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;
94 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_NEX && nex_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
124 if(zoomin_effect || camera_active)
126 current_viewzoom = min(1, current_viewzoom + drawframetime);
130 if(zoomspeed < 0) // instant zoom
133 current_viewzoom = 1 / zoomfactor;
135 current_viewzoom = 1;
140 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
142 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
146 if(almost_equals(current_viewzoom, 1))
147 current_zoomfraction = 0;
148 else if(almost_equals(current_viewzoom, 1/zoomfactor))
149 current_zoomfraction = 1;
151 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
153 if(zoomsensitivity < 1)
154 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
156 setsensitivityscale(1);
158 makevectors(view_angles);
160 if(autocvar_cl_velocityzoom)
162 switch(autocvar_cl_velocityzoom_type)
164 case 3: curspeed = max(0, v_forward * pmove_vel); break;
165 case 2: curspeed = (v_forward * pmove_vel); break;
166 case 1: default: curspeed = vlen(pmove_vel); break;
169 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
170 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
171 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
173 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
178 float frustumx, frustumy, fovx, fovy;
179 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
180 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
181 fovx = atan2(frustumx, 1) / M_PI * 360.0;
182 fovy = atan2(frustumy, 1) / M_PI * 360.0;
184 return '1 0 0' * fovx + '0 1 0' * fovy;
187 // this function must match W_SetupShot!
188 float zoomscript_caught;
190 vector wcross_origin;
191 float wcross_scale_prev, wcross_alpha_prev;
192 vector wcross_color_prev;
193 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
194 vector wcross_color_goal_prev;
195 float wcross_changedonetime;
197 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
198 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
199 float wcross_name_changestarttime, wcross_name_changedonetime;
200 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
202 entity trueaim_rifle;
204 #define SHOTTYPE_HITTEAM 1
205 #define SHOTTYPE_HITOBSTRUCTION 2
206 #define SHOTTYPE_HITWORLD 3
207 #define SHOTTYPE_HITENEMY 4
212 trueaim.classname = "trueaim";
213 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
214 trueaim_rifle = spawn();
215 trueaim_rifle.classname = "trueaim_rifle";
216 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
219 float EnemyHitCheck()
222 wcross_origin = project_3d_to_2d(trace_endpos);
224 if(trace_networkentity < 1)
225 return SHOTTYPE_HITWORLD;
226 if(trace_networkentity > maxclients)
227 return SHOTTYPE_HITWORLD;
228 t = GetPlayerColor(trace_networkentity - 1);
231 return SHOTTYPE_HITTEAM;
232 if(t == COLOR_SPECTATOR)
233 return SHOTTYPE_HITWORLD;
234 return SHOTTYPE_HITENEMY;
239 float nudge = 1; // added to traceline target and subtracted from result
240 vector vecs, trueaimpoint, w_shotorg;
248 mv = MOVE_NOMONSTERS;
252 case WEP_TUBA: // no aim
253 case WEP_PORTO: // shoots from eye
254 case WEP_HOOK: // no trueaim
255 case WEP_GRENADE_LAUNCHER: // toss curve
256 return SHOTTYPE_HITWORLD;
264 if(zoomscript_caught)
266 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
267 return EnemyHitCheck();
270 case WEP_ROCKET_LAUNCHER: // projectile has a size!
274 case WEP_FIREBALL: // projectile has a size!
278 case WEP_SEEKER: // projectile has a size!
282 case WEP_ELECTRO: // projectile has a size!
288 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
290 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
291 trueaimpoint = trace_endpos;
293 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
294 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
301 dv = view_right * vecs_y + view_up * vecs_z;
302 w_shotorg = view_origin + dv;
304 // now move the vecs forward as much as requested if possible
305 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
306 w_shotorg = trace_endpos - view_forward * nudge;
308 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
309 shottype = EnemyHitCheck();
310 if(shottype != SHOTTYPE_HITWORLD)
314 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
315 // or rather, I know why, but see no fix
316 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
317 // 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
318 return SHOTTYPE_HITOBSTRUCTION;
321 return SHOTTYPE_HITWORLD;
324 void CSQC_common_hud(void);
327 void CSQC_Demo_Camera();
328 float HUD_WouldDrawScoreboard();
330 float CAMERA_FREE = 1;
331 float CAMERA_CHASE = 2;
333 string NextFrameCommand;
334 void CSQC_SPIDER_HUD();
335 void CSQC_RAPTOR_HUD();
337 vector freeze_org, freeze_ang;
338 entity nightvision_noise, nightvision_noise2;
340 #define MAX_TIME_DIFF 5
341 float pickup_crosshair_time, pickup_crosshair_size;
342 float hit_time, typehit_time;
343 float nextsound_hit_time, nextsound_typehit_time;
344 float hitindication_crosshair_time, hitindication_crosshair_size;
345 float use_nex_chargepool;
347 float myhealth, myhealth_prev;
348 float myhealth_flash;
350 float old_blurradius, old_bluralpha;
351 float old_sharpen_intensity;
353 vector myhealth_gentlergb;
355 float contentavgalpha, liquidalpha_prev;
356 vector liquidcolor_prev;
358 float eventchase_current_distance;
360 vector damage_blurpostprocess, content_blurpostprocess;
366 void CSQC_UpdateView(float w, float h)
372 vector vf_size, vf_min;
374 hud = getstati(STAT_HUD);
376 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
377 view_quality = getproperty(VF_MINFPS_QUALITY);
381 button_attack2 = (input_buttons & BUTTON_3);
382 button_zoom = (input_buttons & BUTTON_4);
384 // FIXME do we need this hack?
387 // in demos, input_buttons do not work
388 button_zoom = (autocvar__togglezoom == "-");
391 #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
392 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
393 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
394 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);
395 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
396 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
397 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
398 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
400 vf_size = getpropertyvec(VF_SIZE);
401 vf_min = getpropertyvec(VF_MIN);
402 vid_width = vf_size_x;
403 vid_height = vf_size_y;
405 vector reticle_pos, reticle_size;
406 vector splash_pos, splash_size;
408 WaypointSprite_Load();
411 myteam = GetPlayerColor(spectatee_status - 1);
413 myteam = GetPlayerColor(player_localentnum - 1);
415 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
417 // event chase camera
418 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
420 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
422 // 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.)
423 vector current_view_origin = getpropertyvec(VF_ORIGIN);
425 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
426 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
427 if(!autocvar_chase_active)
428 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)
430 // make the camera smooth back
431 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
432 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
433 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
434 eventchase_current_distance = autocvar_cl_eventchase_distance;
436 vector eventchase_target_origin;
437 makevectors(view_angles);
438 // pass 1, used to check where the camera would go and obtain the trace_fraction
439 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
440 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
441 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
442 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
443 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
444 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
446 setproperty(VF_ORIGIN, trace_endpos);
447 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
449 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
451 cvar_set("chase_active", "0");
452 eventchase_current_distance = 0; // start from 0 next time
456 // do lockview after event chase camera so that it still applies whenever necessary.
457 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
459 setproperty(VF_ORIGIN, freeze_org);
460 setproperty(VF_ANGLES, freeze_ang);
464 freeze_org = getpropertyvec(VF_ORIGIN);
465 freeze_ang = getpropertyvec(VF_ANGLES);
469 //WarpZone_FixPMove();
472 view_origin = getpropertyvec(VF_ORIGIN);
473 view_angles = getpropertyvec(VF_ANGLES);
474 makevectors(view_angles);
475 view_forward = v_forward;
476 view_right = v_right;
480 if(time > blurtest_time0 && time < blurtest_time1)
484 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
485 r = t * blurtest_radius;
486 f = 1 / pow(t, blurtest_power) - 1;
488 cvar_set("r_glsl_postprocess", "1");
489 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
493 cvar_set("r_glsl_postprocess", "0");
494 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
498 TargetMusic_Advance();
502 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
504 drawframetime = bound(0.000001, time - drawtime, 1);
507 // watch for gametype changes here...
508 // in ParseStuffCMD the cmd isn't executed yet :/
509 // might even be better to add the gametype to TE_CSQC_INIT...?
513 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
515 if(calledhooks & HOOK_START)
517 localcmd("\ncl_hook_gameend\n");
518 calledhooks |= HOOK_END;
527 if(!zoomscript_caught)
529 localcmd("+button9\n");
530 zoomscript_caught = 1;
535 if(zoomscript_caught)
537 localcmd("-button9\n");
538 zoomscript_caught = 0;
542 ColorTranslateMode = autocvar_cl_stripcolorcodes;
544 // next WANTED weapon (for HUD)
545 switchweapon = getstati(STAT_SWITCHWEAPON);
547 // currently switching-to weapon (for crosshair)
548 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
550 // actually active weapon (for zoom)
551 activeweapon = getstati(STAT_ACTIVEWEAPON);
553 f = (serverflags & SERVERFLAG_TEAMPLAY);
560 if(last_switchweapon != switchweapon) {
562 last_switchweapon = switchweapon;
564 if(last_activeweapon != activeweapon) {
565 last_activeweapon = activeweapon;
567 e = get_weaponinfo(activeweapon);
569 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
571 localcmd("\ncl_hook_activeweapon none\n");
574 // ALWAYS Clear Current Scene First
576 #ifdef WORKAROUND_XON010
577 if(checkextension("DP_CSQC_ROTATEMOVES"))
580 setproperty(VF_ORIGIN, view_origin);
581 setproperty(VF_ANGLES, view_angles);
582 #ifdef WORKAROUND_XON010
586 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
587 setproperty(VF_SIZE, vf_size);
588 setproperty(VF_MIN, vf_min);
590 // Assign Standard Viewflags
591 // Draw the World (and sky)
592 setproperty(VF_DRAWWORLD, 1);
594 // Set the console size vars
595 vid_conwidth = autocvar_vid_conwidth;
596 vid_conheight = autocvar_vid_conheight;
597 vid_pixelheight = autocvar_vid_pixelheight;
599 setproperty(VF_FOV, GetCurrentFov(fov));
601 // Camera for demo playback
604 if(autocvar_camera_enable)
608 cvar_set("chase_active", ftos(chase_active_backup));
609 cvar_set("cl_demo_mousegrab", "0");
610 camera_active = FALSE;
614 else if(autocvar_camera_enable)
616 else if(autocvar_camera_enable && isdemo())
619 // Enable required Darkplaces cvars
620 chase_active_backup = autocvar_chase_active;
621 cvar_set("chase_active", "2");
622 cvar_set("cl_demo_mousegrab", "1");
623 camera_active = TRUE;
627 // Draw the Crosshair
628 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
630 // Draw the Engine Status Bar (the default Quake HUD)
631 setproperty(VF_DRAWENGINESBAR, 0);
633 // Update the mouse position
635 mousepos_x = vid_conwidth;
636 mousepos_y = vid_conheight;
637 mousepos = mousepos*0.5 + getmousepos();
641 for(self = world; (self = nextent(self)); )
646 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
649 // now switch to 2D drawing mode by calling a 2D drawing function
650 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
651 // next R_RenderScene call
652 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
654 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
655 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
657 // apply night vision effect
658 vector tc_00, tc_01, tc_10, tc_11;
660 rgb_x = 0; // fteqcc sucks
661 rgb_y = 0; // fteqcc sucks
662 rgb_z = 0; // fteqcc sucks
664 if(!nightvision_noise)
666 nightvision_noise = spawn();
667 nightvision_noise.classname = "nightvision_noise";
669 if(!nightvision_noise2)
671 nightvision_noise2 = spawn();
672 nightvision_noise2.classname = "nightvision_noise2";
675 // color tint in yellow
676 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
679 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
681 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
682 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
683 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
684 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
685 tc_11 = tc_01 + tc_10 - tc_00;
686 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
687 R_PolygonVertex('0 0 0', tc_00, rgb, a);
688 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
689 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
690 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
694 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
695 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
696 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
697 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
698 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
699 tc_11 = tc_01 + tc_10 - tc_00;
700 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
701 R_PolygonVertex('0 0 0', tc_00, rgb, a);
702 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
703 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
704 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
708 // Draw the aiming reticle for weapons that use it
709 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
710 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
711 // the view to go back to normal, so reticle_type would become 0 as we fade out)
712 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
713 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
714 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
715 reticle_type = 2; // nex zoom
716 else if(button_zoom || zoomscript_caught)
717 reticle_type = 1; // normal zoom
718 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
719 reticle_type = 2; // nex zoom
721 if(reticle_type && autocvar_cl_reticle)
723 if(autocvar_cl_reticle_stretch)
725 reticle_size_x = vid_conwidth;
726 reticle_size_y = vid_conheight;
732 reticle_size_x = max(vid_conwidth, vid_conheight);
733 reticle_size_y = max(vid_conwidth, vid_conheight);
734 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
735 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
738 f = current_zoomfraction;
739 if(zoomscript_caught)
741 if(autocvar_cl_reticle_item_normal)
743 if(reticle_type == 1 && f)
744 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
746 if(autocvar_cl_reticle_item_nex)
748 if(reticle_type == 2 && f)
749 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
754 // improved polyblend
756 if(autocvar_hud_contents)
758 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
761 switch(pointcontents(view_origin))
764 liquidalpha = autocvar_hud_contents_water_alpha;
765 liquidcolor = stov(autocvar_hud_contents_water_color);
770 liquidalpha = autocvar_hud_contents_lava_alpha;
771 liquidcolor = stov(autocvar_hud_contents_lava_color);
776 liquidalpha = autocvar_hud_contents_slime_alpha;
777 liquidcolor = stov(autocvar_hud_contents_slime_color);
783 liquidcolor = '0 0 0';
788 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
789 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
790 contentfadetime = autocvar_hud_contents_fadeintime;
791 liquidalpha_prev = liquidalpha;
792 liquidcolor_prev = liquidcolor;
795 contentfadetime = autocvar_hud_contents_fadeouttime;
797 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
798 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
801 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
803 if(autocvar_hud_postprocessing)
805 if(autocvar_hud_contents_blur && contentavgalpha)
807 content_blurpostprocess_x = 1;
808 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
809 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
813 content_blurpostprocess_x = 0;
814 content_blurpostprocess_y = 0;
815 content_blurpostprocess_z = 0;
820 if(autocvar_hud_damage)
822 splash_size_x = max(vid_conwidth, vid_conheight);
823 splash_size_y = max(vid_conwidth, vid_conheight);
824 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
825 splash_pos_y = (vid_conheight - splash_size_y) / 2;
827 float myhealth_flash_temp;
828 myhealth = getstati(STAT_HEALTH);
831 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
833 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
835 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
836 pain_threshold = autocvar_hud_damage_pain_threshold;
837 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
838 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
840 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
842 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);
845 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
847 if(myhealth_prev < 1)
851 myhealth_flash = 0; // just spawned, clear the flash immediately
852 myhealth_flash_temp = 0;
856 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
860 if(spectatee_status == -1 || intermission)
862 myhealth_flash = 0; // observing, or match ended
863 myhealth_flash_temp = 0;
866 myhealth_prev = myhealth;
868 // IDEA: change damage color/picture based on player model for robot/alien species?
869 // pro: matches model better
870 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
871 // maybe different reddish pics?
872 if(autocvar_chase_active >= 0) // not while the event chase camera is active
874 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
876 if(autocvar_cl_gentle_damage == 2)
878 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
880 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
884 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
886 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);
889 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
892 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.
894 if(autocvar_hud_damage_blur && myhealth_flash_temp)
896 damage_blurpostprocess_x = 1;
897 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
898 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
902 damage_blurpostprocess_x = 0;
903 damage_blurpostprocess_y = 0;
904 damage_blurpostprocess_z = 0;
909 if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
911 // enable or disable rendering types if they are used or not
912 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)); }
913 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
915 // blur postprocess handling done first (used by hud_damage and hud_contents)
916 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
918 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
919 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
920 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
922 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
923 old_blurradius = blurradius;
924 old_bluralpha = bluralpha;
927 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
929 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
934 // edge detection postprocess handling done second (used by hud_powerup)
935 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
936 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
937 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
939 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.
941 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
943 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
945 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
946 old_sharpen_intensity = sharpen_intensity;
949 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
951 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
952 old_sharpen_intensity = 0;
959 /*if(gametype == GAME_CTF)
966 for(self = world; (self = nextent(self)); )
970 Draw_ShowNames_All();
972 scoreboard_active = HUD_WouldDrawScoreboard();
974 hit_time = getstatf(STAT_HIT_TIME);
975 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
977 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
978 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
980 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
982 typehit_time = getstatf(STAT_TYPEHIT_TIME);
983 if(typehit_time > nextsound_typehit_time)
985 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
986 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
988 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
993 if(gametype == GAME_FREEZETAG)
995 if(getstati(STAT_FROZEN))
996 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
997 if(getstatf(STAT_REVIVE_PROGRESS))
999 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);
1000 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1004 if(autocvar_r_letterbox == 0)
1005 if(autocvar_viewsize < 120)
1008 // crosshair goes VERY LAST
1009 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
1010 string wcross_style;
1011 float wcross_alpha, wcross_resolution;
1012 wcross_style = autocvar_crosshair;
1013 if (wcross_style == "0")
1015 wcross_resolution = autocvar_crosshair_size;
1016 if (wcross_resolution == 0)
1018 wcross_alpha = autocvar_crosshair_alpha;
1019 if (wcross_alpha == 0)
1025 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1026 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1027 wcross_origin_z = 0;
1028 if(autocvar_crosshair_hittest)
1030 vector wcross_oldorigin;
1031 wcross_oldorigin = wcross_origin;
1032 shottype = TrueAimCheck();
1033 if(shottype == SHOTTYPE_HITWORLD)
1035 v = wcross_origin - wcross_oldorigin;
1036 v_x /= vid_conwidth;
1037 v_y /= vid_conheight;
1039 shottype = SHOTTYPE_HITOBSTRUCTION;
1041 if(!autocvar_crosshair_hittest_showimpact)
1042 wcross_origin = wcross_oldorigin;
1045 shottype = SHOTTYPE_HITWORLD;
1047 vector wcross_color, wcross_size;
1048 string wcross_wep, wcross_name;
1049 float wcross_scale, wcross_blur;
1051 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1052 e = get_weaponinfo(switchingweapon);
1053 if (e && e.netname != "")
1055 wcross_wep = e.netname;
1056 if(autocvar_crosshair_per_weapon)
1058 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1059 if (wcross_resolution == 0)
1061 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1062 if (wcross_alpha == 0)
1065 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1066 if(wcross_style == "" || wcross_style == "0")
1067 wcross_style = wcross_wep;
1071 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1072 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1073 else if(autocvar_crosshair_color_by_health)
1075 float x = getstati(STAT_HEALTH);
1090 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1091 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1095 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1096 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1097 wcross_color_z = 1 - (x-100)*0.02;
1103 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1108 wcross_color_y = (x-20)*90/27/100;
1109 wcross_color_z = (x-20)*90/27/100 * 0.2;
1118 wcross_color = stov(autocvar_crosshair_color);
1120 wcross_name = strcat("gfx/crosshair", wcross_style);
1122 if(autocvar_crosshair_effect_scalefade)
1124 wcross_scale = wcross_resolution;
1125 wcross_resolution = 1;
1132 if(autocvar_crosshair_pickup)
1134 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1136 if(pickup_crosshair_time < stat_pickup_time)
1138 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1139 pickup_crosshair_size = 1;
1141 pickup_crosshair_time = stat_pickup_time;
1144 if(pickup_crosshair_size > 0)
1145 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1147 pickup_crosshair_size = 0;
1149 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1152 if(autocvar_crosshair_hitindication)
1154 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1155 if(hitindication_crosshair_time < hit_time)
1157 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1158 hitindication_crosshair_size = 1;
1160 hitindication_crosshair_time = hit_time;
1163 if(hitindication_crosshair_size > 0)
1164 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1166 hitindication_crosshair_size = 0;
1168 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1169 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1170 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1171 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1174 if(shottype == SHOTTYPE_HITENEMY)
1175 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1176 if(shottype == SHOTTYPE_HITTEAM)
1177 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1179 f = autocvar_crosshair_effect_speed;
1181 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1182 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1184 wcross_changedonetime = time + f;
1186 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1188 wcross_name_changestarttime = time;
1189 wcross_name_changedonetime = time + f;
1190 if(wcross_name_goal_prev_prev)
1191 strunzone(wcross_name_goal_prev_prev);
1192 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1193 wcross_name_goal_prev = strzone(wcross_name);
1194 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1195 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1196 wcross_resolution_goal_prev = wcross_resolution;
1199 wcross_scale_goal_prev = wcross_scale;
1200 wcross_alpha_goal_prev = wcross_alpha;
1201 wcross_color_goal_prev = wcross_color;
1203 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1206 wcross_alpha *= 0.75;
1210 // *_prev is at time-frametime
1211 // * is at wcross_changedonetime+f
1212 // what do we have at time?
1213 if(time < wcross_changedonetime)
1215 f = frametime / (wcross_changedonetime - time + frametime);
1216 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1217 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1218 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1221 wcross_scale_prev = wcross_scale;
1222 wcross_alpha_prev = wcross_alpha;
1223 wcross_color_prev = wcross_color;
1225 wcross_scale *= 1 - autocvar__menu_alpha;
1226 wcross_alpha *= 1 - autocvar__menu_alpha;
1227 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1229 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1231 // crosshair rings for weapon stats
1232 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1234 // declarations and stats
1235 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1236 string ring_image, ring_inner_image;
1237 vector ring_rgb, ring_inner_rgb;
1239 ring_scale = autocvar_crosshair_ring_size;
1241 float weapon_clipload, weapon_clipsize;
1242 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1243 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1245 float nex_charge, nex_chargepool;
1246 nex_charge = getstatf(STAT_NEX_CHARGE);
1247 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1249 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1250 nex_charge_movingavg = nex_charge;
1253 // handle the values
1254 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1256 if (nex_chargepool || use_nex_chargepool) {
1257 use_nex_chargepool = 1;
1258 ring_inner_value = nex_chargepool;
1260 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1261 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1264 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1265 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;
1266 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1268 // draw the outer ring to show the current charge of the weapon
1269 ring_value = nex_charge;
1270 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1271 ring_rgb = wcross_color;
1272 ring_image = "gfx/crosshair_ring_nexgun.tga";
1274 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1276 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.
1277 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1278 ring_rgb = wcross_color;
1279 ring_image = "gfx/crosshair_ring.tga";
1281 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1283 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1284 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1285 ring_rgb = wcross_color;
1286 ring_image = "gfx/crosshair_ring.tga";
1289 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1291 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1292 ring_scale = autocvar_crosshair_ring_reload_size;
1293 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1294 ring_rgb = wcross_color;
1296 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1297 // if a new image for another weapon is added, add the code (and its respective file/value) here
1298 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1299 ring_image = "gfx/crosshair_ring_rifle.tga";
1301 ring_image = "gfx/crosshair_ring.tga";
1304 // if in weapon switch animation, fade ring out/in
1305 if(g_weaponswitchdelay > 0)
1307 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1309 ring_alpha *= fabs(1 - f);
1312 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1313 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1316 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1319 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1322 if(wcross_blur > 0) \
1324 for(i = -2; i <= 2; ++i) \
1325 for(j = -2; j <= 2; ++j) \
1326 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1330 M(0,0,sz,wcross_name,wcross_alpha); \
1335 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1336 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)
1338 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1339 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1341 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1343 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1344 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1345 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1352 wcross_name_alpha_goal_prev = f;
1354 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1355 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1357 if(autocvar_crosshair_dot)
1359 vector wcross_color_old;
1360 wcross_color_old = wcross_color;
1361 if(autocvar_crosshair_dot_color != "0")
1362 wcross_color = stov(autocvar_crosshair_dot_color);
1363 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1364 // FIXME why don't we use wcross_alpha here?
1365 wcross_color = wcross_color_old;
1371 wcross_scale_prev = 0;
1372 wcross_alpha_prev = 0;
1373 wcross_scale_goal_prev = 0;
1374 wcross_alpha_goal_prev = 0;
1375 wcross_changedonetime = 0;
1376 if(wcross_name_goal_prev)
1377 strunzone(wcross_name_goal_prev);
1378 wcross_name_goal_prev = string_null;
1379 if(wcross_name_goal_prev_prev)
1380 strunzone(wcross_name_goal_prev_prev);
1381 wcross_name_goal_prev_prev = string_null;
1382 wcross_name_changestarttime = 0;
1383 wcross_name_changedonetime = 0;
1384 wcross_name_alpha_goal_prev = 0;
1385 wcross_name_alpha_goal_prev_prev = 0;
1386 wcross_resolution_goal_prev = 0;
1387 wcross_resolution_goal_prev_prev = 0;
1391 if(NextFrameCommand)
1393 localcmd("\n", NextFrameCommand, "\n");
1394 NextFrameCommand = string_null;
1397 // we must do this check AFTER a frame was rendered, or it won't work
1398 if(cs_project_is_b0rked == 0)
1401 w0 = ftos(autocvar_vid_conwidth);
1402 h0 = ftos(autocvar_vid_conheight);
1403 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1404 //setproperty(VF_FOV, '90 90 0');
1405 setproperty(VF_ORIGIN, '0 0 0');
1406 setproperty(VF_ANGLES, '0 0 0');
1407 setproperty(VF_PERSPECTIVE, 1);
1408 makevectors('0 0 0');
1410 cvar_set("vid_conwidth", "800");
1411 cvar_set("vid_conheight", "600");
1412 v1 = cs_project(v_forward);
1413 cvar_set("vid_conwidth", "640");
1414 cvar_set("vid_conheight", "480");
1415 v2 = cs_project(v_forward);
1417 cs_project_is_b0rked = 1;
1419 cs_project_is_b0rked = -1;
1420 cvar_set("vid_conwidth", w0);
1421 cvar_set("vid_conheight", h0);
1424 if(autocvar__hud_configure)
1427 if(hud && !intermission)
1429 if(hud == HUD_SPIDERBOT)
1431 else if(hud == HUD_WAKIZASHI)
1432 CSQC_WAKIZASHI_HUD();
1433 else if(hud == HUD_RAPTOR)
1435 else if(hud == HUD_BUMBLEBEE)
1438 // let's reset the view back to normal for the end
1439 setproperty(VF_MIN, '0 0 0');
1440 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1444 void CSQC_common_hud(void)
1446 // do some accuracy var caching
1448 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1450 if(autocvar_accuracy_color_levels != acc_color_levels)
1452 if(acc_color_levels)
1453 strunzone(acc_color_levels);
1454 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1455 acc_levels = tokenize_console(acc_color_levels);
1456 if (acc_levels > MAX_ACCURACY_LEVELS)
1457 acc_levels = MAX_ACCURACY_LEVELS;
1459 for (i = 0; i < acc_levels; ++i)
1460 acc_lev[i] = stof(argv(i)) / 100.0;
1462 // let know that acc_col[] needs to be loaded
1466 HUD_Main(); // always run these functions for alpha checks
1467 HUD_DrawScoreboard();
1469 if (scoreboard_active) // scoreboard/accuracy
1471 else if (intermission == 2) // map voting screen
1473 HUD_FinaleOverlay();
1484 CSQC_WAKIZASHI_HUD();
1495 // following vectors must be global to allow seamless switching between camera modes
1496 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1497 void CSQC_Demo_Camera()
1499 float speed, attenuation, dimensions;
1502 if( autocvar_camera_reset || !camera_mode )
1504 camera_offset = '0 0 0';
1505 current_angles = '0 0 0';
1506 camera_direction = '0 0 0';
1507 camera_offset_z += 30;
1508 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1509 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1510 current_origin = view_origin;
1511 current_camera_offset = camera_offset;
1512 cvar_set("camera_reset", "0");
1513 camera_mode = CAMERA_CHASE;
1518 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1520 if(autocvar_camera_look_player)
1525 dir = normalize(view_origin - current_position);
1527 mouse_angles = vectoangles(dir);
1528 mouse_angles_x = mouse_angles_x * -1;
1533 tmp = getmousepos() * 0.1;
1534 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1536 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1537 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1541 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1542 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1543 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1544 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1546 // Fix difference when angles don't have the same sign
1548 if(mouse_angles_y < -60 && current_angles_y > 60)
1550 if(mouse_angles_y > 60 && current_angles_y < -60)
1553 if(autocvar_camera_look_player)
1554 attenuation = autocvar_camera_look_attenuation;
1556 attenuation = autocvar_camera_speed_attenuation;
1558 attenuation = 1 / max(1, attenuation);
1559 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1561 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1562 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1563 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1564 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1570 if( camera_direction_x )
1572 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1573 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1574 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1575 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1579 if( camera_direction_y )
1581 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1582 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1583 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1587 if( camera_direction_z )
1589 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1593 if(autocvar_camera_free)
1594 speed = autocvar_camera_speed_free;
1596 speed = autocvar_camera_speed_chase;
1600 speed = speed * sqrt(1 / dimensions);
1601 camera_offset += tmp * speed;
1604 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1607 if( autocvar_camera_free )
1609 if ( camera_mode == CAMERA_CHASE )
1611 current_camera_offset = current_origin + current_camera_offset;
1612 camera_offset = current_origin + camera_offset;
1615 camera_mode = CAMERA_FREE;
1616 current_position = current_camera_offset;
1620 if ( camera_mode == CAMERA_FREE )
1622 current_origin = view_origin;
1623 camera_offset = camera_offset - current_origin;
1624 current_camera_offset = current_camera_offset - current_origin;
1627 camera_mode = CAMERA_CHASE;
1629 if(autocvar_camera_chase_smoothly)
1630 current_origin += (view_origin - current_origin) * attenuation;
1632 current_origin = view_origin;
1634 current_position = current_origin + current_camera_offset;
1637 setproperty(VF_ANGLES, current_angles);
1638 setproperty(VF_ORIGIN, current_position);