3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
19 if (getstati(STAT_HEALTH) <= 0)
24 if(angles_held_status)
26 makevectors(angles_held);
40 traceline(p, p + 65536 * dir, TRUE, porto);
41 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
43 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
49 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52 ang = vectoangles2(trace_plane_normal, dir);
55 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
57 if(portal_number == 1)
59 if(portal_number >= 2)
69 if(idx-1 >= portal1_idx)
71 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 porto.classname = "porto";
85 porto.draw = Porto_Draw;
86 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
91 vector GetCurrentFov(float fov)
93 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
95 zoomsensitivity = autocvar_cl_zoomsensitivity;
96 zoomfactor = autocvar_cl_zoomfactor;
97 if(zoomfactor < 1 || zoomfactor > 16)
99 zoomspeed = autocvar_cl_zoomspeed;
101 if(zoomspeed < 0.5 || zoomspeed > 16)
104 zoomdir = button_zoom;
105 if(hud == HUD_NORMAL)
106 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
107 zoomdir += button_attack2;
108 if(spectatee_status > 0 || isdemo())
110 if(spectatorbutton_zoom)
117 // fteqcc failed twice here already, don't optimize this
123 if(zoomin_effect || camera_active)
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
129 if(zoomspeed < 0) // instant zoom
132 current_viewzoom = 1 / zoomfactor;
134 current_viewzoom = 1;
139 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
141 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
145 if(almost_equals(current_viewzoom, 1))
146 current_zoomfraction = 0;
147 else if(almost_equals(current_viewzoom, 1/zoomfactor))
148 current_zoomfraction = 1;
150 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
152 if(zoomsensitivity < 1)
153 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
155 setsensitivityscale(1);
157 if (autocvar_cl_velocityzoom)
159 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
160 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
161 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
162 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
167 float frustumx, frustumy, fovx, fovy;
168 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
169 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
170 fovx = atan2(frustumx, 1) / M_PI * 360.0;
171 fovy = atan2(frustumy, 1) / M_PI * 360.0;
173 return '1 0 0' * fovx + '0 1 0' * fovy;
176 // this function must match W_SetupShot!
177 float zoomscript_caught;
179 vector wcross_origin;
180 float wcross_scale_prev, wcross_alpha_prev;
181 vector wcross_color_prev;
182 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
183 vector wcross_color_goal_prev;
184 float wcross_changedonetime;
186 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
187 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
188 float wcross_name_changestarttime, wcross_name_changedonetime;
189 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
191 entity trueaim_rifle;
193 #define SHOTTYPE_HITTEAM 1
194 #define SHOTTYPE_HITOBSTRUCTION 2
195 #define SHOTTYPE_HITWORLD 3
196 #define SHOTTYPE_HITENEMY 4
201 trueaim.classname = "trueaim";
202 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
203 trueaim_rifle = spawn();
204 trueaim_rifle.classname = "trueaim_rifle";
205 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
208 float EnemyHitCheck()
211 wcross_origin = project_3d_to_2d(trace_endpos);
213 if(trace_networkentity < 1)
214 return SHOTTYPE_HITWORLD;
215 if(trace_networkentity > maxclients)
216 return SHOTTYPE_HITWORLD;
217 t = GetPlayerColor(trace_networkentity - 1);
220 return SHOTTYPE_HITTEAM;
221 if(t == COLOR_SPECTATOR)
222 return SHOTTYPE_HITWORLD;
223 return SHOTTYPE_HITENEMY;
228 float nudge = 1; // added to traceline target and subtracted from result
229 vector vecs, trueaimpoint, w_shotorg;
237 mv = MOVE_NOMONSTERS;
241 case WEP_TUBA: // no aim
242 case WEP_PORTO: // shoots from eye
243 case WEP_HOOK: // no trueaim
244 case WEP_GRENADE_LAUNCHER: // toss curve
245 return SHOTTYPE_HITWORLD;
253 if(zoomscript_caught)
255 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
256 return EnemyHitCheck();
259 case WEP_ROCKET_LAUNCHER: // projectile has a size!
263 case WEP_FIREBALL: // projectile has a size!
267 case WEP_SEEKER: // projectile has a size!
271 case WEP_ELECTRO: // projectile has a size!
277 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
279 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280 trueaimpoint = trace_endpos;
282 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
283 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
290 dv = view_right * vecs_y + view_up * vecs_z;
291 w_shotorg = view_origin + dv;
293 // now move the vecs forward as much as requested if possible
294 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
295 w_shotorg = trace_endpos - view_forward * nudge;
297 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
298 shottype = EnemyHitCheck();
299 if(shottype != SHOTTYPE_HITWORLD)
303 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
304 // or rather, I know why, but see no fix
305 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
306 // 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
307 return SHOTTYPE_HITOBSTRUCTION;
310 return SHOTTYPE_HITWORLD;
313 void CSQC_common_hud(void);
316 void CSQC_Demo_Camera();
317 float HUD_WouldDrawScoreboard();
320 string NextFrameCommand;
321 void CSQC_SPIDER_HUD();
322 void CSQC_RAPTOR_HUD();
324 vector freeze_org, freeze_ang;
325 entity nightvision_noise, nightvision_noise2;
327 #define MAX_TIME_DIFF 5
328 float pickup_crosshair_time, pickup_crosshair_size;
329 float hit_time, typehit_time;
330 float nextsound_hit_time, nextsound_typehit_time;
331 float hitindication_crosshair_time, hitindication_crosshair_size;
332 float use_nex_chargepool;
334 float myhealth, myhealth_prev;
335 float myhealth_flash;
337 float old_blurradius, old_bluralpha;
338 float old_sharpen_intensity;
340 vector myhealth_gentlergb;
342 float contentavgalpha, liquidalpha_prev;
343 vector liquidcolor_prev;
345 float eventchase_current_distance;
347 vector damage_blurpostprocess, content_blurpostprocess;
351 void CSQC_UpdateView(float w, float h)
357 vector vf_size, vf_min;
359 hud = getstati(STAT_HUD);
361 button_attack2 = (input_buttons & BUTTON_3);
362 button_zoom = (input_buttons & BUTTON_4);
364 // FIXME do we need this hack?
367 // in demos, input_buttons do not work
368 button_zoom = (autocvar__togglezoom == "-");
371 #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
372 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
373 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
374 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);
375 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
376 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
377 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
379 vf_size = R_SetView3fv(VF_SIZE);
380 vf_min = R_SetView3fv(VF_MIN);
381 vid_width = vf_size_x;
382 vid_height = vf_size_y;
384 vector reticle_pos, reticle_size;
385 vector splash_pos, splash_size;
387 WaypointSprite_Load();
390 myteam = GetPlayerColor(spectatee_status - 1);
392 myteam = GetPlayerColor(player_localentnum - 1);
394 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
396 // event chase camera
397 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
399 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
401 // 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.)
402 vector current_view_origin = R_SetView3fv(VF_ORIGIN);
404 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
405 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
406 if(!autocvar_chase_active)
407 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
409 // make the camera smooth back
410 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
411 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
412 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
413 eventchase_current_distance = autocvar_cl_eventchase_distance;
415 vector eventchase_target_origin;
416 makevectors(view_angles);
417 // pass 1, used to check where the camera would go and obtain the trace_fraction
418 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
419 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
420 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
421 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
422 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
423 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
425 R_SetView(VF_ORIGIN, trace_endpos);
426 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
428 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
430 cvar_set("chase_active", "0");
431 eventchase_current_distance = 0; // start from 0 next time
435 // do lockview after event chase camera so that it still applies whenever necessary.
436 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
438 R_SetView(VF_ORIGIN, freeze_org);
439 R_SetView(VF_ANGLES, freeze_ang);
443 freeze_org = R_SetView3fv(VF_ORIGIN);
444 freeze_ang = R_SetView3fv(VF_ANGLES);
448 //WarpZone_FixPMove();
451 view_origin = R_SetView3fv(VF_ORIGIN);
452 view_angles = R_SetView3fv(VF_ANGLES);
453 makevectors(view_angles);
454 view_forward = v_forward;
455 view_right = v_right;
459 if(time > blurtest_time0 && time < blurtest_time1)
463 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
464 r = t * blurtest_radius;
465 f = 1 / pow(t, blurtest_power) - 1;
467 cvar_set("r_glsl_postprocess", "1");
468 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
472 cvar_set("r_glsl_postprocess", "0");
473 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
477 TargetMusic_Advance();
481 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
483 drawframetime = bound(0.000001, time - drawtime, 1);
486 // watch for gametype changes here...
487 // in ParseStuffCMD the cmd isn't executed yet :/
488 // might even be better to add the gametype to TE_CSQC_INIT...?
492 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
493 if(calledhooks & HOOK_START)
495 localcmd("\ncl_hook_gameend\n");
496 calledhooks |= HOOK_END;
504 if(!zoomscript_caught)
506 localcmd("+button9\n");
507 zoomscript_caught = 1;
512 if(zoomscript_caught)
514 localcmd("-button9\n");
515 zoomscript_caught = 0;
519 ColorTranslateMode = autocvar_cl_stripcolorcodes;
521 // next WANTED weapon (for HUD)
522 switchweapon = getstati(STAT_SWITCHWEAPON);
524 // currently switching-to weapon (for crosshair)
525 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
527 // actually active weapon (for zoom)
528 activeweapon = getstati(STAT_ACTIVEWEAPON);
530 f = (serverflags & SERVERFLAG_TEAMPLAY);
537 if(last_switchweapon != switchweapon) {
539 last_switchweapon = switchweapon;
541 if(last_activeweapon != activeweapon) {
542 last_activeweapon = activeweapon;
544 e = get_weaponinfo(activeweapon);
546 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
548 localcmd("\ncl_hook_activeweapon none\n");
551 // ALWAYS Clear Current Scene First
553 #ifdef WORKAROUND_XON010
554 if(checkextension("DP_CSQC_ROTATEMOVES"))
557 R_SetView(VF_ORIGIN, view_origin);
558 R_SetView(VF_ANGLES, view_angles);
559 #ifdef WORKAROUND_XON010
563 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
564 R_SetView(VF_SIZE, vf_size);
565 R_SetView(VF_MIN, vf_min);
567 // Assign Standard Viewflags
568 // Draw the World (and sky)
569 R_SetView(VF_DRAWWORLD, 1);
571 // Set the console size vars
572 vid_conwidth = autocvar_vid_conwidth;
573 vid_conheight = autocvar_vid_conheight;
574 vid_pixelheight = autocvar_vid_pixelheight;
576 R_SetView(VF_FOV, GetCurrentFov(fov));
578 // Camera for demo playback
581 if(autocvar_camera_enable)
585 cvar_set("chase_active", ftos(chase_active_backup));
586 cvar_set("cl_demo_mousegrab", "0");
587 camera_active = FALSE;
591 else if(autocvar_camera_enable)
593 else if(autocvar_camera_enable && isdemo())
596 // Enable required Darkplaces cvars
597 chase_active_backup = autocvar_chase_active;
598 cvar_set("chase_active", "2");
599 cvar_set("cl_demo_mousegrab", "1");
600 camera_active = TRUE;
604 // Draw the Crosshair
605 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
607 // Draw the Engine Status Bar (the default Quake HUD)
608 R_SetView(VF_DRAWENGINEHUD, 0);
610 // Update the mouse position
612 mousepos_x = vid_conwidth;
613 mousepos_y = vid_conheight;
614 mousepos = mousepos*0.5 + getmousepos();
618 for(self = world; (self = nextent(self)); )
623 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
626 // now switch to 2D drawing mode by calling a 2D drawing function
627 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
628 // next R_RenderScene call
629 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
631 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
632 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
634 // apply night vision effect
635 vector rgb, tc_00, tc_01, tc_10, tc_11;
637 if(!nightvision_noise)
639 nightvision_noise = spawn();
640 nightvision_noise.classname = "nightvision_noise";
642 if(!nightvision_noise2)
644 nightvision_noise2 = spawn();
645 nightvision_noise2.classname = "nightvision_noise2";
648 // color tint in yellow
649 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
652 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
654 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
655 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
656 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
657 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
658 tc_11 = tc_01 + tc_10 - tc_00;
659 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
660 R_PolygonVertex('0 0 0', tc_00, rgb, a);
661 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
662 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
663 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
667 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
668 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
669 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
670 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
671 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
672 tc_11 = tc_01 + tc_10 - tc_00;
673 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
674 R_PolygonVertex('0 0 0', tc_00, rgb, a);
675 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
676 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
677 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
681 // Draw the aiming reticle for weapons that use it
682 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
683 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
684 // the view to go back to normal, so reticle_type would become 0 as we fade out)
685 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
686 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
687 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
688 reticle_type = 2; // nex zoom
689 else if(button_zoom || zoomscript_caught)
690 reticle_type = 1; // normal zoom
691 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
692 reticle_type = 2; // nex zoom
696 if(autocvar_cl_reticle_stretch)
698 reticle_size_x = vid_conwidth;
699 reticle_size_y = vid_conheight;
705 reticle_size_x = max(vid_conwidth, vid_conheight);
706 reticle_size_y = max(vid_conwidth, vid_conheight);
707 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
708 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
711 f = current_zoomfraction;
712 if(zoomscript_caught)
714 if(autocvar_cl_reticle_item_normal)
716 if(reticle_type == 1 && f)
717 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
719 if(autocvar_cl_reticle_item_nex)
721 if(reticle_type == 2 && f)
722 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
727 // improved polyblend
729 if(autocvar_hud_contents)
731 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
734 switch(pointcontents(view_origin))
737 liquidalpha = autocvar_hud_contents_water_alpha;
738 liquidcolor = stov(autocvar_hud_contents_water_color);
743 liquidalpha = autocvar_hud_contents_lava_alpha;
744 liquidcolor = stov(autocvar_hud_contents_lava_color);
749 liquidalpha = autocvar_hud_contents_slime_alpha;
750 liquidcolor = stov(autocvar_hud_contents_slime_color);
756 liquidcolor = '0 0 0';
761 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
762 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
763 contentfadetime = autocvar_hud_contents_fadeintime;
764 liquidalpha_prev = liquidalpha;
765 liquidcolor_prev = liquidcolor;
768 contentfadetime = autocvar_hud_contents_fadeouttime;
770 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
771 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
774 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
776 if(autocvar_hud_postprocessing)
778 if(autocvar_hud_contents_blur && contentavgalpha)
780 content_blurpostprocess_x = 1;
781 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
782 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
786 content_blurpostprocess_x = 0;
787 content_blurpostprocess_y = 0;
788 content_blurpostprocess_z = 0;
793 if(autocvar_hud_damage && !autocvar_chase_active)
795 splash_size_x = max(vid_conwidth, vid_conheight);
796 splash_size_y = max(vid_conwidth, vid_conheight);
797 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
798 splash_pos_y = (vid_conheight - splash_size_y) / 2;
800 float myhealth_flash_temp;
801 myhealth = getstati(STAT_HEALTH);
804 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
806 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
808 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
809 pain_threshold = autocvar_hud_damage_pain_threshold;
810 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
811 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
813 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
815 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);
818 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
820 if(myhealth_prev < 1)
824 myhealth_flash = 0; // just spawned, clear the flash immediately
825 myhealth_flash_temp = 0;
829 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
833 if(spectatee_status == -1 || intermission)
835 myhealth_flash = 0; // observing, or match ended
836 myhealth_flash_temp = 0;
839 myhealth_prev = myhealth;
841 // IDEA: change damage color/picture based on player model for robot/alien species?
842 // pro: matches model better
843 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
844 // maybe different reddish pics?
845 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
847 if(autocvar_cl_gentle_damage == 2)
849 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
851 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
855 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
857 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);
860 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
862 if(autocvar_hud_postprocessing)
864 if(autocvar_hud_damage_blur && myhealth_flash_temp)
866 damage_blurpostprocess_x = 1;
867 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
868 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
872 damage_blurpostprocess_x = 0;
873 damage_blurpostprocess_y = 0;
874 damage_blurpostprocess_z = 0;
879 if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
881 // enable or disable rendering types if they are used or not
882 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
883 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
885 // blur postprocess handling done first (used by hud_damage and hud_contents)
886 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
888 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
889 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
890 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
892 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
893 old_blurradius = blurradius;
894 old_bluralpha = bluralpha;
897 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
899 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
904 // edge detection postprocess handling done second (used by hud_powerup)
905 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
906 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
907 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
909 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.
911 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
913 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
915 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
916 old_sharpen_intensity = sharpen_intensity;
919 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
921 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
922 old_sharpen_intensity = 0;
929 /*if(gametype == GAME_CTF)
936 for(self = world; (self = nextent(self)); )
940 Draw_ShowNames_All();
942 scoreboard_active = HUD_WouldDrawScoreboard();
944 hit_time = getstatf(STAT_HIT_TIME);
945 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
947 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
948 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
950 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
952 typehit_time = getstatf(STAT_TYPEHIT_TIME);
953 if(typehit_time > nextsound_typehit_time)
955 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
956 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
958 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
963 if(gametype == GAME_FREEZETAG)
965 if(getstati(STAT_FROZEN))
966 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
967 if(getstatf(STAT_REVIVE_PROGRESS))
969 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);
970 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
974 if(autocvar_r_letterbox == 0)
975 if(autocvar_viewsize < 120)
978 // crosshair goes VERY LAST
979 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
981 float wcross_alpha, wcross_resolution;
982 wcross_style = autocvar_crosshair;
983 if (wcross_style == "0")
985 wcross_resolution = autocvar_crosshair_size;
986 if (wcross_resolution == 0)
988 wcross_alpha = autocvar_crosshair_alpha;
989 if (wcross_alpha == 0)
995 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
996 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
998 if(autocvar_crosshair_hittest)
1000 vector wcross_oldorigin;
1001 wcross_oldorigin = wcross_origin;
1002 shottype = TrueAimCheck();
1003 if(shottype == SHOTTYPE_HITWORLD)
1005 v = wcross_origin - wcross_oldorigin;
1006 v_x /= vid_conwidth;
1007 v_y /= vid_conheight;
1009 shottype = SHOTTYPE_HITOBSTRUCTION;
1011 if(!autocvar_crosshair_hittest_showimpact)
1012 wcross_origin = wcross_oldorigin;
1015 shottype = SHOTTYPE_HITWORLD;
1017 vector wcross_color, wcross_size;
1018 string wcross_wep, wcross_name;
1019 float wcross_scale, wcross_blur;
1021 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1022 e = get_weaponinfo(switchingweapon);
1023 if (e && e.netname != "")
1025 wcross_wep = e.netname;
1026 if(autocvar_crosshair_per_weapon)
1028 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1029 if (wcross_resolution == 0)
1031 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1032 if (wcross_alpha == 0)
1035 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1036 if(wcross_style == "" || wcross_style == "0")
1037 wcross_style = wcross_wep;
1041 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1042 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1043 else if(autocvar_crosshair_color_by_health)
1045 float x = getstati(STAT_HEALTH);
1060 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1061 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1065 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1066 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1067 wcross_color_z = 1 - (x-100)*0.02;
1073 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1078 wcross_color_y = (x-20)*90/27/100;
1079 wcross_color_z = (x-20)*90/27/100 * 0.2;
1088 wcross_color = stov(autocvar_crosshair_color);
1090 wcross_name = strcat("gfx/crosshair", wcross_style);
1092 if(autocvar_crosshair_effect_scalefade)
1094 wcross_scale = wcross_resolution;
1095 wcross_resolution = 1;
1102 if(autocvar_crosshair_pickup)
1104 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1106 if(pickup_crosshair_time < stat_pickup_time)
1108 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1109 pickup_crosshair_size = 1;
1111 pickup_crosshair_time = stat_pickup_time;
1114 if(pickup_crosshair_size > 0)
1115 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1117 pickup_crosshair_size = 0;
1119 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1122 if(autocvar_crosshair_hitindication)
1124 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1125 if(hitindication_crosshair_time < hit_time)
1127 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1128 hitindication_crosshair_size = 1;
1130 hitindication_crosshair_time = hit_time;
1133 if(hitindication_crosshair_size > 0)
1134 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1136 hitindication_crosshair_size = 0;
1138 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1139 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1140 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1141 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1144 if(shottype == SHOTTYPE_HITENEMY)
1145 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1146 if(shottype == SHOTTYPE_HITTEAM)
1147 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1149 f = autocvar_crosshair_effect_speed;
1151 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1152 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1154 wcross_changedonetime = time + f;
1156 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1158 wcross_name_changestarttime = time;
1159 wcross_name_changedonetime = time + f;
1160 if(wcross_name_goal_prev_prev)
1161 strunzone(wcross_name_goal_prev_prev);
1162 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1163 wcross_name_goal_prev = strzone(wcross_name);
1164 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1165 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1166 wcross_resolution_goal_prev = wcross_resolution;
1169 wcross_scale_goal_prev = wcross_scale;
1170 wcross_alpha_goal_prev = wcross_alpha;
1171 wcross_color_goal_prev = wcross_color;
1173 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1176 wcross_alpha *= 0.75;
1180 // *_prev is at time-frametime
1181 // * is at wcross_changedonetime+f
1182 // what do we have at time?
1183 if(time < wcross_changedonetime)
1185 f = frametime / (wcross_changedonetime - time + frametime);
1186 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1187 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1188 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1191 wcross_scale_prev = wcross_scale;
1192 wcross_alpha_prev = wcross_alpha;
1193 wcross_color_prev = wcross_color;
1195 wcross_scale *= 1 - autocvar__menu_alpha;
1196 wcross_alpha *= 1 - autocvar__menu_alpha;
1197 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1199 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1201 // crosshair rings for weapon stats
1202 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1204 // declarations and stats
1205 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1206 string ring_image, ring_inner_image;
1207 vector ring_rgb, ring_inner_rgb;
1209 ring_scale = autocvar_crosshair_ring_size;
1211 float weapon_clipload, weapon_clipsize;
1212 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1213 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1215 float nex_charge, nex_chargepool;
1216 nex_charge = getstatf(STAT_NEX_CHARGE);
1217 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1219 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1220 nex_charge_movingavg = nex_charge;
1223 // handle the values
1224 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1226 if (nex_chargepool || use_nex_chargepool) {
1227 use_nex_chargepool = 1;
1228 ring_inner_value = nex_chargepool;
1230 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1231 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1234 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1235 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;
1236 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1238 // draw the outer ring to show the current charge of the weapon
1239 ring_value = nex_charge;
1240 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1241 ring_rgb = wcross_color;
1242 ring_image = "gfx/crosshair_ring_nexgun.tga";
1244 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1246 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.
1247 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1248 ring_rgb = wcross_color;
1249 ring_image = "gfx/crosshair_ring.tga";
1251 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1253 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1254 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1255 ring_rgb = wcross_color;
1256 ring_image = "gfx/crosshair_ring.tga";
1259 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1261 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1262 ring_scale = autocvar_crosshair_ring_reload_size;
1263 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1264 ring_rgb = wcross_color;
1266 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1267 // if a new image for another weapon is added, add the code (and its respective file/value) here
1268 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1269 ring_image = "gfx/crosshair_ring_rifle.tga";
1271 ring_image = "gfx/crosshair_ring.tga";
1274 // if in weapon switch animation, fade ring out/in
1275 if(g_weaponswitchdelay > 0)
1277 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1279 ring_alpha *= fabs(1 - f);
1282 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1283 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1286 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1289 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1292 if(wcross_blur > 0) \
1294 for(i = -2; i <= 2; ++i) \
1295 for(j = -2; j <= 2; ++j) \
1296 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1300 M(0,0,sz,wcross_name,wcross_alpha); \
1305 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1306 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)
1308 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1309 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1311 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1313 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1314 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1315 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1322 wcross_name_alpha_goal_prev = f;
1324 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1325 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1327 if(autocvar_crosshair_dot)
1329 vector wcross_color_old;
1330 wcross_color_old = wcross_color;
1331 if(autocvar_crosshair_dot_color != "0")
1332 wcross_color = stov(autocvar_crosshair_dot_color);
1333 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1334 // FIXME why don't we use wcross_alpha here?
1335 wcross_color = wcross_color_old;
1341 wcross_scale_prev = 0;
1342 wcross_alpha_prev = 0;
1343 wcross_scale_goal_prev = 0;
1344 wcross_alpha_goal_prev = 0;
1345 wcross_changedonetime = 0;
1346 if(wcross_name_goal_prev)
1347 strunzone(wcross_name_goal_prev);
1348 wcross_name_goal_prev = string_null;
1349 if(wcross_name_goal_prev_prev)
1350 strunzone(wcross_name_goal_prev_prev);
1351 wcross_name_goal_prev_prev = string_null;
1352 wcross_name_changestarttime = 0;
1353 wcross_name_changedonetime = 0;
1354 wcross_name_alpha_goal_prev = 0;
1355 wcross_name_alpha_goal_prev_prev = 0;
1356 wcross_resolution_goal_prev = 0;
1357 wcross_resolution_goal_prev_prev = 0;
1361 if(NextFrameCommand)
1363 localcmd("\n", NextFrameCommand, "\n");
1364 NextFrameCommand = string_null;
1367 // we must do this check AFTER a frame was rendered, or it won't work
1368 if(cs_project_is_b0rked == 0)
1371 w0 = ftos(autocvar_vid_conwidth);
1372 h0 = ftos(autocvar_vid_conheight);
1373 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1374 //R_SetView(VF_FOV, '90 90 0');
1375 R_SetView(VF_ORIGIN, '0 0 0');
1376 R_SetView(VF_ANGLES, '0 0 0');
1377 R_SetView(VF_PERSPECTIVE, 1);
1378 makevectors('0 0 0');
1380 cvar_set("vid_conwidth", "800");
1381 cvar_set("vid_conheight", "600");
1382 v1 = cs_project(v_forward);
1383 cvar_set("vid_conwidth", "640");
1384 cvar_set("vid_conheight", "480");
1385 v2 = cs_project(v_forward);
1387 cs_project_is_b0rked = 1;
1389 cs_project_is_b0rked = -1;
1390 cvar_set("vid_conwidth", w0);
1391 cvar_set("vid_conheight", h0);
1394 if(autocvar__hud_configure)
1397 if(hud && !intermission)
1399 if(hud == HUD_SPIDERBOT)
1401 else if(hud == HUD_WAKIZASHI)
1402 CSQC_WAKIZASHI_HUD();
1403 else if(hud == HUD_RAPTOR)
1405 else if(hud == HUD_BUMBLEBEE)
1408 // let's reset the view back to normal for the end
1409 R_SetView(VF_MIN, '0 0 0');
1410 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1414 void CSQC_common_hud(void)
1416 // do some accuracy var caching
1418 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1420 if(autocvar_accuracy_color_levels != acc_color_levels)
1422 if(acc_color_levels)
1423 strunzone(acc_color_levels);
1424 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1425 acc_levels = tokenize(acc_color_levels);
1426 if (acc_levels > MAX_ACCURACY_LEVELS)
1427 acc_levels = MAX_ACCURACY_LEVELS;
1429 for (i = 0; i < acc_levels; ++i)
1430 acc_lev[i] = stof(argv(i)) / 100.0;
1432 // let know that acc_col[] needs to be loaded
1436 HUD_Main(); // always run these functions for alpha checks
1437 HUD_DrawScoreboard();
1439 if (scoreboard_active) // scoreboard/accuracy
1441 else if (intermission == 2) // map voting screen
1443 HUD_FinaleOverlay();
1454 CSQC_WAKIZASHI_HUD();
1465 // following vectors must be global to allow seamless switching between camera modes
1466 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1467 void CSQC_Demo_Camera()
1469 float speed, attenuation, dimensions;
1472 if( autocvar_camera_reset || !camera_mode )
1474 camera_offset = '0 0 0';
1475 current_angles = '0 0 0';
1476 camera_direction = '0 0 0';
1477 camera_offset_z += 30;
1478 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1479 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1480 current_origin = view_origin;
1481 current_camera_offset = camera_offset;
1482 cvar_set("camera_reset", "0");
1483 camera_mode = CAMERA_CHASE;
1488 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1490 if(autocvar_camera_look_player)
1495 dir = normalize(view_origin - current_position);
1497 mouse_angles = vectoangles(dir);
1498 mouse_angles_x = mouse_angles_x * -1;
1503 tmp = getmousepos() * 0.1;
1504 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1506 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1507 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1511 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1512 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1513 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1514 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1516 // Fix difference when angles don't have the same sign
1518 if(mouse_angles_y < -60 && current_angles_y > 60)
1520 if(mouse_angles_y > 60 && current_angles_y < -60)
1523 if(autocvar_camera_look_player)
1524 attenuation = autocvar_camera_look_attenuation;
1526 attenuation = autocvar_camera_speed_attenuation;
1528 attenuation = 1 / max(1, attenuation);
1529 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1531 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1532 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1533 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1534 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1540 if( camera_direction_x )
1542 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1543 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1544 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1545 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1549 if( camera_direction_y )
1551 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1552 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1553 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1557 if( camera_direction_z )
1559 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1563 if(autocvar_camera_free)
1564 speed = autocvar_camera_speed_free;
1566 speed = autocvar_camera_speed_chase;
1570 speed = speed * sqrt(1 / dimensions);
1571 camera_offset += tmp * speed;
1574 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1577 if( autocvar_camera_free )
1579 if ( camera_mode == CAMERA_CHASE )
1581 current_camera_offset = current_origin + current_camera_offset;
1582 camera_offset = current_origin + camera_offset;
1585 camera_mode = CAMERA_FREE;
1586 current_position = current_camera_offset;
1590 if ( camera_mode == CAMERA_FREE )
1592 current_origin = view_origin;
1593 camera_offset = camera_offset - current_origin;
1594 current_camera_offset = current_camera_offset - current_origin;
1597 camera_mode = CAMERA_CHASE;
1599 if(autocvar_camera_chase_smoothly)
1600 current_origin += (view_origin - current_origin) * attenuation;
1602 current_origin = view_origin;
1604 current_position = current_origin + current_camera_offset;
1607 R_SetView(VF_ANGLES, current_angles);
1608 R_SetView(VF_ORIGIN, current_position);