3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
12 vector p, dir, ang, q, nextdir;
13 float idx, portal_number, portal1_idx;
15 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
61 if(portal_number >= 2)
71 if(idx-1 >= portal1_idx)
73 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
77 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 * Checks whether the server initiated a map restart (stat_game_starttime changed)
86 * TODO: Use a better solution where a common shared entitiy is used that contains
87 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88 * and STAT_FRAGLIMIT to be auto-sent)
90 void CheckForGamestartChange() {
92 startTime = getstatf(STAT_GAMESTARTTIME);
93 if (previous_game_starttime != startTime) {
94 if ((time + 5.0) < startTime) {
95 //if connecting to server while restart was active don't always play prepareforbattle
96 sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
98 if (time < startTime) {
99 restartAnnouncer = spawn();
100 restartAnnouncer.think = restartAnnouncer_Think;
101 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
104 previous_game_starttime = startTime;
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
121 zoomsensitivity = autocvar_cl_zoomsensitivity;
122 zoomfactor = autocvar_cl_zoomfactor;
123 if(zoomfactor < 1 || zoomfactor > 16)
125 zoomspeed = autocvar_cl_zoomspeed;
127 if(zoomspeed < 0.5 || zoomspeed > 16)
130 zoomdir = button_zoom;
131 if(hud == HUD_NORMAL)
132 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
133 zoomdir += button_attack2;
134 if(spectatee_status > 0 || isdemo())
136 if(spectatorbutton_zoom)
137 zoomdir = 0 + !zoomdir;
138 // do not even THINK about removing this 0
139 // _I_ know what I am doing
146 if(zoomin_effect || camera_active)
148 current_viewzoom = min(1, current_viewzoom + drawframetime);
152 if(zoomspeed < 0) // instant zoom
155 current_viewzoom = 1 / zoomfactor;
157 current_viewzoom = 1;
162 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
164 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
168 if(almost_equals(current_viewzoom, 1))
169 current_zoomfraction = 0;
170 else if(almost_equals(current_viewzoom, 1/zoomfactor))
171 current_zoomfraction = 1;
173 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
175 if(zoomsensitivity < 1)
176 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
178 setsensitivityscale(1);
180 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
181 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
182 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
184 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
186 float frustumx, frustumy, fovx, fovy;
187 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
188 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
189 fovx = atan2(frustumx, 1) / M_PI * 360.0;
190 fovy = atan2(frustumy, 1) / M_PI * 360.0;
192 return '1 0 0' * fovx + '0 1 0' * fovy;
195 // this function must match W_SetupShot!
196 float zoomscript_caught;
198 vector wcross_origin;
199 float wcross_scale_prev, wcross_alpha_prev;
200 vector wcross_color_prev;
201 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
202 vector wcross_color_goal_prev;
203 float wcross_changedonetime;
205 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
206 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
207 float wcross_name_changestarttime, wcross_name_changedonetime;
208 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
210 entity trueaim_rifle;
212 #define SHOTTYPE_HITTEAM 1
213 #define SHOTTYPE_HITOBSTRUCTION 2
214 #define SHOTTYPE_HITWORLD 3
215 #define SHOTTYPE_HITENEMY 4
220 trueaim.classname = "trueaim";
221 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
222 trueaim_rifle = spawn();
223 trueaim_rifle.classname = "trueaim_rifle";
224 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
227 float EnemyHitCheck()
230 wcross_origin = project_3d_to_2d(trace_endpos);
232 if(trace_networkentity < 1)
233 return SHOTTYPE_HITWORLD;
234 if(trace_networkentity > maxclients)
235 return SHOTTYPE_HITWORLD;
236 t = GetPlayerColor(trace_networkentity - 1);
239 return SHOTTYPE_HITTEAM;
240 if(t == COLOR_SPECTATOR)
241 return SHOTTYPE_HITWORLD;
242 return SHOTTYPE_HITENEMY;
247 float nudge = 1; // added to traceline target and subtracted from result
248 vector vecs, trueaimpoint, w_shotorg;
256 mv = MOVE_NOMONSTERS;
260 case WEP_TUBA: // no aim
261 case WEP_PORTO: // shoots from eye
262 case WEP_HOOK: // no trueaim
263 case WEP_GRENADE_LAUNCHER: // toss curve
264 return SHOTTYPE_HITWORLD;
272 if(zoomscript_caught)
274 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
275 return EnemyHitCheck();
278 case WEP_ROCKET_LAUNCHER: // projectile has a size!
282 case WEP_FIREBALL: // projectile has a size!
286 case WEP_SEEKER: // projectile has a size!
290 case WEP_ELECTRO: // projectile has a size!
296 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
298 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
299 trueaimpoint = trace_endpos;
301 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
302 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
309 dv = view_right * vecs_y + view_up * vecs_z;
310 w_shotorg = view_origin + dv;
312 // now move the vecs forward as much as requested if possible
313 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
314 w_shotorg = trace_endpos - view_forward * nudge;
316 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
317 shottype = EnemyHitCheck();
318 if(shottype != SHOTTYPE_HITWORLD)
322 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
323 // or rather, I know why, but see no fix
324 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
325 // 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
326 return SHOTTYPE_HITOBSTRUCTION;
329 return SHOTTYPE_HITWORLD;
332 void CSQC_common_hud(void);
335 void CSQC_Demo_Camera();
336 float HUD_WouldDrawScoreboard();
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
343 vector freeze_org, freeze_ang;
344 entity nightvision_noise, nightvision_noise2;
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
355 float old_blurradius, old_bluralpha;
356 float old_sharpen_intensity;
358 vector myhealth_gentlergb;
360 float contentavgalpha, liquidalpha_prev;
361 vector liquidcolor_prev;
363 float eventchase_current_distance;
365 vector damage_blurpostprocess, content_blurpostprocess;
369 void CSQC_UpdateView(float w, float h)
375 vector vf_size, vf_min;
377 hud = getstati(STAT_HUD);
379 button_attack2 = (input_buttons & BUTTON_3);
380 button_zoom = (input_buttons & BUTTON_4);
382 #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
383 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
384 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
385 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);
386 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
387 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
388 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
390 vf_size = R_SetView3fv(VF_SIZE);
391 vf_min = R_SetView3fv(VF_MIN);
392 vid_width = vf_size_x;
393 vid_height = vf_size_y;
395 vector reticle_pos, reticle_size;
396 vector splash_pos, splash_size;
398 WaypointSprite_Load();
401 myteam = GetPlayerColor(spectatee_status - 1);
403 myteam = GetPlayerColor(player_localentnum - 1);
405 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
407 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
409 R_SetView(VF_ORIGIN, freeze_org);
410 R_SetView(VF_ANGLES, freeze_ang);
414 freeze_org = R_SetView3fv(VF_ORIGIN);
415 freeze_ang = R_SetView3fv(VF_ANGLES);
418 // event chase camera
419 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
421 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
423 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
424 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
425 if(!autocvar_chase_active)
426 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)
428 // make the camera smooth back
429 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
430 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
431 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
432 eventchase_current_distance = autocvar_cl_eventchase_distance;
434 vector eventchase_target_origin;
435 makevectors(view_angles);
436 // pass 1, used to check where the camera would go and obtain the trace_fraction
437 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
439 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
440 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
441 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
442 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
443 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
445 R_SetView(VF_ORIGIN, trace_endpos);
446 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
448 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
450 cvar_set("chase_active", "0");
451 eventchase_current_distance = 0; // start from 0 next time
456 //WarpZone_FixPMove();
459 view_origin = R_SetView3fv(VF_ORIGIN);
460 view_angles = R_SetView3fv(VF_ANGLES);
461 makevectors(view_angles);
462 view_forward = v_forward;
463 view_right = v_right;
467 if(time > blurtest_time0 && time < blurtest_time1)
471 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
472 r = t * blurtest_radius;
473 f = 1 / pow(t, blurtest_power) - 1;
475 cvar_set("r_glsl_postprocess", "1");
476 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
480 cvar_set("r_glsl_postprocess", "0");
481 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
485 TargetMusic_Advance();
489 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
491 drawframetime = bound(0.000001, time - drawtime, 1);
494 // watch for gametype changes here...
495 // in ParseStuffCMD the cmd isn't executed yet :/
496 // might even be better to add the gametype to TE_CSQC_INIT...?
500 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
501 if(calledhooks & HOOK_START)
503 localcmd("\ncl_hook_gameend\n");
504 calledhooks |= HOOK_END;
507 CheckForGamestartChange();
515 if(!zoomscript_caught)
517 localcmd("+button9\n");
518 zoomscript_caught = 1;
523 if(zoomscript_caught)
525 localcmd("-button9\n");
526 zoomscript_caught = 0;
530 ColorTranslateMode = autocvar_cl_stripcolorcodes;
531 activeweapon = getstati(STAT_SWITCHWEAPON);
532 f = (serverflags & SERVERFLAG_TEAMPLAY);
539 if(last_weapon != activeweapon) {
541 last_weapon = activeweapon;
543 e = get_weaponinfo(activeweapon);
545 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
547 localcmd("\ncl_hook_activeweapon none\n");
550 // ALWAYS Clear Current Scene First
552 #ifdef WORKAROUND_XON010
553 if(checkextension("DP_CSQC_ROTATEMOVES"))
556 R_SetView(VF_ORIGIN, view_origin);
557 R_SetView(VF_ANGLES, view_angles);
558 #ifdef WORKAROUND_XON010
562 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
563 R_SetView(VF_SIZE, vf_size);
564 R_SetView(VF_MIN, vf_min);
566 // Assign Standard Viewflags
567 // Draw the World (and sky)
568 R_SetView(VF_DRAWWORLD, 1);
570 // Set the console size vars
571 vid_conwidth = autocvar_vid_conwidth;
572 vid_conheight = autocvar_vid_conheight;
573 vid_pixelheight = autocvar_vid_pixelheight;
575 R_SetView(VF_FOV, GetCurrentFov(fov));
577 // Camera for demo playback
580 if(autocvar_camera_enable)
584 cvar_set("chase_active", ftos(chase_active_backup));
585 cvar_set("cl_demo_mousegrab", "0");
586 camera_active = FALSE;
590 else if(autocvar_camera_enable)
592 else if(autocvar_camera_enable && isdemo())
595 // Enable required Darkplaces cvars
596 chase_active_backup = autocvar_chase_active;
597 cvar_set("chase_active", "2");
598 cvar_set("cl_demo_mousegrab", "1");
599 camera_active = TRUE;
603 // Draw the Crosshair
604 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
606 // Draw the Engine Status Bar (the default Quake HUD)
607 R_SetView(VF_DRAWENGINEHUD, 0);
609 // Update the mouse position
611 mousepos_x = vid_conwidth;
612 mousepos_y = vid_conheight;
613 mousepos = mousepos*0.5 + getmousepos();
617 for(self = world; (self = nextent(self)); )
622 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
625 // now switch to 2D drawing mode by calling a 2D drawing function
626 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
627 // next R_RenderScene call
628 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
630 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
631 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
633 // apply night vision effect
634 vector rgb, tc_00, tc_01, tc_10, tc_11;
636 if(!nightvision_noise)
638 nightvision_noise = spawn();
639 nightvision_noise.classname = "nightvision_noise";
641 if(!nightvision_noise2)
643 nightvision_noise2 = spawn();
644 nightvision_noise2.classname = "nightvision_noise2";
647 // color tint in yellow
648 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
651 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
653 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
654 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
655 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
656 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
657 tc_11 = tc_01 + tc_10 - tc_00;
658 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
659 R_PolygonVertex('0 0 0', tc_00, rgb, a);
660 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
661 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
662 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
666 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
667 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
668 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
669 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
670 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
671 tc_11 = tc_01 + tc_10 - tc_00;
672 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
673 R_PolygonVertex('0 0 0', tc_00, rgb, a);
674 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
675 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
676 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
680 // Draw the aiming reticle for weapons that use it
681 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
682 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
683 // the view to go back to normal, so reticle_type would become 0 as we fade out)
684 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
685 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
686 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
687 reticle_type = 2; // nex zoom
688 else if(button_zoom || zoomscript_caught)
689 reticle_type = 1; // normal zoom
690 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
691 reticle_type = 2; // nex zoom
695 if(autocvar_cl_reticle_stretch)
697 reticle_size_x = vid_conwidth;
698 reticle_size_y = vid_conheight;
704 reticle_size_x = max(vid_conwidth, vid_conheight);
705 reticle_size_y = max(vid_conwidth, vid_conheight);
706 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
707 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
710 f = current_zoomfraction;
711 if(zoomscript_caught)
713 if(autocvar_cl_reticle_item_normal)
715 if(reticle_type == 1 && f)
716 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
718 if(autocvar_cl_reticle_item_nex)
720 if(reticle_type == 2 && f)
721 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
726 // improved polyblend
728 if(autocvar_hud_contents)
730 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
733 switch(pointcontents(view_origin))
736 liquidalpha = autocvar_hud_contents_water_alpha;
737 liquidcolor = stov(autocvar_hud_contents_water_color);
742 liquidalpha = autocvar_hud_contents_lava_alpha;
743 liquidcolor = stov(autocvar_hud_contents_lava_color);
748 liquidalpha = autocvar_hud_contents_slime_alpha;
749 liquidcolor = stov(autocvar_hud_contents_slime_color);
755 liquidcolor = '0 0 0';
760 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
761 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
762 contentfadetime = autocvar_hud_contents_fadeintime;
763 liquidalpha_prev = liquidalpha;
764 liquidcolor_prev = liquidcolor;
767 contentfadetime = autocvar_hud_contents_fadeouttime;
769 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
770 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
773 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
775 if(autocvar_hud_postprocessing)
777 if(autocvar_hud_contents_blur && contentavgalpha)
779 content_blurpostprocess_x = 1;
780 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
781 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
785 content_blurpostprocess_x = 0;
786 content_blurpostprocess_y = 0;
787 content_blurpostprocess_z = 0;
792 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 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
843 if(autocvar_cl_gentle_damage == 2)
845 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
847 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
851 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
853 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);
856 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
858 if(autocvar_hud_postprocessing)
860 if(autocvar_hud_damage_blur && myhealth_flash_temp)
862 damage_blurpostprocess_x = 1;
863 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
864 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
868 damage_blurpostprocess_x = 0;
869 damage_blurpostprocess_y = 0;
870 damage_blurpostprocess_z = 0;
875 if(autocvar_hud_postprocessing)
877 // all of this should be done in the engine eventually
879 // enable or disable rendering types if they are used or not
880 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
881 cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
882 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
883 cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
885 // lets apply the postprocess effects from the previous two functions if needed
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 float sharpen_intensity;
905 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
906 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
907 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
908 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
910 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
912 sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
914 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
916 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
917 old_sharpen_intensity = sharpen_intensity;
920 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
922 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
923 old_sharpen_intensity = 0;
930 /*if(gametype == GAME_CTF)
937 for(self = world; (self = nextent(self)); )
941 Draw_ShowNames_All();
943 scoreboard_active = HUD_WouldDrawScoreboard();
945 hit_time = getstatf(STAT_HIT_TIME);
946 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
948 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
949 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
951 typehit_time = getstatf(STAT_TYPEHIT_TIME);
952 if(typehit_time > nextsound_typehit_time)
954 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
955 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
960 if(gametype == GAME_FREEZETAG)
962 if(getstati(STAT_FROZEN))
963 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
964 if(getstatf(STAT_REVIVE_PROGRESS))
966 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);
967 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
971 if(autocvar_r_letterbox == 0)
972 if(autocvar_viewsize < 120)
975 // crosshair goes VERY LAST
976 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
978 float wcross_alpha, wcross_resolution;
979 wcross_style = autocvar_crosshair;
980 if (wcross_style == "0")
982 wcross_resolution = autocvar_crosshair_size;
983 if (wcross_resolution == 0)
985 wcross_alpha = autocvar_crosshair_alpha;
986 if (wcross_alpha == 0)
992 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
993 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
995 if(autocvar_crosshair_hittest)
997 vector wcross_oldorigin;
998 wcross_oldorigin = wcross_origin;
999 shottype = TrueAimCheck();
1000 if(shottype == SHOTTYPE_HITWORLD)
1002 v = wcross_origin - wcross_oldorigin;
1003 v_x /= vid_conwidth;
1004 v_y /= vid_conheight;
1006 shottype = SHOTTYPE_HITOBSTRUCTION;
1008 if(!autocvar_crosshair_hittest_showimpact)
1009 wcross_origin = wcross_oldorigin;
1012 shottype = SHOTTYPE_HITWORLD;
1014 vector wcross_color, wcross_size;
1015 string wcross_wep, wcross_name;
1016 float wcross_scale, wcross_blur;
1018 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1019 e = get_weaponinfo(activeweapon);
1020 if (e && e.netname != "")
1022 wcross_wep = e.netname;
1023 if(autocvar_crosshair_per_weapon)
1025 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1026 if (wcross_resolution == 0)
1028 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1029 if (wcross_alpha == 0)
1032 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1033 if(wcross_style == "" || wcross_style == "0")
1034 wcross_style = wcross_wep;
1038 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1039 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1040 else if(autocvar_crosshair_color_by_health)
1042 local float x = getstati(STAT_HEALTH);
1057 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1058 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1062 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1063 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1064 wcross_color_z = 1 - (x-100)*0.02;
1070 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1075 wcross_color_y = (x-20)*90/27/100;
1076 wcross_color_z = (x-20)*90/27/100 * 0.2;
1085 wcross_color = stov(autocvar_crosshair_color);
1087 wcross_name = strcat("gfx/crosshair", wcross_style);
1089 if(autocvar_crosshair_effect_scalefade)
1091 wcross_scale = wcross_resolution;
1092 wcross_resolution = 1;
1099 if(autocvar_crosshair_pickup)
1101 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1103 pickup_crosshair_size = 1;
1104 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1107 if(pickup_crosshair_size > 0)
1108 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1110 pickup_crosshair_size = 0;
1112 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1115 vector hitindication_color;
1116 if(autocvar_crosshair_hitindication)
1118 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1119 if(hitindication_crosshair_time < hit_time)
1121 hitindication_crosshair_size = 1;
1122 hitindication_crosshair_time = hit_time;
1125 if(hitindication_crosshair_size > 0)
1126 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1128 hitindication_crosshair_size = 0;
1130 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1131 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1132 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1133 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1136 if(shottype == SHOTTYPE_HITENEMY)
1137 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1138 if(shottype == SHOTTYPE_HITTEAM)
1139 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1141 f = autocvar_crosshair_effect_speed;
1143 f *= -2 * g_weaponswitchdelay;
1144 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1146 wcross_changedonetime = time + f;
1148 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1150 wcross_name_changestarttime = time;
1151 wcross_name_changedonetime = time + f;
1152 if(wcross_name_goal_prev_prev)
1153 strunzone(wcross_name_goal_prev_prev);
1154 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1155 wcross_name_goal_prev = strzone(wcross_name);
1156 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1157 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1158 wcross_resolution_goal_prev = wcross_resolution;
1161 wcross_scale_goal_prev = wcross_scale;
1162 wcross_alpha_goal_prev = wcross_alpha;
1163 wcross_color_goal_prev = wcross_color;
1165 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1168 wcross_alpha *= 0.75;
1172 // *_prev is at time-frametime
1173 // * is at wcross_changedonetime+f
1174 // what do we have at time?
1175 if(time < wcross_changedonetime)
1177 f = frametime / (wcross_changedonetime - time + frametime);
1178 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1179 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1180 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1183 wcross_scale_prev = wcross_scale;
1184 wcross_alpha_prev = wcross_alpha;
1185 wcross_color_prev = wcross_color;
1187 wcross_scale *= 1 - autocvar__menu_alpha;
1188 wcross_alpha *= 1 - autocvar__menu_alpha;
1189 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1191 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1193 // crosshair rings for weapon stats
1194 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1196 // declarations and stats
1197 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1198 string ring_image, ring_inner_image;
1199 vector ring_rgb, ring_inner_rgb;
1201 ring_scale = autocvar_crosshair_ring_size;
1203 float weapon_clipload, weapon_clipsize;
1204 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1205 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1207 float nex_charge, nex_chargepool;
1208 nex_charge = getstatf(STAT_NEX_CHARGE);
1209 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1211 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1212 nex_charge_movingavg = nex_charge;
1215 // handle the values
1216 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1218 if (nex_chargepool || use_nex_chargepool) {
1219 use_nex_chargepool = 1;
1220 ring_inner_value = nex_chargepool;
1222 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1223 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1226 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1227 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;
1228 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1230 // draw the outer ring to show the current charge of the weapon
1231 ring_value = nex_charge;
1232 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1233 ring_rgb = wcross_color;
1234 ring_image = "gfx/crosshair_ring_nexgun.tga";
1236 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1238 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.
1239 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1240 ring_rgb = wcross_color;
1241 ring_image = "gfx/crosshair_ring.tga";
1243 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1245 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1246 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1247 ring_rgb = wcross_color;
1248 ring_image = "gfx/crosshair_ring.tga";
1251 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1253 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1254 ring_scale = autocvar_crosshair_ring_reload_size;
1255 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1256 ring_rgb = wcross_color;
1258 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1259 // if a new image for another weapon is added, add the code (and its respective file/value) here
1260 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1261 ring_image = "gfx/crosshair_ring_rifle.tga";
1263 ring_image = "gfx/crosshair_ring.tga";
1266 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1267 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1270 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1273 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1276 if(wcross_blur > 0) \
1278 for(i = -2; i <= 2; ++i) \
1279 for(j = -2; j <= 2; ++j) \
1280 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1284 M(0,0,sz,wcross_name,wcross_alpha); \
1289 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1290 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)
1292 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1293 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1295 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1297 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1298 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1299 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1306 wcross_name_alpha_goal_prev = f;
1308 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1309 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1311 if(autocvar_crosshair_dot)
1313 vector wcross_color_old;
1314 wcross_color_old = wcross_color;
1315 if(autocvar_crosshair_dot_color != "0")
1316 wcross_color = stov(autocvar_crosshair_dot_color);
1317 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1318 // FIXME why don't we use wcross_alpha here?
1319 wcross_color = wcross_color_old;
1325 wcross_scale_prev = 0;
1326 wcross_alpha_prev = 0;
1327 wcross_scale_goal_prev = 0;
1328 wcross_alpha_goal_prev = 0;
1329 wcross_changedonetime = 0;
1330 if(wcross_name_goal_prev)
1331 strunzone(wcross_name_goal_prev);
1332 wcross_name_goal_prev = string_null;
1333 if(wcross_name_goal_prev_prev)
1334 strunzone(wcross_name_goal_prev_prev);
1335 wcross_name_goal_prev_prev = string_null;
1336 wcross_name_changestarttime = 0;
1337 wcross_name_changedonetime = 0;
1338 wcross_name_alpha_goal_prev = 0;
1339 wcross_name_alpha_goal_prev_prev = 0;
1340 wcross_resolution_goal_prev = 0;
1341 wcross_resolution_goal_prev_prev = 0;
1345 if(NextFrameCommand)
1347 localcmd("\n", NextFrameCommand, "\n");
1348 NextFrameCommand = string_null;
1351 // we must do this check AFTER a frame was rendered, or it won't work
1352 if(cs_project_is_b0rked == 0)
1355 w0 = ftos(autocvar_vid_conwidth);
1356 h0 = ftos(autocvar_vid_conheight);
1357 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1358 //R_SetView(VF_FOV, '90 90 0');
1359 R_SetView(VF_ORIGIN, '0 0 0');
1360 R_SetView(VF_ANGLES, '0 0 0');
1361 R_SetView(VF_PERSPECTIVE, 1);
1362 makevectors('0 0 0');
1364 cvar_set("vid_conwidth", "800");
1365 cvar_set("vid_conheight", "600");
1366 v1 = cs_project(v_forward);
1367 cvar_set("vid_conwidth", "640");
1368 cvar_set("vid_conheight", "480");
1369 v2 = cs_project(v_forward);
1371 cs_project_is_b0rked = 1;
1373 cs_project_is_b0rked = -1;
1374 cvar_set("vid_conwidth", w0);
1375 cvar_set("vid_conheight", h0);
1378 if(autocvar__hud_configure)
1381 if(hud && !intermission)
1383 if(hud == HUD_SPIDERBOT)
1385 else if(hud == HUD_WAKIZASHI)
1386 CSQC_WAKIZASHI_HUD();
1387 else if(hud == HUD_RAPTOR)
1389 else if(hud == HUD_BUMBLEBEE)
1392 // let's reset the view back to normal for the end
1393 R_SetView(VF_MIN, '0 0 0');
1394 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1398 void CSQC_common_hud(void)
1400 // do some accuracy var caching
1402 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1404 if(autocvar_accuracy_color_levels != acc_color_levels)
1406 if(acc_color_levels)
1407 strunzone(acc_color_levels);
1408 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1409 acc_levels = tokenize(acc_color_levels);
1410 if (acc_levels > MAX_ACCURACY_LEVELS)
1411 acc_levels = MAX_ACCURACY_LEVELS;
1413 for (i = 0; i < acc_levels; ++i)
1414 acc_lev[i] = stof(argv(i)) / 100.0;
1416 // let know that acc_col[] needs to be loaded
1420 HUD_Main(); // always run these functions for alpha checks
1421 HUD_DrawScoreboard();
1423 if (scoreboard_active) // scoreboard/accuracy
1426 // HUD_DrawScoreboard takes care of centerprint_start
1428 else if (intermission == 2) // map voting screen
1430 HUD_FinaleOverlay();
1433 centerprint_start_x = 0;
1434 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1438 centerprint_start_x = 0;
1439 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1450 CSQC_WAKIZASHI_HUD();
1459 HUD_DrawCenterPrint();
1464 // following vectors must be global to allow seamless switching between camera modes
1465 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1466 void CSQC_Demo_Camera()
1468 float speed, attenuation, dimensions;
1471 if( autocvar_camera_reset || !camera_mode )
1473 camera_offset = '0 0 0';
1474 current_angles = '0 0 0';
1475 camera_direction = '0 0 0';
1476 camera_offset_z += 30;
1477 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1478 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1479 current_origin = view_origin;
1480 current_camera_offset = camera_offset;
1481 cvar_set("camera_reset", "0");
1482 camera_mode = CAMERA_CHASE;
1487 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1489 if(autocvar_camera_look_player)
1494 dir = normalize(view_origin - current_position);
1496 mouse_angles = vectoangles(dir);
1497 mouse_angles_x = mouse_angles_x * -1;
1502 tmp = getmousepos() * 0.1;
1503 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1505 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1506 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1510 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1511 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1512 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1513 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1515 // Fix difference when angles don't have the same sign
1517 if(mouse_angles_y < -60 && current_angles_y > 60)
1519 if(mouse_angles_y > 60 && current_angles_y < -60)
1522 if(autocvar_camera_look_player)
1523 attenuation = autocvar_camera_look_attenuation;
1525 attenuation = autocvar_camera_speed_attenuation;
1527 attenuation = 1 / max(1, attenuation);
1528 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1530 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1531 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1532 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1533 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1539 if( camera_direction_x )
1541 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1542 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1543 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1544 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1548 if( camera_direction_y )
1550 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1551 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1552 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1556 if( camera_direction_z )
1558 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1562 if(autocvar_camera_free)
1563 speed = autocvar_camera_speed_free;
1565 speed = autocvar_camera_speed_chase;
1569 speed = speed * sqrt(1 / dimensions);
1570 camera_offset += tmp * speed;
1573 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1576 if( autocvar_camera_free )
1578 if ( camera_mode == CAMERA_CHASE )
1580 current_camera_offset = current_origin + current_camera_offset;
1581 camera_offset = current_origin + camera_offset;
1584 camera_mode = CAMERA_FREE;
1585 current_position = current_camera_offset;
1589 if ( camera_mode == CAMERA_FREE )
1591 current_origin = view_origin;
1592 camera_offset = camera_offset - current_origin;
1593 current_camera_offset = current_camera_offset - current_origin;
1596 camera_mode = CAMERA_CHASE;
1598 if(autocvar_camera_chase_smoothly)
1599 current_origin += (view_origin - current_origin) * attenuation;
1601 current_origin = view_origin;
1603 current_position = current_origin + current_camera_offset;
1606 R_SetView(VF_ANGLES, current_angles);
1607 R_SetView(VF_ORIGIN, current_position);