2 #include "announcer.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
9 #include "mutators/events.qh"
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
34 float autocvar_cl_viewmodel_scale;
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 135;
44 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
47 bool autocvar_cl_followmodel_velocity_absolute;
49 float autocvar_cl_leanmodel;
50 float autocvar_cl_leanmodel_speed = 0.3;
51 float autocvar_cl_leanmodel_limit = 30;
52 float autocvar_cl_leanmodel_highpass1 = 0.2;
53 float autocvar_cl_leanmodel_highpass = 0.2;
54 float autocvar_cl_leanmodel_lowpass = 0.05;
56 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
57 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
59 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
62 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
64 float __ignore; lowpass(value, frac, ref_store, __ignore); \
65 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
68 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
70 float __f = 0; lowpass(value, frac, ref_store, __f); \
71 ret = (value) - __f; \
74 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
77 ret = (value) - __f; \
80 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
82 lowpass(value.x, frac, ref_store.x, ref_out.x); \
83 lowpass(value.y, frac, ref_store.y, ref_out.y); \
86 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
88 highpass(value.x, frac, ref_store.x, ref_out.x); \
89 highpass(value.y, frac, ref_store.y, ref_out.y); \
92 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
94 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
95 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 lowpass(value.x, frac, ref_store.x, ref_out.x); \
101 lowpass(value.y, frac, ref_store.y, ref_out.y); \
102 lowpass(value.z, frac, ref_store.z, ref_out.z); \
105 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 highpass(value.x, frac, ref_store.x, ref_out.x); \
108 highpass(value.y, frac, ref_store.y, ref_out.y); \
109 highpass(value.z, frac, ref_store.z, ref_out.z); \
112 void viewmodel_animate(entity this)
114 static float prevtime;
115 float frametime = (time - prevtime);
118 if (autocvar_chase_active) return;
119 if (STAT(HEALTH) <= 0) return;
121 entity view = CSQCModel_server2csqc(player_localentnum - 1);
123 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
124 static bool oldonground;
125 static float hitgroundtime;
128 float f = time; // cl.movecmd[0].time
132 oldonground = clonground;
135 bool teleported = view.csqcmodel_teleported;
138 if(autocvar_cl_followmodel)
140 vector gunorg = '0 0 0';
141 static vector vel_average;
142 static vector gunorg_prev = '0 0 0';
143 static vector gunorg_adjustment_highpass;
144 static vector gunorg_adjustment_lowpass;
147 if(autocvar_cl_followmodel_velocity_absolute)
151 vector forward, right = '0 0 0', up = '0 0 0';
152 MAKEVECTORS(makevectors, view_angles, forward, right, up);
153 vel.x = view.velocity * forward;
154 vel.y = view.velocity * right * -1;
155 vel.z = view.velocity * up;
158 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
159 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
160 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
162 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
163 lowpass3(vel, frac, vel_average, gunorg);
165 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
167 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
168 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
169 frac = avg_factor(autocvar_cl_followmodel_highpass);
170 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
171 frac = avg_factor(autocvar_cl_followmodel_lowpass);
172 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
174 if(autocvar_cl_followmodel_velocity_absolute)
177 vector forward, right = '0 0 0', up = '0 0 0';
178 MAKEVECTORS(makevectors, view_angles, forward, right, up);
179 fixed_gunorg.x = gunorg * forward;
180 fixed_gunorg.y = gunorg * right * -1;
181 fixed_gunorg.z = gunorg * up;
182 gunorg = fixed_gunorg;
185 this.origin += gunorg;
188 if(autocvar_cl_leanmodel)
190 vector gunangles = '0 0 0';
191 static vector gunangles_prev = '0 0 0';
192 static vector gunangles_highpass = '0 0 0';
193 static vector gunangles_adjustment_highpass;
194 static vector gunangles_adjustment_lowpass;
197 gunangles_prev = view_angles;
199 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
200 gunangles_highpass += gunangles_prev;
201 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
202 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
203 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
204 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
205 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
206 gunangles_prev = view_angles;
207 gunangles_highpass -= gunangles_prev;
209 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
210 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
212 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
213 frac = avg_factor(autocvar_cl_leanmodel_highpass);
214 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
215 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
216 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
218 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
219 this.angles += gunangles;
222 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
224 // vertical view bobbing code
227 // horizontal view bobbing code
231 // causes the view to swing down and back up when touching the ground
234 // gun model bobbing code
235 if (autocvar_cl_bobmodel)
237 // calculate for swinging gun model
238 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
239 static float bobmodel_scale = 0;
240 static float time_ofs = 0; // makes the effect always restart in the same way
243 if (time - hitgroundtime > 0.05)
244 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
247 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
248 if(bobmodel_scale && xyspeed)
250 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
251 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
252 vector gunorg = '0 0 0';
253 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
254 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
256 this.origin += gunorg;
263 .vector viewmodel_origin, viewmodel_angles;
264 .float weapon_nextthink;
265 .float weapon_eta_last;
266 .float weapon_switchdelay;
268 void viewmodel_draw(entity this)
272 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
273 float a = this.alpha;
274 static bool wasinvehicle;
275 bool invehicle = player_localentnum > maxclients;
276 if (invehicle) a = -1;
277 else if (wasinvehicle) a = 1;
278 wasinvehicle = invehicle;
279 Weapon wep = activeweapon;
280 int c = stof(getplayerkeyvalue(current_player, "colors"));
281 vector g = weaponentity_glowmod(wep, c);
282 entity me = CSQCModel_server2csqc(player_localentnum - 1);
283 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
285 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
286 for (entity e = this; e; e = e.weaponchild)
290 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
292 e.csqcmodel_effects = fx;
293 CSQCModel_Effects_Apply(e);
296 static string name_last;
297 string name = wep.mdl;
298 if (name != name_last)
301 CL_WeaponEntity_SetModel(this, name);
302 this.viewmodel_origin = this.origin;
303 this.viewmodel_angles = this.angles;
306 if (!this.animstate_override)
307 anim_set(this, this.anim_idle, true, false, false);
309 float f = 0; // 0..1; 0: fully active
310 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
311 if (eta <= 0) f = this.weapon_eta_last;
312 else switch (this.state)
316 f = eta / max(eta, this.weapon_switchdelay);
321 f = 1 - eta / max(eta, this.weapon_switchdelay);
330 this.weapon_eta_last = f;
331 this.origin = this.viewmodel_origin;
332 this.angles = this.viewmodel_angles;
333 this.angles_x = (-90 * f * f);
334 viewmodel_animate(this);
335 setorigin(this, this.origin);
339 STATIC_INIT(viewmodel) {
340 viewmodel = new(viewmodel);
343 void Porto_Draw(entity this);
346 entity e = new_pure(porto);
348 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
351 const int polyline_length = 16;
352 vector polyline[polyline_length];
353 void Porto_Draw(entity this)
355 if (activeweapon != WEP_PORTO) return;
356 if (spectatee_status) return;
357 if (WEP_CVAR(porto, secondary)) return;
358 if (intermission == 1) return;
359 if (intermission == 2) return;
360 if (STAT(HEALTH) <= 0) return;
362 vector pos = view_origin;
363 vector dir = view_forward;
364 if (angles_held_status)
366 makevectors(angles_held);
372 int portal_number = 0, portal1_idx = 1, portal_max = 2;
373 int n = 1 + 2; // 2 lines == 3 points
374 for (int idx = 0; idx < n && idx < polyline_length - 1; )
376 traceline(pos, pos + 65536 * dir, true, this);
377 dir = reflect(dir, trace_plane_normal);
379 polyline[++idx] = pos;
380 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
385 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
392 vector ang = vectoangles2(trace_plane_normal, dir);
395 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
402 if (portal_number >= portal_max) break;
403 if (portal_number == 1) portal1_idx = idx;
405 for (int idx = 0; idx < n - 1; ++idx)
407 vector p = polyline[idx], q = polyline[idx + 1];
408 if (idx == 0) p -= view_up * 16; // line from player
409 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
410 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
416 vector GetCurrentFov(float fov)
418 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
419 float velocityzoom, curspeed;
422 zoomsensitivity = autocvar_cl_zoomsensitivity;
423 zoomfactor = autocvar_cl_zoomfactor;
424 if(zoomfactor < 1 || zoomfactor > 30)
426 zoomspeed = autocvar_cl_zoomspeed;
428 if(zoomspeed < 0.5 || zoomspeed > 16)
431 zoomdir = button_zoom;
432 if(hud == HUD_NORMAL)
433 if(switchweapon == activeweapon)
434 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
435 zoomdir += button_attack2;
436 if(spectatee_status > 0 || isdemo())
438 if(spectatorbutton_zoom)
445 // fteqcc failed twice here already, don't optimize this
448 if(zoomdir) { zoomin_effect = 0; }
452 current_viewzoom = min(1, current_viewzoom + drawframetime);
454 else if(autocvar_cl_spawnzoom && zoomin_effect)
456 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
458 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
459 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
460 if(current_viewzoom == 1) { zoomin_effect = 0; }
464 if(zoomspeed < 0) // instant zoom
467 current_viewzoom = 1 / zoomfactor;
469 current_viewzoom = 1;
474 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
476 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
480 if(almost_equals(current_viewzoom, 1))
481 current_zoomfraction = 0;
482 else if(almost_equals(current_viewzoom, 1/zoomfactor))
483 current_zoomfraction = 1;
485 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
487 if(zoomsensitivity < 1)
488 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
490 setsensitivityscale(1);
492 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
494 if(intermission) { curspeed = 0; }
498 makevectors(view_angles);
501 v = csqcplayer.velocity;
503 switch(autocvar_cl_velocityzoom_type)
505 case 3: curspeed = max(0, v_forward * v); break;
506 case 2: curspeed = (v_forward * v); break;
507 case 1: default: curspeed = vlen(v); break;
511 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
512 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
513 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
515 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
520 float frustumx, frustumy, fovx, fovy;
521 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
522 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
523 fovx = atan2(frustumx, 1) / M_PI * 360.0;
524 fovy = atan2(frustumy, 1) / M_PI * 360.0;
526 return '1 0 0' * fovx + '0 1 0' * fovy;
529 vector GetViewLocationFOV(float fov)
531 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
532 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
533 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
534 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
535 return '1 0 0' * fovx + '0 1 0' * fovy;
538 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
541 float width = (ov_worldmax.x - ov_worldmin.x);
542 float height = (ov_worldmax.y - ov_worldmin.y);
543 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
544 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
545 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
546 return '1 0 0' * fovx + '0 1 0' * fovy;
549 // this function must match W_SetupShot!
550 float zoomscript_caught;
552 vector wcross_origin;
553 float wcross_scale_prev, wcross_alpha_prev;
554 vector wcross_color_prev;
555 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
556 vector wcross_color_goal_prev;
557 float wcross_changedonetime;
559 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
560 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
561 float wcross_name_changestarttime, wcross_name_changedonetime;
562 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
564 float wcross_ring_prev;
567 entity trueaim_rifle;
569 const float SHOTTYPE_HITTEAM = 1;
570 const float SHOTTYPE_HITOBSTRUCTION = 2;
571 const float SHOTTYPE_HITWORLD = 3;
572 const float SHOTTYPE_HITENEMY = 4;
576 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
577 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
580 float EnemyHitCheck()
583 wcross_origin = project_3d_to_2d(trace_endpos);
586 n = trace_ent.entnum;
588 n = trace_networkentity;
590 return SHOTTYPE_HITWORLD;
592 return SHOTTYPE_HITWORLD;
593 t = entcs_GetTeam(n - 1);
596 return SHOTTYPE_HITTEAM;
597 if(t == NUM_SPECTATOR)
598 return SHOTTYPE_HITWORLD;
599 return SHOTTYPE_HITENEMY;
604 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?
605 vector vecs, trueaimpoint, w_shotorg;
613 mv = MOVE_NOMONSTERS;
615 switch(activeweapon) // WEAPONTODO
617 case WEP_TUBA: // no aim
618 case WEP_PORTO: // shoots from eye
619 case WEP_NEXBALL: // shoots from eye
620 case WEP_HOOK: // no trueaim
621 case WEP_MORTAR: // toss curve
622 return SHOTTYPE_HITWORLD;
630 if(zoomscript_caught)
632 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
633 return EnemyHitCheck();
636 case WEP_DEVASTATOR: // projectile has a size!
640 case WEP_FIREBALL: // projectile has a size!
644 case WEP_SEEKER: // projectile has a size!
648 case WEP_ELECTRO: // projectile has a size!
654 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
656 vecs = decompressShotOrigin(STAT(SHOTORG));
658 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
659 trueaimpoint = trace_endpos;
661 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
662 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
669 dv = view_right * vecs.y + view_up * vecs.z;
670 w_shotorg = traceorigin + dv;
672 // now move the vecs forward as much as requested if possible
673 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
674 w_shotorg = trace_endpos - view_forward * nudge;
676 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
677 shottype = EnemyHitCheck();
678 if(shottype != SHOTTYPE_HITWORLD)
682 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
683 // or rather, I know why, but see no fix
684 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
685 // 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
686 return SHOTTYPE_HITOBSTRUCTION;
689 return SHOTTYPE_HITWORLD;
693 void CSQC_Demo_Camera();
694 float HUD_WouldDrawScoreboard();
696 const float CAMERA_FREE = 1;
697 const float CAMERA_CHASE = 2;
699 string reticle_image;
700 string NextFrameCommand;
702 vector freeze_org, freeze_ang;
703 entity nightvision_noise, nightvision_noise2;
705 const float MAX_TIME_DIFF = 5;
706 float pickup_crosshair_time, pickup_crosshair_size;
707 float hitindication_crosshair_size;
708 float use_vortex_chargepool;
710 float myhealth, myhealth_prev;
711 float myhealth_flash;
713 float old_blurradius, old_bluralpha;
714 float old_sharpen_intensity;
716 vector myhealth_gentlergb;
718 float contentavgalpha, liquidalpha_prev;
719 vector liquidcolor_prev;
721 float eventchase_current_distance;
722 float eventchase_running;
723 bool WantEventchase(entity this)
725 if(autocvar_cl_orthoview)
731 if(spectatee_status >= 0)
733 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
735 if(MUTATOR_CALLHOOK(WantEventchase, this))
737 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
739 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
741 if(autocvar_cl_eventchase_death == 2)
743 // don't stop eventchase once it's started (even if velocity changes afterwards)
744 if(this.velocity == '0 0 0' || eventchase_running)
753 void HUD_Crosshair_Vehicle()
755 if(hud != HUD_BUMBLEBEE_GUN)
757 Vehicle info = Vehicles_from(hud);
758 info.vr_crosshair(info);
762 vector damage_blurpostprocess, content_blurpostprocess;
764 float unaccounted_damage = 0;
767 // accumulate damage with each stat update
768 static float damage_total_prev = 0;
769 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
770 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
771 damage_total_prev = damage_total;
773 static float damage_dealt_time_prev = 0;
774 float damage_dealt_time = STAT(HIT_TIME);
775 if (damage_dealt_time != damage_dealt_time_prev)
777 unaccounted_damage += unaccounted_damage_new;
778 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
780 damage_dealt_time_prev = damage_dealt_time;
782 // prevent hitsound when switching spectatee
783 static float spectatee_status_prev = 0;
784 if (spectatee_status != spectatee_status_prev)
785 unaccounted_damage = 0;
786 spectatee_status_prev = spectatee_status;
791 // varying sound pitch
793 static float hitsound_time_prev = 0;
794 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
795 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
796 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
798 if (autocvar_cl_hitsound && unaccounted_damage)
800 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
801 float a = autocvar_cl_hitsound_max_pitch;
802 float b = autocvar_cl_hitsound_min_pitch;
803 float c = autocvar_cl_hitsound_nom_damage;
804 float x = unaccounted_damage;
805 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
807 // if sound variation is disabled, set pitch_shift to 1
808 if (autocvar_cl_hitsound == 1)
811 // if pitch shift is reversed, mirror in (max-min)/2 + min
812 if (autocvar_cl_hitsound == 3)
814 float mirror_value = (a-b)/2 + b;
815 pitch_shift = mirror_value + (mirror_value - pitch_shift);
818 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
820 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
821 // todo: normalize sound pressure levels? seems unnecessary
823 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
825 unaccounted_damage = 0;
826 hitsound_time_prev = time;
829 static float typehit_time_prev = 0;
830 float typehit_time = STAT(TYPEHIT_TIME);
831 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
833 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
834 typehit_time_prev = typehit_time;
840 static float rainbow_last_flicker;
841 static vector rainbow_prev_color;
845 if(!scoreboard_active && !camera_active && intermission != 2 &&
846 spectatee_status != -1 && !csqcplayer.viewloc &&
847 !HUD_MinigameMenu_IsOpened() )
849 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
852 if (hud != HUD_NORMAL)
854 HUD_Crosshair_Vehicle();
859 float wcross_alpha, wcross_resolution;
860 wcross_style = autocvar_crosshair;
861 if (wcross_style == "0")
863 wcross_resolution = autocvar_crosshair_size;
864 if (wcross_resolution == 0)
866 wcross_alpha = autocvar_crosshair_alpha;
867 if (wcross_alpha == 0)
873 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
874 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
876 if(autocvar_crosshair_hittest)
878 vector wcross_oldorigin;
879 wcross_oldorigin = wcross_origin;
880 shottype = TrueAimCheck();
881 if(shottype == SHOTTYPE_HITWORLD)
883 v = wcross_origin - wcross_oldorigin;
885 v.y /= vid_conheight;
887 shottype = SHOTTYPE_HITOBSTRUCTION;
889 if(!autocvar_crosshair_hittest_showimpact)
890 wcross_origin = wcross_oldorigin;
893 shottype = SHOTTYPE_HITWORLD;
895 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
896 string wcross_name = "";
897 float wcross_scale, wcross_blur;
899 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
904 if(autocvar_crosshair_per_weapon)
906 // WEAPONTODO: access these through some general settings (with non-balance config settings)
907 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
908 //if (wcross_resolution == 0)
911 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
912 wcross_resolution *= e.w_crosshair_size;
913 wcross_name = e.w_crosshair;
918 if(wcross_name == "")
919 wcross_name = strcat("gfx/crosshair", wcross_style);
921 // MAIN CROSSHAIR COLOR DECISION
922 switch(autocvar_crosshair_color_special)
924 case 1: // crosshair_color_per_weapon
928 wcross_color = e.wpcolor;
931 else { goto normalcolor; }
934 case 2: // crosshair_color_by_health
936 float x = STAT(HEALTH);
951 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
952 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
956 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
957 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
958 wcross_color.z = 1 - (x-100)*0.02;
964 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
969 wcross_color.y = (x-20)*90/27/100;
970 wcross_color.z = (x-20)*90/27/100 * 0.2;
980 case 3: // crosshair_color_rainbow
982 if(time >= rainbow_last_flicker)
984 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
985 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
987 wcross_color = rainbow_prev_color;
991 default: { wcross_color = stov(autocvar_crosshair_color); break; }
994 if(autocvar_crosshair_effect_scalefade)
996 wcross_scale = wcross_resolution;
997 wcross_resolution = 1;
1004 if(autocvar_crosshair_pickup)
1006 float stat_pickup_time = STAT(LAST_PICKUP);
1008 if(pickup_crosshair_time < stat_pickup_time)
1010 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1011 pickup_crosshair_size = 1;
1013 pickup_crosshair_time = stat_pickup_time;
1016 if(pickup_crosshair_size > 0)
1017 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1019 pickup_crosshair_size = 0;
1021 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1024 // todo: make crosshair hit indication dependent on damage dealt
1025 if(autocvar_crosshair_hitindication)
1027 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1029 if(unaccounted_damage)
1031 hitindication_crosshair_size = 1;
1034 if(hitindication_crosshair_size > 0)
1035 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1037 hitindication_crosshair_size = 0;
1039 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1040 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1041 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1042 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1045 if(shottype == SHOTTYPE_HITENEMY)
1046 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1047 if(shottype == SHOTTYPE_HITTEAM)
1048 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1050 f = fabs(autocvar_crosshair_effect_time);
1051 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1053 wcross_changedonetime = time + f;
1055 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1057 wcross_name_changestarttime = time;
1058 wcross_name_changedonetime = time + f;
1059 if(wcross_name_goal_prev_prev)
1060 strunzone(wcross_name_goal_prev_prev);
1061 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1062 wcross_name_goal_prev = strzone(wcross_name);
1063 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1064 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1065 wcross_resolution_goal_prev = wcross_resolution;
1068 wcross_scale_goal_prev = wcross_scale;
1069 wcross_alpha_goal_prev = wcross_alpha;
1070 wcross_color_goal_prev = wcross_color;
1072 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1075 wcross_alpha *= 0.75;
1079 // *_prev is at time-frametime
1080 // * is at wcross_changedonetime+f
1081 // what do we have at time?
1082 if(time < wcross_changedonetime)
1084 f = frametime / (wcross_changedonetime - time + frametime);
1085 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1086 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1087 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1090 wcross_scale_prev = wcross_scale;
1091 wcross_alpha_prev = wcross_alpha;
1092 wcross_color_prev = wcross_color;
1094 MUTATOR_CALLHOOK(UpdateCrosshair);
1096 wcross_scale *= 1 - autocvar__menu_alpha;
1097 wcross_alpha *= 1 - autocvar__menu_alpha;
1098 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1100 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1102 // crosshair rings for weapon stats
1103 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1105 // declarations and stats
1106 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1107 string ring_image = string_null, ring_inner_image = string_null;
1108 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1110 ring_scale = autocvar_crosshair_ring_size;
1112 float weapon_clipload, weapon_clipsize;
1113 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1114 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1116 float ok_ammo_charge, ok_ammo_chargepool;
1117 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1118 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1120 float vortex_charge, vortex_chargepool;
1121 vortex_charge = STAT(VORTEX_CHARGE);
1122 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1124 float arc_heat = STAT(ARC_HEAT);
1126 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1127 vortex_charge_movingavg = vortex_charge;
1130 // handle the values
1131 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1133 if (vortex_chargepool || use_vortex_chargepool) {
1134 use_vortex_chargepool = 1;
1135 ring_inner_value = vortex_chargepool;
1137 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1138 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1141 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1142 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;
1143 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1145 // draw the outer ring to show the current charge of the weapon
1146 ring_value = vortex_charge;
1147 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1148 ring_rgb = wcross_color;
1149 ring_image = "gfx/crosshair_ring_nexgun.tga";
1151 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1153 ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1154 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1155 ring_rgb = wcross_color;
1156 ring_image = "gfx/crosshair_ring.tga";
1158 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1160 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1161 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1162 ring_rgb = wcross_color;
1163 ring_image = "gfx/crosshair_ring.tga";
1165 else if (ok_ammo_charge)
1167 ring_value = ok_ammo_chargepool;
1168 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1169 ring_rgb = wcross_color;
1170 ring_image = "gfx/crosshair_ring.tga";
1172 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1174 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1175 ring_scale = autocvar_crosshair_ring_reload_size;
1176 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1177 ring_rgb = wcross_color;
1179 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1180 // if a new image for another weapon is added, add the code (and its respective file/value) here
1181 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1182 ring_image = "gfx/crosshair_ring_rifle.tga";
1184 ring_image = "gfx/crosshair_ring.tga";
1186 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1188 ring_value = arc_heat;
1189 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1190 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1191 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1192 ring_image = "gfx/crosshair_ring.tga";
1195 // if in weapon switch animation, fade ring out/in
1196 if(autocvar_crosshair_effect_time > 0)
1198 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1201 wcross_ring_prev = ((ring_image) ? true : false);
1204 if(wcross_ring_prev)
1207 ring_alpha *= fabs(1 - bound(0, f, 1));
1212 ring_alpha *= bound(0, f, 1);
1216 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1217 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1220 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1223 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1225 if(wcross_blur > 0) \
1227 for(i = -2; i <= 2; ++i) \
1228 for(j = -2; j <= 2; ++j) \
1229 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1233 M(0,0,sz,wcross_name,wcross_alpha); \
1237 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1238 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)
1240 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1241 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1243 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1245 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1246 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1247 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1254 wcross_name_alpha_goal_prev = f;
1256 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1257 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1259 if(autocvar_crosshair_dot)
1261 vector wcross_color_old;
1262 wcross_color_old = wcross_color;
1264 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1265 wcross_color = stov(autocvar_crosshair_dot_color);
1267 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1268 // FIXME why don't we use wcross_alpha here?
1269 wcross_color = wcross_color_old;
1275 wcross_scale_prev = 0;
1276 wcross_alpha_prev = 0;
1277 wcross_scale_goal_prev = 0;
1278 wcross_alpha_goal_prev = 0;
1279 wcross_changedonetime = 0;
1280 if(wcross_name_goal_prev)
1281 strunzone(wcross_name_goal_prev);
1282 wcross_name_goal_prev = string_null;
1283 if(wcross_name_goal_prev_prev)
1284 strunzone(wcross_name_goal_prev_prev);
1285 wcross_name_goal_prev_prev = string_null;
1286 wcross_name_changestarttime = 0;
1287 wcross_name_changedonetime = 0;
1288 wcross_name_alpha_goal_prev = 0;
1289 wcross_name_alpha_goal_prev_prev = 0;
1290 wcross_resolution_goal_prev = 0;
1291 wcross_resolution_goal_prev_prev = 0;
1297 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1299 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
1301 else if(STAT(FROZEN))
1303 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1306 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1308 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1309 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);
1311 else if(STAT(REVIVE_PROGRESS))
1313 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1314 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1317 if(autocvar_r_letterbox == 0)
1318 if(autocvar_viewsize < 120)
1320 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1321 Accuracy_LoadLevels();
1324 HUD_DrawScoreboard();
1327 // crosshair goes VERY LAST
1334 float oldr_nearclip;
1335 float oldr_farclip_base;
1336 float oldr_farclip_world;
1338 float oldr_useportalculling;
1339 float oldr_useinfinitefarclip;
1341 void cl_notice_run();
1344 float vh_notice_time;
1345 void WaypointSprite_Load();
1346 void CSQC_UpdateView(float w, float h)
1351 vector vf_size, vf_min;
1354 execute_next_frame();
1361 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1362 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1366 if(autocvar__hud_showbinds_reload) // menu can set this one
1369 binddb = db_create();
1370 cvar_set("_hud_showbinds_reload", "0");
1373 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1374 view_quality = getproperty(VF_MINFPS_QUALITY);
1378 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1379 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1381 vf_size = getpropertyvec(VF_SIZE);
1382 vf_min = getpropertyvec(VF_MIN);
1383 vid_width = vf_size.x;
1384 vid_height = vf_size.y;
1386 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1387 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1389 WaypointSprite_Load();
1391 CSQCPlayer_SetCamera();
1393 if(player_localentnum <= maxclients) // is it a client?
1394 current_player = player_localentnum - 1;
1395 else // then player_localentnum is the vehicle I'm driving
1396 current_player = player_localnum;
1397 myteam = entcs_GetTeam(current_player);
1399 if(myteam != prev_myteam)
1401 myteamcolors = colormapPaletteColor(myteam, 1);
1402 FOREACH(hud_panels, true, it.update_time = time);
1403 prev_myteam = myteam;
1406 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1408 float is_dead = (STAT(HEALTH) <= 0);
1410 // FIXME do we need this hack?
1413 // in demos, input_buttons do not work
1414 button_zoom = (autocvar__togglezoom == "-");
1417 && autocvar_cl_unpress_zoom_on_death
1418 && (spectatee_status >= 0)
1419 && (is_dead || intermission))
1421 // no zoom while dead or in intermission please
1422 localcmd("-zoom\n");
1423 button_zoom = false;
1426 // event chase camera
1427 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1429 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1430 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1433 float vehicle_viewdist = 0;
1434 vector vehicle_viewofs = '0 0 0';
1438 if(hud != HUD_BUMBLEBEE_GUN)
1440 Vehicle info = Vehicles_from(hud);
1441 vehicle_viewdist = info.height;
1442 vehicle_viewofs = info.view_ofs;
1448 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, {
1453 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1455 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1457 eventchase_running = true;
1459 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1461 local_player = self; // fall back!
1463 // 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.)
1464 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1465 if(ons_roundlost) { current_view_origin = gen.origin; }
1467 // detect maximum viewoffset and use it
1468 vector view_offset = autocvar_cl_eventchase_viewoffset;
1472 view_offset = vehicle_viewofs;
1474 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1476 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1480 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1481 if(trace_fraction == 1) { current_view_origin += view_offset; }
1482 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1485 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1486 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1487 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1488 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1490 // make the camera smooth back
1491 float chase_distance = autocvar_cl_eventchase_distance;
1495 chase_distance = vehicle_viewdist;
1497 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1499 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1501 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1502 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1503 else if(eventchase_current_distance != chase_distance)
1504 eventchase_current_distance = chase_distance;
1506 makevectors(view_angles);
1508 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1509 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1511 // If the boxtrace fails, revert back to line tracing.
1512 if(!local_player.viewloc)
1513 if(trace_startsolid)
1515 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1516 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1517 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1519 else { setproperty(VF_ORIGIN, trace_endpos); }
1521 if(!local_player.viewloc)
1522 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1524 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1526 eventchase_running = false;
1527 cvar_set("chase_active", "0");
1528 eventchase_current_distance = 0; // start from 0 next time
1531 // workaround for camera stuck between player's legs when using chase_active 1
1532 // because the engine stops updating the chase_active camera when the game ends
1533 else if(intermission)
1535 cvar_settemp("chase_active", "-1");
1536 eventchase_current_distance = 0;
1539 // do lockview after event chase camera so that it still applies whenever necessary.
1540 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1542 setproperty(VF_ORIGIN, freeze_org);
1543 setproperty(VF_ANGLES, freeze_ang);
1547 freeze_org = getpropertyvec(VF_ORIGIN);
1548 freeze_ang = getpropertyvec(VF_ANGLES);
1552 //WarpZone_FixPMove();
1554 vector ov_org = '0 0 0';
1555 vector ov_mid = '0 0 0';
1556 vector ov_worldmin = '0 0 0';
1557 vector ov_worldmax = '0 0 0';
1558 if(autocvar_cl_orthoview)
1560 ov_worldmin = mi_picmin;
1561 ov_worldmax = mi_picmax;
1563 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1564 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1565 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1567 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1568 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1570 float ov_nearest = vlen(ov_org - vec3(
1571 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1572 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1573 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1576 float ov_furthest = 0;
1579 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1580 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1581 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1582 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1583 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1584 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1585 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1586 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1590 oldr_nearclip = cvar("r_nearclip");
1591 oldr_farclip_base = cvar("r_farclip_base");
1592 oldr_farclip_world = cvar("r_farclip_world");
1593 oldr_novis = cvar("r_novis");
1594 oldr_useportalculling = cvar("r_useportalculling");
1595 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1598 cvar_settemp("r_nearclip", ftos(ov_nearest));
1599 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1600 cvar_settemp("r_farclip_world", "0");
1601 cvar_settemp("r_novis", "1");
1602 cvar_settemp("r_useportalculling", "0");
1603 cvar_settemp("r_useinfinitefarclip", "0");
1605 setproperty(VF_ORIGIN, ov_org);
1606 setproperty(VF_ANGLES, '90 0 0');
1611 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1613 vtos(getpropertyvec(VF_ANGLES)),
1623 cvar_set("r_nearclip", ftos(oldr_nearclip));
1624 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1625 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1626 cvar_set("r_novis", ftos(oldr_novis));
1627 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1628 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1633 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1634 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1635 viewmodel_draw(viewmodel);
1638 view_origin = getpropertyvec(VF_ORIGIN);
1639 view_angles = getpropertyvec(VF_ANGLES);
1640 makevectors(view_angles);
1641 view_forward = v_forward;
1642 view_right = v_right;
1646 if(time > blurtest_time0 && time < blurtest_time1)
1650 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1651 r = t * blurtest_radius;
1652 f = 1 / pow(t, blurtest_power) - 1;
1654 cvar_set("r_glsl_postprocess", "1");
1655 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1659 cvar_set("r_glsl_postprocess", "0");
1660 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1664 TargetMusic_Advance();
1668 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1670 drawframetime = bound(0.000001, time - drawtime, 1);
1673 // watch for gametype changes here...
1674 // in ParseStuffCMD the cmd isn't executed yet :/
1675 // might even be better to add the gametype to TE_CSQC_INIT...?
1679 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1681 if(calledhooks & HOOK_START)
1683 localcmd("\ncl_hook_gameend\n");
1684 calledhooks |= HOOK_END;
1693 if(!zoomscript_caught)
1695 localcmd("+button9\n");
1696 zoomscript_caught = 1;
1701 if(zoomscript_caught)
1703 localcmd("-button9\n");
1704 zoomscript_caught = 0;
1708 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1710 // currently switching-to weapon (for crosshair)
1711 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1713 // actually active weapon (for zoom)
1714 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1716 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1718 f = (serverflags & SERVERFLAG_TEAMPLAY);
1725 if(last_switchweapon != switchweapon)
1728 last_switchweapon = switchweapon;
1729 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1731 localcmd("-zoom\n");
1732 button_zoom = false;
1734 if(autocvar_cl_unpress_attack_on_weapon_switch)
1736 localcmd("-fire\n");
1737 localcmd("-fire2\n");
1738 button_attack2 = false;
1741 if(last_activeweapon != activeweapon)
1743 last_activeweapon = activeweapon;
1747 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1749 localcmd("\ncl_hook_activeweapon none\n");
1752 // ALWAYS Clear Current Scene First
1755 setproperty(VF_ORIGIN, view_origin);
1756 setproperty(VF_ANGLES, view_angles);
1758 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1759 setproperty(VF_SIZE, vf_size);
1760 setproperty(VF_MIN, vf_min);
1762 // Assign Standard Viewflags
1763 // Draw the World (and sky)
1764 setproperty(VF_DRAWWORLD, 1);
1766 // Set the console size vars
1767 vid_conwidth = autocvar_vid_conwidth;
1768 vid_conheight = autocvar_vid_conheight;
1769 vid_pixelheight = autocvar_vid_pixelheight;
1771 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1772 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1773 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1775 // Camera for demo playback
1778 if(autocvar_camera_enable)
1782 cvar_set("chase_active", ftos(chase_active_backup));
1783 cvar_set("cl_demo_mousegrab", "0");
1784 camera_active = false;
1790 if(autocvar_camera_enable)
1792 if(autocvar_camera_enable && isdemo())
1795 // Enable required Darkplaces cvars
1796 chase_active_backup = autocvar_chase_active;
1797 cvar_set("chase_active", "2");
1798 cvar_set("cl_demo_mousegrab", "1");
1799 camera_active = true;
1800 camera_mode = false;
1804 // Draw the Crosshair
1805 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1807 // Draw the Engine Status Bar (the default Quake HUD)
1808 setproperty(VF_DRAWENGINESBAR, 0);
1810 // Update the mouse position
1812 mousepos_x = vid_conwidth;
1813 mousepos_y = vid_conheight;
1814 mousepos = mousepos*0.5 + getmousepos();
1817 FOREACH_ENTITY(it.draw, it.draw(it));
1819 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1822 // now switch to 2D drawing mode by calling a 2D drawing function
1823 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1824 // next R_RenderScene call
1825 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1827 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1828 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1830 // apply night vision effect
1831 vector tc_00, tc_01, tc_10, tc_11;
1832 vector rgb = '0 0 0';
1834 if(!nightvision_noise)
1836 nightvision_noise = new(nightvision_noise);
1838 if(!nightvision_noise2)
1840 nightvision_noise2 = new(nightvision_noise2);
1843 // color tint in yellow
1844 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1847 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1849 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1850 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1851 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1852 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1853 tc_11 = tc_01 + tc_10 - tc_00;
1854 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1855 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1856 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1857 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1858 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1862 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1863 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1864 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1865 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1866 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1867 tc_11 = tc_01 + tc_10 - tc_00;
1868 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1869 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1870 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1871 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1872 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1876 if(autocvar_cl_reticle)
1878 Weapon wep = activeweapon;
1879 // Draw the aiming reticle for weapons that use it
1880 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1881 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1882 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1883 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1885 // no zoom reticle while dead
1888 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1890 if(reticle_image != "") { reticle_type = 2; }
1891 else { reticle_type = 0; }
1893 else if(button_zoom || zoomscript_caught)
1901 if(autocvar_cl_reticle_stretch)
1903 reticle_size.x = vid_conwidth;
1904 reticle_size.y = vid_conheight;
1910 reticle_size.x = max(vid_conwidth, vid_conheight);
1911 reticle_size.y = max(vid_conwidth, vid_conheight);
1912 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1913 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1916 if(zoomscript_caught)
1919 f = current_zoomfraction;
1923 switch(reticle_type)
1925 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1926 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1933 if(reticle_type != 0) { reticle_type = 0; }
1937 // improved polyblend
1938 if(autocvar_hud_contents)
1940 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1943 switch(pointcontents(view_origin))
1946 liquidalpha = autocvar_hud_contents_water_alpha;
1947 liquidcolor = stov(autocvar_hud_contents_water_color);
1952 liquidalpha = autocvar_hud_contents_lava_alpha;
1953 liquidcolor = stov(autocvar_hud_contents_lava_color);
1958 liquidalpha = autocvar_hud_contents_slime_alpha;
1959 liquidcolor = stov(autocvar_hud_contents_slime_color);
1965 liquidcolor = '0 0 0';
1970 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1971 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1972 contentfadetime = autocvar_hud_contents_fadeintime;
1973 liquidalpha_prev = liquidalpha;
1974 liquidcolor_prev = liquidcolor;
1977 contentfadetime = autocvar_hud_contents_fadeouttime;
1979 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1980 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1983 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1985 if(autocvar_hud_postprocessing)
1987 if(autocvar_hud_contents_blur && contentavgalpha)
1989 content_blurpostprocess.x = 1;
1990 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1991 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1995 content_blurpostprocess.x = 0;
1996 content_blurpostprocess.y = 0;
1997 content_blurpostprocess.z = 0;
2002 if(autocvar_hud_damage && !STAT(FROZEN))
2004 splash_size.x = max(vid_conwidth, vid_conheight);
2005 splash_size.y = max(vid_conwidth, vid_conheight);
2006 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2007 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2009 float myhealth_flash_temp;
2010 myhealth = STAT(HEALTH);
2013 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2015 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2017 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2018 pain_threshold = autocvar_hud_damage_pain_threshold;
2019 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2020 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2022 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2024 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);
2027 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2029 if(myhealth_prev < 1)
2033 myhealth_flash = 0; // just spawned, clear the flash immediately
2034 myhealth_flash_temp = 0;
2038 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2042 if(spectatee_status == -1 || intermission)
2044 myhealth_flash = 0; // observing, or match ended
2045 myhealth_flash_temp = 0;
2048 myhealth_prev = myhealth;
2050 // IDEA: change damage color/picture based on player model for robot/alien species?
2051 // pro: matches model better
2052 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2053 // maybe different reddish pics?
2054 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2056 if(autocvar_cl_gentle_damage == 2)
2058 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2059 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2062 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2064 if(myhealth_flash_temp > 0)
2065 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);
2067 else if(myhealth_flash_temp > 0)
2068 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2070 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.
2072 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2074 damage_blurpostprocess.x = 1;
2075 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2076 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2080 damage_blurpostprocess.x = 0;
2081 damage_blurpostprocess.y = 0;
2082 damage_blurpostprocess.z = 0;
2087 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2088 float e2 = (autocvar_hud_powerup != 0);
2089 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2091 // enable or disable rendering types if they are used or not
2092 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2093 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2095 // blur postprocess handling done first (used by hud_damage and hud_contents)
2096 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2098 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2099 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2100 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2102 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2103 old_blurradius = blurradius;
2104 old_bluralpha = bluralpha;
2107 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2109 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2114 // edge detection postprocess handling done second (used by hud_powerup)
2115 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2116 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2117 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2119 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.
2121 if(autocvar_hud_powerup && sharpen_intensity > 0)
2123 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2125 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2126 old_sharpen_intensity = sharpen_intensity;
2129 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2131 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2132 old_sharpen_intensity = 0;
2135 if(cvar("r_glsl_postprocess") == 0)
2136 cvar_set("r_glsl_postprocess", "2");
2138 else if(cvar("r_glsl_postprocess") == 2)
2139 cvar_set("r_glsl_postprocess", "0");
2141 /*if(gametype == MAPINFO_TYPE_CTF)
2147 FOREACH_ENTITY(it.draw2d, it.draw2d(it));
2148 Draw_ShowNames_All();
2151 scoreboard_active = HUD_WouldDrawScoreboard();
2155 if(NextFrameCommand)
2157 localcmd("\n", NextFrameCommand, "\n");
2158 NextFrameCommand = string_null;
2161 // we must do this check AFTER a frame was rendered, or it won't work
2162 if(cs_project_is_b0rked == 0)
2165 w0 = ftos(autocvar_vid_conwidth);
2166 h0 = ftos(autocvar_vid_conheight);
2167 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2168 //setproperty(VF_FOV, '90 90 0');
2169 setproperty(VF_ORIGIN, '0 0 0');
2170 setproperty(VF_ANGLES, '0 0 0');
2171 setproperty(VF_PERSPECTIVE, 1);
2172 makevectors('0 0 0');
2174 cvar_set("vid_conwidth", "800");
2175 cvar_set("vid_conheight", "600");
2176 v1 = cs_project(v_forward);
2177 cvar_set("vid_conwidth", "640");
2178 cvar_set("vid_conheight", "480");
2179 v2 = cs_project(v_forward);
2181 cs_project_is_b0rked = 1;
2183 cs_project_is_b0rked = -1;
2184 cvar_set("vid_conwidth", w0);
2185 cvar_set("vid_conheight", h0);
2188 if(autocvar__hud_configure)
2190 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2191 HUD_Minigame_Mouse();
2192 else if(QuickMenu_IsOpened())
2201 // let's reset the view back to normal for the end
2202 setproperty(VF_MIN, '0 0 0');
2203 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2207 // following vectors must be global to allow seamless switching between camera modes
2208 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2209 void CSQC_Demo_Camera()
2211 float speed, attenuation, dimensions;
2214 if( autocvar_camera_reset || !camera_mode )
2216 camera_offset = '0 0 0';
2217 current_angles = '0 0 0';
2218 camera_direction = '0 0 0';
2219 camera_offset.z += 30;
2220 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2221 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2222 current_origin = view_origin;
2223 current_camera_offset = camera_offset;
2224 cvar_set("camera_reset", "0");
2225 camera_mode = CAMERA_CHASE;
2230 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2232 if(autocvar_camera_look_player)
2237 dir = normalize(view_origin - current_position);
2239 mouse_angles = vectoangles(dir);
2240 mouse_angles.x = mouse_angles.x * -1;
2245 tmp = getmousepos() * 0.1;
2246 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2248 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2249 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2253 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2254 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2255 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2256 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2258 // Fix difference when angles don't have the same sign
2260 if(mouse_angles.y < -60 && current_angles.y > 60)
2262 if(mouse_angles.y > 60 && current_angles.y < -60)
2265 if(autocvar_camera_look_player)
2266 attenuation = autocvar_camera_look_attenuation;
2268 attenuation = autocvar_camera_speed_attenuation;
2270 attenuation = 1 / max(1, attenuation);
2271 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2273 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2274 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2275 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2276 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2282 if( camera_direction.x )
2284 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2285 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2286 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2287 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2291 if( camera_direction.y )
2293 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2294 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2295 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2299 if( camera_direction.z )
2301 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2305 if(autocvar_camera_free)
2306 speed = autocvar_camera_speed_free;
2308 speed = autocvar_camera_speed_chase;
2312 speed = speed * sqrt(1 / dimensions);
2313 camera_offset += tmp * speed;
2316 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2319 if( autocvar_camera_free )
2321 if ( camera_mode == CAMERA_CHASE )
2323 current_camera_offset = current_origin + current_camera_offset;
2324 camera_offset = current_origin + camera_offset;
2327 camera_mode = CAMERA_FREE;
2328 current_position = current_camera_offset;
2332 if ( camera_mode == CAMERA_FREE )
2334 current_origin = view_origin;
2335 camera_offset = camera_offset - current_origin;
2336 current_camera_offset = current_camera_offset - current_origin;
2339 camera_mode = CAMERA_CHASE;
2341 if(autocvar_camera_chase_smoothly)
2342 current_origin += (view_origin - current_origin) * attenuation;
2344 current_origin = view_origin;
2346 current_position = current_origin + current_camera_offset;
2349 setproperty(VF_ANGLES, current_angles);
2350 setproperty(VF_ORIGIN, current_position);