3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include "mutators/events.qh"
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/debug.qh>
21 #include <common/mapinfo.qh>
22 #include <common/gamemodes/_mod.qh>
23 #include <common/physics/player.qh>
24 #include <common/stats.qh>
25 #include <common/triggers/target/music.qh>
26 #include <common/teams.qh>
27 #include <common/wepent.qh>
29 #include <common/weapons/weapon/tuba.qh>
31 #include <common/vehicles/all.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/mutators/mutator/overkill/okvortex.qh>
34 #include <common/viewloc.qh>
35 #include <common/triggers/trigger/viewloc.qh>
36 #include <common/minigames/cl_minigames.qh>
37 #include <common/minigames/cl_minigames_hud.qh>
39 #include <lib/csqcmodel/cl_player.qh>
40 #include <lib/csqcmodel/cl_model.qh>
41 #include "csqcmodel_hooks.qh"
43 #include <lib/warpzone/client.qh>
44 #include <lib/warpzone/common.qh>
46 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
48 float autocvar_cl_viewmodel_scale;
50 bool autocvar_cl_bobmodel;
51 float autocvar_cl_bobmodel_speed;
52 float autocvar_cl_bobmodel_side;
53 float autocvar_cl_bobmodel_up;
55 float autocvar_cl_followmodel;
56 float autocvar_cl_followmodel_speed = 0.3;
57 float autocvar_cl_followmodel_limit = 135;
58 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
59 float autocvar_cl_followmodel_highpass = 0.05;
60 float autocvar_cl_followmodel_lowpass = 0.03;
61 bool autocvar_cl_followmodel_velocity_absolute;
63 float autocvar_cl_leanmodel;
64 float autocvar_cl_leanmodel_speed = 0.3;
65 float autocvar_cl_leanmodel_limit = 30;
66 float autocvar_cl_leanmodel_highpass1 = 0.2;
67 float autocvar_cl_leanmodel_highpass = 0.2;
68 float autocvar_cl_leanmodel_lowpass = 0.05;
70 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
72 #define lowpass(value, frac, ref_store, ret) \
73 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
75 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
77 float __ignore; lowpass(value, frac, ref_store, __ignore); \
78 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
83 float __f = 0; lowpass(value, frac, ref_store, __f); \
84 ret = (value) - __f; \
87 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90 ret = (value) - __f; \
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 lowpass(value.x, frac, ref_store.x, ref_out.x); \
96 lowpass(value.y, frac, ref_store.y, ref_out.y); \
99 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
101 highpass(value.x, frac, ref_store.x, ref_out.x); \
102 highpass(value.y, frac, ref_store.y, ref_out.y); \
105 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
107 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
108 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
111 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
113 lowpass(value.x, frac, ref_store.x, ref_out.x); \
114 lowpass(value.y, frac, ref_store.y, ref_out.y); \
115 lowpass(value.z, frac, ref_store.z, ref_out.z); \
118 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
120 highpass(value.x, frac, ref_store.x, ref_out.x); \
121 highpass(value.y, frac, ref_store.y, ref_out.y); \
122 highpass(value.z, frac, ref_store.z, ref_out.z); \
125 void calc_followmodel_ofs(entity view)
127 if(cl_followmodel_time == time)
128 return; // cl_followmodel_ofs already calculated for this frame
131 vector gunorg = '0 0 0';
132 static vector vel_average;
133 static vector gunorg_adjustment_highpass;
134 static vector gunorg_adjustment_lowpass;
137 if (autocvar_cl_followmodel_velocity_absolute)
141 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
142 MAKEVECTORS(makevectors, view_angles, forward, right, up);
143 vel.x = view.velocity * forward;
144 vel.y = view.velocity * right * -1;
145 vel.z = view.velocity * up;
148 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
149 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
150 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
152 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
153 lowpass3(vel, frac, vel_average, gunorg);
155 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
157 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
158 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
159 frac = avg_factor(autocvar_cl_followmodel_highpass);
160 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
161 frac = avg_factor(autocvar_cl_followmodel_lowpass);
162 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
164 if (autocvar_cl_followmodel_velocity_absolute)
167 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
168 MAKEVECTORS(makevectors, view_angles, forward, right, up);
169 fixed_gunorg.x = gunorg * forward;
170 fixed_gunorg.y = gunorg * right * -1;
171 fixed_gunorg.z = gunorg * up;
172 gunorg = fixed_gunorg;
175 cl_followmodel_ofs = gunorg;
176 cl_followmodel_time = time;
179 vector leanmodel_ofs(entity view)
182 vector gunangles = '0 0 0';
183 static vector gunangles_prev = '0 0 0';
184 static vector gunangles_highpass = '0 0 0';
185 static vector gunangles_adjustment_highpass;
186 static vector gunangles_adjustment_lowpass;
188 if (view.csqcmodel_teleported)
189 gunangles_prev = view_angles;
191 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
192 gunangles_highpass += gunangles_prev;
193 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
194 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
195 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
196 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
197 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
198 gunangles_prev = view_angles;
199 gunangles_highpass -= gunangles_prev;
201 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
202 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
204 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
205 frac = avg_factor(autocvar_cl_leanmodel_highpass);
206 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
207 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
208 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
210 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
215 vector bobmodel_ofs(entity view)
217 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
218 static bool oldonground;
219 static float hitgroundtime;
222 float f = time; // cl.movecmd[0].time
226 oldonground = clonground;
228 // calculate for swinging gun model
229 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
230 vector gunorg = '0 0 0';
231 static float bobmodel_scale = 0;
232 static float time_ofs = 0; // makes the effect always restart in the same way
235 if (time - hitgroundtime > 0.05)
236 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
239 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
241 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
242 if (bobmodel_scale && xyspeed)
244 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
245 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
246 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
247 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
255 void viewmodel_animate(entity this)
257 if (autocvar_chase_active) return;
258 if (STAT(HEALTH) <= 0) return;
260 entity view = CSQCModel_server2csqc(player_localentnum - 1);
262 if (autocvar_cl_followmodel)
264 calc_followmodel_ofs(view);
265 this.origin += cl_followmodel_ofs;
268 if (autocvar_cl_leanmodel)
269 this.angles += leanmodel_ofs(view);
271 // vertical view bobbing code
274 // horizontal view bobbing code
278 // causes the view to swing down and back up when touching the ground
281 // gun model bobbing code
282 if (autocvar_cl_bobmodel)
283 this.origin += bobmodel_ofs(view);
286 .vector viewmodel_origin, viewmodel_angles;
287 .float weapon_nextthink;
288 .float weapon_eta_last;
289 .float weapon_switchdelay;
293 void viewmodel_draw(entity this)
295 if(!this.activeweapon || !autocvar_r_drawviewmodel)
297 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
298 float a = this.alpha;
299 static bool wasinvehicle;
300 bool invehicle = player_localentnum > maxclients;
301 if (invehicle) a = -1;
302 else if (wasinvehicle) a = 1;
303 wasinvehicle = invehicle;
304 Weapon wep = this.activeweapon;
305 int c = entcs_GetClientColors(current_player);
306 vector g = weaponentity_glowmod(wep, NULL, c, this);
307 entity me = CSQCModel_server2csqc(player_localentnum - 1);
308 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
310 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
311 for (entity e = this; e; e = e.weaponchild)
315 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
317 e.csqcmodel_effects = fx;
318 CSQCModel_Effects_Apply(e);
322 string name = wep.mdl;
323 string newname = wep.wr_viewmodel(wep, this);
326 bool swap = name != this.name_last;
329 this.name_last = name;
330 CL_WeaponEntity_SetModel(this, name, swap);
331 this.viewmodel_origin = this.origin;
332 this.viewmodel_angles = this.angles;
335 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
336 anim_set(this, this.anim_idle, true, false, false);
338 float f = 0; // 0..1; 0: fully active
339 float rate = STAT(WEAPONRATEFACTOR);
340 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
341 if (eta <= 0) f = this.weapon_eta_last;
342 else switch (this.state)
346 f = eta / max(eta, this.weapon_switchdelay);
351 f = 1 - eta / max(eta, this.weapon_switchdelay);
360 this.weapon_eta_last = f;
361 this.origin = this.viewmodel_origin;
362 this.angles = this.viewmodel_angles;
363 this.angles_x = (-90 * f * f);
364 viewmodel_animate(this);
365 MUTATOR_CALLHOOK(DrawViewModel, this);
366 setorigin(this, this.origin);
369 STATIC_INIT(viewmodel) {
370 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371 viewmodels[slot] = new(viewmodel);
374 void Porto_Draw(entity this);
377 entity e = new_pure(porto);
379 IL_PUSH(g_drawables, e);
380 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
383 const int polyline_length = 16;
384 .vector polyline[polyline_length];
385 void Porto_Draw(entity this)
387 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
389 entity wepent = viewmodels[slot];
391 if (wepent.activeweapon != WEP_PORTO) continue;
392 if (spectatee_status) continue;
393 if (WEP_CVAR(porto, secondary)) continue;
394 if (intermission == 1) continue;
395 if (intermission == 2) continue;
396 if (STAT(HEALTH) <= 0) continue;
398 vector pos = view_origin;
399 vector dir = view_forward;
400 if (wepent.angles_held_status)
402 makevectors(wepent.angles_held);
406 wepent.polyline[0] = pos;
408 int portal_number = 0, portal1_idx = 1, portal_max = 2;
409 int n = 1 + 2; // 2 lines == 3 points
410 for (int idx = 0; idx < n && idx < polyline_length - 1; )
412 traceline(pos, pos + 65536 * dir, true, this);
413 dir = reflect(dir, trace_plane_normal);
415 wepent.polyline[++idx] = pos;
416 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
421 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
428 vector ang = vectoangles2(trace_plane_normal, dir);
431 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
438 if (portal_number >= portal_max) break;
439 if (portal_number == 1) portal1_idx = idx;
441 for (int idx = 0; idx < n - 1; ++idx)
443 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
444 if (idx == 0) p -= view_up * 16; // line from player
445 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
446 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
453 vector GetCurrentFov(float fov)
455 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
456 float velocityzoom, curspeed;
459 zoomsensitivity = autocvar_cl_zoomsensitivity;
460 zoomfactor = autocvar_cl_zoomfactor;
461 if(zoomfactor < 1 || zoomfactor > 30)
463 zoomspeed = autocvar_cl_zoomspeed;
465 if(zoomspeed < 0.5 || zoomspeed > 16)
468 zoomdir = button_zoom;
470 if(hud == HUD_NORMAL && !spectatee_status)
472 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
474 entity wepent = viewmodels[slot];
475 if(wepent.switchweapon == wepent.activeweapon)
476 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_VORTEX && !WEP_CVAR(okvortex, secondary))) // do NOT use switchweapon here
477 zoomdir += button_attack2;
480 if(spectatee_status > 0 || isdemo())
482 if(spectatorbutton_zoom)
489 // fteqcc failed twice here already, don't optimize this
492 if(zoomdir) { zoomin_effect = 0; }
496 current_viewzoom = min(1, current_viewzoom + drawframetime);
498 else if(autocvar_cl_spawnzoom && zoomin_effect)
500 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
502 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
503 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
504 if(current_viewzoom == 1) { zoomin_effect = 0; }
508 if(zoomspeed < 0) // instant zoom
511 current_viewzoom = 1 / zoomfactor;
513 current_viewzoom = 1;
518 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
520 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
524 if(almost_equals(current_viewzoom, 1))
525 current_zoomfraction = 0;
526 else if(almost_equals(current_viewzoom, 1/zoomfactor))
527 current_zoomfraction = 1;
529 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
531 if(zoomsensitivity < 1)
532 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
534 setsensitivityscale(1);
536 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
538 if(intermission) { curspeed = 0; }
542 makevectors(view_angles);
545 v = csqcplayer.velocity;
547 switch(autocvar_cl_velocityzoom_type)
549 case 3: curspeed = max(0, v_forward * v); break;
550 case 2: curspeed = (v_forward * v); break;
551 case 1: default: curspeed = vlen(v); break;
555 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
556 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
557 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
559 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
564 float frustumx, frustumy, fovx, fovy;
565 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
566 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
567 fovx = atan2(frustumx, 1) / M_PI * 360.0;
568 fovy = atan2(frustumy, 1) / M_PI * 360.0;
570 return '1 0 0' * fovx + '0 1 0' * fovy;
573 vector GetViewLocationFOV(float fov)
575 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
576 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
577 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
578 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
579 return '1 0 0' * fovx + '0 1 0' * fovy;
582 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
585 float width = (ov_worldmax.x - ov_worldmin.x);
586 float height = (ov_worldmax.y - ov_worldmin.y);
587 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
588 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
589 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
590 return '1 0 0' * fovx + '0 1 0' * fovy;
593 // this function must match W_SetupShot!
594 float zoomscript_caught;
596 vector wcross_origin;
597 float wcross_scale_prev, wcross_alpha_prev;
598 vector wcross_color_prev;
599 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
600 vector wcross_color_goal_prev;
601 float wcross_changedonetime;
603 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
604 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
605 float wcross_name_changestarttime, wcross_name_changedonetime;
606 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
608 float wcross_ring_prev;
611 entity trueaim_rifle;
613 const float SHOTTYPE_HITTEAM = 1;
614 const float SHOTTYPE_HITOBSTRUCTION = 2;
615 const float SHOTTYPE_HITWORLD = 3;
616 const float SHOTTYPE_HITENEMY = 4;
620 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
621 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
624 float EnemyHitCheck()
627 wcross_origin = project_3d_to_2d(trace_endpos);
630 n = trace_ent.entnum;
632 n = trace_networkentity;
634 return SHOTTYPE_HITWORLD;
636 return SHOTTYPE_HITWORLD;
637 t = entcs_GetTeam(n - 1);
640 return SHOTTYPE_HITTEAM;
641 if(t == NUM_SPECTATOR)
642 return SHOTTYPE_HITWORLD;
643 return SHOTTYPE_HITENEMY;
646 float TrueAimCheck(entity wepent)
648 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?
649 vector vecs, trueaimpoint, w_shotorg;
657 mv = MOVE_NOMONSTERS;
659 switch(wepent.activeweapon) // WEAPONTODO
661 case WEP_TUBA: // no aim
662 case WEP_PORTO: // shoots from eye
663 case WEP_NEXBALL: // shoots from eye
664 case WEP_HOOK: // no trueaim
665 case WEP_MORTAR: // toss curve
666 return SHOTTYPE_HITWORLD;
668 case WEP_OVERKILL_VORTEX:
675 if(zoomscript_caught)
677 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
678 return EnemyHitCheck();
681 case WEP_DEVASTATOR: // projectile has a size!
685 case WEP_FIREBALL: // projectile has a size!
689 case WEP_SEEKER: // projectile has a size!
693 case WEP_ELECTRO: // projectile has a size!
699 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
701 vecs = decompressShotOrigin(STAT(SHOTORG));
703 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
704 trueaimpoint = trace_endpos;
706 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
707 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
714 dv = view_right * vecs.y + view_up * vecs.z;
715 w_shotorg = traceorigin + dv;
717 // now move the vecs forward as much as requested if possible
718 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
719 w_shotorg = trace_endpos - view_forward * nudge;
721 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
722 shottype = EnemyHitCheck();
723 if(shottype != SHOTTYPE_HITWORLD)
727 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
728 // or rather, I know why, but see no fix
729 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
730 // 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
731 return SHOTTYPE_HITOBSTRUCTION;
734 return SHOTTYPE_HITWORLD;
738 void CSQC_Demo_Camera();
740 const float CAMERA_FREE = 1;
741 const float CAMERA_CHASE = 2;
743 string NextFrameCommand;
745 vector freeze_org, freeze_ang;
746 entity nightvision_noise, nightvision_noise2;
748 const float MAX_TIME_DIFF = 5;
749 float pickup_crosshair_time, pickup_crosshair_size;
750 float hitindication_crosshair_size;
751 float use_vortex_chargepool;
753 float myhealth, myhealth_prev;
754 float myhealth_flash;
756 float old_blurradius, old_bluralpha;
757 float old_sharpen_intensity;
759 vector myhealth_gentlergb;
761 float contentavgalpha, liquidalpha_prev;
762 vector liquidcolor_prev;
764 float eventchase_current_distance;
765 float eventchase_running;
766 bool WantEventchase(entity this)
768 if(autocvar_cl_orthoview)
770 if(STAT(GAME_STOPPED) || intermission)
774 if(spectatee_status >= 0)
776 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
778 if(MUTATOR_CALLHOOK(WantEventchase, this))
780 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
782 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
784 if(autocvar_cl_eventchase_death == 2)
786 // don't stop eventchase once it's started (even if velocity changes afterwards)
787 if(this.velocity == '0 0 0' || eventchase_running)
796 void HUD_Crosshair_Vehicle(entity this)
798 if(hud != HUD_BUMBLEBEE_GUN)
800 Vehicle info = Vehicles_from(hud);
801 info.vr_crosshair(info, this);
805 vector damage_blurpostprocess, content_blurpostprocess;
807 float unaccounted_damage = 0;
810 // accumulate damage with each stat update
811 static float damage_total_prev = 0;
812 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
813 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
814 damage_total_prev = damage_total;
816 static float damage_dealt_time_prev = 0;
817 float damage_dealt_time = STAT(HIT_TIME);
818 if (damage_dealt_time != damage_dealt_time_prev)
820 unaccounted_damage += unaccounted_damage_new;
821 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
823 damage_dealt_time_prev = damage_dealt_time;
825 // prevent hitsound when switching spectatee
826 static float spectatee_status_prev = 0;
827 if (spectatee_status != spectatee_status_prev)
828 unaccounted_damage = 0;
829 spectatee_status_prev = spectatee_status;
834 // varying sound pitch
836 bool have_arc = false;
837 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
839 entity wepent = viewmodels[slot];
841 if(wepent.activeweapon == WEP_ARC)
845 static float hitsound_time_prev = 0;
846 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
847 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
848 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
850 if (autocvar_cl_hitsound && unaccounted_damage)
852 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
853 float a = autocvar_cl_hitsound_max_pitch;
854 float b = autocvar_cl_hitsound_min_pitch;
855 float c = autocvar_cl_hitsound_nom_damage;
856 float d = unaccounted_damage;
857 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
859 // if sound variation is disabled, set pitch_shift to 1
860 if (autocvar_cl_hitsound == 1)
863 // if pitch shift is reversed, mirror in (max-min)/2 + min
864 if (autocvar_cl_hitsound == 3)
866 float mirror_value = (a-b)/2 + b;
867 pitch_shift = mirror_value + (mirror_value - pitch_shift);
870 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
872 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
873 // todo: normalize sound pressure levels? seems unnecessary
875 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
877 unaccounted_damage = 0;
878 hitsound_time_prev = time;
881 static float typehit_time_prev = 0;
882 float typehit_time = STAT(TYPEHIT_TIME);
883 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
885 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
886 typehit_time_prev = typehit_time;
889 static float kill_time_prev = 0;
890 float kill_time = STAT(KILL_TIME);
891 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
893 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
894 kill_time_prev = kill_time;
898 vector crosshair_getcolor(entity this, float health_stat)
900 static float rainbow_last_flicker;
901 static vector rainbow_prev_color;
902 vector wcross_color = '0 0 0';
903 switch(autocvar_crosshair_color_special)
905 case 1: // crosshair_color_per_weapon
907 if(this != WEP_Null && hud == HUD_NORMAL)
909 wcross_color = this.wpcolor;
912 else { goto normalcolor; }
915 case 2: // crosshair_color_by_health
917 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
918 float hp = floor(v.x + 1);
933 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
934 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
938 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
939 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
940 wcross_color.z = 1 - (hp-100)*0.02;
946 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
951 wcross_color.y = (hp-20)*90/27/100;
952 wcross_color.z = (hp-20)*90/27/100 * 0.2;
962 case 3: // crosshair_color_rainbow
964 if(time >= rainbow_last_flicker)
966 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
967 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
969 wcross_color = rainbow_prev_color;
973 default: { wcross_color = stov(autocvar_crosshair_color); break; }
979 void HUD_Crosshair(entity this)
983 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
984 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
985 !HUD_MinigameMenu_IsOpened() )
987 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
990 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
993 if (hud != HUD_NORMAL)
995 HUD_Crosshair_Vehicle(this);
1000 float wcross_alpha, wcross_resolution;
1001 wcross_style = autocvar_crosshair;
1002 if (wcross_style == "0")
1004 wcross_resolution = autocvar_crosshair_size;
1005 if (wcross_resolution == 0)
1007 wcross_alpha = autocvar_crosshair_alpha;
1008 if (wcross_alpha == 0)
1014 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1015 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1016 wcross_origin.z = 0;
1017 if(autocvar_crosshair_hittest)
1019 vector wcross_oldorigin;
1020 entity thiswep = viewmodels[0]; // TODO: unhardcode
1021 wcross_oldorigin = wcross_origin;
1022 shottype = TrueAimCheck(thiswep);
1023 if(shottype == SHOTTYPE_HITWORLD)
1025 v = wcross_origin - wcross_oldorigin;
1026 v.x /= vid_conwidth;
1027 v.y /= vid_conheight;
1028 if(vdist(v, >, 0.01))
1029 shottype = SHOTTYPE_HITOBSTRUCTION;
1031 if(!autocvar_crosshair_hittest_showimpact)
1032 wcross_origin = wcross_oldorigin;
1035 shottype = SHOTTYPE_HITWORLD;
1037 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1038 string wcross_name = "";
1039 float wcross_scale, wcross_blur;
1041 entity e = WEP_Null;
1042 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1044 entity wepent = viewmodels[0]; // TODO: unhardcode
1045 e = wepent.switchingweapon;
1048 if(autocvar_crosshair_per_weapon)
1050 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1051 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1052 //if (wcross_resolution == 0)
1055 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1056 wcross_resolution *= e.w_crosshair_size;
1057 wcross_name = e.w_crosshair;
1062 if(wcross_name == "")
1063 wcross_name = strcat("gfx/crosshair", wcross_style);
1065 // MAIN CROSSHAIR COLOR DECISION
1066 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1068 if(autocvar_crosshair_effect_scalefade)
1070 wcross_scale = wcross_resolution;
1071 wcross_resolution = 1;
1078 if(autocvar_crosshair_pickup)
1080 float stat_pickup_time = STAT(LAST_PICKUP);
1082 if(pickup_crosshair_time < stat_pickup_time)
1084 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1085 pickup_crosshair_size = 1;
1087 pickup_crosshair_time = stat_pickup_time;
1090 if(pickup_crosshair_size > 0)
1091 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1093 pickup_crosshair_size = 0;
1095 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1098 // todo: make crosshair hit indication dependent on damage dealt
1099 if(autocvar_crosshair_hitindication)
1101 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1103 if(unaccounted_damage)
1105 hitindication_crosshair_size = 1;
1108 if(hitindication_crosshair_size > 0)
1109 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1111 hitindication_crosshair_size = 0;
1113 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1114 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1115 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1116 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1119 if(shottype == SHOTTYPE_HITENEMY)
1120 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1121 if(shottype == SHOTTYPE_HITTEAM)
1122 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1124 f = fabs(autocvar_crosshair_effect_time);
1125 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1127 wcross_changedonetime = time + f;
1129 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1131 wcross_name_changestarttime = time;
1132 wcross_name_changedonetime = time + f;
1133 if(wcross_name_goal_prev_prev)
1134 strunzone(wcross_name_goal_prev_prev);
1135 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1136 wcross_name_goal_prev = strzone(wcross_name);
1137 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1138 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1139 wcross_resolution_goal_prev = wcross_resolution;
1142 wcross_scale_goal_prev = wcross_scale;
1143 wcross_alpha_goal_prev = wcross_alpha;
1144 wcross_color_goal_prev = wcross_color;
1146 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1149 wcross_alpha *= 0.75;
1153 // *_prev is at time-frametime
1154 // * is at wcross_changedonetime+f
1155 // what do we have at time?
1156 if(time < wcross_changedonetime)
1158 f = frametime / (wcross_changedonetime - time + frametime);
1159 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1160 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1161 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1164 wcross_scale_prev = wcross_scale;
1165 wcross_alpha_prev = wcross_alpha;
1166 wcross_color_prev = wcross_color;
1168 MUTATOR_CALLHOOK(UpdateCrosshair);
1170 wcross_scale *= 1 - autocvar__menu_alpha;
1171 wcross_alpha *= 1 - autocvar__menu_alpha;
1172 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1174 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1176 // crosshair rings for weapon stats
1177 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1179 // declarations and stats
1180 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1181 string ring_image = string_null, ring_inner_image = string_null;
1182 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1184 ring_scale = autocvar_crosshair_ring_size;
1186 float weapon_clipload, weapon_clipsize;
1187 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1188 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1190 float vortex_charge, vortex_chargepool;
1191 vortex_charge = STAT(VORTEX_CHARGE);
1192 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1194 float okvortex_charge, okvortex_chargepool;
1195 okvortex_charge = STAT(OVERKILL_VORTEX_CHARGE);
1196 okvortex_chargepool = STAT(OVERKILL_VORTEX_CHARGEPOOL);
1198 float arc_heat = STAT(ARC_HEAT);
1200 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1201 vortex_charge_movingavg = vortex_charge;
1203 entity wepent = viewmodels[0]; // TODO: unhardcode
1205 // handle the values
1206 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1208 if (vortex_chargepool || use_vortex_chargepool) {
1209 use_vortex_chargepool = 1;
1210 ring_inner_value = vortex_chargepool;
1212 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1213 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1216 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1217 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);
1218 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1220 // draw the outer ring to show the current charge of the weapon
1221 ring_value = vortex_charge;
1222 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1223 ring_rgb = wcross_color;
1224 ring_image = "gfx/crosshair_ring_nexgun.tga";
1226 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_VORTEX) && okvortex_charge && autocvar_crosshair_ring_vortex)
1228 if (okvortex_chargepool || use_vortex_chargepool) {
1229 use_vortex_chargepool = 1;
1230 ring_inner_value = okvortex_chargepool;
1232 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * okvortex_charge;
1233 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (okvortex_charge - vortex_charge_movingavg), 1);
1236 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1237 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;
1238 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1240 // draw the outer ring to show the current charge of the weapon
1241 ring_value = okvortex_charge;
1242 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1243 ring_rgb = wcross_color;
1244 ring_image = "gfx/crosshair_ring_nexgun.tga";
1246 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1248 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.
1249 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1250 ring_rgb = wcross_color;
1251 ring_image = "gfx/crosshair_ring.tga";
1253 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1255 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1256 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1257 ring_rgb = wcross_color;
1258 ring_image = "gfx/crosshair_ring.tga";
1260 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1262 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1263 ring_scale = autocvar_crosshair_ring_reload_size;
1264 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1265 ring_rgb = wcross_color;
1267 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1268 // if a new image for another weapon is added, add the code (and its respective file/value) here
1269 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1270 ring_image = "gfx/crosshair_ring_rifle.tga";
1272 ring_image = "gfx/crosshair_ring.tga";
1274 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1276 ring_value = arc_heat;
1277 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1278 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1279 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1280 ring_image = "gfx/crosshair_ring.tga";
1283 // if in weapon switch animation, fade ring out/in
1284 if(autocvar_crosshair_effect_time > 0)
1286 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1289 wcross_ring_prev = ((ring_image) ? true : false);
1292 if(wcross_ring_prev)
1295 ring_alpha *= fabs(1 - bound(0, f, 1));
1300 ring_alpha *= bound(0, f, 1);
1304 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1305 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1308 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1311 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1313 if(wcross_blur > 0) \
1315 for(i = -2; i <= 2; ++i) \
1316 for(j = -2; j <= 2; ++j) \
1317 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1321 M(0,0,sz,wcross_name,wcross_alpha); \
1325 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1326 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)
1328 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1329 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1331 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1333 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1334 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1335 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1342 wcross_name_alpha_goal_prev = f;
1344 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1345 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1347 if(autocvar_crosshair_dot)
1349 vector wcross_color_old;
1350 wcross_color_old = wcross_color;
1352 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1353 wcross_color = stov(autocvar_crosshair_dot_color);
1355 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1356 // FIXME why don't we use wcross_alpha here?
1357 wcross_color = wcross_color_old;
1363 wcross_scale_prev = 0;
1364 wcross_alpha_prev = 0;
1365 wcross_scale_goal_prev = 0;
1366 wcross_alpha_goal_prev = 0;
1367 wcross_changedonetime = 0;
1368 if(wcross_name_goal_prev)
1369 strunzone(wcross_name_goal_prev);
1370 wcross_name_goal_prev = string_null;
1371 if(wcross_name_goal_prev_prev)
1372 strunzone(wcross_name_goal_prev_prev);
1373 wcross_name_goal_prev_prev = string_null;
1374 wcross_name_changestarttime = 0;
1375 wcross_name_changedonetime = 0;
1376 wcross_name_alpha_goal_prev = 0;
1377 wcross_name_alpha_goal_prev_prev = 0;
1378 wcross_resolution_goal_prev = 0;
1379 wcross_resolution_goal_prev_prev = 0;
1383 const int MAX_SPECIALCOMMAND = 15;
1384 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1385 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1386 const float SPECIALCOMMAND_SPEED = 150;
1387 const float SPECIALCOMMAND_TURNSPEED = 2;
1388 const float SPECIALCOMMAND_SIZE = 0.025;
1389 const float SPECIALCOMMAND_CHANCE = 0.35;
1390 float sc_spawntime, sc_changetime;
1391 vector sc_color = '1 1 1';
1392 void SpecialCommand()
1394 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1397 if(time >= sc_changetime)
1399 sc_changetime = time + 1;
1400 sc_color = randomvec() * 1.5;
1401 sc_color.x = bound(0.2, sc_color.x, 0.75);
1402 sc_color.y = bound(0.2, sc_color.y, 0.75);
1403 sc_color.z = bound(0.2, sc_color.z, 0.75);
1405 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1407 if(!precache_pic("gfx/smile"))
1408 return; // damn party poopers
1410 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1412 vector slot = specialcommand_slots[j];
1414 slot.y += SPECIALCOMMAND_SPEED * frametime;
1416 slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1417 if(slot.y >= vid_conheight)
1422 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1424 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1425 slot.y = 1; // start it off 0 so we can use it
1427 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1428 vector newcolor = randomvec() * 2;
1429 newcolor.x = bound(0.4, newcolor.x, 1);
1430 newcolor.y = bound(0.4, newcolor.y, 1);
1431 newcolor.z = bound(0.4, newcolor.z, 1);
1432 specialcommand_colors[j] = newcolor;
1437 vector splash_size = '0 0 0';
1438 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1439 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1440 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1441 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1444 specialcommand_slots[j] = slot;
1448 void HUD_Draw(entity this)
1450 // if we don't know gametype and scores yet avoid drawing the scoreboard
1451 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1452 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1453 // cl_deathscoreboard would show the scoreboard and so on
1457 Hud_Dynamic_Frame();
1460 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1462 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1464 else if(STAT(FROZEN))
1466 vector col = '0.25 0.90 1';
1467 if(STAT(REVIVE_PROGRESS))
1468 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1469 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1474 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1476 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1477 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);
1478 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);
1480 else if(STAT(CAPTURE_PROGRESS))
1482 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);
1483 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1485 else if(STAT(REVIVE_PROGRESS))
1487 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);
1488 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1490 HUD_Scale_Disable();
1492 if(autocvar_r_letterbox == 0)
1493 if(autocvar_viewsize < 120)
1495 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1496 Accuracy_LoadLevels();
1499 HUD_Scale_Disable();
1502 // crosshair goes VERY LAST
1505 HUD_Crosshair(this);
1509 void ViewLocation_Mouse()
1511 if(spectatee_status)
1512 return; // don't draw it as spectator!
1514 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1515 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1516 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1518 float cursor_alpha = 1 - autocvar__menu_alpha;
1519 draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1523 float oldr_nearclip;
1524 float oldr_farclip_base;
1525 float oldr_farclip_world;
1527 float oldr_useportalculling;
1528 float oldr_useinfinitefarclip;
1530 void cl_notice_run();
1534 float vh_notice_time;
1535 void WaypointSprite_Load();
1536 void CSQC_UpdateView(entity this, float w, float h)
1538 TC(int, w); TC(int, h);
1542 vector vf_size, vf_min;
1545 execute_next_frame();
1552 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1553 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1557 HUD_Scale_Disable();
1559 if(autocvar__hud_showbinds_reload) // menu can set this one
1562 binddb = db_create();
1563 cvar_set("_hud_showbinds_reload", "0");
1566 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1567 view_quality = getproperty(VF_MINFPS_QUALITY);
1571 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1572 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1574 vf_size = getpropertyvec(VF_SIZE);
1575 vf_min = getpropertyvec(VF_MIN);
1576 vid_width = vf_size.x;
1577 vid_height = vf_size.y;
1579 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1580 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1582 WaypointSprite_Load();
1584 CSQCPlayer_SetCamera();
1586 if(player_localentnum <= maxclients) // is it a client?
1587 current_player = player_localentnum - 1;
1588 else // then player_localentnum is the vehicle I'm driving
1589 current_player = player_localnum;
1590 myteam = entcs_GetTeam(current_player);
1592 if(myteam != prev_myteam)
1594 myteamcolors = colormapPaletteColor(myteam, 1);
1595 FOREACH(hud_panels, true, it.update_time = time);
1596 prev_myteam = myteam;
1599 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1601 float is_dead = (STAT(HEALTH) <= 0);
1603 // FIXME do we need this hack?
1606 // in demos, input_buttons do not work
1607 button_zoom = (autocvar__togglezoom == "-");
1610 && autocvar_cl_unpress_zoom_on_death
1611 && (spectatee_status >= 0)
1612 && (is_dead || intermission))
1614 // no zoom while dead or in intermission please
1615 localcmd("-zoom\n");
1616 button_zoom = false;
1619 // abused multiple places below
1620 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1622 local_player = this; // fall back!
1624 // event chase camera
1625 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1627 if(STAT(CAMERA_SPECTATOR))
1629 if(spectatee_status > 0)
1631 if(!autocvar_chase_active)
1633 cvar_set("chase_active", "-2");
1634 goto skip_eventchase_death;
1637 else if(autocvar_chase_active == -2)
1638 cvar_set("chase_active", "0");
1640 if(autocvar_chase_active == -2)
1641 goto skip_eventchase_death;
1643 else if(autocvar_chase_active == -2)
1644 cvar_set("chase_active", "0");
1646 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1648 float vehicle_viewdist = 0;
1649 vector vehicle_viewofs = '0 0 0';
1653 if(hud != HUD_BUMBLEBEE_GUN)
1655 Vehicle info = Vehicles_from(hud);
1656 vehicle_viewdist = info.height;
1657 vehicle_viewofs = info.view_ofs;
1661 if(WantEventchase(this))
1663 vector current_view_origin_override = '0 0 0';
1664 vector view_offset_override = '0 0 0';
1665 float chase_distance_override = 0;
1666 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1667 if(custom_eventchase)
1669 current_view_origin_override = M_ARGV(0, vector);
1670 view_offset_override = M_ARGV(1, vector);
1671 chase_distance_override = M_ARGV(0, float);
1673 eventchase_running = true;
1675 // 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.)
1676 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1677 if (custom_eventchase)
1678 current_view_origin = current_view_origin_override;
1680 // detect maximum viewoffset and use it
1681 vector view_offset = autocvar_cl_eventchase_viewoffset;
1685 view_offset = vehicle_viewofs;
1687 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1689 if (custom_eventchase)
1690 view_offset = view_offset_override;
1694 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1695 if(trace_fraction == 1) { current_view_origin += view_offset; }
1696 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1699 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1700 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1701 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1702 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1704 // make the camera smooth back
1705 float chase_distance = autocvar_cl_eventchase_distance;
1709 chase_distance = vehicle_viewdist;
1711 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1713 if (custom_eventchase)
1714 chase_distance = chase_distance_override;
1716 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1717 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1718 else if(eventchase_current_distance != chase_distance)
1719 eventchase_current_distance = chase_distance;
1721 makevectors(view_angles);
1723 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1724 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1726 // If the boxtrace fails, revert back to line tracing.
1727 if(!local_player.viewloc)
1728 if(trace_startsolid)
1730 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1731 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1732 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1734 else { setproperty(VF_ORIGIN, trace_endpos); }
1736 if(!local_player.viewloc)
1737 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1739 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1741 eventchase_running = false;
1742 cvar_set("chase_active", "0");
1743 eventchase_current_distance = 0; // start from 0 next time
1746 // workaround for camera stuck between player's legs when using chase_active 1
1747 // because the engine stops updating the chase_active camera when the game ends
1748 else if(intermission)
1750 cvar_settemp("chase_active", "-1");
1751 eventchase_current_distance = 0;
1754 LABEL(skip_eventchase_death);
1756 // do lockview after event chase camera so that it still applies whenever necessary.
1757 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1759 setproperty(VF_ORIGIN, freeze_org);
1760 setproperty(VF_ANGLES, freeze_ang);
1764 freeze_org = getpropertyvec(VF_ORIGIN);
1765 freeze_ang = getpropertyvec(VF_ANGLES);
1769 //WarpZone_FixPMove();
1771 vector ov_org = '0 0 0';
1772 vector ov_mid = '0 0 0';
1773 vector ov_worldmin = '0 0 0';
1774 vector ov_worldmax = '0 0 0';
1775 if(autocvar_cl_orthoview)
1777 ov_worldmin = mi_picmin;
1778 ov_worldmax = mi_picmax;
1780 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1781 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1782 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1784 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1785 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1787 float ov_nearest = vlen(ov_org - vec3(
1788 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1789 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1790 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1793 float ov_furthest = 0;
1796 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1797 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1798 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1799 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1800 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1801 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1802 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1803 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1807 oldr_nearclip = cvar("r_nearclip");
1808 oldr_farclip_base = cvar("r_farclip_base");
1809 oldr_farclip_world = cvar("r_farclip_world");
1810 oldr_novis = cvar("r_novis");
1811 oldr_useportalculling = cvar("r_useportalculling");
1812 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1815 cvar_settemp("r_nearclip", ftos(ov_nearest));
1816 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1817 cvar_settemp("r_farclip_world", "0");
1818 cvar_settemp("r_novis", "1");
1819 cvar_settemp("r_useportalculling", "0");
1820 cvar_settemp("r_useinfinitefarclip", "0");
1822 setproperty(VF_ORIGIN, ov_org);
1823 setproperty(VF_ANGLES, '90 0 0');
1828 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1830 vtos(getpropertyvec(VF_ANGLES)),
1840 cvar_set("r_nearclip", ftos(oldr_nearclip));
1841 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1842 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1843 cvar_set("r_novis", ftos(oldr_novis));
1844 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1845 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1850 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1851 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1852 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1853 viewmodel_draw(viewmodels[slot]);
1856 view_origin = getpropertyvec(VF_ORIGIN);
1857 view_angles = getpropertyvec(VF_ANGLES);
1858 makevectors(view_angles);
1859 view_forward = v_forward;
1860 view_right = v_right;
1864 if(time > blurtest_time0 && time < blurtest_time1)
1868 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1869 r = t * blurtest_radius;
1870 f = 1 / (t ** blurtest_power) - 1;
1872 cvar_set("r_glsl_postprocess", "1");
1873 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1877 cvar_set("r_glsl_postprocess", "0");
1878 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1882 TargetMusic_Advance();
1886 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1888 drawframetime = bound(0.000001, time - drawtime, 1);
1891 // watch for gametype changes here...
1892 // in ParseStuffCMD the cmd isn't executed yet :/
1893 // might even be better to add the gametype to TE_CSQC_INIT...?
1897 if(intermission && !intermission_time)
1898 intermission_time = time;
1900 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1902 if(calledhooks & HOOK_START)
1904 localcmd("\ncl_hook_gameend\n");
1905 calledhooks |= HOOK_END;
1914 if(!zoomscript_caught)
1916 localcmd("+button9\n");
1917 zoomscript_caught = 1;
1922 if(zoomscript_caught)
1924 localcmd("-button9\n");
1925 zoomscript_caught = 0;
1929 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1931 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1933 entity wepent = viewmodels[slot];
1935 if(wepent.last_switchweapon != wepent.switchweapon)
1938 wepent.last_switchweapon = wepent.switchweapon;
1939 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1941 localcmd("-zoom\n");
1942 button_zoom = false;
1944 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1946 localcmd("-fire\n");
1947 localcmd("-fire2\n");
1948 button_attack2 = false;
1951 if(wepent.last_activeweapon != wepent.activeweapon)
1953 wepent.last_activeweapon = wepent.activeweapon;
1955 e = wepent.activeweapon;
1957 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1959 localcmd("\ncl_hook_activeweapon none\n");
1963 // ALWAYS Clear Current Scene First
1966 setproperty(VF_ORIGIN, view_origin);
1967 setproperty(VF_ANGLES, view_angles);
1969 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1970 setproperty(VF_SIZE, vf_size);
1971 setproperty(VF_MIN, vf_min);
1973 // Assign Standard Viewflags
1974 // Draw the World (and sky)
1975 setproperty(VF_DRAWWORLD, 1);
1977 // Set the console size vars
1978 vid_conwidth = autocvar_vid_conwidth;
1979 vid_conheight = autocvar_vid_conheight;
1980 vid_pixelheight = autocvar_vid_pixelheight;
1982 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1983 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1984 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1986 if(camera_active) // Camera for demo playback
1988 if(autocvar_camera_enable)
1992 cvar_set("chase_active", ftos(chase_active_backup));
1993 cvar_set("cl_demo_mousegrab", "0");
1994 camera_active = false;
2000 if(autocvar_camera_enable)
2002 if(autocvar_camera_enable && isdemo())
2005 // Enable required Darkplaces cvars
2006 chase_active_backup = autocvar_chase_active;
2007 cvar_set("chase_active", "2");
2008 cvar_set("cl_demo_mousegrab", "1");
2009 camera_active = true;
2010 camera_mode = false;
2014 // Draw the Crosshair
2015 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2017 // Draw the Engine Status Bar (the default Quake HUD)
2018 setproperty(VF_DRAWENGINESBAR, 0);
2020 // Update the mouse position
2022 mousepos_x = vid_conwidth;
2023 mousepos_y = vid_conheight;
2024 mousepos = mousepos*0.5 + getmousepos();
2027 IL_EACH(g_drawables, it.draw, it.draw(it));
2029 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2032 // now switch to 2D drawing mode by calling a 2D drawing function
2033 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2034 // next R_RenderScene call
2035 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2037 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2038 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2040 // apply night vision effect
2041 vector tc_00, tc_01, tc_10, tc_11;
2042 vector rgb = '0 0 0';
2044 if(!nightvision_noise)
2046 nightvision_noise = new(nightvision_noise);
2048 if(!nightvision_noise2)
2050 nightvision_noise2 = new(nightvision_noise2);
2053 // color tint in yellow
2054 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2057 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2059 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2060 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2061 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2062 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2063 tc_11 = tc_01 + tc_10 - tc_00;
2064 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2065 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2066 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2067 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2068 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2072 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2073 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2074 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2075 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2076 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2077 tc_11 = tc_01 + tc_10 - tc_00;
2078 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2079 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2080 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2081 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2082 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2086 if(autocvar_cl_reticle)
2088 string reticle_image = string_null;
2089 bool wep_zoomed = false;
2090 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2092 entity wepe = viewmodels[slot];
2093 Weapon wep = wepe.activeweapon;
2094 if(wep != WEP_Null && wep.wr_zoom)
2096 bool do_zoom = wep.wr_zoom(wep, NULL);
2097 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2098 reticle_image = wep.w_reticle;
2099 wep_zoomed += do_zoom;
2102 // Draw the aiming reticle for weapons that use it
2103 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2104 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2105 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2106 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2108 // no zoom reticle while dead
2111 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2113 if(reticle_image) { reticle_type = 2; }
2114 else { reticle_type = 0; }
2116 else if(button_zoom || zoomscript_caught)
2124 if(autocvar_cl_reticle_stretch)
2126 reticle_size.x = vid_conwidth;
2127 reticle_size.y = vid_conheight;
2133 reticle_size.x = max(vid_conwidth, vid_conheight);
2134 reticle_size.y = max(vid_conwidth, vid_conheight);
2135 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2136 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2139 if(zoomscript_caught)
2142 f = current_zoomfraction;
2146 switch(reticle_type)
2148 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2149 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2156 if(reticle_type != 0) { reticle_type = 0; }
2160 // improved polyblend
2161 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2163 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2166 switch(pointcontents(view_origin))
2169 liquidalpha = autocvar_hud_contents_water_alpha;
2170 liquidcolor = stov(autocvar_hud_contents_water_color);
2175 liquidalpha = autocvar_hud_contents_lava_alpha;
2176 liquidcolor = stov(autocvar_hud_contents_lava_color);
2181 liquidalpha = autocvar_hud_contents_slime_alpha;
2182 liquidcolor = stov(autocvar_hud_contents_slime_color);
2188 liquidcolor = '0 0 0';
2193 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2194 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2195 contentfadetime = autocvar_hud_contents_fadeintime;
2196 liquidalpha_prev = liquidalpha;
2197 liquidcolor_prev = liquidcolor;
2200 contentfadetime = autocvar_hud_contents_fadeouttime;
2202 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2203 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2206 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2208 if(autocvar_hud_postprocessing)
2210 if(autocvar_hud_contents_blur && contentavgalpha)
2212 content_blurpostprocess.x = 1;
2213 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2214 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2218 content_blurpostprocess.x = 0;
2219 content_blurpostprocess.y = 0;
2220 content_blurpostprocess.z = 0;
2225 if(autocvar_hud_damage && !STAT(FROZEN))
2227 splash_size.x = max(vid_conwidth, vid_conheight);
2228 splash_size.y = max(vid_conwidth, vid_conheight);
2229 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2230 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2232 float myhealth_flash_temp;
2233 myhealth = STAT(HEALTH);
2236 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2238 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2240 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2241 pain_threshold = autocvar_hud_damage_pain_threshold;
2242 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2243 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2245 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2247 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);
2250 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2252 if(myhealth_prev < 1)
2256 myhealth_flash = 0; // just spawned, clear the flash immediately
2257 myhealth_flash_temp = 0;
2261 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2265 if(spectatee_status == -1 || intermission)
2267 myhealth_flash = 0; // observing, or match ended
2268 myhealth_flash_temp = 0;
2271 myhealth_prev = myhealth;
2273 // IDEA: change damage color/picture based on player model for robot/alien species?
2274 // pro: matches model better
2275 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2276 // maybe different reddish pics?
2277 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2279 if(autocvar_cl_gentle_damage == 2)
2281 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2282 myhealth_gentlergb = randomvec();
2285 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2287 if(myhealth_flash_temp > 0)
2288 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);
2290 else if(myhealth_flash_temp > 0)
2291 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2293 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.
2295 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2297 damage_blurpostprocess.x = 1;
2298 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2299 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2303 damage_blurpostprocess.x = 0;
2304 damage_blurpostprocess.y = 0;
2305 damage_blurpostprocess.z = 0;
2310 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2311 float e2 = (autocvar_hud_powerup != 0);
2312 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2314 // enable or disable rendering types if they are used or not
2315 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2316 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2318 // blur postprocess handling done first (used by hud_damage and hud_contents)
2319 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2321 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2322 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2323 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2325 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2326 old_blurradius = blurradius;
2327 old_bluralpha = bluralpha;
2330 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2332 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2337 // edge detection postprocess handling done second (used by hud_powerup)
2338 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2339 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2340 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2342 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.
2344 if(autocvar_hud_powerup && sharpen_intensity > 0)
2346 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2348 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2349 old_sharpen_intensity = sharpen_intensity;
2352 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2354 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2355 old_sharpen_intensity = 0;
2358 if(cvar("r_glsl_postprocess") == 0)
2359 cvar_set("r_glsl_postprocess", "2");
2361 else if(cvar("r_glsl_postprocess") == 2)
2362 cvar_set("r_glsl_postprocess", "0");
2364 /*if(gametype == MAPINFO_TYPE_CTF)
2370 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2371 Draw_ShowNames_All();
2372 #if ENABLE_DEBUGDRAW
2376 scoreboard_active = Scoreboard_WouldDraw();
2378 HUD_Draw(this); // this parameter for deep vehicle function
2380 if(NextFrameCommand)
2382 localcmd("\n", NextFrameCommand, "\n");
2383 NextFrameCommand = string_null;
2386 // we must do this check AFTER a frame was rendered, or it won't work
2387 if(cs_project_is_b0rked == 0)
2390 w0 = ftos(autocvar_vid_conwidth);
2391 h0 = ftos(autocvar_vid_conheight);
2392 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2393 //setproperty(VF_FOV, '90 90 0');
2394 setproperty(VF_ORIGIN, '0 0 0');
2395 setproperty(VF_ANGLES, '0 0 0');
2396 setproperty(VF_PERSPECTIVE, 1);
2397 makevectors('0 0 0');
2399 cvar_set("vid_conwidth", "800");
2400 cvar_set("vid_conheight", "600");
2401 v1 = cs_project(v_forward);
2402 cvar_set("vid_conwidth", "640");
2403 cvar_set("vid_conheight", "480");
2404 v2 = cs_project(v_forward);
2406 cs_project_is_b0rked = 1;
2408 cs_project_is_b0rked = -1;
2409 cvar_set("vid_conwidth", w0);
2410 cvar_set("vid_conheight", h0);
2413 if(autocvar__hud_configure)
2415 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2416 HUD_Minigame_Mouse();
2417 else if(QuickMenu_IsOpened())
2419 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2420 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2428 // let's reset the view back to normal for the end
2429 setproperty(VF_MIN, '0 0 0');
2430 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2436 // following vectors must be global to allow seamless switching between camera modes
2437 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2438 void CSQC_Demo_Camera()
2440 float speed, attenuation, dimensions;
2443 if( autocvar_camera_reset || !camera_mode )
2445 camera_offset = '0 0 0';
2446 current_angles = '0 0 0';
2447 camera_direction = '0 0 0';
2448 camera_offset.z += 30;
2449 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2450 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2451 current_origin = view_origin;
2452 current_camera_offset = camera_offset;
2453 cvar_set("camera_reset", "0");
2454 camera_mode = CAMERA_CHASE;
2459 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2461 if(autocvar_camera_look_player)
2466 dir = normalize(view_origin - current_position);
2468 mouse_angles = vectoangles(dir);
2469 mouse_angles.x = mouse_angles.x * -1;
2474 tmp = getmousepos() * 0.1;
2475 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2477 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2478 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2482 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2483 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2484 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2485 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2487 // Fix difference when angles don't have the same sign
2489 if(mouse_angles.y < -60 && current_angles.y > 60)
2491 if(mouse_angles.y > 60 && current_angles.y < -60)
2494 if(autocvar_camera_look_player)
2495 attenuation = autocvar_camera_look_attenuation;
2497 attenuation = autocvar_camera_speed_attenuation;
2499 attenuation = 1 / max(1, attenuation);
2500 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2502 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2503 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2504 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2505 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2511 if( camera_direction.x )
2513 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2514 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2515 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2516 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2520 if( camera_direction.y )
2522 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2523 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2524 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2528 if( camera_direction.z )
2530 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2534 if(autocvar_camera_free)
2535 speed = autocvar_camera_speed_free;
2537 speed = autocvar_camera_speed_chase;
2541 speed = speed * sqrt(1 / dimensions);
2542 camera_offset += tmp * speed;
2545 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2548 if( autocvar_camera_free )
2550 if ( camera_mode == CAMERA_CHASE )
2552 current_camera_offset = current_origin + current_camera_offset;
2553 camera_offset = current_origin + camera_offset;
2556 camera_mode = CAMERA_FREE;
2557 current_position = current_camera_offset;
2561 if ( camera_mode == CAMERA_FREE )
2563 current_origin = view_origin;
2564 camera_offset = camera_offset - current_origin;
2565 current_camera_offset = current_camera_offset - current_origin;
2568 camera_mode = CAMERA_CHASE;
2570 if(autocvar_camera_chase_smoothly)
2571 current_origin += (view_origin - current_origin) * attenuation;
2573 current_origin = view_origin;
2575 current_position = current_origin + current_camera_offset;
2578 setproperty(VF_ANGLES, current_angles);
2579 setproperty(VF_ORIGIN, current_position);