3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
25 #include <common/weapons/weapon/tuba.qh>
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
42 float autocvar_cl_viewmodel_scale;
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
67 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 float __ignore; lowpass(value, frac, ref_store, __ignore); \
73 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
76 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
78 float __f = 0; lowpass(value, frac, ref_store, __f); \
79 ret = (value) - __f; \
82 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
84 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
85 ret = (value) - __f; \
88 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
90 lowpass(value.x, frac, ref_store.x, ref_out.x); \
91 lowpass(value.y, frac, ref_store.y, ref_out.y); \
94 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
96 highpass(value.x, frac, ref_store.x, ref_out.x); \
97 highpass(value.y, frac, ref_store.y, ref_out.y); \
100 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
102 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 lowpass(value.x, frac, ref_store.x, ref_out.x); \
109 lowpass(value.y, frac, ref_store.y, ref_out.y); \
110 lowpass(value.z, frac, ref_store.z, ref_out.z); \
113 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 highpass(value.x, frac, ref_store.x, ref_out.x); \
116 highpass(value.y, frac, ref_store.y, ref_out.y); \
117 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 void calc_followmodel_ofs(entity view)
122 if(cl_followmodel_time == time)
123 return; // cl_followmodel_ofs already calculated for this frame
126 vector gunorg = '0 0 0';
127 static vector vel_average;
128 static vector gunorg_prev = '0 0 0';
129 static vector gunorg_adjustment_highpass;
130 static vector gunorg_adjustment_lowpass;
133 if (autocvar_cl_followmodel_velocity_absolute)
137 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
138 MAKEVECTORS(makevectors, view_angles, forward, right, up);
139 vel.x = view.velocity * forward;
140 vel.y = view.velocity * right * -1;
141 vel.z = view.velocity * up;
144 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
145 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
146 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
148 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
149 lowpass3(vel, frac, vel_average, gunorg);
151 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
153 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
154 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
155 frac = avg_factor(autocvar_cl_followmodel_highpass);
156 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
157 frac = avg_factor(autocvar_cl_followmodel_lowpass);
158 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
160 if (autocvar_cl_followmodel_velocity_absolute)
163 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
164 MAKEVECTORS(makevectors, view_angles, forward, right, up);
165 fixed_gunorg.x = gunorg * forward;
166 fixed_gunorg.y = gunorg * right * -1;
167 fixed_gunorg.z = gunorg * up;
168 gunorg = fixed_gunorg;
171 cl_followmodel_ofs = gunorg;
172 cl_followmodel_time = time;
175 vector leanmodel_ofs(entity view)
178 vector gunangles = '0 0 0';
179 static vector gunangles_prev = '0 0 0';
180 static vector gunangles_highpass = '0 0 0';
181 static vector gunangles_adjustment_highpass;
182 static vector gunangles_adjustment_lowpass;
184 if (view.csqcmodel_teleported)
185 gunangles_prev = view_angles;
187 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
188 gunangles_highpass += gunangles_prev;
189 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
190 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
191 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
192 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
193 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
194 gunangles_prev = view_angles;
195 gunangles_highpass -= gunangles_prev;
197 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
198 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
200 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
201 frac = avg_factor(autocvar_cl_leanmodel_highpass);
202 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
203 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
204 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
206 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
211 vector bobmodel_ofs(entity view)
213 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
214 static bool oldonground;
215 static float hitgroundtime;
218 float f = time; // cl.movecmd[0].time
222 oldonground = clonground;
224 // calculate for swinging gun model
225 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
226 vector gunorg = '0 0 0';
227 static float bobmodel_scale = 0;
228 static float time_ofs = 0; // makes the effect always restart in the same way
231 if (time - hitgroundtime > 0.05)
232 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
235 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
237 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
238 if (bobmodel_scale && xyspeed)
240 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
241 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
242 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
243 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
251 void viewmodel_animate(entity this)
253 if (autocvar_chase_active) return;
254 if (STAT(HEALTH) <= 0) return;
256 entity view = CSQCModel_server2csqc(player_localentnum - 1);
258 if (autocvar_cl_followmodel)
260 calc_followmodel_ofs(view);
261 this.origin += cl_followmodel_ofs;
264 if (autocvar_cl_leanmodel)
265 this.angles += leanmodel_ofs(view);
267 // vertical view bobbing code
270 // horizontal view bobbing code
274 // causes the view to swing down and back up when touching the ground
277 // gun model bobbing code
278 if (autocvar_cl_bobmodel)
279 this.origin += bobmodel_ofs(view);
282 .vector viewmodel_origin, viewmodel_angles;
283 .float weapon_nextthink;
284 .float weapon_eta_last;
285 .float weapon_switchdelay;
287 void viewmodel_draw(entity this)
289 if(!activeweapon || !autocvar_r_drawviewmodel)
291 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
292 float a = this.alpha;
293 static bool wasinvehicle;
294 bool invehicle = player_localentnum > maxclients;
295 if (invehicle) a = -1;
296 else if (wasinvehicle) a = 1;
297 wasinvehicle = invehicle;
298 Weapon wep = activeweapon;
299 int c = entcs_GetClientColors(current_player);
300 vector g = weaponentity_glowmod(wep, NULL, c);
301 entity me = CSQCModel_server2csqc(player_localentnum - 1);
302 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
304 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
305 for (entity e = this; e; e = e.weaponchild)
309 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
311 e.csqcmodel_effects = fx;
312 CSQCModel_Effects_Apply(e);
315 static string name_last;
316 string name = wep.mdl;
319 name = (this.tuba_instrument == 0) ? "tuba" :
320 (this.tuba_instrument == 1) ? "akordeon" :
323 bool swap = name != name_last;
327 CL_WeaponEntity_SetModel(this, name, swap);
328 this.viewmodel_origin = this.origin;
329 this.viewmodel_angles = this.angles;
332 if (!this.animstate_override && !this.animstate_looping)
333 anim_set(this, this.anim_idle, true, false, false);
335 float f = 0; // 0..1; 0: fully active
336 float rate = STAT(WEAPONRATEFACTOR);
337 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
338 if (eta <= 0) f = this.weapon_eta_last;
339 else switch (this.state)
343 f = eta / max(eta, this.weapon_switchdelay);
348 f = 1 - eta / max(eta, this.weapon_switchdelay);
357 this.weapon_eta_last = f;
358 this.origin = this.viewmodel_origin;
359 this.angles = this.viewmodel_angles;
360 this.angles_x = (-90 * f * f);
361 viewmodel_animate(this);
362 setorigin(this, this.origin);
366 STATIC_INIT(viewmodel) {
367 viewmodel = new(viewmodel);
370 void Porto_Draw(entity this);
373 entity e = new_pure(porto);
375 IL_PUSH(g_drawables, e);
376 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
379 const int polyline_length = 16;
380 vector polyline[polyline_length];
381 void Porto_Draw(entity this)
383 if (activeweapon != WEP_PORTO) return;
384 if (spectatee_status) return;
385 if (WEP_CVAR(porto, secondary)) return;
386 if (intermission == 1) return;
387 if (intermission == 2) return;
388 if (STAT(HEALTH) <= 0) return;
390 vector pos = view_origin;
391 vector dir = view_forward;
392 if (angles_held_status)
394 makevectors(angles_held);
400 int portal_number = 0, portal1_idx = 1, portal_max = 2;
401 int n = 1 + 2; // 2 lines == 3 points
402 for (int idx = 0; idx < n && idx < polyline_length - 1; )
404 traceline(pos, pos + 65536 * dir, true, this);
405 dir = reflect(dir, trace_plane_normal);
407 polyline[++idx] = pos;
408 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
413 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
420 vector ang = vectoangles2(trace_plane_normal, dir);
423 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
430 if (portal_number >= portal_max) break;
431 if (portal_number == 1) portal1_idx = idx;
433 for (int idx = 0; idx < n - 1; ++idx)
435 vector p = polyline[idx], q = polyline[idx + 1];
436 if (idx == 0) p -= view_up * 16; // line from player
437 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
438 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
444 vector GetCurrentFov(float fov)
446 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
447 float velocityzoom, curspeed;
450 zoomsensitivity = autocvar_cl_zoomsensitivity;
451 zoomfactor = autocvar_cl_zoomfactor;
452 if(zoomfactor < 1 || zoomfactor > 30)
454 zoomspeed = autocvar_cl_zoomspeed;
456 if(zoomspeed < 0.5 || zoomspeed > 16)
459 zoomdir = button_zoom;
460 if(hud == HUD_NORMAL && !spectatee_status)
461 if(switchweapon == activeweapon)
462 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
463 zoomdir += button_attack2;
464 if(spectatee_status > 0 || isdemo())
466 if(spectatorbutton_zoom)
473 // fteqcc failed twice here already, don't optimize this
476 if(zoomdir) { zoomin_effect = 0; }
480 current_viewzoom = min(1, current_viewzoom + drawframetime);
482 else if(autocvar_cl_spawnzoom && zoomin_effect)
484 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
486 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
487 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
488 if(current_viewzoom == 1) { zoomin_effect = 0; }
492 if(zoomspeed < 0) // instant zoom
495 current_viewzoom = 1 / zoomfactor;
497 current_viewzoom = 1;
502 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
504 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
508 if(almost_equals(current_viewzoom, 1))
509 current_zoomfraction = 0;
510 else if(almost_equals(current_viewzoom, 1/zoomfactor))
511 current_zoomfraction = 1;
513 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
515 if(zoomsensitivity < 1)
516 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
518 setsensitivityscale(1);
520 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
522 if(intermission) { curspeed = 0; }
526 makevectors(view_angles);
529 v = csqcplayer.velocity;
531 switch(autocvar_cl_velocityzoom_type)
533 case 3: curspeed = max(0, v_forward * v); break;
534 case 2: curspeed = (v_forward * v); break;
535 case 1: default: curspeed = vlen(v); break;
539 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
540 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
541 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
543 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
548 float frustumx, frustumy, fovx, fovy;
549 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
550 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
551 fovx = atan2(frustumx, 1) / M_PI * 360.0;
552 fovy = atan2(frustumy, 1) / M_PI * 360.0;
554 return '1 0 0' * fovx + '0 1 0' * fovy;
557 vector GetViewLocationFOV(float fov)
559 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
560 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
561 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
562 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
563 return '1 0 0' * fovx + '0 1 0' * fovy;
566 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
569 float width = (ov_worldmax.x - ov_worldmin.x);
570 float height = (ov_worldmax.y - ov_worldmin.y);
571 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
572 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
573 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
574 return '1 0 0' * fovx + '0 1 0' * fovy;
577 // this function must match W_SetupShot!
578 float zoomscript_caught;
580 vector wcross_origin;
581 float wcross_scale_prev, wcross_alpha_prev;
582 vector wcross_color_prev;
583 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
584 vector wcross_color_goal_prev;
585 float wcross_changedonetime;
587 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
588 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
589 float wcross_name_changestarttime, wcross_name_changedonetime;
590 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
592 float wcross_ring_prev;
595 entity trueaim_rifle;
597 const float SHOTTYPE_HITTEAM = 1;
598 const float SHOTTYPE_HITOBSTRUCTION = 2;
599 const float SHOTTYPE_HITWORLD = 3;
600 const float SHOTTYPE_HITENEMY = 4;
604 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
605 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
608 float EnemyHitCheck()
611 wcross_origin = project_3d_to_2d(trace_endpos);
614 n = trace_ent.entnum;
616 n = trace_networkentity;
618 return SHOTTYPE_HITWORLD;
620 return SHOTTYPE_HITWORLD;
621 t = entcs_GetTeam(n - 1);
624 return SHOTTYPE_HITTEAM;
625 if(t == NUM_SPECTATOR)
626 return SHOTTYPE_HITWORLD;
627 return SHOTTYPE_HITENEMY;
632 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
633 vector vecs, trueaimpoint, w_shotorg;
641 mv = MOVE_NOMONSTERS;
643 switch(activeweapon) // WEAPONTODO
645 case WEP_TUBA: // no aim
646 case WEP_PORTO: // shoots from eye
647 case WEP_NEXBALL: // shoots from eye
648 case WEP_HOOK: // no trueaim
649 case WEP_MORTAR: // toss curve
650 return SHOTTYPE_HITWORLD;
658 if(zoomscript_caught)
660 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
661 return EnemyHitCheck();
664 case WEP_DEVASTATOR: // projectile has a size!
668 case WEP_FIREBALL: // projectile has a size!
672 case WEP_SEEKER: // projectile has a size!
676 case WEP_ELECTRO: // projectile has a size!
682 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
684 vecs = decompressShotOrigin(STAT(SHOTORG));
686 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
687 trueaimpoint = trace_endpos;
689 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
690 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
697 dv = view_right * vecs.y + view_up * vecs.z;
698 w_shotorg = traceorigin + dv;
700 // now move the vecs forward as much as requested if possible
701 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
702 w_shotorg = trace_endpos - view_forward * nudge;
704 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
705 shottype = EnemyHitCheck();
706 if(shottype != SHOTTYPE_HITWORLD)
710 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
711 // or rather, I know why, but see no fix
712 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
713 // 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
714 return SHOTTYPE_HITOBSTRUCTION;
717 return SHOTTYPE_HITWORLD;
721 void CSQC_Demo_Camera();
723 const float CAMERA_FREE = 1;
724 const float CAMERA_CHASE = 2;
726 string reticle_image;
727 string NextFrameCommand;
729 vector freeze_org, freeze_ang;
730 entity nightvision_noise, nightvision_noise2;
732 const float MAX_TIME_DIFF = 5;
733 float pickup_crosshair_time, pickup_crosshair_size;
734 float hitindication_crosshair_size;
735 float use_vortex_chargepool;
737 float myhealth, myhealth_prev;
738 float myhealth_flash;
740 float old_blurradius, old_bluralpha;
741 float old_sharpen_intensity;
743 vector myhealth_gentlergb;
745 float contentavgalpha, liquidalpha_prev;
746 vector liquidcolor_prev;
748 float eventchase_current_distance;
749 float eventchase_running;
750 bool WantEventchase(entity this)
752 if(autocvar_cl_orthoview)
758 if(spectatee_status >= 0)
760 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
762 if(MUTATOR_CALLHOOK(WantEventchase, this))
764 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
766 if(autocvar_cl_eventchase_death == 2)
768 // don't stop eventchase once it's started (even if velocity changes afterwards)
769 if(this.velocity == '0 0 0' || eventchase_running)
778 void HUD_Crosshair_Vehicle(entity this)
780 if(hud != HUD_BUMBLEBEE_GUN)
782 Vehicle info = Vehicles_from(hud);
783 info.vr_crosshair(info, this);
787 vector damage_blurpostprocess, content_blurpostprocess;
789 float unaccounted_damage = 0;
792 // accumulate damage with each stat update
793 static float damage_total_prev = 0;
794 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
795 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
796 damage_total_prev = damage_total;
798 static float damage_dealt_time_prev = 0;
799 float damage_dealt_time = STAT(HIT_TIME);
800 if (damage_dealt_time != damage_dealt_time_prev)
802 unaccounted_damage += unaccounted_damage_new;
803 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
805 damage_dealt_time_prev = damage_dealt_time;
807 // prevent hitsound when switching spectatee
808 static float spectatee_status_prev = 0;
809 if (spectatee_status != spectatee_status_prev)
810 unaccounted_damage = 0;
811 spectatee_status_prev = spectatee_status;
816 // varying sound pitch
818 static float hitsound_time_prev = 0;
819 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
820 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
821 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
823 if (autocvar_cl_hitsound && unaccounted_damage)
825 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
826 float a = autocvar_cl_hitsound_max_pitch;
827 float b = autocvar_cl_hitsound_min_pitch;
828 float c = autocvar_cl_hitsound_nom_damage;
829 float x = unaccounted_damage;
830 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
832 // if sound variation is disabled, set pitch_shift to 1
833 if (autocvar_cl_hitsound == 1)
836 // if pitch shift is reversed, mirror in (max-min)/2 + min
837 if (autocvar_cl_hitsound == 3)
839 float mirror_value = (a-b)/2 + b;
840 pitch_shift = mirror_value + (mirror_value - pitch_shift);
843 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
845 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
846 // todo: normalize sound pressure levels? seems unnecessary
848 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
850 unaccounted_damage = 0;
851 hitsound_time_prev = time;
854 static float typehit_time_prev = 0;
855 float typehit_time = STAT(TYPEHIT_TIME);
856 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
858 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
859 typehit_time_prev = typehit_time;
863 vector crosshair_getcolor(entity this, float health_stat)
865 static float rainbow_last_flicker;
866 static vector rainbow_prev_color;
867 vector wcross_color = '0 0 0';
868 switch(autocvar_crosshair_color_special)
870 case 1: // crosshair_color_per_weapon
872 if(this != WEP_Null && hud == HUD_NORMAL)
874 wcross_color = this.wpcolor;
877 else { goto normalcolor; }
880 case 2: // crosshair_color_by_health
882 float x = health_stat;
897 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
898 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
902 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
903 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
904 wcross_color.z = 1 - (x-100)*0.02;
910 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
915 wcross_color.y = (x-20)*90/27/100;
916 wcross_color.z = (x-20)*90/27/100 * 0.2;
926 case 3: // crosshair_color_rainbow
928 if(time >= rainbow_last_flicker)
930 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
931 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
933 wcross_color = rainbow_prev_color;
937 default: { wcross_color = stov(autocvar_crosshair_color); break; }
943 void HUD_Crosshair(entity this)
947 if(!scoreboard_active && !camera_active && intermission != 2 &&
948 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
949 !HUD_MinigameMenu_IsOpened() )
951 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
954 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
957 if (hud != HUD_NORMAL)
959 HUD_Crosshair_Vehicle(this);
964 float wcross_alpha, wcross_resolution;
965 wcross_style = autocvar_crosshair;
966 if (wcross_style == "0")
968 wcross_resolution = autocvar_crosshair_size;
969 if (wcross_resolution == 0)
971 wcross_alpha = autocvar_crosshair_alpha;
972 if (wcross_alpha == 0)
978 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
979 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
981 if(autocvar_crosshair_hittest)
983 vector wcross_oldorigin;
984 wcross_oldorigin = wcross_origin;
985 shottype = TrueAimCheck();
986 if(shottype == SHOTTYPE_HITWORLD)
988 v = wcross_origin - wcross_oldorigin;
990 v.y /= vid_conheight;
991 if(vdist(v, >, 0.01))
992 shottype = SHOTTYPE_HITOBSTRUCTION;
994 if(!autocvar_crosshair_hittest_showimpact)
995 wcross_origin = wcross_oldorigin;
998 shottype = SHOTTYPE_HITWORLD;
1000 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1001 string wcross_name = "";
1002 float wcross_scale, wcross_blur;
1004 entity e = WEP_Null;
1005 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1007 e = switchingweapon;
1010 if(autocvar_crosshair_per_weapon)
1012 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1013 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1014 //if (wcross_resolution == 0)
1017 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1018 wcross_resolution *= e.w_crosshair_size;
1019 wcross_name = e.w_crosshair;
1024 if(wcross_name == "")
1025 wcross_name = strcat("gfx/crosshair", wcross_style);
1027 // MAIN CROSSHAIR COLOR DECISION
1028 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1030 if(autocvar_crosshair_effect_scalefade)
1032 wcross_scale = wcross_resolution;
1033 wcross_resolution = 1;
1040 if(autocvar_crosshair_pickup)
1042 float stat_pickup_time = STAT(LAST_PICKUP);
1044 if(pickup_crosshair_time < stat_pickup_time)
1046 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1047 pickup_crosshair_size = 1;
1049 pickup_crosshair_time = stat_pickup_time;
1052 if(pickup_crosshair_size > 0)
1053 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1055 pickup_crosshair_size = 0;
1057 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1060 // todo: make crosshair hit indication dependent on damage dealt
1061 if(autocvar_crosshair_hitindication)
1063 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1065 if(unaccounted_damage)
1067 hitindication_crosshair_size = 1;
1070 if(hitindication_crosshair_size > 0)
1071 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1073 hitindication_crosshair_size = 0;
1075 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1076 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1077 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1078 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1081 if(shottype == SHOTTYPE_HITENEMY)
1082 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1083 if(shottype == SHOTTYPE_HITTEAM)
1084 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1086 f = fabs(autocvar_crosshair_effect_time);
1087 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1089 wcross_changedonetime = time + f;
1091 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1093 wcross_name_changestarttime = time;
1094 wcross_name_changedonetime = time + f;
1095 if(wcross_name_goal_prev_prev)
1096 strunzone(wcross_name_goal_prev_prev);
1097 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1098 wcross_name_goal_prev = strzone(wcross_name);
1099 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1100 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1101 wcross_resolution_goal_prev = wcross_resolution;
1104 wcross_scale_goal_prev = wcross_scale;
1105 wcross_alpha_goal_prev = wcross_alpha;
1106 wcross_color_goal_prev = wcross_color;
1108 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1111 wcross_alpha *= 0.75;
1115 // *_prev is at time-frametime
1116 // * is at wcross_changedonetime+f
1117 // what do we have at time?
1118 if(time < wcross_changedonetime)
1120 f = frametime / (wcross_changedonetime - time + frametime);
1121 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1122 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1123 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1126 wcross_scale_prev = wcross_scale;
1127 wcross_alpha_prev = wcross_alpha;
1128 wcross_color_prev = wcross_color;
1130 MUTATOR_CALLHOOK(UpdateCrosshair);
1132 wcross_scale *= 1 - autocvar__menu_alpha;
1133 wcross_alpha *= 1 - autocvar__menu_alpha;
1134 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1136 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1138 // crosshair rings for weapon stats
1139 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1141 // declarations and stats
1142 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1143 string ring_image = string_null, ring_inner_image = string_null;
1144 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1146 ring_scale = autocvar_crosshair_ring_size;
1148 float weapon_clipload, weapon_clipsize;
1149 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1150 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1152 float ok_ammo_charge, ok_ammo_chargepool;
1153 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1154 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1156 float vortex_charge, vortex_chargepool;
1157 vortex_charge = STAT(VORTEX_CHARGE);
1158 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1160 float arc_heat = STAT(ARC_HEAT);
1162 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1163 vortex_charge_movingavg = vortex_charge;
1166 // handle the values
1167 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1169 if (vortex_chargepool || use_vortex_chargepool) {
1170 use_vortex_chargepool = 1;
1171 ring_inner_value = vortex_chargepool;
1173 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1174 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1177 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1178 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1179 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1181 // draw the outer ring to show the current charge of the weapon
1182 ring_value = vortex_charge;
1183 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1184 ring_rgb = wcross_color;
1185 ring_image = "gfx/crosshair_ring_nexgun.tga";
1187 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1189 ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1190 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1191 ring_rgb = wcross_color;
1192 ring_image = "gfx/crosshair_ring.tga";
1194 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1196 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1197 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1198 ring_rgb = wcross_color;
1199 ring_image = "gfx/crosshair_ring.tga";
1201 else if (ok_ammo_charge)
1203 ring_value = ok_ammo_chargepool;
1204 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1205 ring_rgb = wcross_color;
1206 ring_image = "gfx/crosshair_ring.tga";
1208 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1210 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1211 ring_scale = autocvar_crosshair_ring_reload_size;
1212 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1213 ring_rgb = wcross_color;
1215 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1216 // if a new image for another weapon is added, add the code (and its respective file/value) here
1217 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1218 ring_image = "gfx/crosshair_ring_rifle.tga";
1220 ring_image = "gfx/crosshair_ring.tga";
1222 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1224 ring_value = arc_heat;
1225 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1226 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1227 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1228 ring_image = "gfx/crosshair_ring.tga";
1231 // if in weapon switch animation, fade ring out/in
1232 if(autocvar_crosshair_effect_time > 0)
1234 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1237 wcross_ring_prev = ((ring_image) ? true : false);
1240 if(wcross_ring_prev)
1243 ring_alpha *= fabs(1 - bound(0, f, 1));
1248 ring_alpha *= bound(0, f, 1);
1252 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1253 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1256 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1259 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1261 if(wcross_blur > 0) \
1263 for(i = -2; i <= 2; ++i) \
1264 for(j = -2; j <= 2; ++j) \
1265 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1269 M(0,0,sz,wcross_name,wcross_alpha); \
1273 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1274 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)
1276 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1277 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1279 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1281 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1282 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1283 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1290 wcross_name_alpha_goal_prev = f;
1292 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1293 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1295 if(autocvar_crosshair_dot)
1297 vector wcross_color_old;
1298 wcross_color_old = wcross_color;
1300 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1301 wcross_color = stov(autocvar_crosshair_dot_color);
1303 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1304 // FIXME why don't we use wcross_alpha here?
1305 wcross_color = wcross_color_old;
1311 wcross_scale_prev = 0;
1312 wcross_alpha_prev = 0;
1313 wcross_scale_goal_prev = 0;
1314 wcross_alpha_goal_prev = 0;
1315 wcross_changedonetime = 0;
1316 if(wcross_name_goal_prev)
1317 strunzone(wcross_name_goal_prev);
1318 wcross_name_goal_prev = string_null;
1319 if(wcross_name_goal_prev_prev)
1320 strunzone(wcross_name_goal_prev_prev);
1321 wcross_name_goal_prev_prev = string_null;
1322 wcross_name_changestarttime = 0;
1323 wcross_name_changedonetime = 0;
1324 wcross_name_alpha_goal_prev = 0;
1325 wcross_name_alpha_goal_prev_prev = 0;
1326 wcross_resolution_goal_prev = 0;
1327 wcross_resolution_goal_prev_prev = 0;
1331 void HUD_Draw(entity this)
1333 // if we don't know gametype and scores yet avoid drawing the scoreboard
1334 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1335 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1336 // cl_deathscoreboard would show the scoreboard and so on
1341 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1343 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1345 else if(STAT(FROZEN))
1347 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1350 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1352 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1353 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1355 else if(STAT(CAPTURE_PROGRESS))
1357 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1358 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1360 else if(STAT(REVIVE_PROGRESS))
1362 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1363 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1366 if(autocvar_r_letterbox == 0)
1367 if(autocvar_viewsize < 120)
1369 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1370 Accuracy_LoadLevels();
1373 HUD_Scale_Disable();
1376 // crosshair goes VERY LAST
1378 HUD_Crosshair(this);
1383 float oldr_nearclip;
1384 float oldr_farclip_base;
1385 float oldr_farclip_world;
1387 float oldr_useportalculling;
1388 float oldr_useinfinitefarclip;
1390 void cl_notice_run();
1394 float vh_notice_time;
1395 void WaypointSprite_Load();
1396 void CSQC_UpdateView(entity this, float w, float h)
1398 TC(int, w); TC(int, h);
1402 vector vf_size, vf_min;
1405 execute_next_frame();
1412 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1413 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1417 HUD_Scale_Disable();
1419 if(autocvar__hud_showbinds_reload) // menu can set this one
1422 binddb = db_create();
1423 cvar_set("_hud_showbinds_reload", "0");
1426 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1427 view_quality = getproperty(VF_MINFPS_QUALITY);
1431 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1432 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1434 vf_size = getpropertyvec(VF_SIZE);
1435 vf_min = getpropertyvec(VF_MIN);
1436 vid_width = vf_size.x;
1437 vid_height = vf_size.y;
1439 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1440 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1442 WaypointSprite_Load();
1444 CSQCPlayer_SetCamera();
1446 if(player_localentnum <= maxclients) // is it a client?
1447 current_player = player_localentnum - 1;
1448 else // then player_localentnum is the vehicle I'm driving
1449 current_player = player_localnum;
1450 myteam = entcs_GetTeam(current_player);
1452 if(myteam != prev_myteam)
1454 myteamcolors = colormapPaletteColor(myteam, 1);
1455 FOREACH(hud_panels, true, it.update_time = time);
1456 prev_myteam = myteam;
1459 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1461 float is_dead = (STAT(HEALTH) <= 0);
1463 // FIXME do we need this hack?
1466 // in demos, input_buttons do not work
1467 button_zoom = (autocvar__togglezoom == "-");
1470 && autocvar_cl_unpress_zoom_on_death
1471 && (spectatee_status >= 0)
1472 && (is_dead || intermission))
1474 // no zoom while dead or in intermission please
1475 localcmd("-zoom\n");
1476 button_zoom = false;
1479 // event chase camera
1480 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1482 if(STAT(CAMERA_SPECTATOR))
1484 if(spectatee_status > 0)
1486 if(!autocvar_chase_active)
1488 cvar_set("chase_active", "-2");
1489 goto skip_eventchase_death;
1492 else if(autocvar_chase_active == -2)
1493 cvar_set("chase_active", "0");
1495 if(autocvar_chase_active == -2)
1496 goto skip_eventchase_death;
1498 else if(autocvar_chase_active == -2)
1499 cvar_set("chase_active", "0");
1501 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1503 float vehicle_viewdist = 0;
1504 vector vehicle_viewofs = '0 0 0';
1508 if(hud != HUD_BUMBLEBEE_GUN)
1510 Vehicle info = Vehicles_from(hud);
1511 vehicle_viewdist = info.height;
1512 vehicle_viewofs = info.view_ofs;
1516 if(WantEventchase(this))
1518 vector current_view_origin_override = '0 0 0';
1519 vector view_offset_override = '0 0 0';
1520 float chase_distance_override = 0;
1521 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1522 if(custom_eventchase)
1524 current_view_origin_override = M_ARGV(0, vector);
1525 view_offset_override = M_ARGV(1, vector);
1526 chase_distance_override = M_ARGV(0, float);
1528 eventchase_running = true;
1530 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1532 local_player = this; // fall back!
1534 // 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.)
1535 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1536 if (custom_eventchase)
1537 current_view_origin = current_view_origin_override;
1539 // detect maximum viewoffset and use it
1540 vector view_offset = autocvar_cl_eventchase_viewoffset;
1544 view_offset = vehicle_viewofs;
1546 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1548 if (custom_eventchase)
1549 view_offset = view_offset_override;
1553 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1554 if(trace_fraction == 1) { current_view_origin += view_offset; }
1555 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1558 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1559 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1560 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1561 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1563 // make the camera smooth back
1564 float chase_distance = autocvar_cl_eventchase_distance;
1568 chase_distance = vehicle_viewdist;
1570 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1572 if (custom_eventchase)
1573 chase_distance = chase_distance_override;
1575 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1576 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1577 else if(eventchase_current_distance != chase_distance)
1578 eventchase_current_distance = chase_distance;
1580 makevectors(view_angles);
1582 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1583 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1585 // If the boxtrace fails, revert back to line tracing.
1586 if(!local_player.viewloc)
1587 if(trace_startsolid)
1589 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1590 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1591 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1593 else { setproperty(VF_ORIGIN, trace_endpos); }
1595 if(!local_player.viewloc)
1596 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1598 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1600 eventchase_running = false;
1601 cvar_set("chase_active", "0");
1602 eventchase_current_distance = 0; // start from 0 next time
1605 // workaround for camera stuck between player's legs when using chase_active 1
1606 // because the engine stops updating the chase_active camera when the game ends
1607 else if(intermission)
1609 cvar_settemp("chase_active", "-1");
1610 eventchase_current_distance = 0;
1613 LABEL(skip_eventchase_death);
1615 // do lockview after event chase camera so that it still applies whenever necessary.
1616 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1618 setproperty(VF_ORIGIN, freeze_org);
1619 setproperty(VF_ANGLES, freeze_ang);
1623 freeze_org = getpropertyvec(VF_ORIGIN);
1624 freeze_ang = getpropertyvec(VF_ANGLES);
1628 //WarpZone_FixPMove();
1630 vector ov_org = '0 0 0';
1631 vector ov_mid = '0 0 0';
1632 vector ov_worldmin = '0 0 0';
1633 vector ov_worldmax = '0 0 0';
1634 if(autocvar_cl_orthoview)
1636 ov_worldmin = mi_picmin;
1637 ov_worldmax = mi_picmax;
1639 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1640 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1641 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1643 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1644 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1646 float ov_nearest = vlen(ov_org - vec3(
1647 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1648 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1649 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1652 float ov_furthest = 0;
1655 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1656 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1657 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1658 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1659 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1660 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1661 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1662 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1666 oldr_nearclip = cvar("r_nearclip");
1667 oldr_farclip_base = cvar("r_farclip_base");
1668 oldr_farclip_world = cvar("r_farclip_world");
1669 oldr_novis = cvar("r_novis");
1670 oldr_useportalculling = cvar("r_useportalculling");
1671 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1674 cvar_settemp("r_nearclip", ftos(ov_nearest));
1675 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1676 cvar_settemp("r_farclip_world", "0");
1677 cvar_settemp("r_novis", "1");
1678 cvar_settemp("r_useportalculling", "0");
1679 cvar_settemp("r_useinfinitefarclip", "0");
1681 setproperty(VF_ORIGIN, ov_org);
1682 setproperty(VF_ANGLES, '90 0 0');
1687 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1689 vtos(getpropertyvec(VF_ANGLES)),
1699 cvar_set("r_nearclip", ftos(oldr_nearclip));
1700 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1701 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1702 cvar_set("r_novis", ftos(oldr_novis));
1703 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1704 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1709 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1710 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1711 viewmodel_draw(viewmodel);
1714 view_origin = getpropertyvec(VF_ORIGIN);
1715 view_angles = getpropertyvec(VF_ANGLES);
1716 makevectors(view_angles);
1717 view_forward = v_forward;
1718 view_right = v_right;
1722 if(time > blurtest_time0 && time < blurtest_time1)
1726 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1727 r = t * blurtest_radius;
1728 f = 1 / pow(t, blurtest_power) - 1;
1730 cvar_set("r_glsl_postprocess", "1");
1731 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1735 cvar_set("r_glsl_postprocess", "0");
1736 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1740 TargetMusic_Advance();
1744 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1746 drawframetime = bound(0.000001, time - drawtime, 1);
1749 // watch for gametype changes here...
1750 // in ParseStuffCMD the cmd isn't executed yet :/
1751 // might even be better to add the gametype to TE_CSQC_INIT...?
1755 if(intermission && !gameover_time)
1756 gameover_time = time;
1758 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1760 if(calledhooks & HOOK_START)
1762 localcmd("\ncl_hook_gameend\n");
1763 calledhooks |= HOOK_END;
1772 if(!zoomscript_caught)
1774 localcmd("+button9\n");
1775 zoomscript_caught = 1;
1780 if(zoomscript_caught)
1782 localcmd("-button9\n");
1783 zoomscript_caught = 0;
1787 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1789 // currently switching-to weapon (for crosshair)
1790 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1792 // actually active weapon (for zoom)
1793 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1795 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1797 if(last_switchweapon != switchweapon)
1800 last_switchweapon = switchweapon;
1801 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1803 localcmd("-zoom\n");
1804 button_zoom = false;
1806 if(autocvar_cl_unpress_attack_on_weapon_switch)
1808 localcmd("-fire\n");
1809 localcmd("-fire2\n");
1810 button_attack2 = false;
1813 if(last_activeweapon != activeweapon)
1815 last_activeweapon = activeweapon;
1819 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1821 localcmd("\ncl_hook_activeweapon none\n");
1824 // ALWAYS Clear Current Scene First
1827 setproperty(VF_ORIGIN, view_origin);
1828 setproperty(VF_ANGLES, view_angles);
1830 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1831 setproperty(VF_SIZE, vf_size);
1832 setproperty(VF_MIN, vf_min);
1834 // Assign Standard Viewflags
1835 // Draw the World (and sky)
1836 setproperty(VF_DRAWWORLD, 1);
1838 // Set the console size vars
1839 vid_conwidth = autocvar_vid_conwidth;
1840 vid_conheight = autocvar_vid_conheight;
1841 vid_pixelheight = autocvar_vid_pixelheight;
1843 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1844 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1845 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1847 if(camera_active) // Camera for demo playback
1849 if(autocvar_camera_enable)
1853 cvar_set("chase_active", ftos(chase_active_backup));
1854 cvar_set("cl_demo_mousegrab", "0");
1855 camera_active = false;
1861 if(autocvar_camera_enable)
1863 if(autocvar_camera_enable && isdemo())
1866 // Enable required Darkplaces cvars
1867 chase_active_backup = autocvar_chase_active;
1868 cvar_set("chase_active", "2");
1869 cvar_set("cl_demo_mousegrab", "1");
1870 camera_active = true;
1871 camera_mode = false;
1875 // Draw the Crosshair
1876 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1878 // Draw the Engine Status Bar (the default Quake HUD)
1879 setproperty(VF_DRAWENGINESBAR, 0);
1881 // Update the mouse position
1883 mousepos_x = vid_conwidth;
1884 mousepos_y = vid_conheight;
1885 mousepos = mousepos*0.5 + getmousepos();
1888 IL_EACH(g_drawables, it.draw, it.draw(it));
1890 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1893 // now switch to 2D drawing mode by calling a 2D drawing function
1894 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1895 // next R_RenderScene call
1896 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1898 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1899 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1901 // apply night vision effect
1902 vector tc_00, tc_01, tc_10, tc_11;
1903 vector rgb = '0 0 0';
1905 if(!nightvision_noise)
1907 nightvision_noise = new(nightvision_noise);
1909 if(!nightvision_noise2)
1911 nightvision_noise2 = new(nightvision_noise2);
1914 // color tint in yellow
1915 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1918 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1920 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1921 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1922 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1923 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1924 tc_11 = tc_01 + tc_10 - tc_00;
1925 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1926 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1927 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1928 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1929 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1933 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1934 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1935 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1936 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1937 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1938 tc_11 = tc_01 + tc_10 - tc_00;
1939 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1940 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1941 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1942 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1943 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1947 if(autocvar_cl_reticle)
1949 Weapon wep = activeweapon;
1950 // Draw the aiming reticle for weapons that use it
1951 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1952 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1953 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1954 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1956 // no zoom reticle while dead
1959 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1961 if(reticle_image != "") { reticle_type = 2; }
1962 else { reticle_type = 0; }
1964 else if(button_zoom || zoomscript_caught)
1972 if(autocvar_cl_reticle_stretch)
1974 reticle_size.x = vid_conwidth;
1975 reticle_size.y = vid_conheight;
1981 reticle_size.x = max(vid_conwidth, vid_conheight);
1982 reticle_size.y = max(vid_conwidth, vid_conheight);
1983 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1984 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1987 if(zoomscript_caught)
1990 f = current_zoomfraction;
1994 switch(reticle_type)
1996 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1997 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2004 if(reticle_type != 0) { reticle_type = 0; }
2008 // improved polyblend
2009 if(autocvar_hud_contents)
2011 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2014 switch(pointcontents(view_origin))
2017 liquidalpha = autocvar_hud_contents_water_alpha;
2018 liquidcolor = stov(autocvar_hud_contents_water_color);
2023 liquidalpha = autocvar_hud_contents_lava_alpha;
2024 liquidcolor = stov(autocvar_hud_contents_lava_color);
2029 liquidalpha = autocvar_hud_contents_slime_alpha;
2030 liquidcolor = stov(autocvar_hud_contents_slime_color);
2036 liquidcolor = '0 0 0';
2041 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2042 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2043 contentfadetime = autocvar_hud_contents_fadeintime;
2044 liquidalpha_prev = liquidalpha;
2045 liquidcolor_prev = liquidcolor;
2048 contentfadetime = autocvar_hud_contents_fadeouttime;
2050 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2051 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2054 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2056 if(autocvar_hud_postprocessing)
2058 if(autocvar_hud_contents_blur && contentavgalpha)
2060 content_blurpostprocess.x = 1;
2061 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2062 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2066 content_blurpostprocess.x = 0;
2067 content_blurpostprocess.y = 0;
2068 content_blurpostprocess.z = 0;
2073 if(autocvar_hud_damage && !STAT(FROZEN))
2075 splash_size.x = max(vid_conwidth, vid_conheight);
2076 splash_size.y = max(vid_conwidth, vid_conheight);
2077 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2078 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2080 float myhealth_flash_temp;
2081 myhealth = STAT(HEALTH);
2084 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2086 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2088 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2089 pain_threshold = autocvar_hud_damage_pain_threshold;
2090 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2091 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2093 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2095 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);
2098 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2100 if(myhealth_prev < 1)
2104 myhealth_flash = 0; // just spawned, clear the flash immediately
2105 myhealth_flash_temp = 0;
2109 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2113 if(spectatee_status == -1 || intermission)
2115 myhealth_flash = 0; // observing, or match ended
2116 myhealth_flash_temp = 0;
2119 myhealth_prev = myhealth;
2121 // IDEA: change damage color/picture based on player model for robot/alien species?
2122 // pro: matches model better
2123 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2124 // maybe different reddish pics?
2125 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2127 if(autocvar_cl_gentle_damage == 2)
2129 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2130 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2133 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2135 if(myhealth_flash_temp > 0)
2136 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);
2138 else if(myhealth_flash_temp > 0)
2139 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2141 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.
2143 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2145 damage_blurpostprocess.x = 1;
2146 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2147 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2151 damage_blurpostprocess.x = 0;
2152 damage_blurpostprocess.y = 0;
2153 damage_blurpostprocess.z = 0;
2158 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2159 float e2 = (autocvar_hud_powerup != 0);
2160 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2162 // enable or disable rendering types if they are used or not
2163 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2164 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2166 // blur postprocess handling done first (used by hud_damage and hud_contents)
2167 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2169 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2170 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2171 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2173 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2174 old_blurradius = blurradius;
2175 old_bluralpha = bluralpha;
2178 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2180 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2185 // edge detection postprocess handling done second (used by hud_powerup)
2186 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2187 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2188 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2190 sharpen_intensity = bound(0, ((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.
2192 if(autocvar_hud_powerup && sharpen_intensity > 0)
2194 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2196 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2197 old_sharpen_intensity = sharpen_intensity;
2200 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2202 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2203 old_sharpen_intensity = 0;
2206 if(cvar("r_glsl_postprocess") == 0)
2207 cvar_set("r_glsl_postprocess", "2");
2209 else if(cvar("r_glsl_postprocess") == 2)
2210 cvar_set("r_glsl_postprocess", "0");
2212 /*if(gametype == MAPINFO_TYPE_CTF)
2218 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2219 Draw_ShowNames_All();
2222 scoreboard_active = Scoreboard_WouldDraw();
2224 HUD_Draw(this); // this parameter for deep vehicle function
2226 if(NextFrameCommand)
2228 localcmd("\n", NextFrameCommand, "\n");
2229 NextFrameCommand = string_null;
2232 // we must do this check AFTER a frame was rendered, or it won't work
2233 if(cs_project_is_b0rked == 0)
2236 w0 = ftos(autocvar_vid_conwidth);
2237 h0 = ftos(autocvar_vid_conheight);
2238 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2239 //setproperty(VF_FOV, '90 90 0');
2240 setproperty(VF_ORIGIN, '0 0 0');
2241 setproperty(VF_ANGLES, '0 0 0');
2242 setproperty(VF_PERSPECTIVE, 1);
2243 makevectors('0 0 0');
2245 cvar_set("vid_conwidth", "800");
2246 cvar_set("vid_conheight", "600");
2247 v1 = cs_project(v_forward);
2248 cvar_set("vid_conwidth", "640");
2249 cvar_set("vid_conheight", "480");
2250 v2 = cs_project(v_forward);
2252 cs_project_is_b0rked = 1;
2254 cs_project_is_b0rked = -1;
2255 cvar_set("vid_conwidth", w0);
2256 cvar_set("vid_conheight", h0);
2259 if(autocvar__hud_configure)
2261 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2262 HUD_Minigame_Mouse();
2263 else if(QuickMenu_IsOpened())
2272 // let's reset the view back to normal for the end
2273 setproperty(VF_MIN, '0 0 0');
2274 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2280 // following vectors must be global to allow seamless switching between camera modes
2281 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2282 void CSQC_Demo_Camera()
2284 float speed, attenuation, dimensions;
2287 if( autocvar_camera_reset || !camera_mode )
2289 camera_offset = '0 0 0';
2290 current_angles = '0 0 0';
2291 camera_direction = '0 0 0';
2292 camera_offset.z += 30;
2293 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2294 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2295 current_origin = view_origin;
2296 current_camera_offset = camera_offset;
2297 cvar_set("camera_reset", "0");
2298 camera_mode = CAMERA_CHASE;
2303 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2305 if(autocvar_camera_look_player)
2310 dir = normalize(view_origin - current_position);
2312 mouse_angles = vectoangles(dir);
2313 mouse_angles.x = mouse_angles.x * -1;
2318 tmp = getmousepos() * 0.1;
2319 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2321 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2322 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2326 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2327 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2328 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2329 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2331 // Fix difference when angles don't have the same sign
2333 if(mouse_angles.y < -60 && current_angles.y > 60)
2335 if(mouse_angles.y > 60 && current_angles.y < -60)
2338 if(autocvar_camera_look_player)
2339 attenuation = autocvar_camera_look_attenuation;
2341 attenuation = autocvar_camera_speed_attenuation;
2343 attenuation = 1 / max(1, attenuation);
2344 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2346 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2347 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2348 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2349 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2355 if( camera_direction.x )
2357 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2358 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2359 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2360 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2364 if( camera_direction.y )
2366 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2367 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2368 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2372 if( camera_direction.z )
2374 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2378 if(autocvar_camera_free)
2379 speed = autocvar_camera_speed_free;
2381 speed = autocvar_camera_speed_chase;
2385 speed = speed * sqrt(1 / dimensions);
2386 camera_offset += tmp * speed;
2389 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2392 if( autocvar_camera_free )
2394 if ( camera_mode == CAMERA_CHASE )
2396 current_camera_offset = current_origin + current_camera_offset;
2397 camera_offset = current_origin + camera_offset;
2400 camera_mode = CAMERA_FREE;
2401 current_position = current_camera_offset;
2405 if ( camera_mode == CAMERA_FREE )
2407 current_origin = view_origin;
2408 camera_offset = camera_offset - current_origin;
2409 current_camera_offset = current_camera_offset - current_origin;
2412 camera_mode = CAMERA_CHASE;
2414 if(autocvar_camera_chase_smoothly)
2415 current_origin += (view_origin - current_origin) * attenuation;
2417 current_origin = view_origin;
2419 current_position = current_origin + current_camera_offset;
2422 setproperty(VF_ANGLES, current_angles);
2423 setproperty(VF_ORIGIN, current_position);