if ( camera_mode == CAMERA_CHASE )
1659 current_camera_offset = current_origin + current_camera_offset;
1660 camera_offset = current_origin + camera_offset;
1663 camera_mode = CAMERA_FREE;
1664 current_position = current_camera_offset;
1668 if ( camera_mode == CAMERA_FREE )
1670 current_origin = view_origin;
1671 camera_offset = camera_offset - current_origin;
1672 current_camera_offset = current_camera_offset - current_origin;
1675 camera_mode = CAMERA_CHASE;
1677 if(autocvar_camera_chase_smoothly)
1678 current_origin += (view_origin - current_origin) * attenuation;
1680 current_origin = view_origin;
1682 current_position = current_origin + current_camera_offset;
1685 setproperty(VF_ANGLES, current_angles);
1686 setproperty(VF_ORIGIN, current_position);