5 vector p, dir, ang, q, nextdir;
6 float idx, portal_number, portal1_idx;
8 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
10 if(g_balance_porto_secondary)
16 if (getstati(STAT_HEALTH) <= 0)
21 if(angles_held_status)
23 makevectors(angles_held);
37 traceline(p, p + 65536 * dir, TRUE, porto);
38 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
49 ang = vectoangles2(trace_plane_normal, dir);
52 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
54 if(portal_number == 1)
57 if(portal_number >= 2)
68 if(idx-1 >= portal1_idx)
70 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
83 porto.classname = "porto";
84 porto.draw = Porto_Draw;
85 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
90 vector GetCurrentFov(float fov)
92 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93 float velocityzoom, curspeed;
96 zoomsensitivity = autocvar_cl_zoomsensitivity;
97 zoomfactor = autocvar_cl_zoomfactor;
98 if(zoomfactor < 1 || zoomfactor > 16)
100 zoomspeed = autocvar_cl_zoomspeed;
102 if(zoomspeed < 0.5 || zoomspeed > 16)
105 zoomdir = button_zoom;
106 if(hud == HUD_NORMAL)
107 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108 zoomdir += button_attack2;
109 if(spectatee_status > 0 || isdemo())
111 if(spectatorbutton_zoom)
118 // fteqcc failed twice here already, don't optimize this
121 if(zoomdir) { zoomin_effect = 0; }
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
127 else if(autocvar_cl_spawnzoom && zoomin_effect)
129 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
131 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133 if(current_viewzoom == 1) { zoomin_effect = 0; }
137 if(zoomspeed < 0) // instant zoom
140 current_viewzoom = 1 / zoomfactor;
142 current_viewzoom = 1;
147 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
149 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
153 if(almost_equals(current_viewzoom, 1))
154 current_zoomfraction = 0;
155 else if(almost_equals(current_viewzoom, 1/zoomfactor))
156 current_zoomfraction = 1;
158 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
160 if(zoomsensitivity < 1)
161 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
163 setsensitivityscale(1);
165 makevectors(view_angles);
167 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
169 if(intermission) { curspeed = 0; }
174 v = csqcplayer.velocity;
176 switch(autocvar_cl_velocityzoom_type)
178 case 3: curspeed = max(0, v_forward * v); break;
179 case 2: curspeed = (v_forward * v); break;
180 case 1: default: curspeed = vlen(v); break;
184 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
193 float frustumx, frustumy, fovx, fovy;
194 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196 fovx = atan2(frustumx, 1) / M_PI * 360.0;
197 fovy = atan2(frustumy, 1) / M_PI * 360.0;
199 return '1 0 0' * fovx + '0 1 0' * fovy;
202 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
205 float width = (ov_worldmax_x - ov_worldmin_x);
206 float height = (ov_worldmax_y - ov_worldmin_y);
207 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
208 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
209 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
210 return '1 0 0' * fovx + '0 1 0' * fovy;
213 // this function must match W_SetupShot!
214 float zoomscript_caught;
216 vector wcross_origin;
217 float wcross_scale_prev, wcross_alpha_prev;
218 vector wcross_color_prev;
219 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
220 vector wcross_color_goal_prev;
221 float wcross_changedonetime;
223 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
224 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
225 float wcross_name_changestarttime, wcross_name_changedonetime;
226 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
228 float wcross_ring_prev;
231 entity trueaim_rifle;
233 #define SHOTTYPE_HITTEAM 1
234 #define SHOTTYPE_HITOBSTRUCTION 2
235 #define SHOTTYPE_HITWORLD 3
236 #define SHOTTYPE_HITENEMY 4
241 trueaim.classname = "trueaim";
242 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243 trueaim_rifle = spawn();
244 trueaim_rifle.classname = "trueaim_rifle";
245 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
248 float EnemyHitCheck()
251 wcross_origin = project_3d_to_2d(trace_endpos);
254 n = trace_ent.entnum;
256 n = trace_networkentity;
258 return SHOTTYPE_HITWORLD;
260 return SHOTTYPE_HITWORLD;
261 t = GetPlayerColor(n - 1);
264 return SHOTTYPE_HITTEAM;
265 if(t == NUM_SPECTATOR)
266 return SHOTTYPE_HITWORLD;
267 return SHOTTYPE_HITENEMY;
272 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
273 vector vecs, trueaimpoint, w_shotorg;
281 mv = MOVE_NOMONSTERS;
283 switch(activeweapon) // WEAPONTODO
285 case WEP_TUBA: // no aim
286 case WEP_PORTO: // shoots from eye
287 case WEP_HOOK: // no trueaim
288 case WEP_MORTAR: // toss curve
289 return SHOTTYPE_HITWORLD;
297 if(zoomscript_caught)
299 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
300 return EnemyHitCheck();
303 case WEP_DEVASTATOR: // projectile has a size!
307 case WEP_FIREBALL: // projectile has a size!
311 case WEP_SEEKER: // projectile has a size!
315 case WEP_ELECTRO: // projectile has a size!
321 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
323 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
325 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
326 trueaimpoint = trace_endpos;
328 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
329 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
336 dv = view_right * vecs_y + view_up * vecs_z;
337 w_shotorg = traceorigin + dv;
339 // now move the vecs forward as much as requested if possible
340 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
341 w_shotorg = trace_endpos - view_forward * nudge;
343 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
344 shottype = EnemyHitCheck();
345 if(shottype != SHOTTYPE_HITWORLD)
349 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
350 // or rather, I know why, but see no fix
351 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
352 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
353 return SHOTTYPE_HITOBSTRUCTION;
356 return SHOTTYPE_HITWORLD;
359 void CSQC_common_hud(void);
362 void CSQC_Demo_Camera();
363 float HUD_WouldDrawScoreboard();
365 const float CAMERA_FREE = 1;
366 const float CAMERA_CHASE = 2;
368 string reticle_image;
369 string NextFrameCommand;
370 void CSQC_SPIDER_HUD();
371 void CSQC_RAPTOR_HUD();
373 vector freeze_org, freeze_ang;
374 entity nightvision_noise, nightvision_noise2;
376 #define MAX_TIME_DIFF 5
377 float pickup_crosshair_time, pickup_crosshair_size;
378 float hit_time, typehit_time;
379 float nextsound_hit_time, nextsound_typehit_time;
380 float hitindication_crosshair_time, hitindication_crosshair_size;
381 float use_vortex_chargepool;
383 float myhealth, myhealth_prev;
384 float myhealth_flash;
386 float old_blurradius, old_bluralpha;
387 float old_sharpen_intensity;
389 vector myhealth_gentlergb;
391 float contentavgalpha, liquidalpha_prev;
392 vector liquidcolor_prev;
394 float eventchase_current_distance;
396 vector damage_blurpostprocess, content_blurpostprocess;
400 float rainbow_last_flicker;
401 vector rainbow_prev_color;
405 float cl_notice_run();
407 void CSQC_UpdateView(float w, float h)
413 vector vf_size, vf_min;
416 execute_next_frame();
420 hud = getstati(STAT_HUD);
422 if(autocvar__hud_showbinds_reload) // menu can set this one
425 binddb = db_create();
426 cvar_set("_hud_showbinds_reload", "0");
429 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
430 view_quality = getproperty(VF_MINFPS_QUALITY);
434 button_attack2 = (input_buttons & BUTTON_3);
435 button_zoom = (input_buttons & BUTTON_4);
437 #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
438 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
439 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
440 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);
441 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
442 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
443 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
444 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
446 vf_size = getpropertyvec(VF_SIZE);
447 vf_min = getpropertyvec(VF_MIN);
448 vid_width = vf_size_x;
449 vid_height = vf_size_y;
451 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
452 vector splash_pos = '0 0 0', splash_size = '0 0 0';
454 WaypointSprite_Load();
456 CSQCPlayer_SetCamera();
458 #ifdef COMPAT_XON050_ENGINE
460 myteam = GetPlayerColor(spectatee_status - 1);
463 myteam = GetPlayerColor(player_localentnum - 1);
465 if(myteam != prev_myteam)
467 myteamcolors = colormapPaletteColor(myteam, 1);
468 for(i = 0; i < HUD_PANEL_NUM; ++i)
469 hud_panel[i].update_time = time;
470 prev_myteam = myteam;
473 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
475 float is_dead = (getstati(STAT_HEALTH) <= 0);
477 // FIXME do we need this hack?
480 // in demos, input_buttons do not work
481 button_zoom = (autocvar__togglezoom == "-");
484 && autocvar_cl_unpress_zoom_on_death
485 && (spectatee_status >= 0)
486 && (is_dead || intermission))
488 // no zoom while dead or in intermission please
493 // event chase camera
494 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
496 WepSet weapons_stat = WepSet_GetFromStat();
497 if(((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission) && !autocvar_cl_orthoview || (autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(weapons_stat & WepSet_FromWeapon(WEP_PORTO))))
499 // 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.)
500 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
502 // detect maximum viewoffset and use it
503 if(autocvar_cl_eventchase_viewoffset)
505 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
506 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
507 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
510 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
511 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
512 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
513 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
515 // make the camera smooth back
516 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
517 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
518 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
519 eventchase_current_distance = autocvar_cl_eventchase_distance;
521 makevectors(view_angles);
523 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
524 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
526 // If the boxtrace fails, revert back to line tracing.
529 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
530 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
531 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
533 else { setproperty(VF_ORIGIN, trace_endpos); }
535 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
537 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
539 cvar_set("chase_active", "0");
540 eventchase_current_distance = 0; // start from 0 next time
543 // workaround for camera stuck between player's legs when using chase_active 1
544 // because the engine stops updating the chase_active camera when the game ends
545 else if(intermission)
547 cvar_settemp("chase_active", "-1");
548 eventchase_current_distance = 0;
551 // do lockview after event chase camera so that it still applies whenever necessary.
552 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
554 setproperty(VF_ORIGIN, freeze_org);
555 setproperty(VF_ANGLES, freeze_ang);
559 freeze_org = getpropertyvec(VF_ORIGIN);
560 freeze_ang = getpropertyvec(VF_ANGLES);
564 //WarpZone_FixPMove();
566 vector ov_org = '0 0 0';
567 vector ov_mid = '0 0 0';
568 vector ov_worldmin = '0 0 0';
569 vector ov_worldmax = '0 0 0';
570 if(autocvar_cl_orthoview)
572 ov_worldmin = mi_picmin;
573 ov_worldmax = mi_picmax;
575 float ov_width = (ov_worldmax_x - ov_worldmin_x);
576 float ov_height = (ov_worldmax_y - ov_worldmin_y);
577 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
579 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
580 ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
582 float ov_nearest = vlen(ov_org - vec3(
583 bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
584 bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
585 bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
588 float ov_furthest = 0;
591 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
592 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
593 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
594 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
595 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
596 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
597 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
598 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
600 cvar_settemp("r_nearclip", ftos(ov_nearest));
601 cvar_settemp("r_farclip_base", ftos(ov_furthest));
602 cvar_settemp("r_farclip_world", "0");
603 cvar_settemp("r_novis", "1");
604 cvar_settemp("r_useportalculling", "0");
605 cvar_settemp("r_useinfinitefarclip", "0");
607 setproperty(VF_ORIGIN, ov_org);
608 setproperty(VF_ANGLES, '90 0 0');
611 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
613 vtos(getpropertyvec(VF_ANGLES)),
621 view_origin = getpropertyvec(VF_ORIGIN);
622 view_angles = getpropertyvec(VF_ANGLES);
623 makevectors(view_angles);
624 view_forward = v_forward;
625 view_right = v_right;
629 if(time > blurtest_time0 && time < blurtest_time1)
633 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
634 r = t * blurtest_radius;
635 f = 1 / pow(t, blurtest_power) - 1;
637 cvar_set("r_glsl_postprocess", "1");
638 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
642 cvar_set("r_glsl_postprocess", "0");
643 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
647 TargetMusic_Advance();
651 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
653 drawframetime = bound(0.000001, time - drawtime, 1);
656 // watch for gametype changes here...
657 // in ParseStuffCMD the cmd isn't executed yet :/
658 // might even be better to add the gametype to TE_CSQC_INIT...?
662 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
664 if(calledhooks & HOOK_START)
666 localcmd("\ncl_hook_gameend\n");
667 calledhooks |= HOOK_END;
676 if(!zoomscript_caught)
678 localcmd("+button9\n");
679 zoomscript_caught = 1;
684 if(zoomscript_caught)
686 localcmd("-button9\n");
687 zoomscript_caught = 0;
691 ColorTranslateMode = autocvar_cl_stripcolorcodes;
693 // next WANTED weapon (for HUD)
694 switchweapon = getstati(STAT_SWITCHWEAPON);
696 // currently switching-to weapon (for crosshair)
697 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
699 // actually active weapon (for zoom)
700 activeweapon = getstati(STAT_ACTIVEWEAPON);
702 f = (serverflags & SERVERFLAG_TEAMPLAY);
709 if(last_switchweapon != switchweapon)
712 last_switchweapon = switchweapon;
713 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
718 if(autocvar_cl_unpress_attack_on_weapon_switch)
721 localcmd("-fire2\n");
722 button_attack2 = FALSE;
725 if(last_activeweapon != activeweapon)
727 last_activeweapon = activeweapon;
729 e = get_weaponinfo(activeweapon);
731 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
733 localcmd("\ncl_hook_activeweapon none\n");
736 // ALWAYS Clear Current Scene First
738 #ifdef WORKAROUND_XON010
739 if(checkextension("DP_CSQC_ROTATEMOVES"))
742 setproperty(VF_ORIGIN, view_origin);
743 setproperty(VF_ANGLES, view_angles);
744 #ifdef WORKAROUND_XON010
748 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
749 setproperty(VF_SIZE, vf_size);
750 setproperty(VF_MIN, vf_min);
752 // Assign Standard Viewflags
753 // Draw the World (and sky)
754 setproperty(VF_DRAWWORLD, 1);
756 // Set the console size vars
757 vid_conwidth = autocvar_vid_conwidth;
758 vid_conheight = autocvar_vid_conheight;
759 vid_pixelheight = autocvar_vid_pixelheight;
761 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
762 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
764 // Camera for demo playback
767 if(autocvar_camera_enable)
771 cvar_set("chase_active", ftos(chase_active_backup));
772 cvar_set("cl_demo_mousegrab", "0");
773 camera_active = FALSE;
777 else if(autocvar_camera_enable)
779 else if(autocvar_camera_enable && isdemo())
782 // Enable required Darkplaces cvars
783 chase_active_backup = autocvar_chase_active;
784 cvar_set("chase_active", "2");
785 cvar_set("cl_demo_mousegrab", "1");
786 camera_active = TRUE;
790 // Draw the Crosshair
791 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
793 // Draw the Engine Status Bar (the default Quake HUD)
794 setproperty(VF_DRAWENGINESBAR, 0);
796 // Update the mouse position
798 mousepos_x = vid_conwidth;
799 mousepos_y = vid_conheight;
800 mousepos = mousepos*0.5 + getmousepos();
804 for(self = world; (self = nextent(self)); )
809 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
812 // now switch to 2D drawing mode by calling a 2D drawing function
813 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
814 // next R_RenderScene call
815 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
817 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
818 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
820 // apply night vision effect
821 vector tc_00, tc_01, tc_10, tc_11;
823 rgb_x = 0; // fteqcc sucks
824 rgb_y = 0; // fteqcc sucks
825 rgb_z = 0; // fteqcc sucks
827 if(!nightvision_noise)
829 nightvision_noise = spawn();
830 nightvision_noise.classname = "nightvision_noise";
832 if(!nightvision_noise2)
834 nightvision_noise2 = spawn();
835 nightvision_noise2.classname = "nightvision_noise2";
838 // color tint in yellow
839 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
842 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
844 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
845 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
846 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
847 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
848 tc_11 = tc_01 + tc_10 - tc_00;
849 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
850 R_PolygonVertex('0 0 0', tc_00, rgb, a);
851 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
852 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
853 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
857 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
858 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
859 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
860 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
861 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
862 tc_11 = tc_01 + tc_10 - tc_00;
863 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
864 R_PolygonVertex('0 0 0', tc_00, rgb, a);
865 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
866 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
867 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
871 if(autocvar_cl_reticle)
873 // Draw the aiming reticle for weapons that use it
874 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
875 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
876 // the view to go back to normal, so reticle_type would become 0 as we fade out)
877 if(spectatee_status || is_dead || hud != HUD_NORMAL)
879 // no zoom reticle while dead
882 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
884 if(reticle_image != "") { reticle_type = 2; }
885 else { reticle_type = 0; }
887 else if(button_zoom || zoomscript_caught)
895 if(autocvar_cl_reticle_stretch)
897 reticle_size_x = vid_conwidth;
898 reticle_size_y = vid_conheight;
904 reticle_size_x = max(vid_conwidth, vid_conheight);
905 reticle_size_y = max(vid_conwidth, vid_conheight);
906 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
907 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
910 if(zoomscript_caught)
913 f = current_zoomfraction;
919 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
920 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
927 if(reticle_type != 0) { reticle_type = 0; }
931 // improved polyblend
932 if(autocvar_hud_contents)
934 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
937 switch(pointcontents(view_origin))
940 liquidalpha = autocvar_hud_contents_water_alpha;
941 liquidcolor = stov(autocvar_hud_contents_water_color);
946 liquidalpha = autocvar_hud_contents_lava_alpha;
947 liquidcolor = stov(autocvar_hud_contents_lava_color);
952 liquidalpha = autocvar_hud_contents_slime_alpha;
953 liquidcolor = stov(autocvar_hud_contents_slime_color);
959 liquidcolor = '0 0 0';
964 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
965 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
966 contentfadetime = autocvar_hud_contents_fadeintime;
967 liquidalpha_prev = liquidalpha;
968 liquidcolor_prev = liquidcolor;
971 contentfadetime = autocvar_hud_contents_fadeouttime;
973 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
974 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
977 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
979 if(autocvar_hud_postprocessing)
981 if(autocvar_hud_contents_blur && contentavgalpha)
983 content_blurpostprocess_x = 1;
984 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
985 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
989 content_blurpostprocess_x = 0;
990 content_blurpostprocess_y = 0;
991 content_blurpostprocess_z = 0;
996 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
998 splash_size_x = max(vid_conwidth, vid_conheight);
999 splash_size_y = max(vid_conwidth, vid_conheight);
1000 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
1001 splash_pos_y = (vid_conheight - splash_size_y) / 2;
1003 float myhealth_flash_temp;
1004 myhealth = getstati(STAT_HEALTH);
1007 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1009 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1011 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1012 pain_threshold = autocvar_hud_damage_pain_threshold;
1013 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1014 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1016 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1018 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);
1021 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1023 if(myhealth_prev < 1)
1027 myhealth_flash = 0; // just spawned, clear the flash immediately
1028 myhealth_flash_temp = 0;
1032 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1036 if(spectatee_status == -1 || intermission)
1038 myhealth_flash = 0; // observing, or match ended
1039 myhealth_flash_temp = 0;
1042 myhealth_prev = myhealth;
1044 // IDEA: change damage color/picture based on player model for robot/alien species?
1045 // pro: matches model better
1046 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1047 // maybe different reddish pics?
1048 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1050 if(autocvar_cl_gentle_damage == 2)
1052 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1054 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1058 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1060 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);
1063 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1065 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.
1067 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1069 damage_blurpostprocess_x = 1;
1070 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1071 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1075 damage_blurpostprocess_x = 0;
1076 damage_blurpostprocess_y = 0;
1077 damage_blurpostprocess_z = 0;
1082 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1083 float e2 = (autocvar_hud_powerup != 0);
1084 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1086 // enable or disable rendering types if they are used or not
1087 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1088 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1090 // blur postprocess handling done first (used by hud_damage and hud_contents)
1091 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1093 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1094 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1095 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1097 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1098 old_blurradius = blurradius;
1099 old_bluralpha = bluralpha;
1102 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1104 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1109 // edge detection postprocess handling done second (used by hud_powerup)
1110 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1111 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1112 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1114 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.
1116 if(autocvar_hud_powerup && sharpen_intensity > 0)
1118 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1120 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1121 old_sharpen_intensity = sharpen_intensity;
1124 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1126 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1127 old_sharpen_intensity = 0;
1130 if(cvar("r_glsl_postprocess") == 0)
1131 cvar_set("r_glsl_postprocess", "2");
1133 else if(cvar("r_glsl_postprocess") == 2)
1134 cvar_set("r_glsl_postprocess", "0");
1139 /*if(gametype == MAPINFO_TYPE_CTF)
1146 for(self = world; (self = nextent(self)); )
1150 Draw_ShowNames_All();
1152 scoreboard_active = HUD_WouldDrawScoreboard();
1154 hit_time = getstatf(STAT_HIT_TIME);
1155 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1157 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1158 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
1160 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1162 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1163 if(typehit_time > nextsound_typehit_time)
1165 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1166 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
1168 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1173 if(getstati(STAT_FROZEN))
1174 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1175 else if (getstatf(STAT_HEALING_ORB)>time)
1176 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1178 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1180 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1181 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1183 else if(getstatf(STAT_REVIVE_PROGRESS))
1185 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);
1186 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1189 if(autocvar_r_letterbox == 0)
1190 if(autocvar_viewsize < 120)
1193 // crosshair goes VERY LAST
1194 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1196 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1199 string wcross_style;
1200 float wcross_alpha, wcross_resolution;
1201 wcross_style = autocvar_crosshair;
1202 if (wcross_style == "0")
1204 wcross_resolution = autocvar_crosshair_size;
1205 if (wcross_resolution == 0)
1207 wcross_alpha = autocvar_crosshair_alpha;
1208 if (wcross_alpha == 0)
1214 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1215 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1216 wcross_origin_z = 0;
1217 if(autocvar_crosshair_hittest)
1219 vector wcross_oldorigin;
1220 wcross_oldorigin = wcross_origin;
1221 shottype = TrueAimCheck();
1222 if(shottype == SHOTTYPE_HITWORLD)
1224 v = wcross_origin - wcross_oldorigin;
1225 v_x /= vid_conwidth;
1226 v_y /= vid_conheight;
1228 shottype = SHOTTYPE_HITOBSTRUCTION;
1230 if(!autocvar_crosshair_hittest_showimpact)
1231 wcross_origin = wcross_oldorigin;
1234 shottype = SHOTTYPE_HITWORLD;
1236 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1237 string wcross_name = "";
1238 float wcross_scale, wcross_blur;
1240 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1242 e = get_weaponinfo(switchingweapon);
1245 if(autocvar_crosshair_per_weapon)
1247 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1248 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1249 //if (wcross_resolution == 0)
1252 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1253 wcross_resolution *= e.w_crosshair_size;
1254 wcross_name = e.w_crosshair;
1259 if(wcross_name == "")
1260 wcross_name = strcat("gfx/crosshair", wcross_style);
1262 // MAIN CROSSHAIR COLOR DECISION
1263 switch(autocvar_crosshair_color_special)
1265 case 1: // crosshair_color_per_weapon
1269 wcross_color = e.wpcolor;
1272 else { goto normalcolor; }
1275 case 2: // crosshair_color_by_health
1277 float x = getstati(STAT_HEALTH);
1292 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1293 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1297 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1298 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1299 wcross_color_z = 1 - (x-100)*0.02;
1305 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1310 wcross_color_y = (x-20)*90/27/100;
1311 wcross_color_z = (x-20)*90/27/100 * 0.2;
1321 case 3: // crosshair_color_rainbow
1323 if(time >= rainbow_last_flicker)
1325 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1326 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1328 wcross_color = rainbow_prev_color;
1332 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1335 if(autocvar_crosshair_effect_scalefade)
1337 wcross_scale = wcross_resolution;
1338 wcross_resolution = 1;
1345 if(autocvar_crosshair_pickup)
1347 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1349 if(pickup_crosshair_time < stat_pickup_time)
1351 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1352 pickup_crosshair_size = 1;
1354 pickup_crosshair_time = stat_pickup_time;
1357 if(pickup_crosshair_size > 0)
1358 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1360 pickup_crosshair_size = 0;
1362 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1365 if(autocvar_crosshair_hitindication)
1367 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1369 if(hitindication_crosshair_time < hit_time)
1371 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1372 hitindication_crosshair_size = 1;
1374 hitindication_crosshair_time = hit_time;
1377 if(hitindication_crosshair_size > 0)
1378 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1380 hitindication_crosshair_size = 0;
1382 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1383 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1384 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1385 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1388 if(shottype == SHOTTYPE_HITENEMY)
1389 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1390 if(shottype == SHOTTYPE_HITTEAM)
1391 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1393 f = fabs(autocvar_crosshair_effect_time);
1394 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1396 wcross_changedonetime = time + f;
1398 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1400 wcross_name_changestarttime = time;
1401 wcross_name_changedonetime = time + f;
1402 if(wcross_name_goal_prev_prev)
1403 strunzone(wcross_name_goal_prev_prev);
1404 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1405 wcross_name_goal_prev = strzone(wcross_name);
1406 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1407 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1408 wcross_resolution_goal_prev = wcross_resolution;
1411 wcross_scale_goal_prev = wcross_scale;
1412 wcross_alpha_goal_prev = wcross_alpha;
1413 wcross_color_goal_prev = wcross_color;
1415 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1418 wcross_alpha *= 0.75;
1422 // *_prev is at time-frametime
1423 // * is at wcross_changedonetime+f
1424 // what do we have at time?
1425 if(time < wcross_changedonetime)
1427 f = frametime / (wcross_changedonetime - time + frametime);
1428 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1429 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1430 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1433 wcross_scale_prev = wcross_scale;
1434 wcross_alpha_prev = wcross_alpha;
1435 wcross_color_prev = wcross_color;
1437 wcross_scale *= 1 - autocvar__menu_alpha;
1438 wcross_alpha *= 1 - autocvar__menu_alpha;
1439 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1441 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1443 // crosshair rings for weapon stats
1444 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1446 // declarations and stats
1447 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1448 string ring_image = string_null, ring_inner_image = string_null;
1449 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1451 ring_scale = autocvar_crosshair_ring_size;
1453 float weapon_clipload, weapon_clipsize;
1454 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1455 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1457 float vortex_charge, vortex_chargepool;
1458 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
1459 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
1461 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1462 vortex_charge_movingavg = vortex_charge;
1465 // handle the values
1466 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1468 if (vortex_chargepool || use_vortex_chargepool) {
1469 use_vortex_chargepool = 1;
1470 ring_inner_value = vortex_chargepool;
1472 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1473 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1476 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1477 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1478 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1480 // draw the outer ring to show the current charge of the weapon
1481 ring_value = vortex_charge;
1482 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1483 ring_rgb = wcross_color;
1484 ring_image = "gfx/crosshair_ring_nexgun.tga";
1486 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1488 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.
1489 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1490 ring_rgb = wcross_color;
1491 ring_image = "gfx/crosshair_ring.tga";
1493 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1495 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1496 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1497 ring_rgb = wcross_color;
1498 ring_image = "gfx/crosshair_ring.tga";
1501 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1503 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1504 ring_scale = autocvar_crosshair_ring_reload_size;
1505 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1506 ring_rgb = wcross_color;
1508 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1509 // if a new image for another weapon is added, add the code (and its respective file/value) here
1510 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1511 ring_image = "gfx/crosshair_ring_rifle.tga";
1513 ring_image = "gfx/crosshair_ring.tga";
1516 // if in weapon switch animation, fade ring out/in
1517 if(autocvar_crosshair_effect_time > 0)
1519 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1522 wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1525 if(wcross_ring_prev)
1528 ring_alpha *= fabs(1 - bound(0, f, 1));
1533 ring_alpha *= bound(0, f, 1);
1537 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1538 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1541 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1544 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1547 if(wcross_blur > 0) \
1549 for(i = -2; i <= 2; ++i) \
1550 for(j = -2; j <= 2; ++j) \
1551 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1555 M(0,0,sz,wcross_name,wcross_alpha); \
1560 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1561 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)
1563 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1564 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1566 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1568 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1569 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1570 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1577 wcross_name_alpha_goal_prev = f;
1579 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1580 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1582 if(autocvar_crosshair_dot)
1584 vector wcross_color_old;
1585 wcross_color_old = wcross_color;
1587 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1588 wcross_color = stov(autocvar_crosshair_dot_color);
1590 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1591 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1592 wcross_color = wcross_color_old;
1598 wcross_scale_prev = 0;
1599 wcross_alpha_prev = 0;
1600 wcross_scale_goal_prev = 0;
1601 wcross_alpha_goal_prev = 0;
1602 wcross_changedonetime = 0;
1603 if(wcross_name_goal_prev)
1604 strunzone(wcross_name_goal_prev);
1605 wcross_name_goal_prev = string_null;
1606 if(wcross_name_goal_prev_prev)
1607 strunzone(wcross_name_goal_prev_prev);
1608 wcross_name_goal_prev_prev = string_null;
1609 wcross_name_changestarttime = 0;
1610 wcross_name_changedonetime = 0;
1611 wcross_name_alpha_goal_prev = 0;
1612 wcross_name_alpha_goal_prev_prev = 0;
1613 wcross_resolution_goal_prev = 0;
1614 wcross_resolution_goal_prev_prev = 0;
1618 if(NextFrameCommand)
1620 localcmd("\n", NextFrameCommand, "\n");
1621 NextFrameCommand = string_null;
1624 // we must do this check AFTER a frame was rendered, or it won't work
1625 if(cs_project_is_b0rked == 0)
1628 w0 = ftos(autocvar_vid_conwidth);
1629 h0 = ftos(autocvar_vid_conheight);
1630 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1631 //setproperty(VF_FOV, '90 90 0');
1632 setproperty(VF_ORIGIN, '0 0 0');
1633 setproperty(VF_ANGLES, '0 0 0');
1634 setproperty(VF_PERSPECTIVE, 1);
1635 makevectors('0 0 0');
1637 cvar_set("vid_conwidth", "800");
1638 cvar_set("vid_conheight", "600");
1639 v1 = cs_project(v_forward);
1640 cvar_set("vid_conwidth", "640");
1641 cvar_set("vid_conheight", "480");
1642 v2 = cs_project(v_forward);
1644 cs_project_is_b0rked = 1;
1646 cs_project_is_b0rked = -1;
1647 cvar_set("vid_conwidth", w0);
1648 cvar_set("vid_conheight", h0);
1651 if(autocvar__hud_configure)
1654 if(hud && !intermission)
1656 if(hud == HUD_SPIDERBOT)
1658 else if(hud == HUD_WAKIZASHI)
1659 CSQC_WAKIZASHI_HUD();
1660 else if(hud == HUD_RAPTOR)
1662 else if(hud == HUD_BUMBLEBEE)
1664 else if(hud == HUD_BUMBLEBEE_GUN)
1665 CSQC_BUMBLE_GUN_HUD();
1670 // let's reset the view back to normal for the end
1671 setproperty(VF_MIN, '0 0 0');
1672 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1676 void CSQC_common_hud(void)
1678 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1679 Accuracy_LoadLevels();
1681 HUD_Main(); // always run these functions for alpha checks
1682 HUD_DrawScoreboard();
1684 if (scoreboard_active) // scoreboard/accuracy
1686 else if (intermission == 2) // map voting screen
1694 // following vectors must be global to allow seamless switching between camera modes
1695 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1696 void CSQC_Demo_Camera()
1698 float speed, attenuation, dimensions;
1701 if( autocvar_camera_reset || !camera_mode )
1703 camera_offset = '0 0 0';
1704 current_angles = '0 0 0';
1705 camera_direction = '0 0 0';
1706 camera_offset_z += 30;
1707 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1708 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1709 current_origin = view_origin;
1710 current_camera_offset = camera_offset;
1711 cvar_set("camera_reset", "0");
1712 camera_mode = CAMERA_CHASE;
1717 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1719 if(autocvar_camera_look_player)
1724 dir = normalize(view_origin - current_position);
1726 mouse_angles = vectoangles(dir);
1727 mouse_angles_x = mouse_angles_x * -1;
1732 tmp = getmousepos() * 0.1;
1733 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1735 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1736 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1740 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1741 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1742 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1743 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1745 // Fix difference when angles don't have the same sign
1747 if(mouse_angles_y < -60 && current_angles_y > 60)
1749 if(mouse_angles_y > 60 && current_angles_y < -60)
1752 if(autocvar_camera_look_player)
1753 attenuation = autocvar_camera_look_attenuation;
1755 attenuation = autocvar_camera_speed_attenuation;
1757 attenuation = 1 / max(1, attenuation);
1758 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1760 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1761 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1762 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1763 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1769 if( camera_direction_x )
1771 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1772 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1773 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1774 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1778 if( camera_direction_y )
1780 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1781 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1782 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1786 if( camera_direction_z )
1788 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1792 if(autocvar_camera_free)
1793 speed = autocvar_camera_speed_free;
1795 speed = autocvar_camera_speed_chase;
1799 speed = speed * sqrt(1 / dimensions);
1800 camera_offset += tmp * speed;
1803 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1806 if( autocvar_camera_free )
1808 if ( camera_mode == CAMERA_CHASE )
1810 current_camera_offset = current_origin + current_camera_offset;
1811 camera_offset = current_origin + camera_offset;
1814 camera_mode = CAMERA_FREE;
1815 current_position = current_camera_offset;
1819 if ( camera_mode == CAMERA_FREE )
1821 current_origin = view_origin;
1822 camera_offset = camera_offset - current_origin;
1823 current_camera_offset = current_camera_offset - current_origin;
1826 camera_mode = CAMERA_CHASE;
1828 if(autocvar_camera_chase_smoothly)
1829 current_origin += (view_origin - current_origin) * attenuation;
1831 current_origin = view_origin;
1833 current_position = current_origin + current_camera_offset;
1836 setproperty(VF_ANGLES, current_angles);
1837 setproperty(VF_ORIGIN, current_position);