3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
25 #include <common/weapons/weapon/tuba.qh>
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
42 float autocvar_cl_viewmodel_scale;
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
66 #define lowpass(value, frac, ref_store, ret) \
67 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
69 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71 float __ignore; lowpass(value, frac, ref_store, __ignore); \
72 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
77 float __f = 0; lowpass(value, frac, ref_store, __f); \
78 ret = (value) - __f; \
81 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
83 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
84 ret = (value) - __f; \
87 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
89 lowpass(value.x, frac, ref_store.x, ref_out.x); \
90 lowpass(value.y, frac, ref_store.y, ref_out.y); \
93 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 highpass(value.x, frac, ref_store.x, ref_out.x); \
96 highpass(value.y, frac, ref_store.y, ref_out.y); \
99 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
101 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
102 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
105 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 lowpass(value.x, frac, ref_store.x, ref_out.x); \
108 lowpass(value.y, frac, ref_store.y, ref_out.y); \
109 lowpass(value.z, frac, ref_store.z, ref_out.z); \
112 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
114 highpass(value.x, frac, ref_store.x, ref_out.x); \
115 highpass(value.y, frac, ref_store.y, ref_out.y); \
116 highpass(value.z, frac, ref_store.z, ref_out.z); \
119 void calc_followmodel_ofs(entity view)
121 if(cl_followmodel_time == time)
122 return; // cl_followmodel_ofs already calculated for this frame
125 vector gunorg = '0 0 0';
126 static vector vel_average;
127 static vector gunorg_adjustment_highpass;
128 static vector gunorg_adjustment_lowpass;
131 if (autocvar_cl_followmodel_velocity_absolute)
135 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
136 MAKEVECTORS(makevectors, view_angles, forward, right, up);
137 vel.x = view.velocity * forward;
138 vel.y = view.velocity * right * -1;
139 vel.z = view.velocity * up;
142 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
143 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
144 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
147 lowpass3(vel, frac, vel_average, gunorg);
149 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
152 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
153 frac = avg_factor(autocvar_cl_followmodel_highpass);
154 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
155 frac = avg_factor(autocvar_cl_followmodel_lowpass);
156 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158 if (autocvar_cl_followmodel_velocity_absolute)
161 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
162 MAKEVECTORS(makevectors, view_angles, forward, right, up);
163 fixed_gunorg.x = gunorg * forward;
164 fixed_gunorg.y = gunorg * right * -1;
165 fixed_gunorg.z = gunorg * up;
166 gunorg = fixed_gunorg;
169 cl_followmodel_ofs = gunorg;
170 cl_followmodel_time = time;
173 vector leanmodel_ofs(entity view)
176 vector gunangles = '0 0 0';
177 static vector gunangles_prev = '0 0 0';
178 static vector gunangles_highpass = '0 0 0';
179 static vector gunangles_adjustment_highpass;
180 static vector gunangles_adjustment_lowpass;
182 if (view.csqcmodel_teleported)
183 gunangles_prev = view_angles;
185 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
186 gunangles_highpass += gunangles_prev;
187 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
188 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
189 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
190 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
191 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
192 gunangles_prev = view_angles;
193 gunangles_highpass -= gunangles_prev;
195 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
196 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
199 frac = avg_factor(autocvar_cl_leanmodel_highpass);
200 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
201 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
202 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
209 vector bobmodel_ofs(entity view)
211 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
212 static bool oldonground;
213 static float hitgroundtime;
216 float f = time; // cl.movecmd[0].time
220 oldonground = clonground;
222 // calculate for swinging gun model
223 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
224 vector gunorg = '0 0 0';
225 static float bobmodel_scale = 0;
226 static float time_ofs = 0; // makes the effect always restart in the same way
229 if (time - hitgroundtime > 0.05)
230 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
233 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
236 if (bobmodel_scale && xyspeed)
238 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
239 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
240 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
241 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
249 void viewmodel_animate(entity this)
251 if (autocvar_chase_active) return;
252 if (STAT(HEALTH) <= 0) return;
254 entity view = CSQCModel_server2csqc(player_localentnum - 1);
256 if (autocvar_cl_followmodel)
258 calc_followmodel_ofs(view);
259 this.origin += cl_followmodel_ofs;
262 if (autocvar_cl_leanmodel)
263 this.angles += leanmodel_ofs(view);
265 // vertical view bobbing code
268 // horizontal view bobbing code
272 // causes the view to swing down and back up when touching the ground
275 // gun model bobbing code
276 if (autocvar_cl_bobmodel)
277 this.origin += bobmodel_ofs(view);
280 .vector viewmodel_origin, viewmodel_angles;
281 .float weapon_nextthink;
282 .float weapon_eta_last;
283 .float weapon_switchdelay;
287 void viewmodel_draw(entity this)
289 if(!this.activeweapon || !autocvar_r_drawviewmodel)
291 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
292 float a = this.alpha;
293 static bool wasinvehicle;
294 bool invehicle = player_localentnum > maxclients;
295 if (invehicle) a = -1;
296 else if (wasinvehicle) a = 1;
297 wasinvehicle = invehicle;
298 Weapon wep = this.activeweapon;
299 int c = entcs_GetClientColors(current_player);
300 vector g = weaponentity_glowmod(wep, NULL, c, this);
301 entity me = CSQCModel_server2csqc(player_localentnum - 1);
302 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
304 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
305 for (entity e = this; e; e = e.weaponchild)
309 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
311 e.csqcmodel_effects = fx;
312 CSQCModel_Effects_Apply(e);
315 string name = wep.mdl;
316 string newname = wep.wr_viewmodel(wep, this);
319 bool swap = name != this.name_last;
322 this.name_last = name;
323 CL_WeaponEntity_SetModel(this, name, swap);
324 this.viewmodel_origin = this.origin;
325 this.viewmodel_angles = this.angles;
328 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
329 anim_set(this, this.anim_idle, true, false, false);
331 float f = 0; // 0..1; 0: fully active
332 float rate = STAT(WEAPONRATEFACTOR);
333 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
334 if (eta <= 0) f = this.weapon_eta_last;
335 else switch (this.state)
339 f = eta / max(eta, this.weapon_switchdelay);
344 f = 1 - eta / max(eta, this.weapon_switchdelay);
353 this.weapon_eta_last = f;
354 this.origin = this.viewmodel_origin;
355 this.angles = this.viewmodel_angles;
356 this.angles_x = (-90 * f * f);
357 viewmodel_animate(this);
358 MUTATOR_CALLHOOK(DrawViewModel, this);
359 setorigin(this, this.origin);
362 STATIC_INIT(viewmodel) {
363 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364 viewmodels[slot] = new(viewmodel);
367 void Porto_Draw(entity this);
370 entity e = new_pure(porto);
372 IL_PUSH(g_drawables, e);
373 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
376 const int polyline_length = 16;
377 .vector polyline[polyline_length];
378 void Porto_Draw(entity this)
380 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
382 entity wepent = viewmodels[slot];
384 if (wepent.activeweapon != WEP_PORTO) continue;
385 if (spectatee_status) continue;
386 if (WEP_CVAR(porto, secondary)) continue;
387 if (intermission == 1) continue;
388 if (intermission == 2) continue;
389 if (STAT(HEALTH) <= 0) continue;
391 vector pos = view_origin;
392 vector dir = view_forward;
393 if (wepent.angles_held_status)
395 makevectors(wepent.angles_held);
399 wepent.polyline[0] = pos;
401 int portal_number = 0, portal1_idx = 1, portal_max = 2;
402 int n = 1 + 2; // 2 lines == 3 points
403 for (int idx = 0; idx < n && idx < polyline_length - 1; )
405 traceline(pos, pos + 65536 * dir, true, this);
406 dir = reflect(dir, trace_plane_normal);
408 wepent.polyline[++idx] = pos;
409 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
414 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
421 vector ang = vectoangles2(trace_plane_normal, dir);
424 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
431 if (portal_number >= portal_max) break;
432 if (portal_number == 1) portal1_idx = idx;
434 for (int idx = 0; idx < n - 1; ++idx)
436 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
437 if (idx == 0) p -= view_up * 16; // line from player
438 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
439 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
446 vector GetCurrentFov(float fov)
448 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
449 float velocityzoom, curspeed;
452 zoomsensitivity = autocvar_cl_zoomsensitivity;
453 zoomfactor = autocvar_cl_zoomfactor;
454 if(zoomfactor < 1 || zoomfactor > 30)
456 zoomspeed = autocvar_cl_zoomspeed;
458 if(zoomspeed < 0.5 || zoomspeed > 16)
461 zoomdir = button_zoom;
463 if(hud == HUD_NORMAL && !spectatee_status)
465 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
467 entity wepent = viewmodels[slot];
468 if(wepent.switchweapon == wepent.activeweapon)
469 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
470 zoomdir += button_attack2;
473 if(spectatee_status > 0 || isdemo())
475 if(spectatorbutton_zoom)
482 // fteqcc failed twice here already, don't optimize this
485 if(zoomdir) { zoomin_effect = 0; }
489 current_viewzoom = min(1, current_viewzoom + drawframetime);
491 else if(autocvar_cl_spawnzoom && zoomin_effect)
493 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
495 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
496 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
497 if(current_viewzoom == 1) { zoomin_effect = 0; }
501 if(zoomspeed < 0) // instant zoom
504 current_viewzoom = 1 / zoomfactor;
506 current_viewzoom = 1;
511 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
513 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
517 if(almost_equals(current_viewzoom, 1))
518 current_zoomfraction = 0;
519 else if(almost_equals(current_viewzoom, 1/zoomfactor))
520 current_zoomfraction = 1;
522 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
524 if(zoomsensitivity < 1)
525 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
527 setsensitivityscale(1);
529 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
531 if(intermission) { curspeed = 0; }
535 makevectors(view_angles);
538 v = csqcplayer.velocity;
540 switch(autocvar_cl_velocityzoom_type)
542 case 3: curspeed = max(0, v_forward * v); break;
543 case 2: curspeed = (v_forward * v); break;
544 case 1: default: curspeed = vlen(v); break;
548 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
549 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
550 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
552 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
557 float frustumx, frustumy, fovx, fovy;
558 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
559 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
560 fovx = atan2(frustumx, 1) / M_PI * 360.0;
561 fovy = atan2(frustumy, 1) / M_PI * 360.0;
563 return '1 0 0' * fovx + '0 1 0' * fovy;
566 vector GetViewLocationFOV(float fov)
568 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
569 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
570 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
571 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
572 return '1 0 0' * fovx + '0 1 0' * fovy;
575 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
578 float width = (ov_worldmax.x - ov_worldmin.x);
579 float height = (ov_worldmax.y - ov_worldmin.y);
580 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
581 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
582 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
583 return '1 0 0' * fovx + '0 1 0' * fovy;
586 // this function must match W_SetupShot!
587 float zoomscript_caught;
589 vector wcross_origin;
590 float wcross_scale_prev, wcross_alpha_prev;
591 vector wcross_color_prev;
592 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
593 vector wcross_color_goal_prev;
594 float wcross_changedonetime;
596 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
597 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
598 float wcross_name_changestarttime, wcross_name_changedonetime;
599 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
601 float wcross_ring_prev;
604 entity trueaim_rifle;
606 const float SHOTTYPE_HITTEAM = 1;
607 const float SHOTTYPE_HITOBSTRUCTION = 2;
608 const float SHOTTYPE_HITWORLD = 3;
609 const float SHOTTYPE_HITENEMY = 4;
613 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
614 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
617 float EnemyHitCheck()
620 wcross_origin = project_3d_to_2d(trace_endpos);
623 n = trace_ent.entnum;
625 n = trace_networkentity;
627 return SHOTTYPE_HITWORLD;
629 return SHOTTYPE_HITWORLD;
630 t = entcs_GetTeam(n - 1);
633 return SHOTTYPE_HITTEAM;
634 if(t == NUM_SPECTATOR)
635 return SHOTTYPE_HITWORLD;
636 return SHOTTYPE_HITENEMY;
639 float TrueAimCheck(entity wepent)
641 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?
642 vector vecs, trueaimpoint, w_shotorg;
650 mv = MOVE_NOMONSTERS;
652 switch(wepent.activeweapon) // WEAPONTODO
654 case WEP_TUBA: // no aim
655 case WEP_PORTO: // shoots from eye
656 case WEP_NEXBALL: // shoots from eye
657 case WEP_HOOK: // no trueaim
658 case WEP_MORTAR: // toss curve
659 return SHOTTYPE_HITWORLD;
667 if(zoomscript_caught)
669 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
670 return EnemyHitCheck();
673 case WEP_DEVASTATOR: // projectile has a size!
677 case WEP_FIREBALL: // projectile has a size!
681 case WEP_SEEKER: // projectile has a size!
685 case WEP_ELECTRO: // projectile has a size!
691 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
693 vecs = decompressShotOrigin(STAT(SHOTORG));
695 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
696 trueaimpoint = trace_endpos;
698 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
699 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
706 dv = view_right * vecs.y + view_up * vecs.z;
707 w_shotorg = traceorigin + dv;
709 // now move the vecs forward as much as requested if possible
710 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
711 w_shotorg = trace_endpos - view_forward * nudge;
713 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
714 shottype = EnemyHitCheck();
715 if(shottype != SHOTTYPE_HITWORLD)
719 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
720 // or rather, I know why, but see no fix
721 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
722 // 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
723 return SHOTTYPE_HITOBSTRUCTION;
726 return SHOTTYPE_HITWORLD;
730 void CSQC_Demo_Camera();
732 const float CAMERA_FREE = 1;
733 const float CAMERA_CHASE = 2;
735 string NextFrameCommand;
737 vector freeze_org, freeze_ang;
738 entity nightvision_noise, nightvision_noise2;
740 const float MAX_TIME_DIFF = 5;
741 float pickup_crosshair_time, pickup_crosshair_size;
742 float hitindication_crosshair_size;
743 float use_vortex_chargepool;
745 float myhealth, myhealth_prev;
746 float myhealth_flash;
748 float old_blurradius, old_bluralpha;
749 float old_sharpen_intensity;
751 vector myhealth_gentlergb;
753 float contentavgalpha, liquidalpha_prev;
754 vector liquidcolor_prev;
756 float eventchase_current_distance;
757 float eventchase_running;
758 bool WantEventchase(entity this)
760 if(autocvar_cl_orthoview)
762 if(STAT(GAME_STOPPED) || intermission)
766 if(spectatee_status >= 0)
768 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
770 if(MUTATOR_CALLHOOK(WantEventchase, this))
772 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
774 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
776 if(autocvar_cl_eventchase_death == 2)
778 // don't stop eventchase once it's started (even if velocity changes afterwards)
779 if(this.velocity == '0 0 0' || eventchase_running)
788 void HUD_Crosshair_Vehicle(entity this)
790 if(hud != HUD_BUMBLEBEE_GUN)
792 Vehicle info = Vehicles_from(hud);
793 info.vr_crosshair(info, this);
797 vector damage_blurpostprocess, content_blurpostprocess;
799 float unaccounted_damage = 0;
802 // accumulate damage with each stat update
803 static float damage_total_prev = 0;
804 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
805 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
806 damage_total_prev = damage_total;
808 static float damage_dealt_time_prev = 0;
809 float damage_dealt_time = STAT(HIT_TIME);
810 if (damage_dealt_time != damage_dealt_time_prev)
812 unaccounted_damage += unaccounted_damage_new;
813 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
815 damage_dealt_time_prev = damage_dealt_time;
817 // prevent hitsound when switching spectatee
818 static float spectatee_status_prev = 0;
819 if (spectatee_status != spectatee_status_prev)
820 unaccounted_damage = 0;
821 spectatee_status_prev = spectatee_status;
826 // varying sound pitch
828 bool have_arc = false;
829 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
831 entity wepent = viewmodels[slot];
833 if(wepent.activeweapon == WEP_ARC)
837 static float hitsound_time_prev = 0;
838 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
839 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
840 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
842 if (autocvar_cl_hitsound && unaccounted_damage)
844 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
845 float a = autocvar_cl_hitsound_max_pitch;
846 float b = autocvar_cl_hitsound_min_pitch;
847 float c = autocvar_cl_hitsound_nom_damage;
848 float d = unaccounted_damage;
849 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
851 // if sound variation is disabled, set pitch_shift to 1
852 if (autocvar_cl_hitsound == 1)
855 // if pitch shift is reversed, mirror in (max-min)/2 + min
856 if (autocvar_cl_hitsound == 3)
858 float mirror_value = (a-b)/2 + b;
859 pitch_shift = mirror_value + (mirror_value - pitch_shift);
862 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
864 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
865 // todo: normalize sound pressure levels? seems unnecessary
867 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
869 unaccounted_damage = 0;
870 hitsound_time_prev = time;
873 static float typehit_time_prev = 0;
874 float typehit_time = STAT(TYPEHIT_TIME);
875 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
877 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
878 typehit_time_prev = typehit_time;
881 static float kill_time_prev = 0;
882 float kill_time = STAT(KILL_TIME);
883 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
885 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
886 kill_time_prev = kill_time;
890 vector crosshair_getcolor(entity this, float health_stat)
892 static float rainbow_last_flicker;
893 static vector rainbow_prev_color;
894 vector wcross_color = '0 0 0';
895 switch(autocvar_crosshair_color_special)
897 case 1: // crosshair_color_per_weapon
899 if(this != WEP_Null && hud == HUD_NORMAL)
901 wcross_color = this.wpcolor;
904 else { goto normalcolor; }
907 case 2: // crosshair_color_by_health
909 float hp = health_stat;
924 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
925 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
929 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
930 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
931 wcross_color.z = 1 - (hp-100)*0.02;
937 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
942 wcross_color.y = (hp-20)*90/27/100;
943 wcross_color.z = (hp-20)*90/27/100 * 0.2;
953 case 3: // crosshair_color_rainbow
955 if(time >= rainbow_last_flicker)
957 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
958 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
960 wcross_color = rainbow_prev_color;
964 default: { wcross_color = stov(autocvar_crosshair_color); break; }
970 void HUD_Crosshair(entity this)
974 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
975 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
976 !HUD_MinigameMenu_IsOpened() )
978 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
981 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
984 if (hud != HUD_NORMAL)
986 HUD_Crosshair_Vehicle(this);
991 float wcross_alpha, wcross_resolution;
992 wcross_style = autocvar_crosshair;
993 if (wcross_style == "0")
995 wcross_resolution = autocvar_crosshair_size;
996 if (wcross_resolution == 0)
998 wcross_alpha = autocvar_crosshair_alpha;
999 if (wcross_alpha == 0)
1005 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1006 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1007 wcross_origin.z = 0;
1008 if(autocvar_crosshair_hittest)
1010 vector wcross_oldorigin;
1011 entity thiswep = viewmodels[0]; // TODO: unhardcode
1012 wcross_oldorigin = wcross_origin;
1013 shottype = TrueAimCheck(thiswep);
1014 if(shottype == SHOTTYPE_HITWORLD)
1016 v = wcross_origin - wcross_oldorigin;
1017 v.x /= vid_conwidth;
1018 v.y /= vid_conheight;
1019 if(vdist(v, >, 0.01))
1020 shottype = SHOTTYPE_HITOBSTRUCTION;
1022 if(!autocvar_crosshair_hittest_showimpact)
1023 wcross_origin = wcross_oldorigin;
1026 shottype = SHOTTYPE_HITWORLD;
1028 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1029 string wcross_name = "";
1030 float wcross_scale, wcross_blur;
1032 entity e = WEP_Null;
1033 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1035 entity wepent = viewmodels[0]; // TODO: unhardcode
1036 e = wepent.switchingweapon;
1039 if(autocvar_crosshair_per_weapon)
1041 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1042 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1043 //if (wcross_resolution == 0)
1046 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1047 wcross_resolution *= e.w_crosshair_size;
1048 wcross_name = e.w_crosshair;
1053 if(wcross_name == "")
1054 wcross_name = strcat("gfx/crosshair", wcross_style);
1056 // MAIN CROSSHAIR COLOR DECISION
1057 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1059 if(autocvar_crosshair_effect_scalefade)
1061 wcross_scale = wcross_resolution;
1062 wcross_resolution = 1;
1069 if(autocvar_crosshair_pickup)
1071 float stat_pickup_time = STAT(LAST_PICKUP);
1073 if(pickup_crosshair_time < stat_pickup_time)
1075 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1076 pickup_crosshair_size = 1;
1078 pickup_crosshair_time = stat_pickup_time;
1081 if(pickup_crosshair_size > 0)
1082 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1084 pickup_crosshair_size = 0;
1086 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1089 // todo: make crosshair hit indication dependent on damage dealt
1090 if(autocvar_crosshair_hitindication)
1092 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1094 if(unaccounted_damage)
1096 hitindication_crosshair_size = 1;
1099 if(hitindication_crosshair_size > 0)
1100 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1102 hitindication_crosshair_size = 0;
1104 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1105 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1106 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1107 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1110 if(shottype == SHOTTYPE_HITENEMY)
1111 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1112 if(shottype == SHOTTYPE_HITTEAM)
1113 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1115 f = fabs(autocvar_crosshair_effect_time);
1116 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1118 wcross_changedonetime = time + f;
1120 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1122 wcross_name_changestarttime = time;
1123 wcross_name_changedonetime = time + f;
1124 if(wcross_name_goal_prev_prev)
1125 strunzone(wcross_name_goal_prev_prev);
1126 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1127 wcross_name_goal_prev = strzone(wcross_name);
1128 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1129 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1130 wcross_resolution_goal_prev = wcross_resolution;
1133 wcross_scale_goal_prev = wcross_scale;
1134 wcross_alpha_goal_prev = wcross_alpha;
1135 wcross_color_goal_prev = wcross_color;
1137 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1140 wcross_alpha *= 0.75;
1144 // *_prev is at time-frametime
1145 // * is at wcross_changedonetime+f
1146 // what do we have at time?
1147 if(time < wcross_changedonetime)
1149 f = frametime / (wcross_changedonetime - time + frametime);
1150 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1151 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1152 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1155 wcross_scale_prev = wcross_scale;
1156 wcross_alpha_prev = wcross_alpha;
1157 wcross_color_prev = wcross_color;
1159 MUTATOR_CALLHOOK(UpdateCrosshair);
1161 wcross_scale *= 1 - autocvar__menu_alpha;
1162 wcross_alpha *= 1 - autocvar__menu_alpha;
1163 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1165 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1167 // crosshair rings for weapon stats
1168 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1170 // declarations and stats
1171 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1172 string ring_image = string_null, ring_inner_image = string_null;
1173 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1175 ring_scale = autocvar_crosshair_ring_size;
1177 float weapon_clipload, weapon_clipsize;
1178 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1179 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1181 float vortex_charge, vortex_chargepool;
1182 vortex_charge = STAT(VORTEX_CHARGE);
1183 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1185 float arc_heat = STAT(ARC_HEAT);
1187 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1188 vortex_charge_movingavg = vortex_charge;
1190 entity wepent = viewmodels[0]; // TODO: unhardcode
1192 // handle the values
1193 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1195 if (vortex_chargepool || use_vortex_chargepool) {
1196 use_vortex_chargepool = 1;
1197 ring_inner_value = vortex_chargepool;
1199 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1200 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1203 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1204 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1205 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1207 // draw the outer ring to show the current charge of the weapon
1208 ring_value = vortex_charge;
1209 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1210 ring_rgb = wcross_color;
1211 ring_image = "gfx/crosshair_ring_nexgun.tga";
1213 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1215 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.
1216 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1217 ring_rgb = wcross_color;
1218 ring_image = "gfx/crosshair_ring.tga";
1220 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1222 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1223 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1224 ring_rgb = wcross_color;
1225 ring_image = "gfx/crosshair_ring.tga";
1227 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1229 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1230 ring_scale = autocvar_crosshair_ring_reload_size;
1231 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1232 ring_rgb = wcross_color;
1234 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1235 // if a new image for another weapon is added, add the code (and its respective file/value) here
1236 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1237 ring_image = "gfx/crosshair_ring_rifle.tga";
1239 ring_image = "gfx/crosshair_ring.tga";
1241 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1243 ring_value = arc_heat;
1244 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1245 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1246 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1247 ring_image = "gfx/crosshair_ring.tga";
1250 // if in weapon switch animation, fade ring out/in
1251 if(autocvar_crosshair_effect_time > 0)
1253 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1256 wcross_ring_prev = ((ring_image) ? true : false);
1259 if(wcross_ring_prev)
1262 ring_alpha *= fabs(1 - bound(0, f, 1));
1267 ring_alpha *= bound(0, f, 1);
1271 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1272 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1275 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1278 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1280 if(wcross_blur > 0) \
1282 for(i = -2; i <= 2; ++i) \
1283 for(j = -2; j <= 2; ++j) \
1284 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1288 M(0,0,sz,wcross_name,wcross_alpha); \
1292 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1293 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)
1295 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1296 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1298 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1300 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1301 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1302 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1309 wcross_name_alpha_goal_prev = f;
1311 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1312 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1314 if(autocvar_crosshair_dot)
1316 vector wcross_color_old;
1317 wcross_color_old = wcross_color;
1319 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1320 wcross_color = stov(autocvar_crosshair_dot_color);
1322 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1323 // FIXME why don't we use wcross_alpha here?
1324 wcross_color = wcross_color_old;
1330 wcross_scale_prev = 0;
1331 wcross_alpha_prev = 0;
1332 wcross_scale_goal_prev = 0;
1333 wcross_alpha_goal_prev = 0;
1334 wcross_changedonetime = 0;
1335 if(wcross_name_goal_prev)
1336 strunzone(wcross_name_goal_prev);
1337 wcross_name_goal_prev = string_null;
1338 if(wcross_name_goal_prev_prev)
1339 strunzone(wcross_name_goal_prev_prev);
1340 wcross_name_goal_prev_prev = string_null;
1341 wcross_name_changestarttime = 0;
1342 wcross_name_changedonetime = 0;
1343 wcross_name_alpha_goal_prev = 0;
1344 wcross_name_alpha_goal_prev_prev = 0;
1345 wcross_resolution_goal_prev = 0;
1346 wcross_resolution_goal_prev_prev = 0;
1350 void HUD_Draw(entity this)
1352 // if we don't know gametype and scores yet avoid drawing the scoreboard
1353 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1354 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1355 // cl_deathscoreboard would show the scoreboard and so on
1359 Hud_Dynamic_Frame();
1362 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1364 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1366 else if(STAT(FROZEN))
1368 vector col = '0.25 0.90 1';
1369 if(STAT(REVIVE_PROGRESS))
1370 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1371 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1376 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1378 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1379 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1380 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1382 else if(STAT(CAPTURE_PROGRESS))
1384 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1385 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1387 else if(STAT(REVIVE_PROGRESS))
1389 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1390 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1392 HUD_Scale_Disable();
1394 if(autocvar_r_letterbox == 0)
1395 if(autocvar_viewsize < 120)
1397 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1398 Accuracy_LoadLevels();
1401 HUD_Scale_Disable();
1404 // crosshair goes VERY LAST
1406 HUD_Crosshair(this);
1411 float oldr_nearclip;
1412 float oldr_farclip_base;
1413 float oldr_farclip_world;
1415 float oldr_useportalculling;
1416 float oldr_useinfinitefarclip;
1418 void cl_notice_run();
1422 float vh_notice_time;
1423 void WaypointSprite_Load();
1424 void CSQC_UpdateView(entity this, float w, float h)
1426 TC(int, w); TC(int, h);
1430 vector vf_size, vf_min;
1433 execute_next_frame();
1440 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1441 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1445 HUD_Scale_Disable();
1447 if(autocvar__hud_showbinds_reload) // menu can set this one
1450 binddb = db_create();
1451 cvar_set("_hud_showbinds_reload", "0");
1454 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1455 view_quality = getproperty(VF_MINFPS_QUALITY);
1459 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1460 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1462 vf_size = getpropertyvec(VF_SIZE);
1463 vf_min = getpropertyvec(VF_MIN);
1464 vid_width = vf_size.x;
1465 vid_height = vf_size.y;
1467 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1468 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1470 WaypointSprite_Load();
1472 CSQCPlayer_SetCamera();
1474 if(player_localentnum <= maxclients) // is it a client?
1475 current_player = player_localentnum - 1;
1476 else // then player_localentnum is the vehicle I'm driving
1477 current_player = player_localnum;
1478 myteam = entcs_GetTeam(current_player);
1480 if(myteam != prev_myteam)
1482 myteamcolors = colormapPaletteColor(myteam, 1);
1483 FOREACH(hud_panels, true, it.update_time = time);
1484 prev_myteam = myteam;
1487 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1489 float is_dead = (STAT(HEALTH) <= 0);
1491 // FIXME do we need this hack?
1494 // in demos, input_buttons do not work
1495 button_zoom = (autocvar__togglezoom == "-");
1498 && autocvar_cl_unpress_zoom_on_death
1499 && (spectatee_status >= 0)
1500 && (is_dead || intermission))
1502 // no zoom while dead or in intermission please
1503 localcmd("-zoom\n");
1504 button_zoom = false;
1507 // event chase camera
1508 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1510 if(STAT(CAMERA_SPECTATOR))
1512 if(spectatee_status > 0)
1514 if(!autocvar_chase_active)
1516 cvar_set("chase_active", "-2");
1517 goto skip_eventchase_death;
1520 else if(autocvar_chase_active == -2)
1521 cvar_set("chase_active", "0");
1523 if(autocvar_chase_active == -2)
1524 goto skip_eventchase_death;
1526 else if(autocvar_chase_active == -2)
1527 cvar_set("chase_active", "0");
1529 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1531 float vehicle_viewdist = 0;
1532 vector vehicle_viewofs = '0 0 0';
1536 if(hud != HUD_BUMBLEBEE_GUN)
1538 Vehicle info = Vehicles_from(hud);
1539 vehicle_viewdist = info.height;
1540 vehicle_viewofs = info.view_ofs;
1544 if(WantEventchase(this))
1546 vector current_view_origin_override = '0 0 0';
1547 vector view_offset_override = '0 0 0';
1548 float chase_distance_override = 0;
1549 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1550 if(custom_eventchase)
1552 current_view_origin_override = M_ARGV(0, vector);
1553 view_offset_override = M_ARGV(1, vector);
1554 chase_distance_override = M_ARGV(0, float);
1556 eventchase_running = true;
1558 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1560 local_player = this; // fall back!
1562 // 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.)
1563 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1564 if (custom_eventchase)
1565 current_view_origin = current_view_origin_override;
1567 // detect maximum viewoffset and use it
1568 vector view_offset = autocvar_cl_eventchase_viewoffset;
1572 view_offset = vehicle_viewofs;
1574 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1576 if (custom_eventchase)
1577 view_offset = view_offset_override;
1581 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1582 if(trace_fraction == 1) { current_view_origin += view_offset; }
1583 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1586 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1587 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1588 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1589 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1591 // make the camera smooth back
1592 float chase_distance = autocvar_cl_eventchase_distance;
1596 chase_distance = vehicle_viewdist;
1598 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1600 if (custom_eventchase)
1601 chase_distance = chase_distance_override;
1603 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1604 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1605 else if(eventchase_current_distance != chase_distance)
1606 eventchase_current_distance = chase_distance;
1608 makevectors(view_angles);
1610 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1611 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1613 // If the boxtrace fails, revert back to line tracing.
1614 if(!local_player.viewloc)
1615 if(trace_startsolid)
1617 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1618 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1619 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1621 else { setproperty(VF_ORIGIN, trace_endpos); }
1623 if(!local_player.viewloc)
1624 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1626 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1628 eventchase_running = false;
1629 cvar_set("chase_active", "0");
1630 eventchase_current_distance = 0; // start from 0 next time
1633 // workaround for camera stuck between player's legs when using chase_active 1
1634 // because the engine stops updating the chase_active camera when the game ends
1635 else if(intermission)
1637 cvar_settemp("chase_active", "-1");
1638 eventchase_current_distance = 0;
1641 LABEL(skip_eventchase_death);
1643 // do lockview after event chase camera so that it still applies whenever necessary.
1644 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1646 setproperty(VF_ORIGIN, freeze_org);
1647 setproperty(VF_ANGLES, freeze_ang);
1651 freeze_org = getpropertyvec(VF_ORIGIN);
1652 freeze_ang = getpropertyvec(VF_ANGLES);
1656 //WarpZone_FixPMove();
1658 vector ov_org = '0 0 0';
1659 vector ov_mid = '0 0 0';
1660 vector ov_worldmin = '0 0 0';
1661 vector ov_worldmax = '0 0 0';
1662 if(autocvar_cl_orthoview)
1664 ov_worldmin = mi_picmin;
1665 ov_worldmax = mi_picmax;
1667 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1668 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1669 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1671 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1672 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1674 float ov_nearest = vlen(ov_org - vec3(
1675 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1676 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1677 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1680 float ov_furthest = 0;
1683 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1684 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1685 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1686 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1687 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1688 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1689 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1690 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1694 oldr_nearclip = cvar("r_nearclip");
1695 oldr_farclip_base = cvar("r_farclip_base");
1696 oldr_farclip_world = cvar("r_farclip_world");
1697 oldr_novis = cvar("r_novis");
1698 oldr_useportalculling = cvar("r_useportalculling");
1699 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1702 cvar_settemp("r_nearclip", ftos(ov_nearest));
1703 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1704 cvar_settemp("r_farclip_world", "0");
1705 cvar_settemp("r_novis", "1");
1706 cvar_settemp("r_useportalculling", "0");
1707 cvar_settemp("r_useinfinitefarclip", "0");
1709 setproperty(VF_ORIGIN, ov_org);
1710 setproperty(VF_ANGLES, '90 0 0');
1715 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1717 vtos(getpropertyvec(VF_ANGLES)),
1727 cvar_set("r_nearclip", ftos(oldr_nearclip));
1728 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1729 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1730 cvar_set("r_novis", ftos(oldr_novis));
1731 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1732 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1737 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1738 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1739 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1740 viewmodel_draw(viewmodels[slot]);
1743 view_origin = getpropertyvec(VF_ORIGIN);
1744 view_angles = getpropertyvec(VF_ANGLES);
1745 makevectors(view_angles);
1746 view_forward = v_forward;
1747 view_right = v_right;
1751 if(time > blurtest_time0 && time < blurtest_time1)
1755 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1756 r = t * blurtest_radius;
1757 f = 1 / (t ** blurtest_power) - 1;
1759 cvar_set("r_glsl_postprocess", "1");
1760 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1764 cvar_set("r_glsl_postprocess", "0");
1765 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1769 TargetMusic_Advance();
1773 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1775 drawframetime = bound(0.000001, time - drawtime, 1);
1778 // watch for gametype changes here...
1779 // in ParseStuffCMD the cmd isn't executed yet :/
1780 // might even be better to add the gametype to TE_CSQC_INIT...?
1784 if(intermission && !intermission_time)
1785 intermission_time = time;
1787 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1789 if(calledhooks & HOOK_START)
1791 localcmd("\ncl_hook_gameend\n");
1792 calledhooks |= HOOK_END;
1801 if(!zoomscript_caught)
1803 localcmd("+button9\n");
1804 zoomscript_caught = 1;
1809 if(zoomscript_caught)
1811 localcmd("-button9\n");
1812 zoomscript_caught = 0;
1816 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1818 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1820 entity wepent = viewmodels[slot];
1822 if(wepent.last_switchweapon != wepent.switchweapon)
1825 wepent.last_switchweapon = wepent.switchweapon;
1826 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1828 localcmd("-zoom\n");
1829 button_zoom = false;
1831 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1833 localcmd("-fire\n");
1834 localcmd("-fire2\n");
1835 button_attack2 = false;
1838 if(wepent.last_activeweapon != wepent.activeweapon)
1840 wepent.last_activeweapon = wepent.activeweapon;
1842 e = wepent.activeweapon;
1844 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1846 localcmd("\ncl_hook_activeweapon none\n");
1850 // ALWAYS Clear Current Scene First
1853 setproperty(VF_ORIGIN, view_origin);
1854 setproperty(VF_ANGLES, view_angles);
1856 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1857 setproperty(VF_SIZE, vf_size);
1858 setproperty(VF_MIN, vf_min);
1860 // Assign Standard Viewflags
1861 // Draw the World (and sky)
1862 setproperty(VF_DRAWWORLD, 1);
1864 // Set the console size vars
1865 vid_conwidth = autocvar_vid_conwidth;
1866 vid_conheight = autocvar_vid_conheight;
1867 vid_pixelheight = autocvar_vid_pixelheight;
1869 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1870 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1871 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1873 if(camera_active) // Camera for demo playback
1875 if(autocvar_camera_enable)
1879 cvar_set("chase_active", ftos(chase_active_backup));
1880 cvar_set("cl_demo_mousegrab", "0");
1881 camera_active = false;
1887 if(autocvar_camera_enable)
1889 if(autocvar_camera_enable && isdemo())
1892 // Enable required Darkplaces cvars
1893 chase_active_backup = autocvar_chase_active;
1894 cvar_set("chase_active", "2");
1895 cvar_set("cl_demo_mousegrab", "1");
1896 camera_active = true;
1897 camera_mode = false;
1901 // Draw the Crosshair
1902 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1904 // Draw the Engine Status Bar (the default Quake HUD)
1905 setproperty(VF_DRAWENGINESBAR, 0);
1907 // Update the mouse position
1909 mousepos_x = vid_conwidth;
1910 mousepos_y = vid_conheight;
1911 mousepos = mousepos*0.5 + getmousepos();
1914 IL_EACH(g_drawables, it.draw, it.draw(it));
1916 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1919 // now switch to 2D drawing mode by calling a 2D drawing function
1920 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1921 // next R_RenderScene call
1922 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1924 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1925 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1927 // apply night vision effect
1928 vector tc_00, tc_01, tc_10, tc_11;
1929 vector rgb = '0 0 0';
1931 if(!nightvision_noise)
1933 nightvision_noise = new(nightvision_noise);
1935 if(!nightvision_noise2)
1937 nightvision_noise2 = new(nightvision_noise2);
1940 // color tint in yellow
1941 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1944 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1946 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1947 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1948 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1949 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1950 tc_11 = tc_01 + tc_10 - tc_00;
1951 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1952 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1953 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1954 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1955 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1959 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1960 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1961 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1962 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1963 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1964 tc_11 = tc_01 + tc_10 - tc_00;
1965 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1966 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1967 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1968 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1969 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1973 if(autocvar_cl_reticle)
1975 string reticle_image = string_null;
1976 bool wep_zoomed = false;
1977 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1979 entity wepe = viewmodels[slot];
1980 Weapon wep = wepe.activeweapon;
1981 if(wep != WEP_Null && wep.wr_zoom)
1983 bool do_zoom = wep.wr_zoom(wep, NULL);
1984 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
1985 reticle_image = wep.w_reticle;
1986 wep_zoomed += do_zoom;
1989 // Draw the aiming reticle for weapons that use it
1990 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1991 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1992 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1993 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1995 // no zoom reticle while dead
1998 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2000 if(reticle_image) { reticle_type = 2; }
2001 else { reticle_type = 0; }
2003 else if(button_zoom || zoomscript_caught)
2011 if(autocvar_cl_reticle_stretch)
2013 reticle_size.x = vid_conwidth;
2014 reticle_size.y = vid_conheight;
2020 reticle_size.x = max(vid_conwidth, vid_conheight);
2021 reticle_size.y = max(vid_conwidth, vid_conheight);
2022 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2023 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2026 if(zoomscript_caught)
2029 f = current_zoomfraction;
2033 switch(reticle_type)
2035 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2036 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2043 if(reticle_type != 0) { reticle_type = 0; }
2047 // improved polyblend
2048 if(autocvar_hud_contents)
2050 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2053 switch(pointcontents(view_origin))
2056 liquidalpha = autocvar_hud_contents_water_alpha;
2057 liquidcolor = stov(autocvar_hud_contents_water_color);
2062 liquidalpha = autocvar_hud_contents_lava_alpha;
2063 liquidcolor = stov(autocvar_hud_contents_lava_color);
2068 liquidalpha = autocvar_hud_contents_slime_alpha;
2069 liquidcolor = stov(autocvar_hud_contents_slime_color);
2075 liquidcolor = '0 0 0';
2080 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2081 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2082 contentfadetime = autocvar_hud_contents_fadeintime;
2083 liquidalpha_prev = liquidalpha;
2084 liquidcolor_prev = liquidcolor;
2087 contentfadetime = autocvar_hud_contents_fadeouttime;
2089 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2090 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2093 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2095 if(autocvar_hud_postprocessing)
2097 if(autocvar_hud_contents_blur && contentavgalpha)
2099 content_blurpostprocess.x = 1;
2100 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2101 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2105 content_blurpostprocess.x = 0;
2106 content_blurpostprocess.y = 0;
2107 content_blurpostprocess.z = 0;
2112 if(autocvar_hud_damage && !STAT(FROZEN))
2114 splash_size.x = max(vid_conwidth, vid_conheight);
2115 splash_size.y = max(vid_conwidth, vid_conheight);
2116 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2117 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2119 float myhealth_flash_temp;
2120 myhealth = STAT(HEALTH);
2123 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2125 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2127 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2128 pain_threshold = autocvar_hud_damage_pain_threshold;
2129 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2130 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2132 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2134 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);
2137 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2139 if(myhealth_prev < 1)
2143 myhealth_flash = 0; // just spawned, clear the flash immediately
2144 myhealth_flash_temp = 0;
2148 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2152 if(spectatee_status == -1 || intermission)
2154 myhealth_flash = 0; // observing, or match ended
2155 myhealth_flash_temp = 0;
2158 myhealth_prev = myhealth;
2160 // IDEA: change damage color/picture based on player model for robot/alien species?
2161 // pro: matches model better
2162 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2163 // maybe different reddish pics?
2164 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2166 if(autocvar_cl_gentle_damage == 2)
2168 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2169 myhealth_gentlergb = randomvec();
2172 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2174 if(myhealth_flash_temp > 0)
2175 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2177 else if(myhealth_flash_temp > 0)
2178 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2180 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.
2182 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2184 damage_blurpostprocess.x = 1;
2185 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2186 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2190 damage_blurpostprocess.x = 0;
2191 damage_blurpostprocess.y = 0;
2192 damage_blurpostprocess.z = 0;
2197 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2198 float e2 = (autocvar_hud_powerup != 0);
2199 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2201 // enable or disable rendering types if they are used or not
2202 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2203 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2205 // blur postprocess handling done first (used by hud_damage and hud_contents)
2206 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2208 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2209 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2210 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2212 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2213 old_blurradius = blurradius;
2214 old_bluralpha = bluralpha;
2217 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2219 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2224 // edge detection postprocess handling done second (used by hud_powerup)
2225 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2226 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2227 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2229 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.
2231 if(autocvar_hud_powerup && sharpen_intensity > 0)
2233 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2235 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2236 old_sharpen_intensity = sharpen_intensity;
2239 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2241 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2242 old_sharpen_intensity = 0;
2245 if(cvar("r_glsl_postprocess") == 0)
2246 cvar_set("r_glsl_postprocess", "2");
2248 else if(cvar("r_glsl_postprocess") == 2)
2249 cvar_set("r_glsl_postprocess", "0");
2251 /*if(gametype == MAPINFO_TYPE_CTF)
2257 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2258 Draw_ShowNames_All();
2263 scoreboard_active = Scoreboard_WouldDraw();
2265 HUD_Draw(this); // this parameter for deep vehicle function
2267 if(NextFrameCommand)
2269 localcmd("\n", NextFrameCommand, "\n");
2270 NextFrameCommand = string_null;
2273 // we must do this check AFTER a frame was rendered, or it won't work
2274 if(cs_project_is_b0rked == 0)
2277 w0 = ftos(autocvar_vid_conwidth);
2278 h0 = ftos(autocvar_vid_conheight);
2279 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2280 //setproperty(VF_FOV, '90 90 0');
2281 setproperty(VF_ORIGIN, '0 0 0');
2282 setproperty(VF_ANGLES, '0 0 0');
2283 setproperty(VF_PERSPECTIVE, 1);
2284 makevectors('0 0 0');
2286 cvar_set("vid_conwidth", "800");
2287 cvar_set("vid_conheight", "600");
2288 v1 = cs_project(v_forward);
2289 cvar_set("vid_conwidth", "640");
2290 cvar_set("vid_conheight", "480");
2291 v2 = cs_project(v_forward);
2293 cs_project_is_b0rked = 1;
2295 cs_project_is_b0rked = -1;
2296 cvar_set("vid_conwidth", w0);
2297 cvar_set("vid_conheight", h0);
2300 if(autocvar__hud_configure)
2302 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2303 HUD_Minigame_Mouse();
2304 else if(QuickMenu_IsOpened())
2313 // let's reset the view back to normal for the end
2314 setproperty(VF_MIN, '0 0 0');
2315 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2321 // following vectors must be global to allow seamless switching between camera modes
2322 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2323 void CSQC_Demo_Camera()
2325 float speed, attenuation, dimensions;
2328 if( autocvar_camera_reset || !camera_mode )
2330 camera_offset = '0 0 0';
2331 current_angles = '0 0 0';
2332 camera_direction = '0 0 0';
2333 camera_offset.z += 30;
2334 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2335 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2336 current_origin = view_origin;
2337 current_camera_offset = camera_offset;
2338 cvar_set("camera_reset", "0");
2339 camera_mode = CAMERA_CHASE;
2344 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2346 if(autocvar_camera_look_player)
2351 dir = normalize(view_origin - current_position);
2353 mouse_angles = vectoangles(dir);
2354 mouse_angles.x = mouse_angles.x * -1;
2359 tmp = getmousepos() * 0.1;
2360 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2362 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2363 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2367 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2368 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2369 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2370 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2372 // Fix difference when angles don't have the same sign
2374 if(mouse_angles.y < -60 && current_angles.y > 60)
2376 if(mouse_angles.y > 60 && current_angles.y < -60)
2379 if(autocvar_camera_look_player)
2380 attenuation = autocvar_camera_look_attenuation;
2382 attenuation = autocvar_camera_speed_attenuation;
2384 attenuation = 1 / max(1, attenuation);
2385 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2387 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2388 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2389 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2390 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2396 if( camera_direction.x )
2398 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2399 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2400 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2401 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2405 if( camera_direction.y )
2407 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2408 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2409 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2413 if( camera_direction.z )
2415 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2419 if(autocvar_camera_free)
2420 speed = autocvar_camera_speed_free;
2422 speed = autocvar_camera_speed_chase;
2426 speed = speed * sqrt(1 / dimensions);
2427 camera_offset += tmp * speed;
2430 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2433 if( autocvar_camera_free )
2435 if ( camera_mode == CAMERA_CHASE )
2437 current_camera_offset = current_origin + current_camera_offset;
2438 camera_offset = current_origin + camera_offset;
2441 camera_mode = CAMERA_FREE;
2442 current_position = current_camera_offset;
2446 if ( camera_mode == CAMERA_FREE )
2448 current_origin = view_origin;
2449 camera_offset = camera_offset - current_origin;
2450 current_camera_offset = current_camera_offset - current_origin;
2453 camera_mode = CAMERA_CHASE;
2455 if(autocvar_camera_chase_smoothly)
2456 current_origin += (view_origin - current_origin) * attenuation;
2458 current_origin = view_origin;
2460 current_position = current_origin + current_camera_offset;
2463 setproperty(VF_ANGLES, current_angles);
2464 setproperty(VF_ORIGIN, current_position);