2 #include "announcer.qh"
5 #include "hud_config.qh"
6 #include "mapvoting.qh"
7 #include "scoreboard.qh"
8 #include "shownames.qh"
9 #include "quickmenu.qh"
11 #include "mutators/events.qh"
13 #include "../common/anim.qh"
14 #include "../common/constants.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/gamemodes/all.qh"
17 #include "../common/nades/all.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
22 #include "../common/vehicles/all.qh"
23 #include "../common/weapons/all.qh"
24 #include "../common/viewloc.qh"
25 #include "../common/minigames/cl_minigames.qh"
26 #include "../common/minigames/cl_minigames_hud.qh"
28 #include "../lib/csqcmodel/cl_player.qh"
30 #include "../lib/warpzone/client.qh"
31 #include "../lib/warpzone/common.qh"
33 void viewmodel_draw(entity this)
35 int c = stof(getplayerkeyvalue(player_localnum, "colors"));
36 vector g = colormapPaletteColor(c & 0x0F, true) * 2;
37 for (entity e = this; e; e = e.weaponchild)
45 STATIC_INIT(viewmodel) {
46 viewmodel = new(viewmodel);
47 viewmodel.drawmask = MASK_NORMAL;
48 viewmodel.draw = viewmodel_draw;
53 void Porto_Draw(entity this)
55 vector p, dir, ang, q, nextdir;
56 float portal_number, portal1_idx;
58 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
60 if(g_balance_porto_secondary)
66 if (getstati(STAT_HEALTH) <= 0)
71 if(angles_held_status)
73 makevectors(angles_held);
87 traceline(p, p + 65536 * dir, true, porto);
88 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
90 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
96 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
99 ang = vectoangles2(trace_plane_normal, dir);
102 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
104 if(portal_number == 1)
107 if(portal_number >= 2)
117 p = p - view_up * 16;
118 if(idx-1 >= portal1_idx)
120 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
124 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
133 porto.classname = "porto";
134 porto.draw = Porto_Draw;
135 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
140 vector GetCurrentFov(float fov)
142 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
143 float velocityzoom, curspeed;
146 zoomsensitivity = autocvar_cl_zoomsensitivity;
147 zoomfactor = autocvar_cl_zoomfactor;
148 if(zoomfactor < 1 || zoomfactor > 30)
150 zoomspeed = autocvar_cl_zoomspeed;
152 if(zoomspeed < 0.5 || zoomspeed > 16)
155 zoomdir = button_zoom;
156 if(hud == HUD_NORMAL)
157 if(switchweapon == activeweapon)
158 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
159 zoomdir += button_attack2;
160 if(spectatee_status > 0 || isdemo())
162 if(spectatorbutton_zoom)
169 // fteqcc failed twice here already, don't optimize this
172 if(zoomdir) { zoomin_effect = 0; }
176 current_viewzoom = min(1, current_viewzoom + drawframetime);
178 else if(autocvar_cl_spawnzoom && zoomin_effect)
180 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
182 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
183 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
184 if(current_viewzoom == 1) { zoomin_effect = 0; }
188 if(zoomspeed < 0) // instant zoom
191 current_viewzoom = 1 / zoomfactor;
193 current_viewzoom = 1;
198 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
200 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
204 if(almost_equals(current_viewzoom, 1))
205 current_zoomfraction = 0;
206 else if(almost_equals(current_viewzoom, 1/zoomfactor))
207 current_zoomfraction = 1;
209 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
211 if(zoomsensitivity < 1)
212 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
214 setsensitivityscale(1);
216 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
218 if(intermission) { curspeed = 0; }
222 makevectors(view_angles);
225 v = csqcplayer.velocity;
227 switch(autocvar_cl_velocityzoom_type)
229 case 3: curspeed = max(0, v_forward * v); break;
230 case 2: curspeed = (v_forward * v); break;
231 case 1: default: curspeed = vlen(v); break;
235 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
236 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
237 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
239 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
244 float frustumx, frustumy, fovx, fovy;
245 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
246 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
247 fovx = atan2(frustumx, 1) / M_PI * 360.0;
248 fovy = atan2(frustumy, 1) / M_PI * 360.0;
250 return '1 0 0' * fovx + '0 1 0' * fovy;
253 vector GetViewLocationFOV(float fov)
255 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
256 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
257 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
258 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
259 return '1 0 0' * fovx + '0 1 0' * fovy;
262 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
265 float width = (ov_worldmax.x - ov_worldmin.x);
266 float height = (ov_worldmax.y - ov_worldmin.y);
267 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
268 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
269 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
270 return '1 0 0' * fovx + '0 1 0' * fovy;
273 // this function must match W_SetupShot!
274 float zoomscript_caught;
276 vector wcross_origin;
277 float wcross_scale_prev, wcross_alpha_prev;
278 vector wcross_color_prev;
279 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
280 vector wcross_color_goal_prev;
281 float wcross_changedonetime;
283 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
284 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
285 float wcross_name_changestarttime, wcross_name_changedonetime;
286 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
288 float wcross_ring_prev;
291 entity trueaim_rifle;
293 const float SHOTTYPE_HITTEAM = 1;
294 const float SHOTTYPE_HITOBSTRUCTION = 2;
295 const float SHOTTYPE_HITWORLD = 3;
296 const float SHOTTYPE_HITENEMY = 4;
301 trueaim.classname = "trueaim";
302 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
303 trueaim_rifle = spawn();
304 trueaim_rifle.classname = "trueaim_rifle";
305 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
308 float EnemyHitCheck()
311 wcross_origin = project_3d_to_2d(trace_endpos);
314 n = trace_ent.entnum;
316 n = trace_networkentity;
318 return SHOTTYPE_HITWORLD;
320 return SHOTTYPE_HITWORLD;
321 t = GetPlayerColor(n - 1);
324 return SHOTTYPE_HITTEAM;
325 if(t == NUM_SPECTATOR)
326 return SHOTTYPE_HITWORLD;
327 return SHOTTYPE_HITENEMY;
332 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?
333 vector vecs, trueaimpoint, w_shotorg;
341 mv = MOVE_NOMONSTERS;
343 switch(activeweapon) // WEAPONTODO
345 case WEP_TUBA.m_id: // no aim
346 case WEP_PORTO.m_id: // shoots from eye
347 case WEP_NEXBALL.m_id: // shoots from eye
348 case WEP_HOOK.m_id: // no trueaim
349 case WEP_MORTAR.m_id: // toss curve
350 return SHOTTYPE_HITWORLD;
351 case WEP_VORTEX.m_id:
352 case WEP_VAPORIZER.m_id:
358 if(zoomscript_caught)
360 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
361 return EnemyHitCheck();
364 case WEP_DEVASTATOR.m_id: // projectile has a size!
368 case WEP_FIREBALL.m_id: // projectile has a size!
372 case WEP_SEEKER.m_id: // projectile has a size!
376 case WEP_ELECTRO.m_id: // projectile has a size!
382 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
384 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
386 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
387 trueaimpoint = trace_endpos;
389 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
390 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
397 dv = view_right * vecs.y + view_up * vecs.z;
398 w_shotorg = traceorigin + dv;
400 // now move the vecs forward as much as requested if possible
401 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
402 w_shotorg = trace_endpos - view_forward * nudge;
404 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
405 shottype = EnemyHitCheck();
406 if(shottype != SHOTTYPE_HITWORLD)
410 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
411 // or rather, I know why, but see no fix
412 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
413 // 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
414 return SHOTTYPE_HITOBSTRUCTION;
417 return SHOTTYPE_HITWORLD;
421 void CSQC_Demo_Camera();
422 float HUD_WouldDrawScoreboard();
424 const float CAMERA_FREE = 1;
425 const float CAMERA_CHASE = 2;
427 string reticle_image;
428 string NextFrameCommand;
430 vector freeze_org, freeze_ang;
431 entity nightvision_noise, nightvision_noise2;
433 const float MAX_TIME_DIFF = 5;
434 float pickup_crosshair_time, pickup_crosshair_size;
435 float hitindication_crosshair_size;
436 float use_vortex_chargepool;
438 float myhealth, myhealth_prev;
439 float myhealth_flash;
441 float old_blurradius, old_bluralpha;
442 float old_sharpen_intensity;
444 vector myhealth_gentlergb;
446 float contentavgalpha, liquidalpha_prev;
447 vector liquidcolor_prev;
449 float eventchase_current_distance;
450 float eventchase_running;
451 bool WantEventchase()
453 if(autocvar_cl_orthoview)
459 if(spectatee_status >= 0)
461 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
463 if(MUTATOR_CALLHOOK(WantEventchase, self))
465 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
467 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
469 if(autocvar_cl_eventchase_death == 2)
471 // don't stop eventchase once it's started (even if velocity changes afterwards)
472 if(self.velocity == '0 0 0' || eventchase_running)
481 void HUD_Crosshair_Vehicle()
483 if(hud != HUD_BUMBLEBEE_GUN)
485 Vehicle info = get_vehicleinfo(hud);
486 info.vr_crosshair(info);
490 vector damage_blurpostprocess, content_blurpostprocess;
492 float unaccounted_damage = 0;
495 // accumulate damage with each stat update
496 static float damage_total_prev = 0;
497 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
498 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
499 damage_total_prev = damage_total;
501 static float damage_dealt_time_prev = 0;
502 float damage_dealt_time = getstatf(STAT_HIT_TIME);
503 if (damage_dealt_time != damage_dealt_time_prev)
505 unaccounted_damage += unaccounted_damage_new;
506 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
508 damage_dealt_time_prev = damage_dealt_time;
510 // prevent hitsound when switching spectatee
511 static float spectatee_status_prev = 0;
512 if (spectatee_status != spectatee_status_prev)
513 unaccounted_damage = 0;
514 spectatee_status_prev = spectatee_status;
519 // varying sound pitch
521 static float hitsound_time_prev = 0;
522 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
523 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
524 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
526 if (autocvar_cl_hitsound && unaccounted_damage)
528 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
529 float a = autocvar_cl_hitsound_max_pitch;
530 float b = autocvar_cl_hitsound_min_pitch;
531 float c = autocvar_cl_hitsound_nom_damage;
532 float x = unaccounted_damage;
533 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
535 // if sound variation is disabled, set pitch_shift to 1
536 if (autocvar_cl_hitsound == 1)
539 // if pitch shift is reversed, mirror in (max-min)/2 + min
540 if (autocvar_cl_hitsound == 3)
542 float mirror_value = (a-b)/2 + b;
543 pitch_shift = mirror_value + (mirror_value - pitch_shift);
546 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
548 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
549 // todo: normalize sound pressure levels? seems unnecessary
551 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
553 unaccounted_damage = 0;
554 hitsound_time_prev = time;
557 static float typehit_time_prev = 0;
558 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
559 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
561 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
562 typehit_time_prev = typehit_time;
568 static float rainbow_last_flicker;
569 static vector rainbow_prev_color;
573 if(!scoreboard_active && !camera_active && intermission != 2 &&
574 spectatee_status != -1 && !csqcplayer.viewloc &&
575 !HUD_MinigameMenu_IsOpened() )
577 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
580 if (hud != HUD_NORMAL)
582 HUD_Crosshair_Vehicle();
587 float wcross_alpha, wcross_resolution;
588 wcross_style = autocvar_crosshair;
589 if (wcross_style == "0")
591 wcross_resolution = autocvar_crosshair_size;
592 if (wcross_resolution == 0)
594 wcross_alpha = autocvar_crosshair_alpha;
595 if (wcross_alpha == 0)
601 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
602 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
604 if(autocvar_crosshair_hittest)
606 vector wcross_oldorigin;
607 wcross_oldorigin = wcross_origin;
608 shottype = TrueAimCheck();
609 if(shottype == SHOTTYPE_HITWORLD)
611 v = wcross_origin - wcross_oldorigin;
613 v.y /= vid_conheight;
615 shottype = SHOTTYPE_HITOBSTRUCTION;
617 if(!autocvar_crosshair_hittest_showimpact)
618 wcross_origin = wcross_oldorigin;
621 shottype = SHOTTYPE_HITWORLD;
623 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
624 string wcross_name = "";
625 float wcross_scale, wcross_blur;
627 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
629 e = get_weaponinfo(switchingweapon);
632 if(autocvar_crosshair_per_weapon)
634 // WEAPONTODO: access these through some general settings (with non-balance config settings)
635 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
636 //if (wcross_resolution == 0)
639 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
640 wcross_resolution *= e.w_crosshair_size;
641 wcross_name = e.w_crosshair;
646 if(wcross_name == "")
647 wcross_name = strcat("gfx/crosshair", wcross_style);
649 // MAIN CROSSHAIR COLOR DECISION
650 switch(autocvar_crosshair_color_special)
652 case 1: // crosshair_color_per_weapon
656 wcross_color = e.wpcolor;
659 else { goto normalcolor; }
662 case 2: // crosshair_color_by_health
664 float x = getstati(STAT_HEALTH);
679 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
680 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
684 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
685 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
686 wcross_color.z = 1 - (x-100)*0.02;
692 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
697 wcross_color.y = (x-20)*90/27/100;
698 wcross_color.z = (x-20)*90/27/100 * 0.2;
708 case 3: // crosshair_color_rainbow
710 if(time >= rainbow_last_flicker)
712 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
713 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
715 wcross_color = rainbow_prev_color;
719 default: { wcross_color = stov(autocvar_crosshair_color); break; }
722 if(autocvar_crosshair_effect_scalefade)
724 wcross_scale = wcross_resolution;
725 wcross_resolution = 1;
732 if(autocvar_crosshair_pickup)
734 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
736 if(pickup_crosshair_time < stat_pickup_time)
738 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
739 pickup_crosshair_size = 1;
741 pickup_crosshair_time = stat_pickup_time;
744 if(pickup_crosshair_size > 0)
745 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
747 pickup_crosshair_size = 0;
749 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
752 // todo: make crosshair hit indication dependent on damage dealt
753 if(autocvar_crosshair_hitindication)
755 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
757 if(unaccounted_damage)
759 hitindication_crosshair_size = 1;
762 if(hitindication_crosshair_size > 0)
763 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
765 hitindication_crosshair_size = 0;
767 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
768 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
769 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
770 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
773 if(shottype == SHOTTYPE_HITENEMY)
774 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
775 if(shottype == SHOTTYPE_HITTEAM)
776 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
778 f = fabs(autocvar_crosshair_effect_time);
779 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
781 wcross_changedonetime = time + f;
783 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
785 wcross_name_changestarttime = time;
786 wcross_name_changedonetime = time + f;
787 if(wcross_name_goal_prev_prev)
788 strunzone(wcross_name_goal_prev_prev);
789 wcross_name_goal_prev_prev = wcross_name_goal_prev;
790 wcross_name_goal_prev = strzone(wcross_name);
791 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
792 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
793 wcross_resolution_goal_prev = wcross_resolution;
796 wcross_scale_goal_prev = wcross_scale;
797 wcross_alpha_goal_prev = wcross_alpha;
798 wcross_color_goal_prev = wcross_color;
800 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
803 wcross_alpha *= 0.75;
807 // *_prev is at time-frametime
808 // * is at wcross_changedonetime+f
809 // what do we have at time?
810 if(time < wcross_changedonetime)
812 f = frametime / (wcross_changedonetime - time + frametime);
813 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
814 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
815 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
818 wcross_scale_prev = wcross_scale;
819 wcross_alpha_prev = wcross_alpha;
820 wcross_color_prev = wcross_color;
822 MUTATOR_CALLHOOK(UpdateCrosshair);
824 wcross_scale *= 1 - autocvar__menu_alpha;
825 wcross_alpha *= 1 - autocvar__menu_alpha;
826 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
828 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
830 // crosshair rings for weapon stats
831 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
833 // declarations and stats
834 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
835 string ring_image = string_null, ring_inner_image = string_null;
836 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
838 ring_scale = autocvar_crosshair_ring_size;
840 float weapon_clipload, weapon_clipsize;
841 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
842 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
844 float ok_ammo_charge, ok_ammo_chargepool;
845 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
846 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
848 float vortex_charge, vortex_chargepool;
849 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
850 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
852 float arc_heat = getstatf(STAT_ARC_HEAT);
854 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
855 vortex_charge_movingavg = vortex_charge;
859 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
861 if (vortex_chargepool || use_vortex_chargepool) {
862 use_vortex_chargepool = 1;
863 ring_inner_value = vortex_chargepool;
865 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
866 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
869 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
870 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;
871 ring_inner_image = "gfx/crosshair_ring_inner.tga";
873 // draw the outer ring to show the current charge of the weapon
874 ring_value = vortex_charge;
875 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
876 ring_rgb = wcross_color;
877 ring_image = "gfx/crosshair_ring_nexgun.tga";
879 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
881 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
882 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
883 ring_rgb = wcross_color;
884 ring_image = "gfx/crosshair_ring.tga";
886 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
888 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
889 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
890 ring_rgb = wcross_color;
891 ring_image = "gfx/crosshair_ring.tga";
893 else if (ok_ammo_charge)
895 ring_value = ok_ammo_chargepool;
896 ring_alpha = autocvar_crosshair_ring_reload_alpha;
897 ring_rgb = wcross_color;
898 ring_image = "gfx/crosshair_ring.tga";
900 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
902 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
903 ring_scale = autocvar_crosshair_ring_reload_size;
904 ring_alpha = autocvar_crosshair_ring_reload_alpha;
905 ring_rgb = wcross_color;
907 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
908 // if a new image for another weapon is added, add the code (and its respective file/value) here
909 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
910 ring_image = "gfx/crosshair_ring_rifle.tga";
912 ring_image = "gfx/crosshair_ring.tga";
914 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
916 ring_value = arc_heat;
917 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
918 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
919 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
920 ring_image = "gfx/crosshair_ring.tga";
923 // if in weapon switch animation, fade ring out/in
924 if(autocvar_crosshair_effect_time > 0)
926 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
929 wcross_ring_prev = ((ring_image) ? true : false);
935 ring_alpha *= fabs(1 - bound(0, f, 1));
940 ring_alpha *= bound(0, f, 1);
944 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
945 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
948 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
951 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
954 if(wcross_blur > 0) \
956 for(i = -2; i <= 2; ++i) \
957 for(j = -2; j <= 2; ++j) \
958 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
962 M(0,0,sz,wcross_name,wcross_alpha); \
967 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
968 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size.x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size.y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
970 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
971 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
973 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
975 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
976 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
977 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
984 wcross_name_alpha_goal_prev = f;
986 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
987 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
989 if(autocvar_crosshair_dot)
991 vector wcross_color_old;
992 wcross_color_old = wcross_color;
994 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
995 wcross_color = stov(autocvar_crosshair_dot_color);
997 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
998 // FIXME why don't we use wcross_alpha here?cl_notice_run();
999 wcross_color = wcross_color_old;
1005 wcross_scale_prev = 0;
1006 wcross_alpha_prev = 0;
1007 wcross_scale_goal_prev = 0;
1008 wcross_alpha_goal_prev = 0;
1009 wcross_changedonetime = 0;
1010 if(wcross_name_goal_prev)
1011 strunzone(wcross_name_goal_prev);
1012 wcross_name_goal_prev = string_null;
1013 if(wcross_name_goal_prev_prev)
1014 strunzone(wcross_name_goal_prev_prev);
1015 wcross_name_goal_prev_prev = string_null;
1016 wcross_name_changestarttime = 0;
1017 wcross_name_changedonetime = 0;
1018 wcross_name_alpha_goal_prev = 0;
1019 wcross_name_alpha_goal_prev_prev = 0;
1020 wcross_resolution_goal_prev = 0;
1021 wcross_resolution_goal_prev_prev = 0;
1027 if(getstati(STAT_FROZEN))
1028 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1029 else if (getstatf(STAT_HEALING_ORB)>time)
1030 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1032 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1034 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1035 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1037 else if(getstatf(STAT_REVIVE_PROGRESS))
1039 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1040 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1043 if(autocvar_r_letterbox == 0)
1044 if(autocvar_viewsize < 120)
1046 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1047 Accuracy_LoadLevels();
1050 HUD_DrawScoreboard();
1053 // crosshair goes VERY LAST
1060 float oldr_nearclip;
1061 float oldr_farclip_base;
1062 float oldr_farclip_world;
1064 float oldr_useportalculling;
1065 float oldr_useinfinitefarclip;
1067 const int BUTTON_3 = 4;
1068 const int BUTTON_4 = 8;
1069 float cl_notice_run();
1072 float vh_notice_time;
1073 void WaypointSprite_Load();
1074 void CSQC_UpdateView(float w, float h)
1079 vector vf_size, vf_min;
1082 execute_next_frame();
1086 hud = getstati(STAT_HUD);
1088 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1089 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1093 if(autocvar__hud_showbinds_reload) // menu can set this one
1096 binddb = db_create();
1097 cvar_set("_hud_showbinds_reload", "0");
1100 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1101 view_quality = getproperty(VF_MINFPS_QUALITY);
1105 button_attack2 = (input_buttons & BUTTON_3);
1106 button_zoom = (input_buttons & BUTTON_4);
1108 vf_size = getpropertyvec(VF_SIZE);
1109 vf_min = getpropertyvec(VF_MIN);
1110 vid_width = vf_size.x;
1111 vid_height = vf_size.y;
1113 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1114 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1116 WaypointSprite_Load();
1118 CSQCPlayer_SetCamera();
1120 if(player_localentnum <= maxclients) // is it a client?
1121 current_player = player_localentnum - 1;
1122 else // then player_localentnum is the vehicle I'm driving
1123 current_player = player_localnum;
1124 myteam = GetPlayerColor(current_player);
1126 if(myteam != prev_myteam)
1128 myteamcolors = colormapPaletteColor(myteam, 1);
1129 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1130 prev_myteam = myteam;
1133 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1135 float is_dead = (getstati(STAT_HEALTH) <= 0);
1137 // FIXME do we need this hack?
1140 // in demos, input_buttons do not work
1141 button_zoom = (autocvar__togglezoom == "-");
1144 && autocvar_cl_unpress_zoom_on_death
1145 && (spectatee_status >= 0)
1146 && (is_dead || intermission))
1148 // no zoom while dead or in intermission please
1149 localcmd("-zoom\n");
1150 button_zoom = false;
1153 // event chase camera
1154 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1156 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1157 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1163 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1172 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1174 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1176 eventchase_running = true;
1178 // 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.)
1179 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1180 if(ons_roundlost) { current_view_origin = gen.origin; }
1182 // detect maximum viewoffset and use it
1183 vector view_offset = autocvar_cl_eventchase_viewoffset;
1184 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1185 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1189 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1190 if(trace_fraction == 1) { current_view_origin += view_offset; }
1191 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1194 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1195 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1196 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1197 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1199 // make the camera smooth back
1200 float chase_distance = autocvar_cl_eventchase_distance;
1201 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1202 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1204 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1205 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1206 else if(eventchase_current_distance != chase_distance)
1207 eventchase_current_distance = chase_distance;
1209 makevectors(view_angles);
1211 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1212 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1214 // If the boxtrace fails, revert back to line tracing.
1216 if(trace_startsolid)
1218 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1219 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1220 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1222 else { setproperty(VF_ORIGIN, trace_endpos); }
1225 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1227 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1229 eventchase_running = false;
1230 cvar_set("chase_active", "0");
1231 eventchase_current_distance = 0; // start from 0 next time
1234 // workaround for camera stuck between player's legs when using chase_active 1
1235 // because the engine stops updating the chase_active camera when the game ends
1236 else if(intermission)
1238 cvar_settemp("chase_active", "-1");
1239 eventchase_current_distance = 0;
1242 // do lockview after event chase camera so that it still applies whenever necessary.
1243 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1245 setproperty(VF_ORIGIN, freeze_org);
1246 setproperty(VF_ANGLES, freeze_ang);
1250 freeze_org = getpropertyvec(VF_ORIGIN);
1251 freeze_ang = getpropertyvec(VF_ANGLES);
1255 //WarpZone_FixPMove();
1257 static string name_last;
1258 string name = get_weaponinfo(switchingweapon).mdl;
1259 if (name != name_last)
1261 CL_WeaponEntity_SetModel(viewmodel, name_last = name);
1262 updateanim(viewmodel);
1263 if (!viewmodel.animstate_override)
1264 setanim(viewmodel, viewmodel.anim_idle, true, false, false);
1268 vector ov_org = '0 0 0';
1269 vector ov_mid = '0 0 0';
1270 vector ov_worldmin = '0 0 0';
1271 vector ov_worldmax = '0 0 0';
1272 if(autocvar_cl_orthoview)
1274 ov_worldmin = mi_picmin;
1275 ov_worldmax = mi_picmax;
1277 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1278 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1279 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1281 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1282 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1284 float ov_nearest = vlen(ov_org - vec3(
1285 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1286 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1287 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1290 float ov_furthest = 0;
1293 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1294 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1295 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1296 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1297 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1298 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1299 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1300 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1304 oldr_nearclip = cvar("r_nearclip");
1305 oldr_farclip_base = cvar("r_farclip_base");
1306 oldr_farclip_world = cvar("r_farclip_world");
1307 oldr_novis = cvar("r_novis");
1308 oldr_useportalculling = cvar("r_useportalculling");
1309 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1312 cvar_settemp("r_nearclip", ftos(ov_nearest));
1313 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1314 cvar_settemp("r_farclip_world", "0");
1315 cvar_settemp("r_novis", "1");
1316 cvar_settemp("r_useportalculling", "0");
1317 cvar_settemp("r_useinfinitefarclip", "0");
1319 setproperty(VF_ORIGIN, ov_org);
1320 setproperty(VF_ANGLES, '90 0 0');
1325 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1327 vtos(getpropertyvec(VF_ANGLES)),
1337 cvar_set("r_nearclip", ftos(oldr_nearclip));
1338 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1339 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1340 cvar_set("r_novis", ftos(oldr_novis));
1341 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1342 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1348 view_origin = getpropertyvec(VF_ORIGIN);
1349 view_angles = getpropertyvec(VF_ANGLES);
1350 makevectors(view_angles);
1351 view_forward = v_forward;
1352 view_right = v_right;
1356 if(time > blurtest_time0 && time < blurtest_time1)
1360 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1361 r = t * blurtest_radius;
1362 f = 1 / pow(t, blurtest_power) - 1;
1364 cvar_set("r_glsl_postprocess", "1");
1365 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1369 cvar_set("r_glsl_postprocess", "0");
1370 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1374 TargetMusic_Advance();
1378 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1380 drawframetime = bound(0.000001, time - drawtime, 1);
1383 // watch for gametype changes here...
1384 // in ParseStuffCMD the cmd isn't executed yet :/
1385 // might even be better to add the gametype to TE_CSQC_INIT...?
1389 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1391 if(calledhooks & HOOK_START)
1393 localcmd("\ncl_hook_gameend\n");
1394 calledhooks |= HOOK_END;
1403 if(!zoomscript_caught)
1405 localcmd("+button9\n");
1406 zoomscript_caught = 1;
1411 if(zoomscript_caught)
1413 localcmd("-button9\n");
1414 zoomscript_caught = 0;
1418 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1420 // next WANTED weapon (for HUD)
1421 switchweapon = getstati(STAT_SWITCHWEAPON);
1423 // currently switching-to weapon (for crosshair)
1424 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1426 // actually active weapon (for zoom)
1427 activeweapon = getstati(STAT_ACTIVEWEAPON);
1429 f = (serverflags & SERVERFLAG_TEAMPLAY);
1436 if(last_switchweapon != switchweapon)
1439 last_switchweapon = switchweapon;
1440 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1442 localcmd("-zoom\n");
1443 button_zoom = false;
1445 if(autocvar_cl_unpress_attack_on_weapon_switch)
1447 localcmd("-fire\n");
1448 localcmd("-fire2\n");
1449 button_attack2 = false;
1452 if(last_activeweapon != activeweapon)
1454 last_activeweapon = activeweapon;
1456 e = get_weaponinfo(activeweapon);
1458 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1460 localcmd("\ncl_hook_activeweapon none\n");
1463 // ALWAYS Clear Current Scene First
1466 setproperty(VF_ORIGIN, view_origin);
1467 setproperty(VF_ANGLES, view_angles);
1469 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1470 setproperty(VF_SIZE, vf_size);
1471 setproperty(VF_MIN, vf_min);
1473 // Assign Standard Viewflags
1474 // Draw the World (and sky)
1475 setproperty(VF_DRAWWORLD, 1);
1477 // Set the console size vars
1478 vid_conwidth = autocvar_vid_conwidth;
1479 vid_conheight = autocvar_vid_conheight;
1480 vid_pixelheight = autocvar_vid_pixelheight;
1482 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1483 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1484 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1486 // Camera for demo playback
1489 if(autocvar_camera_enable)
1493 cvar_set("chase_active", ftos(chase_active_backup));
1494 cvar_set("cl_demo_mousegrab", "0");
1495 camera_active = false;
1501 if(autocvar_camera_enable)
1503 if(autocvar_camera_enable && isdemo())
1506 // Enable required Darkplaces cvars
1507 chase_active_backup = autocvar_chase_active;
1508 cvar_set("chase_active", "2");
1509 cvar_set("cl_demo_mousegrab", "1");
1510 camera_active = true;
1511 camera_mode = false;
1515 // Draw the Crosshair
1516 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1518 // Draw the Engine Status Bar (the default Quake HUD)
1519 setproperty(VF_DRAWENGINESBAR, 0);
1521 // Update the mouse position
1523 mousepos_x = vid_conwidth;
1524 mousepos_y = vid_conheight;
1525 mousepos = mousepos*0.5 + getmousepos();
1528 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1529 WITH(entity, self, e, e.draw(e));
1532 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1535 // now switch to 2D drawing mode by calling a 2D drawing function
1536 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1537 // next R_RenderScene call
1538 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1540 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1541 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1543 // apply night vision effect
1544 vector tc_00, tc_01, tc_10, tc_11;
1545 vector rgb = '0 0 0';
1547 if(!nightvision_noise)
1549 nightvision_noise = spawn();
1550 nightvision_noise.classname = "nightvision_noise";
1552 if(!nightvision_noise2)
1554 nightvision_noise2 = spawn();
1555 nightvision_noise2.classname = "nightvision_noise2";
1558 // color tint in yellow
1559 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1562 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1564 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1565 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1566 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1567 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1568 tc_11 = tc_01 + tc_10 - tc_00;
1569 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1570 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1571 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1572 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1573 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1577 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1578 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1579 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1580 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1581 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1582 tc_11 = tc_01 + tc_10 - tc_00;
1583 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1584 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1585 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1586 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1587 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1591 if(autocvar_cl_reticle)
1593 Weapon wep = get_weaponinfo(activeweapon);
1594 // Draw the aiming reticle for weapons that use it
1595 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1596 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1597 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1598 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1600 // no zoom reticle while dead
1603 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1605 if(reticle_image != "") { reticle_type = 2; }
1606 else { reticle_type = 0; }
1608 else if(button_zoom || zoomscript_caught)
1616 if(autocvar_cl_reticle_stretch)
1618 reticle_size.x = vid_conwidth;
1619 reticle_size.y = vid_conheight;
1625 reticle_size.x = max(vid_conwidth, vid_conheight);
1626 reticle_size.y = max(vid_conwidth, vid_conheight);
1627 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1628 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1631 if(zoomscript_caught)
1634 f = current_zoomfraction;
1638 switch(reticle_type)
1640 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1641 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1648 if(reticle_type != 0) { reticle_type = 0; }
1652 // improved polyblend
1653 if(autocvar_hud_contents)
1655 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1658 switch(pointcontents(view_origin))
1661 liquidalpha = autocvar_hud_contents_water_alpha;
1662 liquidcolor = stov(autocvar_hud_contents_water_color);
1667 liquidalpha = autocvar_hud_contents_lava_alpha;
1668 liquidcolor = stov(autocvar_hud_contents_lava_color);
1673 liquidalpha = autocvar_hud_contents_slime_alpha;
1674 liquidcolor = stov(autocvar_hud_contents_slime_color);
1680 liquidcolor = '0 0 0';
1685 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1686 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1687 contentfadetime = autocvar_hud_contents_fadeintime;
1688 liquidalpha_prev = liquidalpha;
1689 liquidcolor_prev = liquidcolor;
1692 contentfadetime = autocvar_hud_contents_fadeouttime;
1694 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1695 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1698 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1700 if(autocvar_hud_postprocessing)
1702 if(autocvar_hud_contents_blur && contentavgalpha)
1704 content_blurpostprocess.x = 1;
1705 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1706 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1710 content_blurpostprocess.x = 0;
1711 content_blurpostprocess.y = 0;
1712 content_blurpostprocess.z = 0;
1717 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1719 splash_size.x = max(vid_conwidth, vid_conheight);
1720 splash_size.y = max(vid_conwidth, vid_conheight);
1721 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1722 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1724 float myhealth_flash_temp;
1725 myhealth = getstati(STAT_HEALTH);
1728 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1730 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1732 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1733 pain_threshold = autocvar_hud_damage_pain_threshold;
1734 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1735 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1737 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1739 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);
1742 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1744 if(myhealth_prev < 1)
1748 myhealth_flash = 0; // just spawned, clear the flash immediately
1749 myhealth_flash_temp = 0;
1753 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1757 if(spectatee_status == -1 || intermission)
1759 myhealth_flash = 0; // observing, or match ended
1760 myhealth_flash_temp = 0;
1763 myhealth_prev = myhealth;
1765 // IDEA: change damage color/picture based on player model for robot/alien species?
1766 // pro: matches model better
1767 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1768 // maybe different reddish pics?
1769 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1771 if(autocvar_cl_gentle_damage == 2)
1773 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1774 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1777 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1779 if(myhealth_flash_temp > 0)
1780 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1782 else if(myhealth_flash_temp > 0)
1783 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1785 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.
1787 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1789 damage_blurpostprocess.x = 1;
1790 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1791 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1795 damage_blurpostprocess.x = 0;
1796 damage_blurpostprocess.y = 0;
1797 damage_blurpostprocess.z = 0;
1802 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1803 float e2 = (autocvar_hud_powerup != 0);
1804 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1806 // enable or disable rendering types if they are used or not
1807 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1808 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1810 // blur postprocess handling done first (used by hud_damage and hud_contents)
1811 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1813 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1814 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1815 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1817 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1818 old_blurradius = blurradius;
1819 old_bluralpha = bluralpha;
1822 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1824 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1829 // edge detection postprocess handling done second (used by hud_powerup)
1830 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1831 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1832 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1834 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1836 if(autocvar_hud_powerup && sharpen_intensity > 0)
1838 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1840 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1841 old_sharpen_intensity = sharpen_intensity;
1844 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1846 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1847 old_sharpen_intensity = 0;
1850 if(cvar("r_glsl_postprocess") == 0)
1851 cvar_set("r_glsl_postprocess", "2");
1853 else if(cvar("r_glsl_postprocess") == 2)
1854 cvar_set("r_glsl_postprocess", "0");
1859 /*if(gametype == MAPINFO_TYPE_CTF)
1865 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1866 WITH(entity, self, e, e.draw2d(e));
1868 Draw_ShowNames_All();
1870 scoreboard_active = HUD_WouldDrawScoreboard();
1874 if(NextFrameCommand)
1876 localcmd("\n", NextFrameCommand, "\n");
1877 NextFrameCommand = string_null;
1880 // we must do this check AFTER a frame was rendered, or it won't work
1881 if(cs_project_is_b0rked == 0)
1884 w0 = ftos(autocvar_vid_conwidth);
1885 h0 = ftos(autocvar_vid_conheight);
1886 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1887 //setproperty(VF_FOV, '90 90 0');
1888 setproperty(VF_ORIGIN, '0 0 0');
1889 setproperty(VF_ANGLES, '0 0 0');
1890 setproperty(VF_PERSPECTIVE, 1);
1891 makevectors('0 0 0');
1893 cvar_set("vid_conwidth", "800");
1894 cvar_set("vid_conheight", "600");
1895 v1 = cs_project(v_forward);
1896 cvar_set("vid_conwidth", "640");
1897 cvar_set("vid_conheight", "480");
1898 v2 = cs_project(v_forward);
1900 cs_project_is_b0rked = 1;
1902 cs_project_is_b0rked = -1;
1903 cvar_set("vid_conwidth", w0);
1904 cvar_set("vid_conheight", h0);
1907 if(autocvar__hud_configure)
1909 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1910 HUD_Minigame_Mouse();
1911 else if(QuickMenu_IsOpened())
1918 // let's reset the view back to normal for the end
1919 setproperty(VF_MIN, '0 0 0');
1920 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1924 // following vectors must be global to allow seamless switching between camera modes
1925 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1926 void CSQC_Demo_Camera()
1928 float speed, attenuation, dimensions;
1931 if( autocvar_camera_reset || !camera_mode )
1933 camera_offset = '0 0 0';
1934 current_angles = '0 0 0';
1935 camera_direction = '0 0 0';
1936 camera_offset.z += 30;
1937 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1938 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1939 current_origin = view_origin;
1940 current_camera_offset = camera_offset;
1941 cvar_set("camera_reset", "0");
1942 camera_mode = CAMERA_CHASE;
1947 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1949 if(autocvar_camera_look_player)
1954 dir = normalize(view_origin - current_position);
1956 mouse_angles = vectoangles(dir);
1957 mouse_angles.x = mouse_angles.x * -1;
1962 tmp = getmousepos() * 0.1;
1963 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1965 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1966 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1970 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1971 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1972 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1973 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1975 // Fix difference when angles don't have the same sign
1977 if(mouse_angles.y < -60 && current_angles.y > 60)
1979 if(mouse_angles.y > 60 && current_angles.y < -60)
1982 if(autocvar_camera_look_player)
1983 attenuation = autocvar_camera_look_attenuation;
1985 attenuation = autocvar_camera_speed_attenuation;
1987 attenuation = 1 / max(1, attenuation);
1988 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1990 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1991 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1992 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1993 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1999 if( camera_direction.x )
2001 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2002 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2003 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2004 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2008 if( camera_direction.y )
2010 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2011 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2012 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2016 if( camera_direction.z )
2018 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2022 if(autocvar_camera_free)
2023 speed = autocvar_camera_speed_free;
2025 speed = autocvar_camera_speed_chase;
2029 speed = speed * sqrt(1 / dimensions);
2030 camera_offset += tmp * speed;
2033 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2036 if( autocvar_camera_free )
2038 if ( camera_mode == CAMERA_CHASE )
2040 current_camera_offset = current_origin + current_camera_offset;
2041 camera_offset = current_origin + camera_offset;
2044 camera_mode = CAMERA_FREE;
2045 current_position = current_camera_offset;
2049 if ( camera_mode == CAMERA_FREE )
2051 current_origin = view_origin;
2052 camera_offset = camera_offset - current_origin;
2053 current_camera_offset = current_camera_offset - current_origin;
2056 camera_mode = CAMERA_CHASE;
2058 if(autocvar_camera_chase_smoothly)
2059 current_origin += (view_origin - current_origin) * attenuation;
2061 current_origin = view_origin;
2063 current_position = current_origin + current_camera_offset;
2066 setproperty(VF_ANGLES, current_angles);
2067 setproperty(VF_ORIGIN, current_position);