3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/mapinfo.qh>
20 #include <common/mapobjects/target/music.qh>
21 #include <common/mapobjects/trigger/viewloc.qh>
22 #include <common/minigames/cl_minigames.qh>
23 #include <common/minigames/cl_minigames_hud.qh>
24 #include <common/mutators/mutator/waypoints/all.qh>
25 #include <common/net_linked.qh>
26 #include <common/net_notice.qh>
27 #include <common/physics/player.qh>
28 #include <common/stats.qh>
29 #include <common/teams.qh>
30 #include <common/vehicles/all.qh>
31 #include <common/viewloc.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/weapons/weapon/tuba.qh>
34 #include <common/wepent.qh>
35 #include <lib/csqcmodel/cl_model.qh>
36 #include <lib/csqcmodel/cl_player.qh>
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
40 float autocvar_cl_viewmodel_scale;
41 float autocvar_cl_viewmodel_alpha = 1;
43 bool autocvar_cl_bobmodel;
44 float autocvar_cl_bobmodel_speed;
45 float autocvar_cl_bobmodel_side;
46 float autocvar_cl_bobmodel_up;
48 float autocvar_cl_followmodel;
49 float autocvar_cl_followmodel_speed = 0.3;
50 float autocvar_cl_followmodel_limit = 135;
51 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
52 float autocvar_cl_followmodel_highpass = 0.05;
53 float autocvar_cl_followmodel_lowpass = 0.03;
54 bool autocvar_cl_followmodel_velocity_absolute;
56 float autocvar_cl_leanmodel;
57 float autocvar_cl_leanmodel_speed = 0.3;
58 float autocvar_cl_leanmodel_limit = 30;
59 float autocvar_cl_leanmodel_highpass1 = 0.2;
60 float autocvar_cl_leanmodel_highpass = 0.2;
61 float autocvar_cl_leanmodel_lowpass = 0.05;
63 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65 #define lowpass(value, frac, ref_store, ret) \
66 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
68 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
69 float __ignore; lowpass(value, frac, ref_store, __ignore); \
70 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
74 float __f = 0; lowpass(value, frac, ref_store, __f); \
75 ret = (value) - __f; \
78 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
80 ret = (value) - __f; \
83 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
84 lowpass(value.x, frac, ref_store.x, ref_out.x); \
85 lowpass(value.y, frac, ref_store.y, ref_out.y); \
88 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
89 highpass(value.x, frac, ref_store.x, ref_out.x); \
90 highpass(value.y, frac, ref_store.y, ref_out.y); \
93 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
94 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
95 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
99 lowpass(value.x, frac, ref_store.x, ref_out.x); \
100 lowpass(value.y, frac, ref_store.y, ref_out.y); \
101 lowpass(value.z, frac, ref_store.z, ref_out.z); \
104 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
105 highpass(value.x, frac, ref_store.x, ref_out.x); \
106 highpass(value.y, frac, ref_store.y, ref_out.y); \
107 highpass(value.z, frac, ref_store.z, ref_out.z); \
110 void calc_followmodel_ofs(entity view)
112 if(cl_followmodel_time == time)
113 return; // cl_followmodel_ofs already calculated for this frame
116 vector gunorg = '0 0 0';
117 static vector vel_average;
118 static vector gunorg_adjustment_highpass;
119 static vector gunorg_adjustment_lowpass;
122 if (autocvar_cl_followmodel_velocity_absolute)
126 vector forward, right, up;
127 MAKE_VECTORS(view_angles, forward, right, up);
128 vel.x = view.velocity * forward;
129 vel.y = view.velocity * right * -1;
130 vel.z = view.velocity * up;
133 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
134 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
135 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
137 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
138 lowpass3(vel, frac, vel_average, gunorg);
140 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
142 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
143 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
144 frac = avg_factor(autocvar_cl_followmodel_highpass);
145 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
146 frac = avg_factor(autocvar_cl_followmodel_lowpass);
147 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
149 if (autocvar_cl_followmodel_velocity_absolute)
152 vector forward, right, up;
153 MAKE_VECTORS(view_angles, forward, right, up);
154 fixed_gunorg.x = gunorg * forward;
155 fixed_gunorg.y = gunorg * right * -1;
156 fixed_gunorg.z = gunorg * up;
157 gunorg = fixed_gunorg;
160 cl_followmodel_ofs = gunorg;
161 cl_followmodel_time = time;
164 vector leanmodel_ofs(entity view)
167 vector gunangles = '0 0 0';
168 static vector gunangles_prev = '0 0 0';
169 static vector gunangles_highpass = '0 0 0';
170 static vector gunangles_adjustment_highpass;
171 static vector gunangles_adjustment_lowpass;
173 if (view.csqcmodel_teleported)
174 gunangles_prev = view_angles;
176 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
177 gunangles_highpass += gunangles_prev;
178 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
179 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
180 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
181 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
182 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
183 gunangles_prev = view_angles;
184 gunangles_highpass -= gunangles_prev;
186 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
187 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
189 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
190 frac = avg_factor(autocvar_cl_leanmodel_highpass);
191 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
192 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
193 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
195 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
200 vector bobmodel_ofs(entity view)
202 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
203 static bool oldonground;
204 static float hitgroundtime;
207 float f = time; // cl.movecmd[0].time
211 oldonground = clonground;
213 // calculate for swinging gun model
214 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
215 vector gunorg = '0 0 0';
216 static float bobmodel_scale = 0;
217 static float time_ofs = 0; // makes the effect always restart in the same way
220 if (time - hitgroundtime > 0.05)
221 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
224 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
226 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
227 if (bobmodel_scale && xyspeed)
229 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
230 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
231 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
232 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
240 void viewmodel_animate(entity this)
242 if (autocvar_chase_active) return;
243 if (STAT(HEALTH) <= 0) return;
245 entity view = CSQCModel_server2csqc(player_localentnum - 1);
247 if (autocvar_cl_followmodel)
249 calc_followmodel_ofs(view);
250 this.origin += cl_followmodel_ofs;
253 if (autocvar_cl_leanmodel)
254 this.angles += leanmodel_ofs(view);
256 // vertical view bobbing code
259 // horizontal view bobbing code
263 // causes the view to swing down and back up when touching the ground
266 // gun model bobbing code
267 if (autocvar_cl_bobmodel)
268 this.origin += bobmodel_ofs(view);
271 .vector viewmodel_origin, viewmodel_angles;
272 .float weapon_nextthink;
273 .float weapon_eta_last;
274 .float weapon_switchdelay;
278 void viewmodel_draw(entity this)
280 if(!this.activeweapon || !autocvar_r_drawviewmodel)
282 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
283 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
284 int wepskin = this.m_skin;
285 bool invehicle = player_localentnum > maxclients;
286 if (invehicle) a = -1;
287 Weapon wep = this.activeweapon;
288 int c = entcs_GetClientColors(current_player);
289 vector g = weaponentity_glowmod(wep, NULL, c, this);
290 entity me = CSQCModel_server2csqc(player_localentnum - 1);
291 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
293 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
294 for (entity e = this; e; e = e.weaponchild)
299 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
301 e.csqcmodel_effects = fx;
302 CSQCModel_Effects_Apply(e);
306 string name = wep.mdl;
307 string newname = wep.wr_viewmodel(wep, this);
310 bool swap = name != this.name_last;
313 this.name_last = name;
314 CL_WeaponEntity_SetModel(this, name, swap);
315 this.viewmodel_origin = this.origin;
316 this.viewmodel_angles = this.angles;
319 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
320 anim_set(this, this.anim_idle, true, false, false);
322 float f = 0; // 0..1; 0: fully active
323 float rate = STAT(WEAPONRATEFACTOR);
324 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
325 if (eta <= 0) f = this.weapon_eta_last;
326 else switch (this.state)
330 f = eta / max(eta, this.weapon_switchdelay);
335 f = 1 - eta / max(eta, this.weapon_switchdelay);
344 this.weapon_eta_last = f;
345 this.origin = this.viewmodel_origin;
346 this.angles = this.viewmodel_angles;
347 this.angles_x = (-90 * f * f);
348 viewmodel_animate(this);
349 MUTATOR_CALLHOOK(DrawViewModel, this);
350 setorigin(this, this.origin);
353 STATIC_INIT(viewmodel) {
354 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
355 viewmodels[slot] = new(viewmodel);
358 vector project_3d_to_2d(vector vec)
360 vec = cs_project(vec);
361 if(cs_project_is_b0rked > 0)
363 vec.x *= vid_conwidth / vid_width;
364 vec.y *= vid_conheight / vid_height;
369 bool projected_on_screen(vector screen_pos)
371 return screen_pos.z >= 0
374 && screen_pos.x < vid_conwidth
375 && screen_pos.y < vid_conheight;
378 void update_mousepos()
380 mousepos += getmousepos() * autocvar_menu_mouse_speed;
381 mousepos.x = bound(0, mousepos.x, vid_conwidth);
382 mousepos.y = bound(0, mousepos.y, vid_conheight);
385 float showfps_prevfps_time;
386 int showfps_framecounter;
388 void fpscounter_update()
393 float currentTime = gettime(GETTIME_FRAMESTART);
395 showfps_framecounter += 1;
396 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
398 float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
399 showfps_framecounter = 0;
400 showfps_prevfps_time = currentTime;
402 int channel = MSG_C2S;
403 WriteHeader(channel, fpsreport);
404 WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
408 STATIC_INIT(fpscounter_init)
410 float currentTime = gettime(GETTIME_FRAMESTART);
411 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
415 vector GetCurrentFov(float fov)
417 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
418 float velocityzoom, curspeed;
421 zoomsensitivity = autocvar_cl_zoomsensitivity;
422 zoomfactor = autocvar_cl_zoomfactor;
423 if(zoomfactor < 1 || zoomfactor > 30)
425 zoomspeed = autocvar_cl_zoomspeed;
426 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
429 zoomdir = button_zoom;
431 if(hud == HUD_NORMAL && !spectatee_status)
433 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
435 entity wepent = viewmodels[slot];
436 if(wepent.switchweapon != wepent.activeweapon)
438 Weapon wep = wepent.activeweapon;
439 if(wep != WEP_Null && wep.wr_zoomdir)
441 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
446 if(spectatee_status > 0 || isdemo())
448 if(spectatorbutton_zoom)
455 // fteqcc failed twice here already, don't optimize this
458 if(zoomdir) { zoomin_effect = 0; }
460 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
462 current_viewzoom = 1;
464 else if (camera_active)
466 current_viewzoom = min(1, current_viewzoom + drawframetime);
468 else if(autocvar_cl_spawnzoom && zoomin_effect)
470 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
472 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
473 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
474 if(current_viewzoom == 1) { zoomin_effect = 0; }
478 if(zoomspeed < 0) // instant zoom
481 current_viewzoom = 1 / zoomfactor;
483 current_viewzoom = 1;
488 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
490 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
494 if(almost_equals(current_viewzoom, 1))
495 current_zoomfraction = 0;
496 else if(almost_equals(current_viewzoom, 1/zoomfactor))
497 current_zoomfraction = 1;
499 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
501 if(zoomsensitivity < 1)
502 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
504 setsensitivityscale(1);
506 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
508 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
512 vector forward, right, up;
513 MAKE_VECTORS(view_angles, forward, right, up);
516 v = csqcplayer.velocity;
518 switch(autocvar_cl_velocityzoom_type)
520 case 3: curspeed = max(0, forward * v); break;
521 case 2: curspeed = (forward * v); break;
522 case 1: default: curspeed = vlen(v); break;
526 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
527 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
528 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
530 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
535 float frustumx, frustumy, fovx, fovy;
536 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
537 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
538 fovx = atan2(frustumx, 1) / M_PI * 360.0;
539 fovy = atan2(frustumy, 1) / M_PI * 360.0;
541 return '1 0 0' * fovx + '0 1 0' * fovy;
544 vector GetViewLocationFOV(float fov)
546 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
547 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
548 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
549 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
550 return '1 0 0' * fovx + '0 1 0' * fovy;
553 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
556 float width = (ov_worldmax.x - ov_worldmin.x);
557 float height = (ov_worldmax.y - ov_worldmin.y);
558 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
559 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
560 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
561 return '1 0 0' * fovx + '0 1 0' * fovy;
564 // this function must match W_SetupShot!
566 bool minigame_wasactive;
569 const float CAMERA_FREE = 1;
570 const float CAMERA_CHASE = 2;
571 string NextFrameCommand;
573 vector freeze_org, freeze_ang;
574 entity nightvision_noise, nightvision_noise2;
576 float myhealth, myhealth_prev;
577 float myhealth_flash;
579 float old_blurradius, old_bluralpha;
580 float old_sharpen_intensity;
582 vector myhealth_gentlergb;
584 float contentavgalpha, liquidalpha_prev;
585 vector liquidcolor_prev;
587 float eventchase_current_distance;
588 float eventchase_running;
589 int WantEventchase(entity this, bool want_vehiclechase)
591 if(autocvar_cl_orthoview)
593 if(STAT(GAME_STOPPED) || intermission)
597 if(spectatee_status >= 0)
599 if(want_vehiclechase)
601 if(MUTATOR_CALLHOOK(WantEventchase, this))
603 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
605 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
607 if(autocvar_cl_eventchase_death == 2)
609 // don't stop eventchase once it's started (even if velocity changes afterwards)
610 if(this.velocity == '0 0 0' || eventchase_running)
615 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
617 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
619 else if (eventchase_running)
620 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
626 void View_EventChase(entity this)
628 // event chase camera
629 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
631 if(STAT(CAMERA_SPECTATOR))
633 if(spectatee_status > 0)
635 if(!autocvar_chase_active)
637 cvar_set("chase_active", "-2");
641 else if(autocvar_chase_active == -2)
642 cvar_set("chase_active", "0");
644 if(autocvar_chase_active == -2)
647 else if(autocvar_chase_active == -2)
648 cvar_set("chase_active", "0");
650 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
652 float vehicle_viewdist = 0;
653 vector vehicle_viewofs = '0 0 0';
657 if(hud != HUD_BUMBLEBEE_GUN)
659 Vehicle info = REGISTRY_GET(Vehicles, hud);
660 vehicle_viewdist = info.height;
661 vehicle_viewofs = info.view_ofs;
662 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
663 vehicle_chase = false;
666 vehicle_chase = false;
669 int eventchase = WantEventchase(this, vehicle_chase);
672 vector current_view_origin_override = '0 0 0';
673 vector view_offset_override = '0 0 0';
674 float chase_distance_override = 0;
675 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
676 if(custom_eventchase)
678 current_view_origin_override = M_ARGV(0, vector);
679 view_offset_override = M_ARGV(1, vector);
680 chase_distance_override = M_ARGV(0, float);
682 eventchase_running = true;
684 // 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.)
685 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
686 if (custom_eventchase)
687 current_view_origin = current_view_origin_override;
689 // detect maximum viewoffset and use it
690 vector view_offset = autocvar_cl_eventchase_viewoffset;
694 view_offset = vehicle_viewofs;
696 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
698 if (custom_eventchase)
699 view_offset = view_offset_override;
703 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
704 if(trace_fraction == 1) { current_view_origin += view_offset; }
705 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
708 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
709 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
710 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
711 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
713 // make the camera smooth back
714 float chase_distance = autocvar_cl_eventchase_distance;
718 chase_distance = vehicle_viewdist;
720 chase_distance = autocvar_cl_eventchase_vehicle_distance;
722 if (custom_eventchase)
723 chase_distance = chase_distance_override;
725 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
726 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
727 else if(eventchase_current_distance != chase_distance)
728 eventchase_current_distance = chase_distance;
730 vector forward, right, up;
731 MAKE_VECTORS(view_angles, forward, right, up);
733 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
734 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
736 // If the boxtrace fails, revert back to line tracing.
740 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
741 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
742 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
744 else { setproperty(VF_ORIGIN, trace_endpos); }
747 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
750 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
752 eventchase_running = false;
753 cvar_set("chase_active", "0");
754 eventchase_current_distance = 0; // start from 0 next time
757 // workaround for camera stuck between player's legs when using chase_active 1
758 // because the engine stops updating the chase_active camera when the game ends
759 else if(intermission)
761 cvar_settemp("chase_active", "-1");
762 eventchase_current_distance = 0;
766 vector damage_blurpostprocess, content_blurpostprocess;
770 // accumulate damage with each stat update
771 static float damage_total_prev = 0;
772 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
773 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
774 damage_total_prev = damage_total;
776 static float damage_dealt_time_prev = 0;
777 float damage_dealt_time = STAT(HIT_TIME);
778 if (damage_dealt_time != damage_dealt_time_prev)
780 unaccounted_damage += unaccounted_damage_new;
781 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
783 damage_dealt_time_prev = damage_dealt_time;
785 // prevent hitsound when switching spectatee
786 static float spectatee_status_prev = 0;
787 if (spectatee_status != spectatee_status_prev)
788 unaccounted_damage = 0;
789 spectatee_status_prev = spectatee_status;
794 // varying sound pitch
796 bool have_arc = false;
797 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799 entity wepent = viewmodels[slot];
801 if(wepent.activeweapon == WEP_ARC)
805 static float hitsound_time_prev = 0;
806 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
807 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
808 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
810 if (autocvar_cl_hitsound && unaccounted_damage)
812 float pitch_shift = 1;
813 if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
815 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
816 float a = autocvar_cl_hitsound_max_pitch;
817 float b = autocvar_cl_hitsound_min_pitch;
818 float c = autocvar_cl_hitsound_nom_damage;
819 float d = unaccounted_damage;
820 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
822 // if pitch shift is reversed, mirror in (max-min)/2 + min
823 if (autocvar_cl_hitsound == 3)
825 float mirror_value = (a-b)/2 + b;
826 pitch_shift = mirror_value + (mirror_value - pitch_shift);
830 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
832 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
833 // todo: normalize sound pressure levels? seems unnecessary
835 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
837 unaccounted_damage = 0;
838 hitsound_time_prev = time;
841 static float typehit_time_prev = 0;
842 float typehit_time = STAT(TYPEHIT_TIME);
843 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
845 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
846 typehit_time_prev = typehit_time;
849 static float kill_time_prev = 0;
850 float kill_time = STAT(KILL_TIME);
851 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
853 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
854 kill_time_prev = kill_time;
858 void HUD_Draw(entity this)
860 // if we don't know gametype and scores yet avoid drawing the scoreboard
861 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
862 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
863 // cl_deathscoreboard would show the scoreboard and so on
870 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
872 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
874 else if(STAT(FROZEN))
876 vector col = '0.25 0.90 1';
877 float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
878 float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
880 col += vec3(col_fade, -col_fade, -col_fade);
881 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
886 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
888 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
889 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
890 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
892 else if(STAT(CAPTURE_PROGRESS))
894 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
895 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
897 else if(STAT(REVIVE_PROGRESS))
899 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
900 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
904 if(autocvar_r_letterbox == 0)
905 if(autocvar_viewsize < 120)
907 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
908 Accuracy_LoadLevels();
914 // crosshair goes VERY LAST
920 void ViewLocation_Mouse()
923 return; // don't draw it as spectator!
925 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
926 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
927 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
929 //float cursor_alpha = 1 - autocvar__menu_alpha;
930 //cursor_type = CURSOR_NORMAL;
931 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
934 void HUD_Cursor_Show()
936 float cursor_alpha = 1 - autocvar__menu_alpha;
937 if(cursor_type == CURSOR_NORMAL)
938 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
939 else if(cursor_type == CURSOR_MOVE)
940 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
941 else if(cursor_type == CURSOR_RESIZE)
942 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
943 else if(cursor_type == CURSOR_RESIZE2)
944 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
947 void HUD_Mouse(entity player)
949 if(autocvar__menu_alpha == 1)
954 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
955 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
959 if (cursor_active == -1) // starting to display the cursor
961 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
962 // in the first frame mousepos is the mouse position of the last time
963 // the cursor was displayed, thus we ignore it to avoid a glictch
968 if(!autocvar_hud_cursormode)
971 cursor_type = CURSOR_NORMAL;
972 if(autocvar__hud_configure)
976 if (HUD_MinigameMenu_IsOpened())
977 HUD_Minigame_Mouse();
978 if (QuickMenu_IsOpened())
980 if (HUD_Radar_Clickable())
984 prevMouseClicked = mouseClicked;
989 void View_NightVision()
991 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
994 // apply night vision effect
995 vector tc_00, tc_01, tc_10, tc_11;
996 vector rgb = '0 0 0';
999 if(!nightvision_noise)
1001 nightvision_noise = new(nightvision_noise);
1003 if(!nightvision_noise2)
1005 nightvision_noise2 = new(nightvision_noise2);
1008 // color tint in yellow
1009 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1012 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1014 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1015 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1016 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1017 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1018 tc_11 = tc_01 + tc_10 - tc_00;
1019 R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1020 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1021 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1022 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1023 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1027 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1028 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1029 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1030 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1031 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1032 tc_11 = tc_01 + tc_10 - tc_00;
1033 R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1034 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1035 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1036 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1037 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1041 // visual overlay while in liquids
1042 // provides some effects to the postprocessing function
1045 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1048 // improved polyblend
1049 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1052 switch(pointcontents(view_origin))
1055 liquidalpha = autocvar_hud_contents_water_alpha;
1056 liquidcolor = stov(autocvar_hud_contents_water_color);
1061 liquidalpha = autocvar_hud_contents_lava_alpha;
1062 liquidcolor = stov(autocvar_hud_contents_lava_color);
1067 liquidalpha = autocvar_hud_contents_slime_alpha;
1068 liquidcolor = stov(autocvar_hud_contents_slime_color);
1074 liquidcolor = '0 0 0';
1079 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1080 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1081 contentfadetime = autocvar_hud_contents_fadeintime;
1082 liquidalpha_prev = liquidalpha;
1083 liquidcolor_prev = liquidcolor;
1086 contentfadetime = autocvar_hud_contents_fadeouttime;
1088 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1089 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1092 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1094 if(autocvar_hud_postprocessing)
1096 if(autocvar_hud_contents_blur && contentavgalpha)
1098 content_blurpostprocess.x = 1;
1099 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1100 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1104 content_blurpostprocess.x = 0;
1105 content_blurpostprocess.y = 0;
1106 content_blurpostprocess.z = 0;
1111 // visual pain effects on the screen
1112 // provides some effects to the postprocessing function
1115 if(!autocvar_hud_damage || STAT(FROZEN))
1118 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1119 splash_size.x = max(vid_conwidth, vid_conheight);
1120 splash_size.y = max(vid_conwidth, vid_conheight);
1121 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1122 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1124 float myhealth_flash_temp;
1125 myhealth = STAT(HEALTH);
1128 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1130 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1132 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1133 pain_threshold = autocvar_hud_damage_pain_threshold;
1134 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1135 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1137 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1139 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);
1142 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1144 if(myhealth_prev < 1)
1148 myhealth_flash = 0; // just spawned, clear the flash immediately
1149 myhealth_flash_temp = 0;
1153 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1157 if(spectatee_status == -1 || intermission)
1159 myhealth_flash = 0; // observing, or match ended
1160 myhealth_flash_temp = 0;
1163 myhealth_prev = myhealth;
1165 // IDEA: change damage color/picture based on player model for robot/alien species?
1166 // pro: matches model better
1167 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1168 // maybe different reddish pics?
1169 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1171 if(autocvar_cl_gentle_damage == 2)
1173 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1174 myhealth_gentlergb = randomvec();
1177 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1179 if(myhealth_flash_temp > 0)
1180 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1182 else if(myhealth_flash_temp > 0)
1183 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1185 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.
1187 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1189 damage_blurpostprocess.x = 1;
1190 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1191 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1195 damage_blurpostprocess.x = 0;
1196 damage_blurpostprocess.y = 0;
1197 damage_blurpostprocess.z = 0;
1202 void View_PostProcessing()
1204 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1205 float e2 = (autocvar_hud_powerup != 0);
1206 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1208 // enable or disable rendering types if they are used or not
1209 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1210 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1212 // blur postprocess handling done first (used by hud_damage and hud_contents)
1213 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1215 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1216 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1217 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1219 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1220 old_blurradius = blurradius;
1221 old_bluralpha = bluralpha;
1224 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1226 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1231 // edge detection postprocess handling done second (used by hud_powerup)
1232 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1233 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1234 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1236 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.
1238 if(autocvar_hud_powerup && sharpen_intensity > 0)
1240 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1242 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1243 old_sharpen_intensity = sharpen_intensity;
1246 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1248 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1249 old_sharpen_intensity = 0;
1252 if(cvar("r_glsl_postprocess") == 0)
1253 cvar_set("r_glsl_postprocess", "2");
1255 else if(cvar("r_glsl_postprocess") == 2)
1256 cvar_set("r_glsl_postprocess", "0");
1261 int lock_type = autocvar_cl_lockview;
1263 if (!autocvar_hud_cursormode
1264 && ((autocvar__hud_configure && spectatee_status <= 0)
1266 || HUD_Radar_Clickable()
1267 || HUD_MinigameMenu_IsOpened()
1268 || QuickMenu_IsOpened()
1273 // lock_type 1: lock origin and angles
1274 // lock_type 2: lock only origin
1276 setproperty(VF_ORIGIN, freeze_org);
1278 freeze_org = getpropertyvec(VF_ORIGIN);
1280 setproperty(VF_ANGLES, freeze_ang);
1282 freeze_ang = getpropertyvec(VF_ANGLES);
1285 void View_DemoCamera()
1287 if(camera_active) // Camera for demo playback
1289 if(autocvar_camera_enable)
1293 cvar_set("chase_active", ftos(chase_active_backup));
1294 cvar_set("cl_demo_mousegrab", "0");
1295 camera_active = false;
1301 if(autocvar_camera_enable)
1303 if(autocvar_camera_enable && isdemo())
1306 // Enable required Darkplaces cvars
1307 chase_active_backup = autocvar_chase_active;
1308 cvar_set("chase_active", "2");
1309 cvar_set("cl_demo_mousegrab", "1");
1310 camera_active = true;
1311 camera_mode = false;
1317 void View_BlurTest()
1319 if(time > blurtest_time0 && time < blurtest_time1)
1321 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1322 float r = t * blurtest_radius;
1323 float f = 1 / (t ** blurtest_power) - 1;
1325 cvar_set("r_glsl_postprocess", "1");
1326 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1330 cvar_set("r_glsl_postprocess", "0");
1331 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1336 void View_CheckButtonStatus()
1338 float is_dead = (STAT(HEALTH) <= 0);
1340 // FIXME do we need this hack?
1343 // in demos, input_buttons do not work
1344 button_zoom = (autocvar__togglezoom == "-");
1347 && autocvar_cl_unpress_zoom_on_death
1348 && (spectatee_status >= 0)
1349 && (is_dead || intermission))
1351 // no zoom while dead or in intermission please
1352 localcmd("-zoom\n");
1353 button_zoom = false;
1356 if(autocvar_fov <= 59.5)
1358 if(!zoomscript_caught)
1360 localcmd("+button9\n");
1361 zoomscript_caught = 1;
1366 if(zoomscript_caught)
1368 localcmd("-button9\n");
1369 zoomscript_caught = 0;
1373 if(active_minigame && HUD_MinigameMenu_IsOpened())
1375 if(!minigame_wasactive)
1377 localcmd("+button12\n");
1378 minigame_wasactive = true;
1381 else if(minigame_wasactive)
1383 localcmd("-button12\n");
1384 minigame_wasactive = false;
1387 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1389 entity wepent = viewmodels[slot];
1391 if(wepent.last_switchweapon != wepent.switchweapon)
1394 wepent.last_switchweapon = wepent.switchweapon;
1395 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1397 localcmd("-zoom\n");
1398 button_zoom = false;
1400 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1402 localcmd("-fire\n");
1403 localcmd("-fire2\n");
1404 button_attack2 = false;
1407 if(wepent.last_activeweapon != wepent.activeweapon)
1409 wepent.last_activeweapon = wepent.activeweapon;
1411 entity e = wepent.activeweapon;
1413 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1415 localcmd("\ncl_hook_activeweapon none\n");
1421 float oldr_nearclip;
1422 float oldr_farclip_base;
1423 float oldr_farclip_world;
1425 float oldr_useportalculling;
1426 float oldr_useinfinitefarclip;
1427 vector ov_org = '0 0 0';
1428 vector ov_mid = '0 0 0';
1429 vector ov_worldmin = '0 0 0';
1430 vector ov_worldmax = '0 0 0';
1436 ov_worldmin = '0 0 0';
1437 ov_worldmax = '0 0 0';
1438 if(autocvar_cl_orthoview)
1440 ov_worldmin = mi_picmin;
1441 ov_worldmax = mi_picmax;
1443 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1444 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1445 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1447 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1448 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1450 float ov_nearest = vlen(ov_org - vec3(
1451 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1452 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1453 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1456 float ov_furthest = 0;
1459 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1460 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1461 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1462 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1463 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1464 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1465 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1466 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1470 oldr_nearclip = cvar("r_nearclip");
1471 oldr_farclip_base = cvar("r_farclip_base");
1472 oldr_farclip_world = cvar("r_farclip_world");
1473 oldr_novis = cvar("r_novis");
1474 oldr_useportalculling = cvar("r_useportalculling");
1475 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1478 cvar_settemp("r_nearclip", ftos(ov_nearest));
1479 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1480 cvar_settemp("r_farclip_world", "0");
1481 cvar_settemp("r_novis", "1");
1482 cvar_settemp("r_useportalculling", "0");
1483 cvar_settemp("r_useinfinitefarclip", "0");
1485 setproperty(VF_ORIGIN, ov_org);
1486 setproperty(VF_ANGLES, '90 0 0');
1491 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1493 vtos(getpropertyvec(VF_ANGLES)),
1503 cvar_set("r_nearclip", ftos(oldr_nearclip));
1504 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1505 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1506 cvar_set("r_novis", ftos(oldr_novis));
1507 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1508 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1514 void View_UpdateFov()
1517 if(autocvar_cl_orthoview)
1518 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1519 else if(csqcplayer.viewloc)
1520 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1522 fov = GetCurrentFov(autocvar_fov);
1524 setproperty(VF_FOV, fov);
1527 void CSQC_UpdateView(entity this, float w, float h)
1529 TC(int, w); TC(int, h);
1531 execute_next_frame();
1538 ReplicateVars(false);
1539 if (ReplicateVars_NOT_SENDING())
1540 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1542 HUD_Scale_Disable();
1544 if(autocvar__hud_showbinds_reload) // menu can set this one
1547 binddb = db_create();
1548 cvar_set("_hud_showbinds_reload", "0");
1551 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1552 view_quality = getproperty(VF_MINFPS_QUALITY);
1556 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1557 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1559 vector vf_size = getpropertyvec(VF_SIZE);
1560 vector vf_min = getpropertyvec(VF_MIN);
1561 vid_width = vf_size.x;
1562 vid_height = vf_size.y;
1564 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1566 if (autocvar_chase_active)
1568 // in first person view if r_drawviewmodel is off weapon isn't visible
1569 // and server doesn't throw any casing
1570 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1571 // can be thrown for self since own weapon model is visible
1572 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1573 cvar_set("r_drawviewmodel", "-1");
1577 if (autocvar_r_drawviewmodel < 0)
1578 cvar_set("r_drawviewmodel", "0");
1581 WaypointSprite_Load();
1583 CSQCPlayer_SetCamera();
1585 if(player_localentnum <= maxclients) // is it a client?
1586 current_player = player_localentnum - 1;
1587 else // then player_localentnum is the vehicle I'm driving
1588 current_player = player_localnum;
1589 myteam = entcs_GetTeam(current_player);
1591 // abused multiple places below
1592 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1594 local_player = this; // fall back!
1596 View_EventChase(local_player);
1598 // do lockview after event chase camera so that it still applies whenever necessary.
1602 //WarpZone_FixPMove();
1606 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1607 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1608 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1609 viewmodel_draw(viewmodels[slot]);
1612 view_origin = getpropertyvec(VF_ORIGIN);
1613 view_angles = getpropertyvec(VF_ANGLES);
1614 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1620 TargetMusic_Advance();
1622 fpscounter_update();
1625 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1627 drawframetime = bound(0.000001, time - drawtime, 1);
1630 // watch for gametype changes here...
1631 // in ParseStuffCMD the cmd isn't executed yet :/
1632 // might even be better to add the gametype to TE_CSQC_INIT...?
1636 if(intermission && !intermission_time)
1637 intermission_time = time;
1639 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1641 if(calledhooks & HOOK_START)
1643 localcmd("\ncl_hook_gameend\n");
1644 calledhooks |= HOOK_END;
1650 View_CheckButtonStatus();
1652 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1654 // ALWAYS Clear Current Scene First
1657 setproperty(VF_ORIGIN, view_origin);
1658 setproperty(VF_ANGLES, view_angles);
1660 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1661 setproperty(VF_SIZE, vf_size);
1662 setproperty(VF_MIN, vf_min);
1664 // Assign Standard Viewflags
1665 // Draw the World (and sky)
1666 setproperty(VF_DRAWWORLD, 1);
1668 // Set the console size vars
1669 vid_conwidth = autocvar_vid_conwidth;
1670 vid_conheight = autocvar_vid_conheight;
1671 vid_pixelheight = autocvar_vid_pixelheight;
1677 // Draw the Crosshair
1678 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1680 // Draw the Engine Status Bar (the default Quake HUD)
1681 setproperty(VF_DRAWENGINESBAR, 0);
1683 // Update the mouse position
1685 mousepos_x = vid_conwidth;
1686 mousepos_y = vid_conheight;
1687 mousepos = mousepos*0.5 + getmousepos();
1690 IL_EACH(g_drawables, it.draw, it.draw(it));
1692 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1695 // Now the the scene has been rendered, begin with the 2D drawing functions
1698 DrawReticle(local_player);
1701 View_PostProcessing();
1704 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1705 Draw_ShowNames_All();
1706 #if ENABLE_DEBUGDRAW
1710 scoreboard_active = Scoreboard_WouldDraw();
1712 HUD_Draw(this); // this parameter for deep vehicle function
1714 if(NextFrameCommand)
1716 localcmd("\n", NextFrameCommand, "\n");
1717 NextFrameCommand = string_null;
1720 // we must do this check AFTER a frame was rendered, or it won't work
1721 if(cs_project_is_b0rked == 0)
1724 w0 = ftos(autocvar_vid_conwidth);
1725 h0 = ftos(autocvar_vid_conheight);
1726 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1727 //setproperty(VF_FOV, '90 90 0');
1728 setproperty(VF_ORIGIN, '0 0 0');
1729 setproperty(VF_ANGLES, '0 0 0');
1730 setproperty(VF_PERSPECTIVE, 1);
1731 vector forward, right, up;
1732 MAKE_VECTORS('0 0 0', forward, right, up);
1734 cvar_set("vid_conwidth", "800");
1735 cvar_set("vid_conheight", "600");
1736 v1 = cs_project(forward);
1737 cvar_set("vid_conwidth", "640");
1738 cvar_set("vid_conheight", "480");
1739 v2 = cs_project(forward);
1741 cs_project_is_b0rked = 1;
1743 cs_project_is_b0rked = -1;
1744 cvar_set("vid_conwidth", w0);
1745 cvar_set("vid_conheight", h0);
1748 HUD_Mouse(local_player);
1754 // let's reset the view back to normal for the end
1755 setproperty(VF_MIN, '0 0 0');
1756 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1762 // following vectors must be global to allow seamless switching between camera modes
1763 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1764 void CSQC_Demo_Camera()
1766 float speed, attenuation, dimensions;
1769 if( autocvar_camera_reset || !camera_mode )
1771 camera_offset = '0 0 0';
1772 current_angles = '0 0 0';
1773 camera_direction = '0 0 0';
1774 camera_offset.z += 30;
1775 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1776 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1777 current_origin = view_origin;
1778 current_camera_offset = camera_offset;
1779 cvar_set("camera_reset", "0");
1780 camera_mode = CAMERA_CHASE;
1785 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1787 if(autocvar_camera_look_player)
1792 dir = normalize(view_origin - current_position);
1794 mouse_angles = vectoangles(dir);
1795 mouse_angles.x = mouse_angles.x * -1;
1800 tmp = getmousepos() * 0.1;
1801 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1803 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1804 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1808 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1809 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1810 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1811 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1813 // Fix difference when angles don't have the same sign
1815 if(mouse_angles.y < -60 && current_angles.y > 60)
1817 if(mouse_angles.y > 60 && current_angles.y < -60)
1820 if(autocvar_camera_look_player)
1821 attenuation = autocvar_camera_look_attenuation;
1823 attenuation = autocvar_camera_speed_attenuation;
1825 attenuation = 1 / max(1, attenuation);
1826 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1828 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1829 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1830 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1831 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1837 if( camera_direction.x )
1839 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1840 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1841 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1842 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1846 if( camera_direction.y )
1848 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1849 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1850 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1854 if( camera_direction.z )
1856 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1860 if(autocvar_camera_free)
1861 speed = autocvar_camera_speed_free;
1863 speed = autocvar_camera_speed_chase;
1867 speed = speed * sqrt(1 / dimensions);
1868 camera_offset += tmp * speed;
1871 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1874 if( autocvar_camera_free )
1876 if ( camera_mode == CAMERA_CHASE )
1878 current_camera_offset = current_origin + current_camera_offset;
1879 camera_offset = current_origin + camera_offset;
1882 camera_mode = CAMERA_FREE;
1883 current_position = current_camera_offset;
1887 if ( camera_mode == CAMERA_FREE )
1889 current_origin = view_origin;
1890 camera_offset = camera_offset - current_origin;
1891 current_camera_offset = current_camera_offset - current_origin;
1894 camera_mode = CAMERA_CHASE;
1896 if(autocvar_camera_chase_smoothly)
1897 current_origin += (view_origin - current_origin) * attenuation;
1899 current_origin = view_origin;
1901 current_position = current_origin + current_camera_offset;
1904 setproperty(VF_ANGLES, current_angles);
1905 setproperty(VF_ORIGIN, current_position);