3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
12 vector p, dir, ang, q, nextdir;
13 float idx, portal_number, portal1_idx;
15 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
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)
61 if(portal_number >= 2)
71 if(idx-1 >= portal1_idx)
73 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
77 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 * Checks whether the server initiated a map restart (stat_game_starttime changed)
86 * TODO: Use a better solution where a common shared entitiy is used that contains
87 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88 * and STAT_FRAGLIMIT to be auto-sent)
90 void CheckForGamestartChange() {
92 startTime = getstatf(STAT_GAMESTARTTIME);
93 if (previous_game_starttime != startTime) {
94 if ((time + 5.0) < startTime) {
95 //if connecting to server while restart was active don't always play prepareforbattle
96 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
98 if (time < startTime) {
99 restartAnnouncer = spawn();
100 restartAnnouncer.think = restartAnnouncer_Think;
101 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
104 previous_game_starttime = startTime;
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
121 zoomsensitivity = autocvar_cl_zoomsensitivity;
122 zoomfactor = autocvar_cl_zoomfactor;
123 if(zoomfactor < 1 || zoomfactor > 16)
125 zoomspeed = autocvar_cl_zoomspeed;
127 if(zoomspeed < 0.5 || zoomspeed > 16)
130 zoomdir = button_zoom;
131 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
132 zoomdir += button_attack2;
133 if(spectatee_status > 0 || isdemo())
135 if(spectatorbutton_zoom)
136 zoomdir = 0 + !zoomdir;
137 // do not even THINK about removing this 0
138 // _I_ know what I am doing
145 if(zoomin_effect || camera_active)
147 current_viewzoom = min(1, current_viewzoom + drawframetime);
151 if(zoomspeed < 0) // instant zoom
154 current_viewzoom = 1 / zoomfactor;
156 current_viewzoom = 1;
161 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
163 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
167 if(almost_equals(current_viewzoom, 1))
168 current_zoomfraction = 0;
169 else if(almost_equals(current_viewzoom, 1/zoomfactor))
170 current_zoomfraction = 1;
172 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
174 if(zoomsensitivity < 1)
175 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
177 setsensitivityscale(1);
179 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
180 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
181 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
183 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
185 float frustumx, frustumy, fovx, fovy;
186 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
187 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
188 fovx = atan2(frustumx, 1) / M_PI * 360.0;
189 fovy = atan2(frustumy, 1) / M_PI * 360.0;
191 return '1 0 0' * fovx + '0 1 0' * fovy;
194 // this function must match W_SetupShot!
195 float zoomscript_caught;
197 vector wcross_origin;
198 float wcross_scale_prev, wcross_alpha_prev;
199 vector wcross_color_prev;
200 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
201 vector wcross_color_goal_prev;
202 float wcross_changedonetime;
204 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
205 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
206 float wcross_name_changestarttime, wcross_name_changedonetime;
207 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
209 entity trueaim_rifle;
211 #define SHOTTYPE_HITTEAM 1
212 #define SHOTTYPE_HITOBSTRUCTION 2
213 #define SHOTTYPE_HITWORLD 3
214 #define SHOTTYPE_HITENEMY 4
219 trueaim.classname = "trueaim";
220 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
221 trueaim_rifle = spawn();
222 trueaim_rifle.classname = "trueaim_rifle";
223 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
226 float EnemyHitCheck()
229 wcross_origin = project_3d_to_2d(trace_endpos);
231 if(trace_networkentity < 1)
232 return SHOTTYPE_HITWORLD;
233 if(trace_networkentity > maxclients)
234 return SHOTTYPE_HITWORLD;
235 t = GetPlayerColor(trace_networkentity - 1);
238 return SHOTTYPE_HITTEAM;
239 if(t == COLOR_SPECTATOR)
240 return SHOTTYPE_HITWORLD;
241 return SHOTTYPE_HITENEMY;
246 float nudge = 1; // added to traceline target and subtracted from result
247 vector vecs, trueaimpoint, w_shotorg;
255 mv = MOVE_NOMONSTERS;
259 case WEP_TUBA: // no aim
260 case WEP_PORTO: // shoots from eye
261 case WEP_HOOK: // no trueaim
262 case WEP_GRENADE_LAUNCHER: // toss curve
263 return SHOTTYPE_HITWORLD;
268 case WEP_SNIPERRIFLE:
271 if(zoomscript_caught)
273 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
274 return EnemyHitCheck();
277 case WEP_ROCKET_LAUNCHER: // projectile has a size!
281 case WEP_FIREBALL: // projectile has a size!
285 case WEP_SEEKER: // projectile has a size!
289 case WEP_ELECTRO: // projectile has a size!
295 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
297 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
298 trueaimpoint = trace_endpos;
300 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
301 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
308 dv = view_right * vecs_y + view_up * vecs_z;
309 w_shotorg = view_origin + dv;
311 // now move the vecs forward as much as requested if possible
312 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
313 w_shotorg = trace_endpos - view_forward * nudge;
315 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
316 shottype = EnemyHitCheck();
317 if(shottype != SHOTTYPE_HITWORLD)
321 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
322 // or rather, I know why, but see no fix
323 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
324 // 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
325 return SHOTTYPE_HITOBSTRUCTION;
328 return SHOTTYPE_HITWORLD;
331 void CSQC_common_hud(void);
334 void CSQC_Demo_Camera();
335 float HUD_WouldDrawScoreboard();
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
343 vector freeze_pmove_org, freeze_input_angles;
344 entity nightvision_noise, nightvision_noise2;
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
355 vector myhealth_gentlergb;
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
360 void CSQC_UpdateView(float w, float h)
366 vector vf_size, vf_min;
369 vf_size = R_SetView3fv(VF_SIZE);
370 vf_min = R_SetView3fv(VF_MIN);
371 vid_width = vf_size_x;
372 vid_height = vf_size_y;
374 vector reticle_pos, reticle_size;
376 WaypointSprite_Load();
379 myteam = GetPlayerColor(spectatee_status - 1);
381 myteam = GetPlayerColor(player_localentnum - 1);
383 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
384 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
386 warpzone_fixview_origin = pmove_org + vo;
387 warpzone_fixview_cl_viewangles = input_angles;
388 warpzone_fixview_angles = view_angles;
390 pmove_org = warpzone_fixview_origin - vo;
391 input_angles = warpzone_fixview_cl_viewangles;
392 view_angles = warpzone_fixview_angles;
394 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
396 pmove_org = freeze_pmove_org;
397 input_angles = view_angles = freeze_input_angles;
398 R_SetView(VF_ORIGIN, pmove_org + vo);
399 R_SetView(VF_ANGLES, view_angles);
400 //R_SetView(VF_CL_VIEWANGLES, input_angles);
402 freeze_pmove_org = pmove_org;
403 freeze_input_angles = input_angles;
406 if(!intermission || !view_set)
408 view_origin = pmove_org + vo;
409 view_angles = input_angles;
410 makevectors(view_angles);
411 view_forward = v_forward;
412 view_right = v_right;
418 if(time > blurtest_time0 && time < blurtest_time1)
422 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
423 r = t * blurtest_radius;
424 f = 1 / pow(t, blurtest_power) - 1;
426 cvar_set("r_glsl_postprocess", "1");
427 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
431 cvar_set("r_glsl_postprocess", "0");
432 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
436 TargetMusic_Advance();
439 drawframetime = max(0.000001, time - drawtime);
442 // watch for gametype changes here...
443 // in ParseStuffCMD the cmd isn't executed yet :/
444 // might even be better to add the gametype to TE_CSQC_INIT...?
448 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
449 if(calledhooks & HOOK_START)
451 localcmd("\ncl_hook_gameend\n");
452 calledhooks |= HOOK_END;
455 CheckForGamestartChange();
461 if(button_zoom || fov <= 59.5)
463 if(!zoomscript_caught)
465 localcmd("+button4\n");
466 zoomscript_caught = 1;
467 ignore_plus_zoom += 1;
472 if(zoomscript_caught)
474 localcmd("-button4\n");
475 zoomscript_caught = 0;
476 ignore_minus_zoom += 1;
480 ColorTranslateMode = autocvar_cl_stripcolorcodes;
481 activeweapon = getstati(STAT_SWITCHWEAPON);
482 f = (serverflags & SERVERFLAG_TEAMPLAY);
489 if(last_weapon != activeweapon) {
491 last_weapon = activeweapon;
493 e = get_weaponinfo(activeweapon);
495 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
497 localcmd("\ncl_hook_activeweapon none\n");
500 // ALWAYS Clear Current Scene First
503 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
504 R_SetView(VF_SIZE, vf_size);
505 R_SetView(VF_MIN, vf_min);
507 // Assign Standard Viewflags
508 // Draw the World (and sky)
509 R_SetView(VF_DRAWWORLD, 1);
511 // Set the console size vars
512 vid_conwidth = autocvar_vid_conwidth;
513 vid_conheight = autocvar_vid_conheight;
514 vid_pixelheight = autocvar_vid_pixelheight;
516 R_SetView(VF_FOV, GetCurrentFov(fov));
518 // Camera for demo playback
521 if(autocvar_camera_enable)
525 cvar_set("chase_active", ftos(chase_active_backup));
526 cvar_set("cl_demo_mousegrab", "0");
527 camera_active = FALSE;
531 else if(autocvar_camera_enable)
533 else if(autocvar_camera_enable && isdemo())
536 // Enable required Darkplaces cvars
537 chase_active_backup = autocvar_chase_active;
538 cvar_set("chase_active", "2");
539 cvar_set("cl_demo_mousegrab", "1");
540 camera_active = TRUE;
544 // Draw the Crosshair
545 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
547 // Draw the Engine Status Bar (the default Quake HUD)
548 R_SetView(VF_DRAWENGINEHUD, 0);
550 // fetch this one only once per frame
551 hud_showbinds = autocvar_hud_showbinds;
552 hud_showbinds_limit = autocvar_hud_showbinds_limit;
554 // Update the mouse position
556 mousepos_x = vid_conwidth;
557 mousepos_y = vid_conheight;
558 mousepos = mousepos*0.5 + getmousepos();
562 for(self = world; (self = nextent(self)); )
567 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
570 // now switch to 2D drawing mode by calling a 2D drawing function
571 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
572 // next R_RenderScene call
573 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
575 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
576 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
578 // apply night vision effect
579 vector rgb, tc_00, tc_01, tc_10, tc_11;
581 if(!nightvision_noise)
583 nightvision_noise = spawn();
584 nightvision_noise.classname = "nightvision_noise";
586 if(!nightvision_noise2)
588 nightvision_noise2 = spawn();
589 nightvision_noise2.classname = "nightvision_noise2";
592 // color tint in yellow
593 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
596 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
598 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
599 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
600 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
601 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
602 tc_11 = tc_01 + tc_10 - tc_00;
603 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
604 R_PolygonVertex('0 0 0', tc_00, rgb, a);
605 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
606 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
607 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
611 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
612 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
613 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
614 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
615 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
616 tc_11 = tc_01 + tc_10 - tc_00;
617 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
618 R_PolygonVertex('0 0 0', tc_00, rgb, a);
619 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
620 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
621 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
625 // Draw the aiming reticle for weapons that use it
626 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
627 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
628 // the view to go back to normal, so reticle_type would become 0 as we fade out)
629 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
630 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
631 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
632 reticle_type = 2; // nex zoom
633 else if(button_zoom || zoomscript_caught)
634 reticle_type = 1; // normal zoom
635 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
636 reticle_type = 2; // nex zoom
638 if(autocvar_cl_reticle_stretch)
640 reticle_size_x = vid_conwidth;
641 reticle_size_y = vid_conheight;
647 reticle_size_x = max(vid_conwidth, vid_conheight);
648 reticle_size_y = max(vid_conwidth, vid_conheight);
649 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
650 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
653 f = current_zoomfraction;
654 if(zoomscript_caught)
656 if(autocvar_cl_reticle_item_normal)
658 precache_pic("gfx/reticle_normal");
659 if(reticle_type == 1 && f)
660 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
662 if(autocvar_cl_reticle_item_nex)
664 precache_pic("gfx/reticle_nex");
665 if(reticle_type == 2 && f)
666 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
670 // improved polyblend
672 if(autocvar_hud_contents)
674 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
677 switch(pointcontents(view_origin))
680 liquidalpha = autocvar_hud_contents_water_alpha;
681 liquidcolor = stov(autocvar_hud_contents_water_color);
686 liquidalpha = autocvar_hud_contents_lava_alpha;
687 liquidcolor = stov(autocvar_hud_contents_lava_color);
692 liquidalpha = autocvar_hud_contents_slime_alpha;
693 liquidcolor = stov(autocvar_hud_contents_slime_color);
699 liquidcolor = '0 0 0';
704 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
705 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
706 contentfadetime = autocvar_hud_contents_fadeintime;
707 liquidalpha_prev = liquidalpha;
708 liquidcolor_prev = liquidcolor;
711 contentfadetime = autocvar_hud_contents_fadeouttime;
713 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
714 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
717 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
720 if(autocvar_hud_damage)
722 float myhealth_flash_temp;
723 myhealth = getstati(STAT_HEALTH);
726 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
728 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
730 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
731 pain_threshold = autocvar_hud_damage_pain_threshold;
732 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
733 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
735 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
737 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);
740 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
742 if(myhealth_prev < 1)
746 myhealth_flash = 0; // just spawned, clear the flash immediately
747 myhealth_flash_temp = 0;
751 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
755 if(spectatee_status == -1 || intermission)
757 myhealth_flash = 0; // observing, or match ended
758 myhealth_flash_temp = 0;
761 myhealth_prev = myhealth;
763 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
765 if(autocvar_cl_gentle_damage == 2)
767 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
769 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
773 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
775 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);
778 drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
781 // Draw the mouse cursor
782 // NOTE: drawpic must happen after R_RenderScene for some reason
783 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
784 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
785 //self = edict_num(player_localnum);
786 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
787 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
788 // as long as the ctf part isn't in, this is useless
792 /*if(gametype == GAME_CTF)
799 for(self = world; (self = nextent(self)); )
804 scoreboard_active = HUD_WouldDrawScoreboard();
806 hit_time = getstatf(STAT_HIT_TIME);
807 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
809 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
810 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
812 typehit_time = getstatf(STAT_TYPEHIT_TIME);
813 if(typehit_time > nextsound_typehit_time)
815 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
816 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
820 hud = getstati(STAT_HUD);
821 if(hud == HUD_SPIDERBOT)
823 else if(hud == HUD_WAKIZASHI)
824 CSQC_WAKIZASHI_HUD();
825 else if(hud == HUD_RAPTOR)
829 if(gametype == GAME_FREEZETAG)
831 if(getstati(STAT_FROZEN))
832 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
833 if(getstatf(STAT_REVIVE_PROGRESS))
835 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);
836 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
840 if(autocvar_r_letterbox == 0)
841 if(autocvar_viewsize < 120)
844 // crosshair goes VERY LAST
845 if(!scoreboard_active && !camera_active && intermission != 2) {
847 float wcross_alpha, wcross_resolution;
848 wcross_style = autocvar_crosshair;
849 if (wcross_style == "0")
851 wcross_resolution = autocvar_crosshair_size;
852 if (wcross_resolution == 0)
854 wcross_alpha = autocvar_crosshair_alpha;
855 if (wcross_alpha == 0)
861 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
862 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
864 if(autocvar_crosshair_hittest)
866 vector wcross_oldorigin;
867 wcross_oldorigin = wcross_origin;
868 shottype = TrueAimCheck();
869 if(shottype == SHOTTYPE_HITWORLD)
871 v = wcross_origin - wcross_oldorigin;
873 v_y /= vid_conheight;
875 shottype = SHOTTYPE_HITOBSTRUCTION;
877 if(!autocvar_crosshair_hittest_showimpact)
878 wcross_origin = wcross_oldorigin;
881 shottype = SHOTTYPE_HITWORLD;
883 vector wcross_color, wcross_size;
884 string wcross_wep, wcross_name;
885 float wcross_scale, wcross_blur;
887 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
888 e = get_weaponinfo(activeweapon);
889 if (e && e.netname != "")
891 wcross_wep = e.netname;
892 if(autocvar_crosshair_per_weapon)
894 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
895 if (wcross_resolution == 0)
897 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
898 if (wcross_alpha == 0)
901 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
902 if(wcross_style == "" || wcross_style == "0")
903 wcross_style = wcross_wep;
907 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
908 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
909 else if(autocvar_crosshair_color_by_health)
911 local float x = getstati(STAT_HEALTH);
926 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
927 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
931 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
932 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
933 wcross_color_z = 1 - (x-100)*0.02;
939 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
944 wcross_color_y = (x-20)*90/27/100;
945 wcross_color_z = (x-20)*90/27/100 * 0.2;
954 wcross_color = stov(autocvar_crosshair_color);
956 wcross_name = strcat("gfx/crosshair", wcross_style);
958 if(autocvar_crosshair_effect_scalefade)
960 wcross_scale = wcross_resolution;
961 wcross_resolution = 1;
968 if(autocvar_crosshair_pickup)
970 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
972 pickup_crosshair_size = 1;
973 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
976 if(pickup_crosshair_size > 0)
977 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
979 pickup_crosshair_size = 0;
981 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
984 vector hitindication_color;
985 if(autocvar_crosshair_hitindication)
987 hitindication_color = stov(autocvar_crosshair_hitindication_color);
988 if(hitindication_crosshair_time < hit_time)
990 hitindication_crosshair_size = 1;
991 hitindication_crosshair_time = hit_time;
994 if(hitindication_crosshair_size > 0)
995 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
997 hitindication_crosshair_size = 0;
999 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1000 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1001 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1002 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1005 if(shottype == SHOTTYPE_HITENEMY)
1006 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1007 if(shottype == SHOTTYPE_HITTEAM)
1008 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1010 f = autocvar_crosshair_effect_speed;
1012 f *= -2 * g_weaponswitchdelay;
1013 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1015 wcross_changedonetime = time + f;
1017 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1019 wcross_name_changestarttime = time;
1020 wcross_name_changedonetime = time + f;
1021 if(wcross_name_goal_prev_prev)
1022 strunzone(wcross_name_goal_prev_prev);
1023 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1024 wcross_name_goal_prev = strzone(wcross_name);
1025 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1026 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1027 wcross_resolution_goal_prev = wcross_resolution;
1030 wcross_scale_goal_prev = wcross_scale;
1031 wcross_alpha_goal_prev = wcross_alpha;
1032 wcross_color_goal_prev = wcross_color;
1034 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1037 wcross_alpha *= 0.75;
1041 // *_prev is at time-frametime
1042 // * is at wcross_changedonetime+f
1043 // what do we have at time?
1044 if(time < wcross_changedonetime)
1046 f = frametime / (wcross_changedonetime - time + frametime);
1047 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1048 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1049 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1052 wcross_scale_prev = wcross_scale;
1053 wcross_alpha_prev = wcross_alpha;
1054 wcross_color_prev = wcross_color;
1056 wcross_scale *= 1 - autocvar__menu_alpha;
1057 wcross_alpha *= 1 - autocvar__menu_alpha;
1058 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1060 // crosshair rings for weapon stats
1061 if ((autocvar_crosshair_ring) || (autocvar_crosshair_ring_reload))
1063 // declarations and stats
1064 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1065 string ring_image, ring_inner_image;
1066 vector ring_rgb, ring_inner_rgb;
1068 ring_scale = autocvar_crosshair_ring_size;
1070 float weapon_clipload, weapon_clipsize;
1071 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1072 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1074 float nex_charge, nex_chargepool;
1075 nex_charge = getstatf(STAT_NEX_CHARGE);
1076 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1078 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1079 nex_charge_movingavg = nex_charge;
1082 // handle the values
1083 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1085 if (nex_chargepool || use_nex_chargepool) {
1086 use_nex_chargepool = 1;
1087 ring_inner_value = nex_chargepool;
1089 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1090 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1093 ring_inner_alpha = wcross_alpha * autocvar_crosshair_ring_nex_inner_alpha;
1094 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;
1095 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1097 // draw the outer ring to show the current charge of the weapon
1098 ring_value = nex_charge;
1099 ring_alpha = wcross_alpha * autocvar_crosshair_ring_nex_alpha;
1100 ring_rgb = wcross_color;
1101 ring_image = "gfx/crosshair_ring_nexgun.tga";
1103 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1105 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.
1106 ring_alpha = wcross_alpha * autocvar_crosshair_ring_minelayer_alpha;
1107 ring_rgb = wcross_color;
1108 ring_image = "gfx/crosshair_ring.tga";
1111 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1113 // if the main ring is already used by another weapon, instead use the inner one for ammo.
1114 // inner ring is secondary anyway and doesn't matter as much as main ring, so overriding it is no issue.
1115 if(ring_value && autocvar_crosshair_ring_reload_inner)
1117 ring_inner_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1118 ring_inner_alpha = autocvar_crosshair_ring_reload_alpha;
1119 ring_inner_rgb = wcross_color;
1120 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1124 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1125 ring_scale = autocvar_crosshair_ring_reload_size;
1126 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1127 ring_rgb = wcross_color;
1129 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1130 // if a new image for another weapon is added, add the code (and its respective file/value) here
1131 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1132 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1134 ring_image = "gfx/crosshair_ring.tga";
1138 if ((autocvar_crosshair_ring_inner || autocvar_crosshair_ring_reload_inner) && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1139 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, ring_inner_alpha, DRAWFLAG_ADDITIVE);
1142 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, ring_alpha, DRAWFLAG_ADDITIVE);
1145 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1148 if(wcross_blur > 0) \
1150 for(i = -2; i <= 2; ++i) \
1151 for(j = -2; j <= 2; ++j) \
1152 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1156 M(0,0,sz,wcross_name,wcross_alpha); \
1161 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1162 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)
1164 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1165 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1167 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1169 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1170 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1171 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1179 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1180 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1182 if(autocvar_crosshair_dot)
1184 vector wcross_color_old;
1185 wcross_color_old = wcross_color;
1186 if(autocvar_crosshair_dot_color != "0")
1187 wcross_color = stov(autocvar_crosshair_dot_color);
1188 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1189 wcross_color = wcross_color_old;
1192 wcross_name_alpha_goal_prev = f;
1196 wcross_scale_prev = 0;
1197 wcross_alpha_prev = 0;
1198 wcross_scale_goal_prev = 0;
1199 wcross_alpha_goal_prev = 0;
1200 wcross_changedonetime = 0;
1201 if(wcross_name_goal_prev)
1202 strunzone(wcross_name_goal_prev);
1203 wcross_name_goal_prev = string_null;
1204 if(wcross_name_goal_prev_prev)
1205 strunzone(wcross_name_goal_prev_prev);
1206 wcross_name_goal_prev_prev = string_null;
1207 wcross_name_changestarttime = 0;
1208 wcross_name_changedonetime = 0;
1209 wcross_name_alpha_goal_prev = 0;
1210 wcross_name_alpha_goal_prev_prev = 0;
1211 wcross_resolution_goal_prev = 0;
1212 wcross_resolution_goal_prev_prev = 0;
1216 if(NextFrameCommand)
1218 localcmd("\n", NextFrameCommand, "\n");
1219 NextFrameCommand = string_null;
1222 // we must do this check AFTER a frame was rendered, or it won't work
1223 if(cs_project_is_b0rked == 0)
1226 w0 = ftos(autocvar_vid_conwidth);
1227 h0 = ftos(autocvar_vid_conheight);
1228 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1229 //R_SetView(VF_FOV, '90 90 0');
1230 R_SetView(VF_ORIGIN, '0 0 0');
1231 R_SetView(VF_ANGLES, '0 0 0');
1232 R_SetView(VF_PERSPECTIVE, 1);
1233 makevectors('0 0 0');
1235 cvar_set("vid_conwidth", "800");
1236 cvar_set("vid_conheight", "600");
1237 v1 = cs_project(v_forward);
1238 cvar_set("vid_conwidth", "640");
1239 cvar_set("vid_conheight", "480");
1240 v2 = cs_project(v_forward);
1242 cs_project_is_b0rked = 1;
1244 cs_project_is_b0rked = -1;
1245 cvar_set("vid_conwidth", w0);
1246 cvar_set("vid_conheight", h0);
1249 if(autocvar__hud_configure)
1252 // let's reset the view back to normal for the end
1253 R_SetView(VF_MIN, '0 0 0');
1254 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1258 void CSQC_common_hud(void)
1260 // HUD_SortFrags(); done in HUD_Draw
1262 hud = getstati(STAT_HUD);
1268 // do some accuracy var caching
1270 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1272 if(autocvar_accuracy_color_levels != acc_color_levels)
1274 if(acc_color_levels)
1275 strunzone(acc_color_levels);
1276 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1277 acc_levels = tokenize(acc_color_levels);
1278 if (acc_levels > MAX_ACCURACY_LEVELS)
1279 acc_levels = MAX_ACCURACY_LEVELS;
1281 for (i = 0; i < acc_levels; ++i)
1282 acc_lev[i] = stof(argv(i)) / 100.0;
1284 // let know that acc_col[] needs to be loaded
1288 HUD_Main(); // always run these functions for alpha checks
1289 HUD_DrawScoreboard();
1291 if (scoreboard_active) // scoreboard/accuracy
1294 // HUD_DrawScoreboard takes care of centerprint_start
1296 else if (intermission == 2) // map voting screen
1298 HUD_FinaleOverlay();
1301 centerprint_start_x = 0;
1302 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1306 centerprint_start_x = 0;
1307 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1310 HUD_DrawCenterPrint();
1318 CSQC_WAKIZASHI_HUD();
1324 // following vectors must be global to allow seamless switching between camera modes
1325 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1326 void CSQC_Demo_Camera()
1328 float speed, attenuation, dimensions;
1331 if( autocvar_camera_reset || !camera_mode )
1333 camera_offset = '0 0 0';
1334 current_angles = '0 0 0';
1335 camera_direction = '0 0 0';
1336 camera_offset_z += 30;
1337 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1338 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1339 current_origin = view_origin;
1340 current_camera_offset = camera_offset;
1341 cvar_set("camera_reset", "0");
1342 camera_mode = CAMERA_CHASE;
1347 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1349 if(autocvar_camera_look_player)
1354 dir = normalize(view_origin - current_position);
1356 mouse_angles = vectoangles(dir);
1357 mouse_angles_x = mouse_angles_x * -1;
1362 tmp = getmousepos() * 0.1;
1363 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1365 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1366 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1370 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1371 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1372 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1373 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1375 // Fix difference when angles don't have the same sign
1377 if(mouse_angles_y < -60 && current_angles_y > 60)
1379 if(mouse_angles_y > 60 && current_angles_y < -60)
1382 if(autocvar_camera_look_player)
1383 attenuation = autocvar_camera_look_attenuation;
1385 attenuation = autocvar_camera_speed_attenuation;
1387 attenuation = 1 / max(1, attenuation);
1388 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1390 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1391 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1392 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1393 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1399 if( camera_direction_x )
1401 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1402 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1403 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1404 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1408 if( camera_direction_y )
1410 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1411 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1412 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1416 if( camera_direction_z )
1418 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1422 if(autocvar_camera_free)
1423 speed = autocvar_camera_speed_free;
1425 speed = autocvar_camera_speed_chase;
1429 speed = speed * sqrt(1 / dimensions);
1430 camera_offset += tmp * speed;
1433 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1436 if( autocvar_camera_free )
1438 if ( camera_mode == CAMERA_CHASE )
1440 current_camera_offset = current_origin + current_camera_offset;
1441 camera_offset = current_origin + camera_offset;
1444 camera_mode = CAMERA_FREE;
1445 current_position = current_camera_offset;
1449 if ( camera_mode == CAMERA_FREE )
1451 current_origin = view_origin;
1452 camera_offset = camera_offset - current_origin;
1453 current_camera_offset = current_camera_offset - current_origin;
1456 camera_mode = CAMERA_CHASE;
1458 if(autocvar_camera_chase_smoothly)
1459 current_origin += (view_origin - current_origin) * attenuation;
1461 current_origin = view_origin;
1463 current_position = current_origin + current_camera_offset;
1466 R_SetView(VF_ANGLES, current_angles);
1467 R_SetView(VF_ORIGIN, current_position);