3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include <client/mutators/_mod.qh>
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
30 #include <common/weapons/weapon/tuba.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
50 float autocvar_cl_viewmodel_scale;
51 float autocvar_cl_viewmodel_alpha;
53 bool autocvar_cl_bobmodel;
54 float autocvar_cl_bobmodel_speed;
55 float autocvar_cl_bobmodel_side;
56 float autocvar_cl_bobmodel_up;
58 float autocvar_cl_followmodel;
59 float autocvar_cl_followmodel_speed = 0.3;
60 float autocvar_cl_followmodel_limit = 135;
61 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
62 float autocvar_cl_followmodel_highpass = 0.05;
63 float autocvar_cl_followmodel_lowpass = 0.03;
64 bool autocvar_cl_followmodel_velocity_absolute;
66 float autocvar_cl_leanmodel;
67 float autocvar_cl_leanmodel_speed = 0.3;
68 float autocvar_cl_leanmodel_limit = 30;
69 float autocvar_cl_leanmodel_highpass1 = 0.2;
70 float autocvar_cl_leanmodel_highpass = 0.2;
71 float autocvar_cl_leanmodel_lowpass = 0.05;
73 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
75 #define lowpass(value, frac, ref_store, ret) \
76 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
78 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79 float __ignore; lowpass(value, frac, ref_store, __ignore); \
80 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84 float __f = 0; lowpass(value, frac, ref_store, __f); \
85 ret = (value) - __f; \
88 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90 ret = (value) - __f; \
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 lowpass(value.x, frac, ref_store.x, ref_out.x); \
95 lowpass(value.y, frac, ref_store.y, ref_out.y); \
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
99 highpass(value.x, frac, ref_store.x, ref_out.x); \
100 highpass(value.y, frac, ref_store.y, ref_out.y); \
103 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
104 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
105 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
108 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
109 lowpass(value.x, frac, ref_store.x, ref_out.x); \
110 lowpass(value.y, frac, ref_store.y, ref_out.y); \
111 lowpass(value.z, frac, ref_store.z, ref_out.z); \
114 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 highpass(value.x, frac, ref_store.x, ref_out.x); \
116 highpass(value.y, frac, ref_store.y, ref_out.y); \
117 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 void calc_followmodel_ofs(entity view)
122 if(cl_followmodel_time == time)
123 return; // cl_followmodel_ofs already calculated for this frame
126 vector gunorg = '0 0 0';
127 static vector vel_average;
128 static vector gunorg_adjustment_highpass;
129 static vector gunorg_adjustment_lowpass;
132 if (autocvar_cl_followmodel_velocity_absolute)
136 vector forward, right, up;
137 MAKE_VECTORS(view_angles, forward, right, up);
138 vel.x = view.velocity * forward;
139 vel.y = view.velocity * right * -1;
140 vel.z = view.velocity * up;
143 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
147 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148 lowpass3(vel, frac, vel_average, gunorg);
150 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
152 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154 frac = avg_factor(autocvar_cl_followmodel_highpass);
155 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156 frac = avg_factor(autocvar_cl_followmodel_lowpass);
157 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
159 if (autocvar_cl_followmodel_velocity_absolute)
162 vector forward, right, up;
163 MAKE_VECTORS(view_angles, forward, right, up);
164 fixed_gunorg.x = gunorg * forward;
165 fixed_gunorg.y = gunorg * right * -1;
166 fixed_gunorg.z = gunorg * up;
167 gunorg = fixed_gunorg;
170 cl_followmodel_ofs = gunorg;
171 cl_followmodel_time = time;
174 vector leanmodel_ofs(entity view)
177 vector gunangles = '0 0 0';
178 static vector gunangles_prev = '0 0 0';
179 static vector gunangles_highpass = '0 0 0';
180 static vector gunangles_adjustment_highpass;
181 static vector gunangles_adjustment_lowpass;
183 if (view.csqcmodel_teleported)
184 gunangles_prev = view_angles;
186 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187 gunangles_highpass += gunangles_prev;
188 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193 gunangles_prev = view_angles;
194 gunangles_highpass -= gunangles_prev;
196 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
199 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200 frac = avg_factor(autocvar_cl_leanmodel_highpass);
201 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
210 vector bobmodel_ofs(entity view)
212 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213 static bool oldonground;
214 static float hitgroundtime;
217 float f = time; // cl.movecmd[0].time
221 oldonground = clonground;
223 // calculate for swinging gun model
224 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225 vector gunorg = '0 0 0';
226 static float bobmodel_scale = 0;
227 static float time_ofs = 0; // makes the effect always restart in the same way
230 if (time - hitgroundtime > 0.05)
231 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
234 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
236 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237 if (bobmodel_scale && xyspeed)
239 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250 void viewmodel_animate(entity this)
252 if (autocvar_chase_active) return;
253 if (STAT(HEALTH) <= 0) return;
255 entity view = CSQCModel_server2csqc(player_localentnum - 1);
257 if (autocvar_cl_followmodel)
259 calc_followmodel_ofs(view);
260 this.origin += cl_followmodel_ofs;
263 if (autocvar_cl_leanmodel)
264 this.angles += leanmodel_ofs(view);
266 // vertical view bobbing code
269 // horizontal view bobbing code
273 // causes the view to swing down and back up when touching the ground
276 // gun model bobbing code
277 if (autocvar_cl_bobmodel)
278 this.origin += bobmodel_ofs(view);
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
288 void viewmodel_draw(entity this)
290 if(!this.activeweapon || !autocvar_r_drawviewmodel)
292 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
294 int wepskin = this.m_skin;
295 bool invehicle = player_localentnum > maxclients;
296 if (invehicle) a = -1;
297 Weapon wep = this.activeweapon;
298 int c = entcs_GetClientColors(current_player);
299 vector g = weaponentity_glowmod(wep, NULL, c, this);
300 entity me = CSQCModel_server2csqc(player_localentnum - 1);
301 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304 for (entity e = this; e; e = e.weaponchild)
309 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
311 e.csqcmodel_effects = fx;
312 CSQCModel_Effects_Apply(e);
316 string name = wep.mdl;
317 string newname = wep.wr_viewmodel(wep, this);
320 bool swap = name != this.name_last;
323 this.name_last = name;
324 CL_WeaponEntity_SetModel(this, name, swap);
325 this.viewmodel_origin = this.origin;
326 this.viewmodel_angles = this.angles;
329 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330 anim_set(this, this.anim_idle, true, false, false);
332 float f = 0; // 0..1; 0: fully active
333 float rate = STAT(WEAPONRATEFACTOR);
334 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335 if (eta <= 0) f = this.weapon_eta_last;
336 else switch (this.state)
340 f = eta / max(eta, this.weapon_switchdelay);
345 f = 1 - eta / max(eta, this.weapon_switchdelay);
354 this.weapon_eta_last = f;
355 this.origin = this.viewmodel_origin;
356 this.angles = this.viewmodel_angles;
357 this.angles_x = (-90 * f * f);
358 viewmodel_animate(this);
359 MUTATOR_CALLHOOK(DrawViewModel, this);
360 setorigin(this, this.origin);
363 STATIC_INIT(viewmodel) {
364 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 viewmodels[slot] = new(viewmodel);
368 float showfps_prevfps;
369 float showfps_prevfps_time;
370 int showfps_framecounter;
372 void fpscounter_update()
377 float currentTime = gettime(GETTIME_REALTIME);
378 showfps_framecounter += 1;
379 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
381 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
382 showfps_framecounter = 0;
383 showfps_prevfps_time = currentTime;
385 int channel = MSG_C2S;
386 WriteHeader(channel, fpsreport);
387 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
391 STATIC_INIT(fpscounter_init)
393 float currentTime = gettime(GETTIME_REALTIME);
394 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
399 vector GetCurrentFov(float fov)
401 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
402 float velocityzoom, curspeed;
405 zoomsensitivity = autocvar_cl_zoomsensitivity;
406 zoomfactor = autocvar_cl_zoomfactor;
407 if(zoomfactor < 1 || zoomfactor > 30)
409 zoomspeed = autocvar_cl_zoomspeed;
410 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
413 zoomdir = button_zoom;
415 if(hud == HUD_NORMAL && !spectatee_status)
417 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
419 entity wepent = viewmodels[slot];
420 if(wepent.switchweapon != wepent.activeweapon)
422 Weapon wep = wepent.activeweapon;
423 if(wep != WEP_Null && wep.wr_zoomdir)
425 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
430 if(spectatee_status > 0 || isdemo())
432 if(spectatorbutton_zoom)
439 // fteqcc failed twice here already, don't optimize this
442 if(zoomdir) { zoomin_effect = 0; }
444 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
446 current_viewzoom = 1;
448 else if (camera_active)
450 current_viewzoom = min(1, current_viewzoom + drawframetime);
452 else if(autocvar_cl_spawnzoom && zoomin_effect)
454 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
456 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
457 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
458 if(current_viewzoom == 1) { zoomin_effect = 0; }
462 if(zoomspeed < 0) // instant zoom
465 current_viewzoom = 1 / zoomfactor;
467 current_viewzoom = 1;
472 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
474 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
478 if(almost_equals(current_viewzoom, 1))
479 current_zoomfraction = 0;
480 else if(almost_equals(current_viewzoom, 1/zoomfactor))
481 current_zoomfraction = 1;
483 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
485 if(zoomsensitivity < 1)
486 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
488 setsensitivityscale(1);
490 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
492 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
496 vector forward, right, up;
497 MAKE_VECTORS(view_angles, forward, right, up);
500 v = csqcplayer.velocity;
502 switch(autocvar_cl_velocityzoom_type)
504 case 3: curspeed = max(0, forward * v); break;
505 case 2: curspeed = (forward * v); break;
506 case 1: default: curspeed = vlen(v); break;
510 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
511 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
512 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
514 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
519 float frustumx, frustumy, fovx, fovy;
520 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
521 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
522 fovx = atan2(frustumx, 1) / M_PI * 360.0;
523 fovy = atan2(frustumy, 1) / M_PI * 360.0;
525 return '1 0 0' * fovx + '0 1 0' * fovy;
528 vector GetViewLocationFOV(float fov)
530 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
531 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
532 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
533 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
534 return '1 0 0' * fovx + '0 1 0' * fovy;
537 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
540 float width = (ov_worldmax.x - ov_worldmin.x);
541 float height = (ov_worldmax.y - ov_worldmin.y);
542 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
543 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
544 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
545 return '1 0 0' * fovx + '0 1 0' * fovy;
548 // this function must match W_SetupShot!
549 float zoomscript_caught;
551 bool minigame_wasactive;
553 vector wcross_origin;
554 float wcross_scale_prev, wcross_alpha_prev;
555 vector wcross_color_prev;
556 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
557 vector wcross_color_goal_prev;
558 float wcross_changedonetime;
560 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
561 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
562 float wcross_name_changestarttime, wcross_name_changedonetime;
563 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
565 float wcross_ring_prev;
568 entity trueaim_rifle;
570 const float SHOTTYPE_HITTEAM = 1;
571 const float SHOTTYPE_HITOBSTRUCTION = 2;
572 const float SHOTTYPE_HITWORLD = 3;
573 const float SHOTTYPE_HITENEMY = 4;
577 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
578 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
581 float EnemyHitCheck()
584 wcross_origin = project_3d_to_2d(trace_endpos);
587 n = trace_ent.entnum;
589 n = trace_networkentity;
591 return SHOTTYPE_HITWORLD;
593 return SHOTTYPE_HITWORLD;
594 t = entcs_GetTeam(n - 1);
597 return SHOTTYPE_HITTEAM;
598 if(t == NUM_SPECTATOR)
599 return SHOTTYPE_HITWORLD;
600 return SHOTTYPE_HITENEMY;
603 float TrueAimCheck(entity wepent)
605 if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
606 return SHOTTYPE_HITWORLD;
608 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?
609 vector vecs, trueaimpoint, w_shotorg;
617 mv = MOVE_NOMONSTERS;
619 switch(wepent.activeweapon) // WEAPONTODO
622 case WEP_OVERKILL_NEX:
629 if(zoomscript_caught)
631 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
632 return EnemyHitCheck();
635 case WEP_DEVASTATOR: // projectile has a size!
639 case WEP_FIREBALL: // projectile has a size!
643 case WEP_SEEKER: // projectile has a size!
647 case WEP_ELECTRO: // projectile has a size!
653 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
655 vecs = decompressShotOrigin(STAT(SHOTORG));
657 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
658 trueaimpoint = trace_endpos;
659 // move trueaimpoint a little bit forward to make the final tracebox reliable
660 // since it sometimes doesn't reach a teammate by a hair
661 trueaimpoint += view_forward;
663 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
664 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
671 dv = view_right * vecs.y + view_up * vecs.z;
672 w_shotorg = traceorigin + dv;
674 // now move the vecs forward as much as requested if possible
675 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
676 w_shotorg = trace_endpos - view_forward * nudge;
678 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
679 shottype = EnemyHitCheck();
680 if(shottype != SHOTTYPE_HITWORLD)
684 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
685 // or rather, I know why, but see no fix
686 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
687 // 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
688 return SHOTTYPE_HITOBSTRUCTION;
691 return SHOTTYPE_HITWORLD;
695 const float CAMERA_FREE = 1;
696 const float CAMERA_CHASE = 2;
698 string NextFrameCommand;
700 vector freeze_org, freeze_ang;
701 entity nightvision_noise, nightvision_noise2;
703 const float MAX_TIME_DIFF = 5;
704 float pickup_crosshair_time, pickup_crosshair_size;
705 float hitindication_crosshair_size;
706 float use_vortex_chargepool;
708 float myhealth, myhealth_prev;
709 float myhealth_flash;
711 float old_blurradius, old_bluralpha;
712 float old_sharpen_intensity;
714 vector myhealth_gentlergb;
716 float contentavgalpha, liquidalpha_prev;
717 vector liquidcolor_prev;
719 float eventchase_current_distance;
720 float eventchase_running;
721 int WantEventchase(entity this, bool want_vehiclechase)
723 if(autocvar_cl_orthoview)
725 if(STAT(GAME_STOPPED) || intermission)
729 if(spectatee_status >= 0)
731 if(want_vehiclechase)
733 if(MUTATOR_CALLHOOK(WantEventchase, this))
735 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
737 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
739 if(autocvar_cl_eventchase_death == 2)
741 // don't stop eventchase once it's started (even if velocity changes afterwards)
742 if(this.velocity == '0 0 0' || eventchase_running)
747 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
749 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
751 else if (eventchase_running)
752 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
758 void HUD_Crosshair_Vehicle(entity this)
760 if(hud != HUD_BUMBLEBEE_GUN)
762 Vehicle info = Vehicles_from(hud);
763 info.vr_crosshair(info, this);
767 vector damage_blurpostprocess, content_blurpostprocess;
769 float unaccounted_damage = 0;
772 // accumulate damage with each stat update
773 static float damage_total_prev = 0;
774 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
775 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
776 damage_total_prev = damage_total;
778 static float damage_dealt_time_prev = 0;
779 float damage_dealt_time = STAT(HIT_TIME);
780 if (damage_dealt_time != damage_dealt_time_prev)
782 unaccounted_damage += unaccounted_damage_new;
783 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
785 damage_dealt_time_prev = damage_dealt_time;
787 // prevent hitsound when switching spectatee
788 static float spectatee_status_prev = 0;
789 if (spectatee_status != spectatee_status_prev)
790 unaccounted_damage = 0;
791 spectatee_status_prev = spectatee_status;
796 // varying sound pitch
798 bool have_arc = false;
799 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
801 entity wepent = viewmodels[slot];
803 if(wepent.activeweapon == WEP_ARC)
807 static float hitsound_time_prev = 0;
808 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
809 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
810 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
812 if (autocvar_cl_hitsound && unaccounted_damage)
814 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
815 float a = autocvar_cl_hitsound_max_pitch;
816 float b = autocvar_cl_hitsound_min_pitch;
817 float c = autocvar_cl_hitsound_nom_damage;
818 float d = unaccounted_damage;
819 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
821 // if sound variation is disabled, set pitch_shift to 1
822 if (autocvar_cl_hitsound == 1)
825 // if pitch shift is reversed, mirror in (max-min)/2 + min
826 if (autocvar_cl_hitsound == 3)
828 float mirror_value = (a-b)/2 + b;
829 pitch_shift = mirror_value + (mirror_value - pitch_shift);
832 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
834 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
835 // todo: normalize sound pressure levels? seems unnecessary
837 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
839 unaccounted_damage = 0;
840 hitsound_time_prev = time;
843 static float typehit_time_prev = 0;
844 float typehit_time = STAT(TYPEHIT_TIME);
845 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
847 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
848 typehit_time_prev = typehit_time;
851 static float kill_time_prev = 0;
852 float kill_time = STAT(KILL_TIME);
853 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
855 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
856 kill_time_prev = kill_time;
860 vector crosshair_getcolor(entity this, float health_stat)
862 static float rainbow_last_flicker;
863 static vector rainbow_prev_color;
864 vector wcross_color = '0 0 0';
865 switch(autocvar_crosshair_color_special)
867 case 1: // crosshair_color_per_weapon
869 if(this != WEP_Null && hud == HUD_NORMAL)
871 wcross_color = this.wpcolor;
874 else { goto normalcolor; }
877 case 2: // crosshair_color_by_health
879 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
880 float hp = floor(v.x + 1);
895 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
896 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
900 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
901 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
902 wcross_color.z = 1 - (hp-100)*0.02;
908 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
913 wcross_color.y = (hp-20)*90/27/100;
914 wcross_color.z = (hp-20)*90/27/100 * 0.2;
924 case 3: // crosshair_color_rainbow
926 if(time >= rainbow_last_flicker)
928 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
929 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
931 wcross_color = rainbow_prev_color;
935 default: { wcross_color = stov(autocvar_crosshair_color); break; }
941 void HUD_Crosshair(entity this)
945 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
946 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
947 !HUD_MinigameMenu_IsOpened() )
949 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
952 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
955 if (hud != HUD_NORMAL)
957 HUD_Crosshair_Vehicle(this);
962 float wcross_alpha, wcross_resolution;
963 wcross_style = autocvar_crosshair;
964 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
965 wcross_style = autocvar_crosshair_2d;
966 if (wcross_style == "0")
968 wcross_resolution = autocvar_crosshair_size;
969 if (wcross_resolution == 0)
971 wcross_alpha = autocvar_crosshair_alpha;
972 if (wcross_alpha == 0)
978 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
979 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
980 wcross_origin = viewloc_mousepos;
981 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
983 vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
984 if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1)
986 traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
987 float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
988 if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
989 csqcplayer.alpha = min(crosshair_chase_playeralpha, myalpha);
991 csqcplayer.alpha = csqcplayer.m_alpha;
993 traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
994 wcross_origin = project_3d_to_2d(trace_endpos);
997 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
999 if(autocvar_crosshair_hittest)
1001 vector wcross_oldorigin;
1002 entity thiswep = viewmodels[0]; // TODO: unhardcode
1003 wcross_oldorigin = wcross_origin;
1004 shottype = TrueAimCheck(thiswep);
1005 if(shottype == SHOTTYPE_HITWORLD)
1007 v = wcross_origin - wcross_oldorigin;
1008 v.x /= vid_conwidth;
1009 v.y /= vid_conheight;
1010 if(vdist(v, >, 0.01))
1011 shottype = SHOTTYPE_HITOBSTRUCTION;
1013 if(!autocvar_crosshair_hittest_showimpact)
1014 wcross_origin = wcross_oldorigin;
1017 shottype = SHOTTYPE_HITWORLD;
1019 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1020 string wcross_name = "";
1021 float wcross_scale, wcross_blur;
1023 entity e = WEP_Null;
1024 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1026 entity wepent = viewmodels[0]; // TODO: unhardcode
1027 e = wepent.switchingweapon;
1030 if(autocvar_crosshair_per_weapon)
1032 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1033 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1034 //if (wcross_resolution == 0)
1037 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1038 wcross_resolution *= e.w_crosshair_size;
1039 wcross_name = e.w_crosshair;
1044 if(wcross_name == "")
1045 wcross_name = strcat("gfx/crosshair", wcross_style);
1047 // MAIN CROSSHAIR COLOR DECISION
1048 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1050 if(autocvar_crosshair_effect_scalefade)
1052 wcross_scale = wcross_resolution;
1053 wcross_resolution = 1;
1060 if(autocvar_crosshair_pickup)
1062 float stat_pickup_time = STAT(LAST_PICKUP);
1064 if(pickup_crosshair_time < stat_pickup_time)
1066 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1067 pickup_crosshair_size = 1;
1069 pickup_crosshair_time = stat_pickup_time;
1072 if(pickup_crosshair_size > 0)
1073 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1075 pickup_crosshair_size = 0;
1077 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1080 // todo: make crosshair hit indication dependent on damage dealt
1081 if(autocvar_crosshair_hitindication)
1083 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1085 if(unaccounted_damage)
1087 hitindication_crosshair_size = 1;
1090 if(hitindication_crosshair_size > 0)
1091 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1093 hitindication_crosshair_size = 0;
1095 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1096 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1097 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1098 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1101 // no effects needed for targeting enemies, this can't possibly span all valid targets!
1102 // just show for teammates to give a sign that they're an invalid target
1103 //if(shottype == SHOTTYPE_HITENEMY)
1104 //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1105 if(shottype == SHOTTYPE_HITTEAM)
1106 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1108 f = fabs(autocvar_crosshair_effect_time);
1109 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1111 wcross_changedonetime = time + f;
1113 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1115 wcross_name_changestarttime = time;
1116 wcross_name_changedonetime = time + f;
1117 if(wcross_name_goal_prev_prev)
1118 strunzone(wcross_name_goal_prev_prev);
1119 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1120 wcross_name_goal_prev = strzone(wcross_name);
1121 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1122 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1123 wcross_resolution_goal_prev = wcross_resolution;
1126 wcross_scale_goal_prev = wcross_scale;
1127 wcross_alpha_goal_prev = wcross_alpha;
1128 wcross_color_goal_prev = wcross_color;
1130 if(spectatee_status == 0 && (shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active)))
1133 wcross_alpha *= 0.75;
1137 // *_prev is at time-frametime
1138 // * is at wcross_changedonetime+f
1139 // what do we have at time?
1140 if(time < wcross_changedonetime)
1142 f = frametime / (wcross_changedonetime - time + frametime);
1143 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1144 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1145 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1148 wcross_scale_prev = wcross_scale;
1149 wcross_alpha_prev = wcross_alpha;
1150 wcross_color_prev = wcross_color;
1152 MUTATOR_CALLHOOK(UpdateCrosshair);
1154 wcross_scale *= 1 - autocvar__menu_alpha;
1155 wcross_alpha *= 1 - autocvar__menu_alpha;
1156 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1158 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1160 // crosshair rings for weapon stats
1161 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1163 // declarations and stats
1164 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1165 string ring_image = string_null, ring_inner_image = string_null;
1166 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1168 ring_scale = autocvar_crosshair_ring_size;
1170 entity wepent = viewmodels[0]; // TODO: unhardcode
1172 int weapon_clipload = wepent.clip_load;
1173 int weapon_clipsize = wepent.clip_size;
1175 float arc_heat = wepent.arc_heat_percent;
1176 float vcharge = wepent.vortex_charge;
1177 float vchargepool = wepent.vortex_chargepool_ammo;
1178 float oknex_charge_ = wepent.oknex_charge;
1179 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1181 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1182 vortex_charge_movingavg = vcharge;
1184 // handle the values
1185 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1187 if (vchargepool || use_vortex_chargepool) {
1188 use_vortex_chargepool = 1;
1189 ring_inner_value = vchargepool;
1191 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1192 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1195 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1196 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1197 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1199 // draw the outer ring to show the current charge of the weapon
1200 ring_value = vcharge;
1201 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1202 ring_rgb = wcross_color;
1203 ring_image = "gfx/crosshair_ring_nexgun.tga";
1205 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1207 if (oknex_chargepool_ || use_vortex_chargepool) {
1208 use_vortex_chargepool = 1;
1209 ring_inner_value = oknex_chargepool_;
1211 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1212 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1215 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1216 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;
1217 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1219 // draw the outer ring to show the current charge of the weapon
1220 ring_value = oknex_charge_;
1221 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1222 ring_rgb = wcross_color;
1223 ring_image = "gfx/crosshair_ring_nexgun.tga";
1225 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1227 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1228 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1229 ring_rgb = wcross_color;
1230 ring_image = "gfx/crosshair_ring.tga";
1232 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1234 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1235 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1236 ring_rgb = wcross_color;
1237 ring_image = "gfx/crosshair_ring.tga";
1239 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1241 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1242 ring_scale = autocvar_crosshair_ring_reload_size;
1243 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1244 ring_rgb = wcross_color;
1246 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1247 // if a new image for another weapon is added, add the code (and its respective file/value) here
1248 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1249 ring_image = "gfx/crosshair_ring_rifle.tga";
1251 ring_image = "gfx/crosshair_ring.tga";
1253 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1255 ring_value = arc_heat;
1256 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1257 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1258 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1259 ring_image = "gfx/crosshair_ring.tga";
1262 // if in weapon switch animation, fade ring out/in
1263 if(autocvar_crosshair_effect_time > 0)
1265 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1268 wcross_ring_prev = ((ring_image) ? true : false);
1271 if(wcross_ring_prev)
1274 ring_alpha *= fabs(1 - bound(0, f, 1));
1279 ring_alpha *= bound(0, f, 1);
1283 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1284 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1287 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1290 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1292 vector scaled_sz = sz * wcross_size; \
1293 if(wcross_blur > 0) \
1295 for(i = -2; i <= 2; ++i) \
1296 for(j = -2; j <= 2; ++j) \
1297 M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
1301 M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
1305 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
1306 drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1308 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1309 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1311 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1313 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1314 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1315 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1322 wcross_name_alpha_goal_prev = f;
1324 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1325 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1327 if(autocvar_crosshair_dot)
1329 vector wcross_color_old;
1330 wcross_color_old = wcross_color;
1332 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1333 wcross_color = stov(autocvar_crosshair_dot_color);
1335 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1336 // FIXME why don't we use wcross_alpha here?
1337 wcross_color = wcross_color_old;
1343 wcross_scale_prev = 0;
1344 wcross_alpha_prev = 0;
1345 wcross_scale_goal_prev = 0;
1346 wcross_alpha_goal_prev = 0;
1347 wcross_changedonetime = 0;
1348 strfree(wcross_name_goal_prev);
1349 strfree(wcross_name_goal_prev_prev);
1350 wcross_name_changestarttime = 0;
1351 wcross_name_changedonetime = 0;
1352 wcross_name_alpha_goal_prev = 0;
1353 wcross_name_alpha_goal_prev_prev = 0;
1354 wcross_resolution_goal_prev = 0;
1355 wcross_resolution_goal_prev_prev = 0;
1359 const int MAX_SPECIALCOMMAND = 15;
1360 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1361 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1362 const float SPECIALCOMMAND_SPEED = 150;
1363 const float SPECIALCOMMAND_TURNSPEED = 2;
1364 const float SPECIALCOMMAND_SIZE = 0.025;
1365 const float SPECIALCOMMAND_CHANCE = 0.35;
1366 float sc_spawntime, sc_changetime;
1367 vector sc_color = '1 1 1';
1368 void SpecialCommand()
1370 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1373 if(time >= sc_changetime)
1375 sc_changetime = time + 1;
1376 sc_color = randomvec() * 1.5;
1377 sc_color.x = bound(0.2, sc_color.x, 0.75);
1378 sc_color.y = bound(0.2, sc_color.y, 0.75);
1379 sc_color.z = bound(0.2, sc_color.z, 0.75);
1381 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1383 if(!precache_pic("gfx/smile"))
1384 return; // damn party poopers
1386 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1388 vector slot = specialcommand_slots[j];
1390 slot.y += SPECIALCOMMAND_SPEED * frametime;
1392 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1393 if(slot.y >= vid_conheight)
1398 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1400 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1401 slot.y = 1; // start it off 0 so we can use it
1402 slot.z = floor(random() * Weapons_MAX);
1403 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1404 vector newcolor = randomvec() * 2;
1405 newcolor.x = bound(0.4, newcolor.x, 1);
1406 newcolor.y = bound(0.4, newcolor.y, 1);
1407 newcolor.z = bound(0.4, newcolor.z, 1);
1408 specialcommand_colors[j] = newcolor;
1413 vector splash_size = '0 0 0';
1414 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1415 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1416 entity wep = Weapons_from(slot.z);
1418 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1420 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1421 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1424 specialcommand_slots[j] = slot;
1428 void HUD_Draw(entity this)
1430 // if we don't know gametype and scores yet avoid drawing the scoreboard
1431 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1432 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1433 // cl_deathscoreboard would show the scoreboard and so on
1437 Hud_Dynamic_Frame();
1440 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1442 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1444 else if(STAT(FROZEN))
1446 vector col = '0.25 0.90 1';
1447 if(STAT(REVIVE_PROGRESS))
1448 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1449 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1454 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1456 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1457 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1458 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);
1460 else if(STAT(CAPTURE_PROGRESS))
1462 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1463 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1465 else if(STAT(REVIVE_PROGRESS))
1467 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1468 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1470 HUD_Scale_Disable();
1472 if(autocvar_r_letterbox == 0)
1473 if(autocvar_viewsize < 120)
1475 if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
1476 Accuracy_LoadLevels();
1479 HUD_Scale_Disable();
1482 // crosshair goes VERY LAST
1485 HUD_Crosshair(this);
1489 void ViewLocation_Mouse()
1491 if(spectatee_status)
1492 return; // don't draw it as spectator!
1494 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1495 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1496 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1498 //float cursor_alpha = 1 - autocvar__menu_alpha;
1499 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1502 void HUD_Cursor_Show()
1504 float cursor_alpha = 1 - autocvar__menu_alpha;
1505 if(cursor_type == CURSOR_NORMAL)
1506 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1507 else if(cursor_type == CURSOR_MOVE)
1508 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1509 else if(cursor_type == CURSOR_RESIZE)
1510 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1511 else if(cursor_type == CURSOR_RESIZE2)
1512 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1515 void HUD_Mouse(entity player)
1517 if(autocvar__menu_alpha == 1)
1522 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1523 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1527 if (cursor_active == -1) // starting to display the cursor
1529 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1530 // in the first frame mousepos is the mouse position of the last time
1531 // the cursor was displayed, thus we ignore it to avoid a glictch
1536 if(!autocvar_hud_cursormode)
1539 if(autocvar__hud_configure)
1543 if (HUD_MinigameMenu_IsOpened())
1544 HUD_Minigame_Mouse();
1545 if (QuickMenu_IsOpened())
1547 if (HUD_Radar_Clickable())
1551 prevMouseClicked = mouseClicked;
1557 float oldr_nearclip;
1558 float oldr_farclip_base;
1559 float oldr_farclip_world;
1561 float oldr_useportalculling;
1562 float oldr_useinfinitefarclip;
1566 float vh_notice_time;
1567 void CSQC_UpdateView(entity this, float w, float h)
1569 TC(int, w); TC(int, h);
1573 vector vf_size, vf_min;
1576 execute_next_frame();
1583 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1584 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1588 ReplicateVars(false);
1589 if (ReplicateVars_NOT_SENDING())
1590 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1592 HUD_Scale_Disable();
1594 if(autocvar__hud_showbinds_reload) // menu can set this one
1597 binddb = db_create();
1598 cvar_set("_hud_showbinds_reload", "0");
1601 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1602 view_quality = getproperty(VF_MINFPS_QUALITY);
1606 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1607 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1609 vf_size = getpropertyvec(VF_SIZE);
1610 vf_min = getpropertyvec(VF_MIN);
1611 vid_width = vf_size.x;
1612 vid_height = vf_size.y;
1614 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1615 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1617 WaypointSprite_Load();
1619 CSQCPlayer_SetCamera();
1621 if(player_localentnum <= maxclients) // is it a client?
1622 current_player = player_localentnum - 1;
1623 else // then player_localentnum is the vehicle I'm driving
1624 current_player = player_localnum;
1625 myteam = entcs_GetTeam(current_player);
1627 if(myteam != prev_myteam)
1629 myteamcolors = colormapPaletteColor(myteam, 1);
1630 FOREACH(hud_panels, true, it.update_time = time);
1631 prev_myteam = myteam;
1634 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1636 float is_dead = (STAT(HEALTH) <= 0);
1638 // FIXME do we need this hack?
1641 // in demos, input_buttons do not work
1642 button_zoom = (autocvar__togglezoom == "-");
1645 && autocvar_cl_unpress_zoom_on_death
1646 && (spectatee_status >= 0)
1647 && (is_dead || intermission))
1649 // no zoom while dead or in intermission please
1650 localcmd("-zoom\n");
1651 button_zoom = false;
1654 // abused multiple places below
1655 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1657 local_player = this; // fall back!
1659 // event chase camera
1660 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1662 if(STAT(CAMERA_SPECTATOR))
1664 if(spectatee_status > 0)
1666 if(!autocvar_chase_active)
1668 cvar_set("chase_active", "-2");
1669 goto skip_eventchase_death;
1672 else if(autocvar_chase_active == -2)
1673 cvar_set("chase_active", "0");
1675 if(autocvar_chase_active == -2)
1676 goto skip_eventchase_death;
1678 else if(autocvar_chase_active == -2)
1679 cvar_set("chase_active", "0");
1681 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1683 float vehicle_viewdist = 0;
1684 vector vehicle_viewofs = '0 0 0';
1688 if(hud != HUD_BUMBLEBEE_GUN)
1690 Vehicle info = Vehicles_from(hud);
1691 vehicle_viewdist = info.height;
1692 vehicle_viewofs = info.view_ofs;
1693 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
1694 vehicle_chase = false;
1697 vehicle_chase = false;
1700 int eventchase = WantEventchase(this, vehicle_chase);
1703 vector current_view_origin_override = '0 0 0';
1704 vector view_offset_override = '0 0 0';
1705 float chase_distance_override = 0;
1706 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1707 if(custom_eventchase)
1709 current_view_origin_override = M_ARGV(0, vector);
1710 view_offset_override = M_ARGV(1, vector);
1711 chase_distance_override = M_ARGV(0, float);
1713 eventchase_running = true;
1715 // 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.)
1716 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1717 if (custom_eventchase)
1718 current_view_origin = current_view_origin_override;
1720 // detect maximum viewoffset and use it
1721 vector view_offset = autocvar_cl_eventchase_viewoffset;
1725 view_offset = vehicle_viewofs;
1727 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1729 if (custom_eventchase)
1730 view_offset = view_offset_override;
1734 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1735 if(trace_fraction == 1) { current_view_origin += view_offset; }
1736 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1739 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1740 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1741 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1742 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1744 // make the camera smooth back
1745 float chase_distance = autocvar_cl_eventchase_distance;
1749 chase_distance = vehicle_viewdist;
1751 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1753 if (custom_eventchase)
1754 chase_distance = chase_distance_override;
1756 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1757 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1758 else if(eventchase_current_distance != chase_distance)
1759 eventchase_current_distance = chase_distance;
1761 vector forward, right, up;
1762 MAKE_VECTORS(view_angles, forward, right, up);
1764 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
1765 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1767 // If the boxtrace fails, revert back to line tracing.
1768 if(!local_player.viewloc)
1769 if(trace_startsolid)
1771 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
1772 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1773 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
1775 else { setproperty(VF_ORIGIN, trace_endpos); }
1777 if(!local_player.viewloc)
1778 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1781 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1783 eventchase_running = false;
1784 cvar_set("chase_active", "0");
1785 eventchase_current_distance = 0; // start from 0 next time
1788 // workaround for camera stuck between player's legs when using chase_active 1
1789 // because the engine stops updating the chase_active camera when the game ends
1790 else if(intermission)
1792 cvar_settemp("chase_active", "-1");
1793 eventchase_current_distance = 0;
1796 LABEL(skip_eventchase_death);
1798 // do lockview after event chase camera so that it still applies whenever necessary.
1799 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1801 setproperty(VF_ORIGIN, freeze_org);
1802 setproperty(VF_ANGLES, freeze_ang);
1806 freeze_org = getpropertyvec(VF_ORIGIN);
1807 freeze_ang = getpropertyvec(VF_ANGLES);
1811 //WarpZone_FixPMove();
1813 vector ov_org = '0 0 0';
1814 vector ov_mid = '0 0 0';
1815 vector ov_worldmin = '0 0 0';
1816 vector ov_worldmax = '0 0 0';
1817 if(autocvar_cl_orthoview)
1819 ov_worldmin = mi_picmin;
1820 ov_worldmax = mi_picmax;
1822 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1823 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1824 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1826 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1827 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1829 float ov_nearest = vlen(ov_org - vec3(
1830 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1831 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1832 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1835 float ov_furthest = 0;
1838 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1839 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1840 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1841 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1842 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1843 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1844 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1845 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1849 oldr_nearclip = cvar("r_nearclip");
1850 oldr_farclip_base = cvar("r_farclip_base");
1851 oldr_farclip_world = cvar("r_farclip_world");
1852 oldr_novis = cvar("r_novis");
1853 oldr_useportalculling = cvar("r_useportalculling");
1854 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1857 cvar_settemp("r_nearclip", ftos(ov_nearest));
1858 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1859 cvar_settemp("r_farclip_world", "0");
1860 cvar_settemp("r_novis", "1");
1861 cvar_settemp("r_useportalculling", "0");
1862 cvar_settemp("r_useinfinitefarclip", "0");
1864 setproperty(VF_ORIGIN, ov_org);
1865 setproperty(VF_ANGLES, '90 0 0');
1870 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1872 vtos(getpropertyvec(VF_ANGLES)),
1882 cvar_set("r_nearclip", ftos(oldr_nearclip));
1883 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1884 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1885 cvar_set("r_novis", ftos(oldr_novis));
1886 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1887 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1892 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1893 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1894 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1895 viewmodel_draw(viewmodels[slot]);
1898 view_origin = getpropertyvec(VF_ORIGIN);
1899 view_angles = getpropertyvec(VF_ANGLES);
1900 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1903 if(time > blurtest_time0 && time < blurtest_time1)
1907 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1908 r = t * blurtest_radius;
1909 f = 1 / (t ** blurtest_power) - 1;
1911 cvar_set("r_glsl_postprocess", "1");
1912 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1916 cvar_set("r_glsl_postprocess", "0");
1917 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1921 TargetMusic_Advance();
1923 fpscounter_update();
1926 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1928 drawframetime = bound(0.000001, time - drawtime, 1);
1931 // watch for gametype changes here...
1932 // in ParseStuffCMD the cmd isn't executed yet :/
1933 // might even be better to add the gametype to TE_CSQC_INIT...?
1937 if(intermission && !intermission_time)
1938 intermission_time = time;
1940 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1942 if(calledhooks & HOOK_START)
1944 localcmd("\ncl_hook_gameend\n");
1945 calledhooks |= HOOK_END;
1954 if(!zoomscript_caught)
1956 localcmd("+button9\n");
1957 zoomscript_caught = 1;
1962 if(zoomscript_caught)
1964 localcmd("-button9\n");
1965 zoomscript_caught = 0;
1969 if(active_minigame && HUD_MinigameMenu_IsOpened())
1971 if(!minigame_wasactive)
1973 localcmd("+button12\n");
1974 minigame_wasactive = true;
1977 else if(minigame_wasactive)
1979 localcmd("-button12\n");
1980 minigame_wasactive = false;
1983 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1985 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1987 entity wepent = viewmodels[slot];
1989 if(wepent.last_switchweapon != wepent.switchweapon)
1992 wepent.last_switchweapon = wepent.switchweapon;
1993 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1995 localcmd("-zoom\n");
1996 button_zoom = false;
1998 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
2000 localcmd("-fire\n");
2001 localcmd("-fire2\n");
2002 button_attack2 = false;
2005 if(wepent.last_activeweapon != wepent.activeweapon)
2007 wepent.last_activeweapon = wepent.activeweapon;
2009 e = wepent.activeweapon;
2011 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
2013 localcmd("\ncl_hook_activeweapon none\n");
2017 // ALWAYS Clear Current Scene First
2020 setproperty(VF_ORIGIN, view_origin);
2021 setproperty(VF_ANGLES, view_angles);
2023 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2024 setproperty(VF_SIZE, vf_size);
2025 setproperty(VF_MIN, vf_min);
2027 // Assign Standard Viewflags
2028 // Draw the World (and sky)
2029 setproperty(VF_DRAWWORLD, 1);
2031 // Set the console size vars
2032 vid_conwidth = autocvar_vid_conwidth;
2033 vid_conheight = autocvar_vid_conheight;
2034 vid_pixelheight = autocvar_vid_pixelheight;
2036 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2037 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2038 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2040 if(camera_active) // Camera for demo playback
2042 if(autocvar_camera_enable)
2046 cvar_set("chase_active", ftos(chase_active_backup));
2047 cvar_set("cl_demo_mousegrab", "0");
2048 camera_active = false;
2054 if(autocvar_camera_enable)
2056 if(autocvar_camera_enable && isdemo())
2059 // Enable required Darkplaces cvars
2060 chase_active_backup = autocvar_chase_active;
2061 cvar_set("chase_active", "2");
2062 cvar_set("cl_demo_mousegrab", "1");
2063 camera_active = true;
2064 camera_mode = false;
2068 // Draw the Crosshair
2069 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2071 // Draw the Engine Status Bar (the default Quake HUD)
2072 setproperty(VF_DRAWENGINESBAR, 0);
2074 // Update the mouse position
2076 mousepos_x = vid_conwidth;
2077 mousepos_y = vid_conheight;
2078 mousepos = mousepos*0.5 + getmousepos();
2081 IL_EACH(g_drawables, it.draw, it.draw(it));
2083 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2086 // now switch to 2D drawing mode by calling a 2D drawing function
2087 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2088 // next R_RenderScene call
2089 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2091 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2092 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2094 // apply night vision effect
2095 vector tc_00, tc_01, tc_10, tc_11;
2096 vector rgb = '0 0 0';
2098 if(!nightvision_noise)
2100 nightvision_noise = new(nightvision_noise);
2102 if(!nightvision_noise2)
2104 nightvision_noise2 = new(nightvision_noise2);
2107 // color tint in yellow
2108 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2111 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2113 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2114 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2115 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2116 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2117 tc_11 = tc_01 + tc_10 - tc_00;
2118 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2119 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2120 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2121 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2122 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2126 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2127 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2128 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2129 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2130 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2131 tc_11 = tc_01 + tc_10 - tc_00;
2132 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2133 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2134 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2135 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2136 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2140 if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle))
2142 string reticle_image = string_null;
2143 bool wep_zoomed = false;
2144 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2146 entity wepe = viewmodels[slot];
2147 Weapon wep = wepe.activeweapon;
2148 if(wep != WEP_Null && wep.wr_zoom)
2150 bool do_zoom = wep.wr_zoom(wep, NULL);
2151 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2152 reticle_image = wep.w_reticle;
2153 wep_zoomed += do_zoom;
2156 // Draw the aiming reticle for weapons that use it
2157 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2158 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2159 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2160 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2162 // no zoom reticle while dead
2165 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2167 if(reticle_image) { reticle_type = 2; }
2168 else { reticle_type = 0; }
2170 else if(button_zoom || zoomscript_caught)
2178 if(autocvar_cl_reticle_stretch)
2180 reticle_size.x = vid_conwidth;
2181 reticle_size.y = vid_conheight;
2187 reticle_size.x = max(vid_conwidth, vid_conheight);
2188 reticle_size.y = max(vid_conwidth, vid_conheight);
2189 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2190 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2193 if(zoomscript_caught)
2196 f = current_zoomfraction;
2200 switch(reticle_type)
2202 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2203 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2210 if(reticle_type != 0) { reticle_type = 0; }
2214 // improved polyblend
2215 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2217 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2220 switch(pointcontents(view_origin))
2223 liquidalpha = autocvar_hud_contents_water_alpha;
2224 liquidcolor = stov(autocvar_hud_contents_water_color);
2229 liquidalpha = autocvar_hud_contents_lava_alpha;
2230 liquidcolor = stov(autocvar_hud_contents_lava_color);
2235 liquidalpha = autocvar_hud_contents_slime_alpha;
2236 liquidcolor = stov(autocvar_hud_contents_slime_color);
2242 liquidcolor = '0 0 0';
2247 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2248 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2249 contentfadetime = autocvar_hud_contents_fadeintime;
2250 liquidalpha_prev = liquidalpha;
2251 liquidcolor_prev = liquidcolor;
2254 contentfadetime = autocvar_hud_contents_fadeouttime;
2256 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2257 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2260 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2262 if(autocvar_hud_postprocessing)
2264 if(autocvar_hud_contents_blur && contentavgalpha)
2266 content_blurpostprocess.x = 1;
2267 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2268 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2272 content_blurpostprocess.x = 0;
2273 content_blurpostprocess.y = 0;
2274 content_blurpostprocess.z = 0;
2279 if(autocvar_hud_damage && !STAT(FROZEN))
2281 splash_size.x = max(vid_conwidth, vid_conheight);
2282 splash_size.y = max(vid_conwidth, vid_conheight);
2283 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2284 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2286 float myhealth_flash_temp;
2287 myhealth = STAT(HEALTH);
2290 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2292 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2294 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2295 pain_threshold = autocvar_hud_damage_pain_threshold;
2296 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2297 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2299 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2301 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);
2304 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2306 if(myhealth_prev < 1)
2310 myhealth_flash = 0; // just spawned, clear the flash immediately
2311 myhealth_flash_temp = 0;
2315 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2319 if(spectatee_status == -1 || intermission)
2321 myhealth_flash = 0; // observing, or match ended
2322 myhealth_flash_temp = 0;
2325 myhealth_prev = myhealth;
2327 // IDEA: change damage color/picture based on player model for robot/alien species?
2328 // pro: matches model better
2329 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2330 // maybe different reddish pics?
2331 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2333 if(autocvar_cl_gentle_damage == 2)
2335 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2336 myhealth_gentlergb = randomvec();
2339 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2341 if(myhealth_flash_temp > 0)
2342 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);
2344 else if(myhealth_flash_temp > 0)
2345 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2347 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.
2349 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2351 damage_blurpostprocess.x = 1;
2352 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2353 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2357 damage_blurpostprocess.x = 0;
2358 damage_blurpostprocess.y = 0;
2359 damage_blurpostprocess.z = 0;
2364 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2365 float e2 = (autocvar_hud_powerup != 0);
2366 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2368 // enable or disable rendering types if they are used or not
2369 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2370 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2372 // blur postprocess handling done first (used by hud_damage and hud_contents)
2373 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2375 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2376 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2377 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2379 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2380 old_blurradius = blurradius;
2381 old_bluralpha = bluralpha;
2384 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2386 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2391 // edge detection postprocess handling done second (used by hud_powerup)
2392 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2393 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2394 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2396 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.
2398 if(autocvar_hud_powerup && sharpen_intensity > 0)
2400 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2402 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2403 old_sharpen_intensity = sharpen_intensity;
2406 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2408 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2409 old_sharpen_intensity = 0;
2412 if(cvar("r_glsl_postprocess") == 0)
2413 cvar_set("r_glsl_postprocess", "2");
2415 else if(cvar("r_glsl_postprocess") == 2)
2416 cvar_set("r_glsl_postprocess", "0");
2418 /*if(ISGAMETYPE(CTF))
2424 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2425 Draw_ShowNames_All();
2426 #if ENABLE_DEBUGDRAW
2430 scoreboard_active = Scoreboard_WouldDraw();
2432 HUD_Draw(this); // this parameter for deep vehicle function
2434 if(NextFrameCommand)
2436 localcmd("\n", NextFrameCommand, "\n");
2437 NextFrameCommand = string_null;
2440 // we must do this check AFTER a frame was rendered, or it won't work
2441 if(cs_project_is_b0rked == 0)
2444 w0 = ftos(autocvar_vid_conwidth);
2445 h0 = ftos(autocvar_vid_conheight);
2446 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2447 //setproperty(VF_FOV, '90 90 0');
2448 setproperty(VF_ORIGIN, '0 0 0');
2449 setproperty(VF_ANGLES, '0 0 0');
2450 setproperty(VF_PERSPECTIVE, 1);
2451 vector forward, right, up;
2452 MAKE_VECTORS('0 0 0', forward, right, up);
2454 cvar_set("vid_conwidth", "800");
2455 cvar_set("vid_conheight", "600");
2456 v1 = cs_project(forward);
2457 cvar_set("vid_conwidth", "640");
2458 cvar_set("vid_conheight", "480");
2459 v2 = cs_project(forward);
2461 cs_project_is_b0rked = 1;
2463 cs_project_is_b0rked = -1;
2464 cvar_set("vid_conwidth", w0);
2465 cvar_set("vid_conheight", h0);
2468 HUD_Mouse(local_player);
2474 // let's reset the view back to normal for the end
2475 setproperty(VF_MIN, '0 0 0');
2476 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2482 // following vectors must be global to allow seamless switching between camera modes
2483 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2484 void CSQC_Demo_Camera()
2486 float speed, attenuation, dimensions;
2489 if( autocvar_camera_reset || !camera_mode )
2491 camera_offset = '0 0 0';
2492 current_angles = '0 0 0';
2493 camera_direction = '0 0 0';
2494 camera_offset.z += 30;
2495 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2496 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2497 current_origin = view_origin;
2498 current_camera_offset = camera_offset;
2499 cvar_set("camera_reset", "0");
2500 camera_mode = CAMERA_CHASE;
2505 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2507 if(autocvar_camera_look_player)
2512 dir = normalize(view_origin - current_position);
2514 mouse_angles = vectoangles(dir);
2515 mouse_angles.x = mouse_angles.x * -1;
2520 tmp = getmousepos() * 0.1;
2521 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2523 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2524 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2528 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2529 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2530 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2531 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2533 // Fix difference when angles don't have the same sign
2535 if(mouse_angles.y < -60 && current_angles.y > 60)
2537 if(mouse_angles.y > 60 && current_angles.y < -60)
2540 if(autocvar_camera_look_player)
2541 attenuation = autocvar_camera_look_attenuation;
2543 attenuation = autocvar_camera_speed_attenuation;
2545 attenuation = 1 / max(1, attenuation);
2546 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2548 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2549 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2550 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2551 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2557 if( camera_direction.x )
2559 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2560 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2561 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2562 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2566 if( camera_direction.y )
2568 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2569 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2570 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2574 if( camera_direction.z )
2576 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2580 if(autocvar_camera_free)
2581 speed = autocvar_camera_speed_free;
2583 speed = autocvar_camera_speed_chase;
2587 speed = speed * sqrt(1 / dimensions);
2588 camera_offset += tmp * speed;
2591 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2594 if( autocvar_camera_free )
2596 if ( camera_mode == CAMERA_CHASE )
2598 current_camera_offset = current_origin + current_camera_offset;
2599 camera_offset = current_origin + camera_offset;
2602 camera_mode = CAMERA_FREE;
2603 current_position = current_camera_offset;
2607 if ( camera_mode == CAMERA_FREE )
2609 current_origin = view_origin;
2610 camera_offset = camera_offset - current_origin;
2611 current_camera_offset = current_camera_offset - current_origin;
2614 camera_mode = CAMERA_CHASE;
2616 if(autocvar_camera_chase_smoothly)
2617 current_origin += (view_origin - current_origin) * attenuation;
2619 current_origin = view_origin;
2621 current_position = current_origin + current_camera_offset;
2624 setproperty(VF_ANGLES, current_angles);
2625 setproperty(VF_ORIGIN, current_position);