1 #include "announcer.qh"
2 #include "autocvars.qh"
6 #include "hud_config.qh"
8 #include "mapvoting.qh"
9 #include "miscfunctions.qh"
11 #include "scoreboard.qh"
12 #include "shownames.qh"
13 #include "target_music.qh"
14 #include "vehicles/vehicles.qh"
15 #include "waypointsprites.qh"
17 #include "../common/constants.qh"
18 #include "../common/mapinfo.qh"
19 #include "../common/nades.qh"
20 #include "../common/stats.qh"
21 #include "../common/teams.qh"
22 #include "../common/util.qh"
24 #include "../common/weapons/weapons.qh"
26 #include "../csqcmodellib/cl_player.qh"
28 #include "../dpdefs/csprogsdefs.qh"
30 #include "../warpzonelib/client.qh"
31 #include "../warpzonelib/common.qh"
32 #include "../warpzonelib/mathlib.qh"
38 vector p, dir, ang, q, nextdir;
39 float portal_number, portal1_idx;
41 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
43 if(g_balance_porto_secondary)
49 if (getstati(STAT_HEALTH) <= 0)
54 if(angles_held_status)
56 makevectors(angles_held);
70 traceline(p, p + 65536 * dir, true, porto);
71 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
73 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
79 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
82 ang = vectoangles2(trace_plane_normal, dir);
85 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
87 if(portal_number == 1)
90 if(portal_number >= 2)
100 p = p - view_up * 16;
101 if(idx-1 >= portal1_idx)
103 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
107 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
116 porto.classname = "porto";
117 porto.draw = Porto_Draw;
118 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
123 vector GetCurrentFov(float fov)
125 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
126 float velocityzoom, curspeed;
129 zoomsensitivity = autocvar_cl_zoomsensitivity;
130 zoomfactor = autocvar_cl_zoomfactor;
131 if(zoomfactor < 1 || zoomfactor > 16)
133 zoomspeed = autocvar_cl_zoomspeed;
135 if(zoomspeed < 0.5 || zoomspeed > 16)
138 zoomdir = button_zoom;
139 if(hud == HUD_NORMAL)
140 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
151 // fteqcc failed twice here already, don't optimize this
154 if(zoomdir) { zoomin_effect = 0; }
158 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 else if(autocvar_cl_spawnzoom && zoomin_effect)
162 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
164 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
165 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
166 if(current_viewzoom == 1) { zoomin_effect = 0; }
170 if(zoomspeed < 0) // instant zoom
173 current_viewzoom = 1 / zoomfactor;
175 current_viewzoom = 1;
180 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
182 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
186 if(almost_equals(current_viewzoom, 1))
187 current_zoomfraction = 0;
188 else if(almost_equals(current_viewzoom, 1/zoomfactor))
189 current_zoomfraction = 1;
191 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
193 if(zoomsensitivity < 1)
194 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
196 setsensitivityscale(1);
198 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
200 if(intermission) { curspeed = 0; }
204 makevectors(view_angles);
207 v = csqcplayer.velocity;
209 switch(autocvar_cl_velocityzoom_type)
211 case 3: curspeed = max(0, v_forward * v); break;
212 case 2: curspeed = (v_forward * v); break;
213 case 1: default: curspeed = vlen(v); break;
217 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
218 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
219 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
221 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
226 float frustumx, frustumy, fovx, fovy;
227 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
228 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
229 fovx = atan2(frustumx, 1) / M_PI * 360.0;
230 fovy = atan2(frustumy, 1) / M_PI * 360.0;
232 return '1 0 0' * fovx + '0 1 0' * fovy;
235 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
238 float width = (ov_worldmax.x - ov_worldmin.x);
239 float height = (ov_worldmax.y - ov_worldmin.y);
240 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
241 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
242 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
243 return '1 0 0' * fovx + '0 1 0' * fovy;
246 // this function must match W_SetupShot!
247 float zoomscript_caught;
249 vector wcross_origin;
250 float wcross_scale_prev, wcross_alpha_prev;
251 vector wcross_color_prev;
252 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
253 vector wcross_color_goal_prev;
254 float wcross_changedonetime;
256 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
257 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
258 float wcross_name_changestarttime, wcross_name_changedonetime;
259 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
261 float wcross_ring_prev;
264 entity trueaim_rifle;
266 const float SHOTTYPE_HITTEAM = 1;
267 const float SHOTTYPE_HITOBSTRUCTION = 2;
268 const float SHOTTYPE_HITWORLD = 3;
269 const float SHOTTYPE_HITENEMY = 4;
274 trueaim.classname = "trueaim";
275 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
276 trueaim_rifle = spawn();
277 trueaim_rifle.classname = "trueaim_rifle";
278 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
281 float EnemyHitCheck()
284 wcross_origin = project_3d_to_2d(trace_endpos);
287 n = trace_ent.entnum;
289 n = trace_networkentity;
291 return SHOTTYPE_HITWORLD;
293 return SHOTTYPE_HITWORLD;
294 t = GetPlayerColor(n - 1);
297 return SHOTTYPE_HITTEAM;
298 if(t == NUM_SPECTATOR)
299 return SHOTTYPE_HITWORLD;
300 return SHOTTYPE_HITENEMY;
305 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?
306 vector vecs, trueaimpoint, w_shotorg;
314 mv = MOVE_NOMONSTERS;
316 switch(activeweapon) // WEAPONTODO
318 case WEP_TUBA: // no aim
319 case WEP_PORTO: // shoots from eye
320 case WEP_HOOK: // no trueaim
321 case WEP_MORTAR: // toss curve
322 return SHOTTYPE_HITWORLD;
330 if(zoomscript_caught)
332 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
333 return EnemyHitCheck();
336 case WEP_DEVASTATOR: // projectile has a size!
340 case WEP_FIREBALL: // projectile has a size!
344 case WEP_SEEKER: // projectile has a size!
348 case WEP_ELECTRO: // projectile has a size!
354 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
356 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
358 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
359 trueaimpoint = trace_endpos;
361 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
362 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
369 dv = view_right * vecs.y + view_up * vecs.z;
370 w_shotorg = traceorigin + dv;
372 // now move the vecs forward as much as requested if possible
373 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
374 w_shotorg = trace_endpos - view_forward * nudge;
376 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
377 shottype = EnemyHitCheck();
378 if(shottype != SHOTTYPE_HITWORLD)
382 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
383 // or rather, I know why, but see no fix
384 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
385 // 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
386 return SHOTTYPE_HITOBSTRUCTION;
389 return SHOTTYPE_HITWORLD;
392 void CSQC_common_hud(void);
395 void CSQC_Demo_Camera();
396 float HUD_WouldDrawScoreboard();
398 const float CAMERA_FREE = 1;
399 const float CAMERA_CHASE = 2;
401 string reticle_image;
402 string NextFrameCommand;
403 void CSQC_SPIDER_HUD();
404 void CSQC_RAPTOR_HUD();
406 vector freeze_org, freeze_ang;
407 entity nightvision_noise, nightvision_noise2;
409 const float MAX_TIME_DIFF = 5;
410 float pickup_crosshair_time, pickup_crosshair_size;
411 float hitindication_crosshair_size;
412 float use_vortex_chargepool;
414 float myhealth, myhealth_prev;
415 float myhealth_flash;
417 float old_blurradius, old_bluralpha;
418 float old_sharpen_intensity;
420 vector myhealth_gentlergb;
422 float contentavgalpha, liquidalpha_prev;
423 vector liquidcolor_prev;
425 float eventchase_current_distance;
426 float eventchase_running;
427 float WantEventchase()
429 if(autocvar_cl_orthoview)
433 if(spectatee_status >= 0)
435 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
437 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
439 if(autocvar_cl_eventchase_death == 2)
441 // don't stop eventchase once it's started (even if velocity changes afterwards)
442 if(self.velocity == '0 0 0' || eventchase_running)
451 vector damage_blurpostprocess, content_blurpostprocess;
455 float unaccounted_damage = 0;
458 // accumulate damage with each stat update
459 static float damage_total_prev = 0;
460 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
461 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
462 damage_total_prev = damage_total;
464 static float damage_dealt_time_prev = 0;
465 float damage_dealt_time = getstatf(STAT_HIT_TIME);
466 if (damage_dealt_time != damage_dealt_time_prev)
468 unaccounted_damage += unaccounted_damage_new;
469 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
471 damage_dealt_time_prev = damage_dealt_time;
473 // prevent hitsound when switching spectatee
474 static float spectatee_status_prev = 0;
475 if (spectatee_status != spectatee_status_prev)
476 unaccounted_damage = 0;
477 spectatee_status_prev = spectatee_status;
480 void UpdateHitsound()
482 // varying sound pitch
484 static float hitsound_time_prev = 0;
485 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
486 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
487 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
489 if (autocvar_cl_hitsound && unaccounted_damage)
491 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
492 float a = autocvar_cl_hitsound_max_pitch;
493 float b = autocvar_cl_hitsound_min_pitch;
494 float c = autocvar_cl_hitsound_nom_damage;
495 float x = unaccounted_damage;
496 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
498 // if sound variation is disabled, set pitch_shift to 1
499 if (autocvar_cl_hitsound == 1)
502 // if pitch shift is reversed, mirror in (max-min)/2 + min
503 if (autocvar_cl_hitsound == 3)
505 float mirror_value = (a-b)/2 + b;
506 pitch_shift = mirror_value + (mirror_value - pitch_shift);
509 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
511 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
512 // todo: normalize sound pressure levels? seems unnecessary
514 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
516 unaccounted_damage = 0;
517 hitsound_time_prev = time;
520 static float typehit_time_prev = 0;
521 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
522 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
524 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
525 typehit_time_prev = typehit_time;
529 void UpdateCrosshair()
531 static float rainbow_last_flicker;
532 static vector rainbow_prev_color;
536 if(getstati(STAT_FROZEN))
537 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
538 else if (getstatf(STAT_HEALING_ORB)>time)
539 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
541 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
543 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
544 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);
546 else if(getstatf(STAT_REVIVE_PROGRESS))
548 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);
549 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
552 if(autocvar_r_letterbox == 0)
553 if(autocvar_viewsize < 120)
556 // crosshair goes VERY LAST
557 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
559 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
563 float wcross_alpha, wcross_resolution;
564 wcross_style = autocvar_crosshair;
565 if (wcross_style == "0")
567 wcross_resolution = autocvar_crosshair_size;
568 if (wcross_resolution == 0)
570 wcross_alpha = autocvar_crosshair_alpha;
571 if (wcross_alpha == 0)
577 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
578 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
580 if(autocvar_crosshair_hittest)
582 vector wcross_oldorigin;
583 wcross_oldorigin = wcross_origin;
584 shottype = TrueAimCheck();
585 if(shottype == SHOTTYPE_HITWORLD)
587 v = wcross_origin - wcross_oldorigin;
589 v.y /= vid_conheight;
591 shottype = SHOTTYPE_HITOBSTRUCTION;
593 if(!autocvar_crosshair_hittest_showimpact)
594 wcross_origin = wcross_oldorigin;
597 shottype = SHOTTYPE_HITWORLD;
599 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
600 string wcross_name = "";
601 float wcross_scale, wcross_blur;
603 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
605 e = get_weaponinfo(switchingweapon);
608 if(autocvar_crosshair_per_weapon)
610 // WEAPONTODO: access these through some general settings (with non-balance config settings)
611 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
612 //if (wcross_resolution == 0)
615 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
616 wcross_resolution *= e.w_crosshair_size;
617 wcross_name = e.w_crosshair;
622 if(wcross_name == "")
623 wcross_name = strcat("gfx/crosshair", wcross_style);
625 // MAIN CROSSHAIR COLOR DECISION
626 switch(autocvar_crosshair_color_special)
628 case 1: // crosshair_color_per_weapon
632 wcross_color = e.wpcolor;
635 else { goto normalcolor; }
638 case 2: // crosshair_color_by_health
640 float x = getstati(STAT_HEALTH);
655 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
656 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
660 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
661 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
662 wcross_color.z = 1 - (x-100)*0.02;
668 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
673 wcross_color.y = (x-20)*90/27/100;
674 wcross_color.z = (x-20)*90/27/100 * 0.2;
684 case 3: // crosshair_color_rainbow
686 if(time >= rainbow_last_flicker)
688 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
689 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
691 wcross_color = rainbow_prev_color;
695 default: { wcross_color = stov(autocvar_crosshair_color); break; }
698 if(autocvar_crosshair_effect_scalefade)
700 wcross_scale = wcross_resolution;
701 wcross_resolution = 1;
708 if(autocvar_crosshair_pickup)
710 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
712 if(pickup_crosshair_time < stat_pickup_time)
714 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
715 pickup_crosshair_size = 1;
717 pickup_crosshair_time = stat_pickup_time;
720 if(pickup_crosshair_size > 0)
721 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
723 pickup_crosshair_size = 0;
725 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
728 // todo: make crosshair hit indication dependent on damage dealt
729 if(autocvar_crosshair_hitindication)
731 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
733 if(unaccounted_damage)
735 hitindication_crosshair_size = 1;
738 if(hitindication_crosshair_size > 0)
739 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
741 hitindication_crosshair_size = 0;
743 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
744 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
745 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
746 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
749 if(shottype == SHOTTYPE_HITENEMY)
750 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
751 if(shottype == SHOTTYPE_HITTEAM)
752 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
754 f = fabs(autocvar_crosshair_effect_time);
755 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
757 wcross_changedonetime = time + f;
759 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
761 wcross_name_changestarttime = time;
762 wcross_name_changedonetime = time + f;
763 if(wcross_name_goal_prev_prev)
764 strunzone(wcross_name_goal_prev_prev);
765 wcross_name_goal_prev_prev = wcross_name_goal_prev;
766 wcross_name_goal_prev = strzone(wcross_name);
767 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
768 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
769 wcross_resolution_goal_prev = wcross_resolution;
772 wcross_scale_goal_prev = wcross_scale;
773 wcross_alpha_goal_prev = wcross_alpha;
774 wcross_color_goal_prev = wcross_color;
776 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
779 wcross_alpha *= 0.75;
783 // *_prev is at time-frametime
784 // * is at wcross_changedonetime+f
785 // what do we have at time?
786 if(time < wcross_changedonetime)
788 f = frametime / (wcross_changedonetime - time + frametime);
789 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
790 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
791 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
794 wcross_scale_prev = wcross_scale;
795 wcross_alpha_prev = wcross_alpha;
796 wcross_color_prev = wcross_color;
798 wcross_scale *= 1 - autocvar__menu_alpha;
799 wcross_alpha *= 1 - autocvar__menu_alpha;
800 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
802 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
804 // crosshair rings for weapon stats
805 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
807 // declarations and stats
808 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
809 string ring_image = string_null, ring_inner_image = string_null;
810 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
812 ring_scale = autocvar_crosshair_ring_size;
814 float weapon_clipload, weapon_clipsize;
815 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
816 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
818 float ok_ammo_charge, ok_ammo_chargepool;
819 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
820 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
822 float vortex_charge, vortex_chargepool;
823 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
824 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
826 float arc_heat = getstatf(STAT_ARC_HEAT);
828 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
829 vortex_charge_movingavg = vortex_charge;
833 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
835 if (vortex_chargepool || use_vortex_chargepool) {
836 use_vortex_chargepool = 1;
837 ring_inner_value = vortex_chargepool;
839 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
840 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
843 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
844 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;
845 ring_inner_image = "gfx/crosshair_ring_inner.tga";
847 // draw the outer ring to show the current charge of the weapon
848 ring_value = vortex_charge;
849 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
850 ring_rgb = wcross_color;
851 ring_image = "gfx/crosshair_ring_nexgun.tga";
853 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
855 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.
856 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
857 ring_rgb = wcross_color;
858 ring_image = "gfx/crosshair_ring.tga";
860 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
862 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
863 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
864 ring_rgb = wcross_color;
865 ring_image = "gfx/crosshair_ring.tga";
867 else if (ok_ammo_charge)
869 ring_value = ok_ammo_chargepool;
870 ring_alpha = autocvar_crosshair_ring_reload_alpha;
871 ring_rgb = wcross_color;
872 ring_image = "gfx/crosshair_ring.tga";
874 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
876 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
877 ring_scale = autocvar_crosshair_ring_reload_size;
878 ring_alpha = autocvar_crosshair_ring_reload_alpha;
879 ring_rgb = wcross_color;
881 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
882 // if a new image for another weapon is added, add the code (and its respective file/value) here
883 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
884 ring_image = "gfx/crosshair_ring_rifle.tga";
886 ring_image = "gfx/crosshair_ring.tga";
888 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
890 ring_value = arc_heat;
891 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
892 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
893 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
894 ring_image = "gfx/crosshair_ring.tga";
897 // if in weapon switch animation, fade ring out/in
898 if(autocvar_crosshair_effect_time > 0)
900 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
903 wcross_ring_prev = ((ring_image) ? true : false);
909 ring_alpha *= fabs(1 - bound(0, f, 1));
914 ring_alpha *= bound(0, f, 1);
918 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
919 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
922 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
925 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
928 if(wcross_blur > 0) \
930 for(i = -2; i <= 2; ++i) \
931 for(j = -2; j <= 2; ++j) \
932 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
936 M(0,0,sz,wcross_name,wcross_alpha); \
941 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
942 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)
944 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
945 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
947 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
949 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
950 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
951 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
958 wcross_name_alpha_goal_prev = f;
960 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
961 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
963 if(autocvar_crosshair_dot)
965 vector wcross_color_old;
966 wcross_color_old = wcross_color;
968 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
969 wcross_color = stov(autocvar_crosshair_dot_color);
971 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
972 // FIXME why don't we use wcross_alpha here?cl_notice_run();
973 wcross_color = wcross_color_old;
979 wcross_scale_prev = 0;
980 wcross_alpha_prev = 0;
981 wcross_scale_goal_prev = 0;
982 wcross_alpha_goal_prev = 0;
983 wcross_changedonetime = 0;
984 if(wcross_name_goal_prev)
985 strunzone(wcross_name_goal_prev);
986 wcross_name_goal_prev = string_null;
987 if(wcross_name_goal_prev_prev)
988 strunzone(wcross_name_goal_prev_prev);
989 wcross_name_goal_prev_prev = string_null;
990 wcross_name_changestarttime = 0;
991 wcross_name_changedonetime = 0;
992 wcross_name_alpha_goal_prev = 0;
993 wcross_name_alpha_goal_prev_prev = 0;
994 wcross_resolution_goal_prev = 0;
995 wcross_resolution_goal_prev_prev = 0;
999 const int BUTTON_3 = 4;
1000 const int BUTTON_4 = 8;
1001 float cl_notice_run();
1003 void CSQC_UpdateView(float w, float h)
1009 vector vf_size, vf_min;
1012 execute_next_frame();
1016 hud = getstati(STAT_HUD);
1018 if(autocvar__hud_showbinds_reload) // menu can set this one
1021 binddb = db_create();
1022 cvar_set("_hud_showbinds_reload", "0");
1025 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1026 view_quality = getproperty(VF_MINFPS_QUALITY);
1030 button_attack2 = (input_buttons & BUTTON_3);
1031 button_zoom = (input_buttons & BUTTON_4);
1033 #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
1034 float checkfailv = (func)(parm); \
1035 if (checkfailv != (val)) { \
1036 if (!checkfail[(flag)]) \
1037 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
1038 checkfail[(flag)] = 1; \
1041 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1042 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1043 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);
1044 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1045 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1046 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1047 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1049 vf_size = getpropertyvec(VF_SIZE);
1050 vf_min = getpropertyvec(VF_MIN);
1051 vid_width = vf_size.x;
1052 vid_height = vf_size.y;
1054 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1055 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1057 WaypointSprite_Load();
1059 CSQCPlayer_SetCamera();
1061 myteam = GetPlayerColor(player_localentnum - 1);
1063 if(myteam != prev_myteam)
1065 myteamcolors = colormapPaletteColor(myteam, 1);
1066 for(i = 0; i < HUD_PANEL_NUM; ++i)
1067 hud_panel[i].update_time = time;
1068 prev_myteam = myteam;
1071 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1073 float is_dead = (getstati(STAT_HEALTH) <= 0);
1075 // FIXME do we need this hack?
1078 // in demos, input_buttons do not work
1079 button_zoom = (autocvar__togglezoom == "-");
1082 && autocvar_cl_unpress_zoom_on_death
1083 && (spectatee_status >= 0)
1084 && (is_dead || intermission))
1086 // no zoom while dead or in intermission please
1087 localcmd("-zoom\n");
1088 button_zoom = false;
1091 // event chase camera
1092 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1094 if(WantEventchase())
1096 eventchase_running = true;
1098 // 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.)
1099 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1101 // detect maximum viewoffset and use it
1102 if(autocvar_cl_eventchase_viewoffset)
1104 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1105 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
1106 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1109 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1110 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1111 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1112 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1114 // make the camera smooth back
1115 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
1116 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1117 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
1118 eventchase_current_distance = autocvar_cl_eventchase_distance;
1120 makevectors(view_angles);
1122 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1123 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1125 // If the boxtrace fails, revert back to line tracing.
1126 if(trace_startsolid)
1128 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1129 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1130 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1132 else { setproperty(VF_ORIGIN, trace_endpos); }
1134 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1136 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1138 eventchase_running = false;
1139 cvar_set("chase_active", "0");
1140 eventchase_current_distance = 0; // start from 0 next time
1143 // workaround for camera stuck between player's legs when using chase_active 1
1144 // because the engine stops updating the chase_active camera when the game ends
1145 else if(intermission)
1147 cvar_settemp("chase_active", "-1");
1148 eventchase_current_distance = 0;
1151 // do lockview after event chase camera so that it still applies whenever necessary.
1152 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1154 setproperty(VF_ORIGIN, freeze_org);
1155 setproperty(VF_ANGLES, freeze_ang);
1159 freeze_org = getpropertyvec(VF_ORIGIN);
1160 freeze_ang = getpropertyvec(VF_ANGLES);
1164 //WarpZone_FixPMove();
1166 vector ov_org = '0 0 0';
1167 vector ov_mid = '0 0 0';
1168 vector ov_worldmin = '0 0 0';
1169 vector ov_worldmax = '0 0 0';
1170 if(autocvar_cl_orthoview)
1172 ov_worldmin = mi_picmin;
1173 ov_worldmax = mi_picmax;
1175 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1176 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1177 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1179 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1180 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1182 float ov_nearest = vlen(ov_org - vec3(
1183 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1184 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1185 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1188 float ov_furthest = 0;
1191 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1192 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1193 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1194 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1195 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1196 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1197 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1198 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1200 cvar_settemp("r_nearclip", ftos(ov_nearest));
1201 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1202 cvar_settemp("r_farclip_world", "0");
1203 cvar_settemp("r_novis", "1");
1204 cvar_settemp("r_useportalculling", "0");
1205 cvar_settemp("r_useinfinitefarclip", "0");
1207 setproperty(VF_ORIGIN, ov_org);
1208 setproperty(VF_ANGLES, '90 0 0');
1211 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1213 vtos(getpropertyvec(VF_ANGLES)),
1221 view_origin = getpropertyvec(VF_ORIGIN);
1222 view_angles = getpropertyvec(VF_ANGLES);
1223 makevectors(view_angles);
1224 view_forward = v_forward;
1225 view_right = v_right;
1229 if(time > blurtest_time0 && time < blurtest_time1)
1233 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1234 r = t * blurtest_radius;
1235 f = 1 / pow(t, blurtest_power) - 1;
1237 cvar_set("r_glsl_postprocess", "1");
1238 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1242 cvar_set("r_glsl_postprocess", "0");
1243 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1247 TargetMusic_Advance();
1251 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1253 drawframetime = bound(0.000001, time - drawtime, 1);
1256 // watch for gametype changes here...
1257 // in ParseStuffCMD the cmd isn't executed yet :/
1258 // might even be better to add the gametype to TE_CSQC_INIT...?
1262 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1264 if(calledhooks & HOOK_START)
1266 localcmd("\ncl_hook_gameend\n");
1267 calledhooks |= HOOK_END;
1276 if(!zoomscript_caught)
1278 localcmd("+button9\n");
1279 zoomscript_caught = 1;
1284 if(zoomscript_caught)
1286 localcmd("-button9\n");
1287 zoomscript_caught = 0;
1291 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1293 // next WANTED weapon (for HUD)
1294 switchweapon = getstati(STAT_SWITCHWEAPON);
1296 // currently switching-to weapon (for crosshair)
1297 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1299 // actually active weapon (for zoom)
1300 activeweapon = getstati(STAT_ACTIVEWEAPON);
1302 f = (serverflags & SERVERFLAG_TEAMPLAY);
1309 if(last_switchweapon != switchweapon)
1312 last_switchweapon = switchweapon;
1313 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1315 localcmd("-zoom\n");
1316 button_zoom = false;
1318 if(autocvar_cl_unpress_attack_on_weapon_switch)
1320 localcmd("-fire\n");
1321 localcmd("-fire2\n");
1322 button_attack2 = false;
1325 if(last_activeweapon != activeweapon)
1327 last_activeweapon = activeweapon;
1329 e = get_weaponinfo(activeweapon);
1331 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1333 localcmd("\ncl_hook_activeweapon none\n");
1336 // ALWAYS Clear Current Scene First
1339 setproperty(VF_ORIGIN, view_origin);
1340 setproperty(VF_ANGLES, view_angles);
1342 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1343 setproperty(VF_SIZE, vf_size);
1344 setproperty(VF_MIN, vf_min);
1346 // Assign Standard Viewflags
1347 // Draw the World (and sky)
1348 setproperty(VF_DRAWWORLD, 1);
1350 // Set the console size vars
1351 vid_conwidth = autocvar_vid_conwidth;
1352 vid_conheight = autocvar_vid_conheight;
1353 vid_pixelheight = autocvar_vid_pixelheight;
1355 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1356 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1358 // Camera for demo playback
1361 if(autocvar_camera_enable)
1365 cvar_set("chase_active", ftos(chase_active_backup));
1366 cvar_set("cl_demo_mousegrab", "0");
1367 camera_active = false;
1373 if(autocvar_camera_enable)
1375 if(autocvar_camera_enable && isdemo())
1378 // Enable required Darkplaces cvars
1379 chase_active_backup = autocvar_chase_active;
1380 cvar_set("chase_active", "2");
1381 cvar_set("cl_demo_mousegrab", "1");
1382 camera_active = true;
1383 camera_mode = false;
1387 // Draw the Crosshair
1388 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1390 // Draw the Engine Status Bar (the default Quake HUD)
1391 setproperty(VF_DRAWENGINESBAR, 0);
1393 // Update the mouse position
1395 mousepos_x = vid_conwidth;
1396 mousepos_y = vid_conheight;
1397 mousepos = mousepos*0.5 + getmousepos();
1401 for(self = world; (self = nextent(self)); )
1406 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1409 // now switch to 2D drawing mode by calling a 2D drawing function
1410 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1411 // next R_RenderScene call
1412 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1414 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1415 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1417 // apply night vision effect
1418 vector tc_00, tc_01, tc_10, tc_11;
1419 vector rgb = '0 0 0';
1421 if(!nightvision_noise)
1423 nightvision_noise = spawn();
1424 nightvision_noise.classname = "nightvision_noise";
1426 if(!nightvision_noise2)
1428 nightvision_noise2 = spawn();
1429 nightvision_noise2.classname = "nightvision_noise2";
1432 // color tint in yellow
1433 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1436 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1438 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1439 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1440 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1441 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1442 tc_11 = tc_01 + tc_10 - tc_00;
1443 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1444 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1445 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1446 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1447 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1451 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1452 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1453 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1454 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1455 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1456 tc_11 = tc_01 + tc_10 - tc_00;
1457 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1458 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1459 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1460 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1461 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1465 if(autocvar_cl_reticle)
1467 // Draw the aiming reticle for weapons that use it
1468 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1469 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1470 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1471 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1473 // no zoom reticle while dead
1476 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1478 if(reticle_image != "") { reticle_type = 2; }
1479 else { reticle_type = 0; }
1481 else if(button_zoom || zoomscript_caught)
1489 if(autocvar_cl_reticle_stretch)
1491 reticle_size.x = vid_conwidth;
1492 reticle_size.y = vid_conheight;
1498 reticle_size.x = max(vid_conwidth, vid_conheight);
1499 reticle_size.y = max(vid_conwidth, vid_conheight);
1500 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1501 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1504 if(zoomscript_caught)
1507 f = current_zoomfraction;
1511 switch(reticle_type)
1513 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1514 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1521 if(reticle_type != 0) { reticle_type = 0; }
1525 // improved polyblend
1526 if(autocvar_hud_contents)
1528 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1531 switch(pointcontents(view_origin))
1534 liquidalpha = autocvar_hud_contents_water_alpha;
1535 liquidcolor = stov(autocvar_hud_contents_water_color);
1540 liquidalpha = autocvar_hud_contents_lava_alpha;
1541 liquidcolor = stov(autocvar_hud_contents_lava_color);
1546 liquidalpha = autocvar_hud_contents_slime_alpha;
1547 liquidcolor = stov(autocvar_hud_contents_slime_color);
1553 liquidcolor = '0 0 0';
1558 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1559 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1560 contentfadetime = autocvar_hud_contents_fadeintime;
1561 liquidalpha_prev = liquidalpha;
1562 liquidcolor_prev = liquidcolor;
1565 contentfadetime = autocvar_hud_contents_fadeouttime;
1567 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1568 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1571 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1573 if(autocvar_hud_postprocessing)
1575 if(autocvar_hud_contents_blur && contentavgalpha)
1577 content_blurpostprocess.x = 1;
1578 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1579 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1583 content_blurpostprocess.x = 0;
1584 content_blurpostprocess.y = 0;
1585 content_blurpostprocess.z = 0;
1590 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1592 splash_size.x = max(vid_conwidth, vid_conheight);
1593 splash_size.y = max(vid_conwidth, vid_conheight);
1594 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1595 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1597 float myhealth_flash_temp;
1598 myhealth = getstati(STAT_HEALTH);
1601 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1603 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1605 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1606 pain_threshold = autocvar_hud_damage_pain_threshold;
1607 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1608 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1610 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1612 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);
1615 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1617 if(myhealth_prev < 1)
1621 myhealth_flash = 0; // just spawned, clear the flash immediately
1622 myhealth_flash_temp = 0;
1626 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1630 if(spectatee_status == -1 || intermission)
1632 myhealth_flash = 0; // observing, or match ended
1633 myhealth_flash_temp = 0;
1636 myhealth_prev = myhealth;
1638 // IDEA: change damage color/picture based on player model for robot/alien species?
1639 // pro: matches model better
1640 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1641 // maybe different reddish pics?
1642 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1644 if(autocvar_cl_gentle_damage == 2)
1646 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1648 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1652 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1654 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);
1657 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1659 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.
1661 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1663 damage_blurpostprocess.x = 1;
1664 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1665 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1669 damage_blurpostprocess.x = 0;
1670 damage_blurpostprocess.y = 0;
1671 damage_blurpostprocess.z = 0;
1676 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1677 float e2 = (autocvar_hud_powerup != 0);
1678 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1680 // enable or disable rendering types if they are used or not
1681 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1682 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1684 // blur postprocess handling done first (used by hud_damage and hud_contents)
1685 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1687 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1688 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1689 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1691 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1692 old_blurradius = blurradius;
1693 old_bluralpha = bluralpha;
1696 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1698 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1703 // edge detection postprocess handling done second (used by hud_powerup)
1704 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1705 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1706 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1708 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1710 if(autocvar_hud_powerup && sharpen_intensity > 0)
1712 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1714 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1715 old_sharpen_intensity = sharpen_intensity;
1718 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1720 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1721 old_sharpen_intensity = 0;
1724 if(cvar("r_glsl_postprocess") == 0)
1725 cvar_set("r_glsl_postprocess", "2");
1727 else if(cvar("r_glsl_postprocess") == 2)
1728 cvar_set("r_glsl_postprocess", "0");
1733 /*if(gametype == MAPINFO_TYPE_CTF)
1740 for(self = world; (self = nextent(self)); )
1744 Draw_ShowNames_All();
1746 scoreboard_active = HUD_WouldDrawScoreboard();
1752 if(NextFrameCommand)
1754 localcmd("\n", NextFrameCommand, "\n");
1755 NextFrameCommand = string_null;
1758 // we must do this check AFTER a frame was rendered, or it won't work
1759 if(cs_project_is_b0rked == 0)
1762 w0 = ftos(autocvar_vid_conwidth);
1763 h0 = ftos(autocvar_vid_conheight);
1764 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1765 //setproperty(VF_FOV, '90 90 0');
1766 setproperty(VF_ORIGIN, '0 0 0');
1767 setproperty(VF_ANGLES, '0 0 0');
1768 setproperty(VF_PERSPECTIVE, 1);
1769 makevectors('0 0 0');
1771 cvar_set("vid_conwidth", "800");
1772 cvar_set("vid_conheight", "600");
1773 v1 = cs_project(v_forward);
1774 cvar_set("vid_conwidth", "640");
1775 cvar_set("vid_conheight", "480");
1776 v2 = cs_project(v_forward);
1778 cs_project_is_b0rked = 1;
1780 cs_project_is_b0rked = -1;
1781 cvar_set("vid_conwidth", w0);
1782 cvar_set("vid_conheight", h0);
1785 if(autocvar__hud_configure)
1788 if(hud && !intermission)
1790 if(hud == HUD_SPIDERBOT)
1792 else if(hud == HUD_WAKIZASHI)
1793 CSQC_WAKIZASHI_HUD();
1794 else if(hud == HUD_RAPTOR)
1796 else if(hud == HUD_BUMBLEBEE)
1798 else if(hud == HUD_BUMBLEBEE_GUN)
1799 CSQC_BUMBLE_GUN_HUD();
1804 // let's reset the view back to normal for the end
1805 setproperty(VF_MIN, '0 0 0');
1806 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1810 void CSQC_common_hud(void)
1812 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1813 Accuracy_LoadLevels();
1815 HUD_Main(); // always run these functions for alpha checks
1816 HUD_DrawScoreboard();
1818 if (scoreboard_active) // scoreboard/accuracy
1820 else if (intermission == 2) // map voting screen
1828 // following vectors must be global to allow seamless switching between camera modes
1829 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1830 void CSQC_Demo_Camera()
1832 float speed, attenuation, dimensions;
1835 if( autocvar_camera_reset || !camera_mode )
1837 camera_offset = '0 0 0';
1838 current_angles = '0 0 0';
1839 camera_direction = '0 0 0';
1840 camera_offset.z += 30;
1841 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1842 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1843 current_origin = view_origin;
1844 current_camera_offset = camera_offset;
1845 cvar_set("camera_reset", "0");
1846 camera_mode = CAMERA_CHASE;
1851 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1853 if(autocvar_camera_look_player)
1858 dir = normalize(view_origin - current_position);
1860 mouse_angles = vectoangles(dir);
1861 mouse_angles.x = mouse_angles.x * -1;
1866 tmp = getmousepos() * 0.1;
1867 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1869 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1870 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1874 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1875 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1876 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1877 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1879 // Fix difference when angles don't have the same sign
1881 if(mouse_angles.y < -60 && current_angles.y > 60)
1883 if(mouse_angles.y > 60 && current_angles.y < -60)
1886 if(autocvar_camera_look_player)
1887 attenuation = autocvar_camera_look_attenuation;
1889 attenuation = autocvar_camera_speed_attenuation;
1891 attenuation = 1 / max(1, attenuation);
1892 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1894 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1895 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1896 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1897 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1903 if( camera_direction.x )
1905 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1906 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1907 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1908 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1912 if( camera_direction.y )
1914 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1915 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1916 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1920 if( camera_direction.z )
1922 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1926 if(autocvar_camera_free)
1927 speed = autocvar_camera_speed_free;
1929 speed = autocvar_camera_speed_chase;
1933 speed = speed * sqrt(1 / dimensions);
1934 camera_offset += tmp * speed;
1937 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1940 if( autocvar_camera_free )
1942 if ( camera_mode == CAMERA_CHASE )
1944 current_camera_offset = current_origin + current_camera_offset;
1945 camera_offset = current_origin + camera_offset;
1948 camera_mode = CAMERA_FREE;
1949 current_position = current_camera_offset;
1953 if ( camera_mode == CAMERA_FREE )
1955 current_origin = view_origin;
1956 camera_offset = camera_offset - current_origin;
1957 current_camera_offset = current_camera_offset - current_origin;
1960 camera_mode = CAMERA_CHASE;
1962 if(autocvar_camera_chase_smoothly)
1963 current_origin += (view_origin - current_origin) * attenuation;
1965 current_origin = view_origin;
1967 current_position = current_origin + current_camera_offset;
1970 setproperty(VF_ANGLES, current_angles);
1971 setproperty(VF_ORIGIN, current_position);