3 #include "announcer.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
8 #include "scoreboard.qh"
9 #include "shownames.qh"
11 #include "mutators/events.qh"
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/nades.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
19 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
23 #include "../csqcmodellib/cl_player.qh"
25 #include "../warpzonelib/client.qh"
26 #include "../warpzonelib/common.qh"
32 vector p, dir, ang, q, nextdir;
33 float portal_number, portal1_idx;
35 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
37 if(g_balance_porto_secondary)
43 if (getstati(STAT_HEALTH) <= 0)
48 if(angles_held_status)
50 makevectors(angles_held);
64 traceline(p, p + 65536 * dir, true, porto);
65 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
67 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
73 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
76 ang = vectoangles2(trace_plane_normal, dir);
79 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
81 if(portal_number == 1)
84 if(portal_number >= 2)
95 if(idx-1 >= portal1_idx)
97 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
101 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
120 float velocityzoom, curspeed;
123 zoomsensitivity = autocvar_cl_zoomsensitivity;
124 zoomfactor = autocvar_cl_zoomfactor;
125 if(zoomfactor < 1 || zoomfactor > 30)
127 zoomspeed = autocvar_cl_zoomspeed;
129 if(zoomspeed < 0.5 || zoomspeed > 16)
132 zoomdir = button_zoom;
133 if(hud == HUD_NORMAL)
134 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
135 zoomdir += button_attack2;
136 if(spectatee_status > 0 || isdemo())
138 if(spectatorbutton_zoom)
145 // fteqcc failed twice here already, don't optimize this
148 if(zoomdir) { zoomin_effect = 0; }
152 current_viewzoom = min(1, current_viewzoom + drawframetime);
154 else if(autocvar_cl_spawnzoom && zoomin_effect)
156 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
158 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
159 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
160 if(current_viewzoom == 1) { zoomin_effect = 0; }
164 if(zoomspeed < 0) // instant zoom
167 current_viewzoom = 1 / zoomfactor;
169 current_viewzoom = 1;
174 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
176 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
180 if(almost_equals(current_viewzoom, 1))
181 current_zoomfraction = 0;
182 else if(almost_equals(current_viewzoom, 1/zoomfactor))
183 current_zoomfraction = 1;
185 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
187 if(zoomsensitivity < 1)
188 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
190 setsensitivityscale(1);
192 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
194 if(intermission) { curspeed = 0; }
198 makevectors(view_angles);
201 v = csqcplayer.velocity;
203 switch(autocvar_cl_velocityzoom_type)
205 case 3: curspeed = max(0, v_forward * v); break;
206 case 2: curspeed = (v_forward * v); break;
207 case 1: default: curspeed = vlen(v); break;
211 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
212 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
213 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
215 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
220 float frustumx, frustumy, fovx, fovy;
221 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
222 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
223 fovx = atan2(frustumx, 1) / M_PI * 360.0;
224 fovy = atan2(frustumy, 1) / M_PI * 360.0;
226 return '1 0 0' * fovx + '0 1 0' * fovy;
229 vector GetViewLocationFOV(float fov)
231 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
232 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
233 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
234 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
235 return '1 0 0' * fovx + '0 1 0' * fovy;
238 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
241 float width = (ov_worldmax.x - ov_worldmin.x);
242 float height = (ov_worldmax.y - ov_worldmin.y);
243 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
244 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
245 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
246 return '1 0 0' * fovx + '0 1 0' * fovy;
249 // this function must match W_SetupShot!
250 float zoomscript_caught;
252 vector wcross_origin;
253 float wcross_scale_prev, wcross_alpha_prev;
254 vector wcross_color_prev;
255 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
256 vector wcross_color_goal_prev;
257 float wcross_changedonetime;
259 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
260 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
261 float wcross_name_changestarttime, wcross_name_changedonetime;
262 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
264 float wcross_ring_prev;
267 entity trueaim_rifle;
269 const float SHOTTYPE_HITTEAM = 1;
270 const float SHOTTYPE_HITOBSTRUCTION = 2;
271 const float SHOTTYPE_HITWORLD = 3;
272 const float SHOTTYPE_HITENEMY = 4;
277 trueaim.classname = "trueaim";
278 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
279 trueaim_rifle = spawn();
280 trueaim_rifle.classname = "trueaim_rifle";
281 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
284 float EnemyHitCheck()
287 wcross_origin = project_3d_to_2d(trace_endpos);
290 n = trace_ent.entnum;
292 n = trace_networkentity;
294 return SHOTTYPE_HITWORLD;
296 return SHOTTYPE_HITWORLD;
297 t = GetPlayerColor(n - 1);
300 return SHOTTYPE_HITTEAM;
301 if(t == NUM_SPECTATOR)
302 return SHOTTYPE_HITWORLD;
303 return SHOTTYPE_HITENEMY;
308 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?
309 vector vecs, trueaimpoint, w_shotorg;
317 mv = MOVE_NOMONSTERS;
319 switch(activeweapon) // WEAPONTODO
321 case WEP_TUBA.m_id: // no aim
322 case WEP_PORTO.m_id: // shoots from eye
323 case WEP_HOOK.m_id: // no trueaim
324 case WEP_MORTAR.m_id: // toss curve
325 return SHOTTYPE_HITWORLD;
326 case WEP_VORTEX.m_id:
327 case WEP_VAPORIZER.m_id:
333 if(zoomscript_caught)
335 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
336 return EnemyHitCheck();
339 case WEP_DEVASTATOR.m_id: // projectile has a size!
343 case WEP_FIREBALL.m_id: // projectile has a size!
347 case WEP_SEEKER.m_id: // projectile has a size!
351 case WEP_ELECTRO.m_id: // projectile has a size!
357 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
359 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
361 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
362 trueaimpoint = trace_endpos;
364 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
365 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
372 dv = view_right * vecs.y + view_up * vecs.z;
373 w_shotorg = traceorigin + dv;
375 // now move the vecs forward as much as requested if possible
376 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
377 w_shotorg = trace_endpos - view_forward * nudge;
379 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
380 shottype = EnemyHitCheck();
381 if(shottype != SHOTTYPE_HITWORLD)
385 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
386 // or rather, I know why, but see no fix
387 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
388 // 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
389 return SHOTTYPE_HITOBSTRUCTION;
392 return SHOTTYPE_HITWORLD;
395 void CSQC_common_hud(void);
398 void CSQC_Demo_Camera();
399 float HUD_WouldDrawScoreboard();
401 const float CAMERA_FREE = 1;
402 const float CAMERA_CHASE = 2;
404 string reticle_image;
405 string NextFrameCommand;
407 vector freeze_org, freeze_ang;
408 entity nightvision_noise, nightvision_noise2;
410 const float MAX_TIME_DIFF = 5;
411 float pickup_crosshair_time, pickup_crosshair_size;
412 float hitindication_crosshair_size;
413 float use_vortex_chargepool;
415 float myhealth, myhealth_prev;
416 float myhealth_flash;
418 float old_blurradius, old_bluralpha;
419 float old_sharpen_intensity;
421 vector myhealth_gentlergb;
423 float contentavgalpha, liquidalpha_prev;
424 vector liquidcolor_prev;
426 float eventchase_current_distance;
427 float eventchase_running;
428 bool WantEventchase()
430 if(autocvar_cl_orthoview)
436 if(spectatee_status >= 0)
438 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
440 if(MUTATOR_CALLHOOK(WantEventchase, self))
442 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
444 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
446 if(autocvar_cl_eventchase_death == 2)
448 // don't stop eventchase once it's started (even if velocity changes afterwards)
449 if(self.velocity == '0 0 0' || eventchase_running)
458 vector damage_blurpostprocess, content_blurpostprocess;
460 float unaccounted_damage = 0;
463 // accumulate damage with each stat update
464 static float damage_total_prev = 0;
465 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
466 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
467 damage_total_prev = damage_total;
469 static float damage_dealt_time_prev = 0;
470 float damage_dealt_time = getstatf(STAT_HIT_TIME);
471 if (damage_dealt_time != damage_dealt_time_prev)
473 unaccounted_damage += unaccounted_damage_new;
474 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
476 damage_dealt_time_prev = damage_dealt_time;
478 // prevent hitsound when switching spectatee
479 static float spectatee_status_prev = 0;
480 if (spectatee_status != spectatee_status_prev)
481 unaccounted_damage = 0;
482 spectatee_status_prev = spectatee_status;
485 void UpdateHitsound()
487 // varying sound pitch
489 static float hitsound_time_prev = 0;
490 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
491 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
492 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
494 if (autocvar_cl_hitsound && unaccounted_damage)
496 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
497 float a = autocvar_cl_hitsound_max_pitch;
498 float b = autocvar_cl_hitsound_min_pitch;
499 float c = autocvar_cl_hitsound_nom_damage;
500 float x = unaccounted_damage;
501 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
503 // if sound variation is disabled, set pitch_shift to 1
504 if (autocvar_cl_hitsound == 1)
507 // if pitch shift is reversed, mirror in (max-min)/2 + min
508 if (autocvar_cl_hitsound == 3)
510 float mirror_value = (a-b)/2 + b;
511 pitch_shift = mirror_value + (mirror_value - pitch_shift);
514 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
516 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
517 // todo: normalize sound pressure levels? seems unnecessary
519 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
521 unaccounted_damage = 0;
522 hitsound_time_prev = time;
525 static float typehit_time_prev = 0;
526 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
527 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
529 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
530 typehit_time_prev = typehit_time;
534 void UpdateCrosshair()
536 static float rainbow_last_flicker;
537 static vector rainbow_prev_color;
541 if(getstati(STAT_FROZEN))
542 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
543 else if (getstatf(STAT_HEALING_ORB)>time)
544 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
546 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
548 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
549 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
551 else if(getstatf(STAT_REVIVE_PROGRESS))
553 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
554 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
557 if(autocvar_r_letterbox == 0)
558 if(autocvar_viewsize < 120)
561 // crosshair goes VERY LAST
562 if(!scoreboard_active && !camera_active && intermission != 2 &&
563 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
564 !HUD_MinigameMenu_IsOpened() )
566 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
570 float wcross_alpha, wcross_resolution;
571 wcross_style = autocvar_crosshair;
572 if (wcross_style == "0")
574 wcross_resolution = autocvar_crosshair_size;
575 if (wcross_resolution == 0)
577 wcross_alpha = autocvar_crosshair_alpha;
578 if (wcross_alpha == 0)
584 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
585 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
587 if(autocvar_crosshair_hittest)
589 vector wcross_oldorigin;
590 wcross_oldorigin = wcross_origin;
591 shottype = TrueAimCheck();
592 if(shottype == SHOTTYPE_HITWORLD)
594 v = wcross_origin - wcross_oldorigin;
596 v.y /= vid_conheight;
598 shottype = SHOTTYPE_HITOBSTRUCTION;
600 if(!autocvar_crosshair_hittest_showimpact)
601 wcross_origin = wcross_oldorigin;
604 shottype = SHOTTYPE_HITWORLD;
606 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
607 string wcross_name = "";
608 float wcross_scale, wcross_blur;
610 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
612 e = get_weaponinfo(switchingweapon);
615 if(autocvar_crosshair_per_weapon)
617 // WEAPONTODO: access these through some general settings (with non-balance config settings)
618 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
619 //if (wcross_resolution == 0)
622 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
623 wcross_resolution *= e.w_crosshair_size;
624 wcross_name = e.w_crosshair;
629 if(wcross_name == "")
630 wcross_name = strcat("gfx/crosshair", wcross_style);
632 // MAIN CROSSHAIR COLOR DECISION
633 switch(autocvar_crosshair_color_special)
635 case 1: // crosshair_color_per_weapon
639 wcross_color = e.wpcolor;
642 else { goto normalcolor; }
645 case 2: // crosshair_color_by_health
647 float x = getstati(STAT_HEALTH);
662 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
663 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
667 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
668 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
669 wcross_color.z = 1 - (x-100)*0.02;
675 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
680 wcross_color.y = (x-20)*90/27/100;
681 wcross_color.z = (x-20)*90/27/100 * 0.2;
691 case 3: // crosshair_color_rainbow
693 if(time >= rainbow_last_flicker)
695 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
696 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
698 wcross_color = rainbow_prev_color;
702 default: { wcross_color = stov(autocvar_crosshair_color); break; }
705 if(autocvar_crosshair_effect_scalefade)
707 wcross_scale = wcross_resolution;
708 wcross_resolution = 1;
715 if(autocvar_crosshair_pickup)
717 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
719 if(pickup_crosshair_time < stat_pickup_time)
721 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
722 pickup_crosshair_size = 1;
724 pickup_crosshair_time = stat_pickup_time;
727 if(pickup_crosshair_size > 0)
728 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
730 pickup_crosshair_size = 0;
732 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
735 // todo: make crosshair hit indication dependent on damage dealt
736 if(autocvar_crosshair_hitindication)
738 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
740 if(unaccounted_damage)
742 hitindication_crosshair_size = 1;
745 if(hitindication_crosshair_size > 0)
746 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
748 hitindication_crosshair_size = 0;
750 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
751 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
752 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
753 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
756 if(shottype == SHOTTYPE_HITENEMY)
757 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
758 if(shottype == SHOTTYPE_HITTEAM)
759 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
761 f = fabs(autocvar_crosshair_effect_time);
762 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
764 wcross_changedonetime = time + f;
766 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
768 wcross_name_changestarttime = time;
769 wcross_name_changedonetime = time + f;
770 if(wcross_name_goal_prev_prev)
771 strunzone(wcross_name_goal_prev_prev);
772 wcross_name_goal_prev_prev = wcross_name_goal_prev;
773 wcross_name_goal_prev = strzone(wcross_name);
774 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
775 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
776 wcross_resolution_goal_prev = wcross_resolution;
779 wcross_scale_goal_prev = wcross_scale;
780 wcross_alpha_goal_prev = wcross_alpha;
781 wcross_color_goal_prev = wcross_color;
783 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
786 wcross_alpha *= 0.75;
790 // *_prev is at time-frametime
791 // * is at wcross_changedonetime+f
792 // what do we have at time?
793 if(time < wcross_changedonetime)
795 f = frametime / (wcross_changedonetime - time + frametime);
796 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
797 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
798 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
801 wcross_scale_prev = wcross_scale;
802 wcross_alpha_prev = wcross_alpha;
803 wcross_color_prev = wcross_color;
805 MUTATOR_CALLHOOK(UpdateCrosshair);
807 wcross_scale *= 1 - autocvar__menu_alpha;
808 wcross_alpha *= 1 - autocvar__menu_alpha;
809 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
811 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
813 // crosshair rings for weapon stats
814 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
816 // declarations and stats
817 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
818 string ring_image = string_null, ring_inner_image = string_null;
819 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
821 ring_scale = autocvar_crosshair_ring_size;
823 float weapon_clipload, weapon_clipsize;
824 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
825 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
827 float ok_ammo_charge, ok_ammo_chargepool;
828 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
829 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
831 float vortex_charge, vortex_chargepool;
832 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
833 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
835 float arc_heat = getstatf(STAT_ARC_HEAT);
837 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
838 vortex_charge_movingavg = vortex_charge;
842 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
844 if (vortex_chargepool || use_vortex_chargepool) {
845 use_vortex_chargepool = 1;
846 ring_inner_value = vortex_chargepool;
848 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
849 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
852 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
853 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;
854 ring_inner_image = "gfx/crosshair_ring_inner.tga";
856 // draw the outer ring to show the current charge of the weapon
857 ring_value = vortex_charge;
858 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
859 ring_rgb = wcross_color;
860 ring_image = "gfx/crosshair_ring_nexgun.tga";
862 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
864 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
865 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
866 ring_rgb = wcross_color;
867 ring_image = "gfx/crosshair_ring.tga";
869 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
871 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
872 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
873 ring_rgb = wcross_color;
874 ring_image = "gfx/crosshair_ring.tga";
876 else if (ok_ammo_charge)
878 ring_value = ok_ammo_chargepool;
879 ring_alpha = autocvar_crosshair_ring_reload_alpha;
880 ring_rgb = wcross_color;
881 ring_image = "gfx/crosshair_ring.tga";
883 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
885 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
886 ring_scale = autocvar_crosshair_ring_reload_size;
887 ring_alpha = autocvar_crosshair_ring_reload_alpha;
888 ring_rgb = wcross_color;
890 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
891 // if a new image for another weapon is added, add the code (and its respective file/value) here
892 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
893 ring_image = "gfx/crosshair_ring_rifle.tga";
895 ring_image = "gfx/crosshair_ring.tga";
897 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
899 ring_value = arc_heat;
900 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
901 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
902 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
903 ring_image = "gfx/crosshair_ring.tga";
906 // if in weapon switch animation, fade ring out/in
907 if(autocvar_crosshair_effect_time > 0)
909 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
912 wcross_ring_prev = ((ring_image) ? true : false);
918 ring_alpha *= fabs(1 - bound(0, f, 1));
923 ring_alpha *= bound(0, f, 1);
927 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
928 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
931 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
934 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
937 if(wcross_blur > 0) \
939 for(i = -2; i <= 2; ++i) \
940 for(j = -2; j <= 2; ++j) \
941 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
945 M(0,0,sz,wcross_name,wcross_alpha); \
950 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
951 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)
953 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
954 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
956 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
958 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
959 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
960 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
967 wcross_name_alpha_goal_prev = f;
969 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
970 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
972 if(autocvar_crosshair_dot)
974 vector wcross_color_old;
975 wcross_color_old = wcross_color;
977 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
978 wcross_color = stov(autocvar_crosshair_dot_color);
980 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
981 // FIXME why don't we use wcross_alpha here?cl_notice_run();
982 wcross_color = wcross_color_old;
988 wcross_scale_prev = 0;
989 wcross_alpha_prev = 0;
990 wcross_scale_goal_prev = 0;
991 wcross_alpha_goal_prev = 0;
992 wcross_changedonetime = 0;
993 if(wcross_name_goal_prev)
994 strunzone(wcross_name_goal_prev);
995 wcross_name_goal_prev = string_null;
996 if(wcross_name_goal_prev_prev)
997 strunzone(wcross_name_goal_prev_prev);
998 wcross_name_goal_prev_prev = string_null;
999 wcross_name_changestarttime = 0;
1000 wcross_name_changedonetime = 0;
1001 wcross_name_alpha_goal_prev = 0;
1002 wcross_name_alpha_goal_prev_prev = 0;
1003 wcross_resolution_goal_prev = 0;
1004 wcross_resolution_goal_prev_prev = 0;
1008 const int BUTTON_3 = 4;
1009 const int BUTTON_4 = 8;
1010 float cl_notice_run();
1013 float vh_notice_time;
1014 void WaypointSprite_Load();
1015 void CSQC_UpdateView(float w, float h)
1021 vector vf_size, vf_min;
1024 execute_next_frame();
1028 hud = getstati(STAT_HUD);
1030 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1031 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1035 if(autocvar__hud_showbinds_reload) // menu can set this one
1038 binddb = db_create();
1039 cvar_set("_hud_showbinds_reload", "0");
1042 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1043 view_quality = getproperty(VF_MINFPS_QUALITY);
1047 button_attack2 = (input_buttons & BUTTON_3);
1048 button_zoom = (input_buttons & BUTTON_4);
1050 vf_size = getpropertyvec(VF_SIZE);
1051 vf_min = getpropertyvec(VF_MIN);
1052 vid_width = vf_size.x;
1053 vid_height = vf_size.y;
1055 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1056 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1058 WaypointSprite_Load();
1060 CSQCPlayer_SetCamera();
1062 if(player_localentnum <= maxclients) // is it a client?
1063 current_player = player_localentnum - 1;
1064 else // then player_localentnum is the vehicle I'm driving
1065 current_player = player_localnum;
1066 myteam = GetPlayerColor(current_player);
1068 if(myteam != prev_myteam)
1070 myteamcolors = colormapPaletteColor(myteam, 1);
1071 for(i = 0; i < HUD_PANEL_NUM; ++i)
1072 hud_panel[i].update_time = time;
1073 prev_myteam = myteam;
1076 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1078 float is_dead = (getstati(STAT_HEALTH) <= 0);
1080 // FIXME do we need this hack?
1083 // in demos, input_buttons do not work
1084 button_zoom = (autocvar__togglezoom == "-");
1087 && autocvar_cl_unpress_zoom_on_death
1088 && (spectatee_status >= 0)
1089 && (is_dead || intermission))
1091 // no zoom while dead or in intermission please
1092 localcmd("-zoom\n");
1093 button_zoom = false;
1096 // event chase camera
1097 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1099 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1100 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1106 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1115 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1117 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1119 eventchase_running = true;
1121 // 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.)
1122 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1123 if(ons_roundlost) { current_view_origin = gen.origin; }
1125 // detect maximum viewoffset and use it
1126 vector view_offset = autocvar_cl_eventchase_viewoffset;
1127 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1128 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1132 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1133 if(trace_fraction == 1) { current_view_origin += view_offset; }
1134 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1137 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1138 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1139 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1140 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1142 // make the camera smooth back
1143 float chase_distance = autocvar_cl_eventchase_distance;
1144 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1145 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1147 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1148 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1149 else if(eventchase_current_distance != chase_distance)
1150 eventchase_current_distance = chase_distance;
1152 makevectors(view_angles);
1154 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1155 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1157 // If the boxtrace fails, revert back to line tracing.
1159 if(trace_startsolid)
1161 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1162 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1163 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1165 else { setproperty(VF_ORIGIN, trace_endpos); }
1168 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1170 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1172 eventchase_running = false;
1173 cvar_set("chase_active", "0");
1174 eventchase_current_distance = 0; // start from 0 next time
1177 // workaround for camera stuck between player's legs when using chase_active 1
1178 // because the engine stops updating the chase_active camera when the game ends
1179 else if(intermission)
1181 cvar_settemp("chase_active", "-1");
1182 eventchase_current_distance = 0;
1185 // do lockview after event chase camera so that it still applies whenever necessary.
1186 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1188 setproperty(VF_ORIGIN, freeze_org);
1189 setproperty(VF_ANGLES, freeze_ang);
1193 freeze_org = getpropertyvec(VF_ORIGIN);
1194 freeze_ang = getpropertyvec(VF_ANGLES);
1198 //WarpZone_FixPMove();
1200 vector ov_org = '0 0 0';
1201 vector ov_mid = '0 0 0';
1202 vector ov_worldmin = '0 0 0';
1203 vector ov_worldmax = '0 0 0';
1204 if(autocvar_cl_orthoview)
1206 ov_worldmin = mi_picmin;
1207 ov_worldmax = mi_picmax;
1209 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1210 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1211 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1213 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1214 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1216 float ov_nearest = vlen(ov_org - vec3(
1217 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1218 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1219 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1222 float ov_furthest = 0;
1225 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1226 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1227 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1228 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1229 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1230 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1231 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1232 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1234 cvar_settemp("r_nearclip", ftos(ov_nearest));
1235 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1236 cvar_settemp("r_farclip_world", "0");
1237 cvar_settemp("r_novis", "1");
1238 cvar_settemp("r_useportalculling", "0");
1239 cvar_settemp("r_useinfinitefarclip", "0");
1241 setproperty(VF_ORIGIN, ov_org);
1242 setproperty(VF_ANGLES, '90 0 0');
1245 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1247 vtos(getpropertyvec(VF_ANGLES)),
1255 view_origin = getpropertyvec(VF_ORIGIN);
1256 view_angles = getpropertyvec(VF_ANGLES);
1257 makevectors(view_angles);
1258 view_forward = v_forward;
1259 view_right = v_right;
1263 if(time > blurtest_time0 && time < blurtest_time1)
1267 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1268 r = t * blurtest_radius;
1269 f = 1 / pow(t, blurtest_power) - 1;
1271 cvar_set("r_glsl_postprocess", "1");
1272 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1276 cvar_set("r_glsl_postprocess", "0");
1277 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1281 TargetMusic_Advance();
1285 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1287 drawframetime = bound(0.000001, time - drawtime, 1);
1290 // watch for gametype changes here...
1291 // in ParseStuffCMD the cmd isn't executed yet :/
1292 // might even be better to add the gametype to TE_CSQC_INIT...?
1296 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1298 if(calledhooks & HOOK_START)
1300 localcmd("\ncl_hook_gameend\n");
1301 calledhooks |= HOOK_END;
1310 if(!zoomscript_caught)
1312 localcmd("+button9\n");
1313 zoomscript_caught = 1;
1318 if(zoomscript_caught)
1320 localcmd("-button9\n");
1321 zoomscript_caught = 0;
1325 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1327 // next WANTED weapon (for HUD)
1328 switchweapon = getstati(STAT_SWITCHWEAPON);
1330 // currently switching-to weapon (for crosshair)
1331 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1333 // actually active weapon (for zoom)
1334 activeweapon = getstati(STAT_ACTIVEWEAPON);
1336 f = (serverflags & SERVERFLAG_TEAMPLAY);
1343 if(last_switchweapon != switchweapon)
1346 last_switchweapon = switchweapon;
1347 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1349 localcmd("-zoom\n");
1350 button_zoom = false;
1352 if(autocvar_cl_unpress_attack_on_weapon_switch)
1354 localcmd("-fire\n");
1355 localcmd("-fire2\n");
1356 button_attack2 = false;
1359 if(last_activeweapon != activeweapon)
1361 last_activeweapon = activeweapon;
1363 e = get_weaponinfo(activeweapon);
1365 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1367 localcmd("\ncl_hook_activeweapon none\n");
1370 // ALWAYS Clear Current Scene First
1373 setproperty(VF_ORIGIN, view_origin);
1374 setproperty(VF_ANGLES, view_angles);
1376 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1377 setproperty(VF_SIZE, vf_size);
1378 setproperty(VF_MIN, vf_min);
1380 // Assign Standard Viewflags
1381 // Draw the World (and sky)
1382 setproperty(VF_DRAWWORLD, 1);
1384 // Set the console size vars
1385 vid_conwidth = autocvar_vid_conwidth;
1386 vid_conheight = autocvar_vid_conheight;
1387 vid_pixelheight = autocvar_vid_pixelheight;
1389 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1390 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1391 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1393 // Camera for demo playback
1396 if(autocvar_camera_enable)
1400 cvar_set("chase_active", ftos(chase_active_backup));
1401 cvar_set("cl_demo_mousegrab", "0");
1402 camera_active = false;
1408 if(autocvar_camera_enable)
1410 if(autocvar_camera_enable && isdemo())
1413 // Enable required Darkplaces cvars
1414 chase_active_backup = autocvar_chase_active;
1415 cvar_set("chase_active", "2");
1416 cvar_set("cl_demo_mousegrab", "1");
1417 camera_active = true;
1418 camera_mode = false;
1422 // Draw the Crosshair
1423 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1425 // Draw the Engine Status Bar (the default Quake HUD)
1426 setproperty(VF_DRAWENGINESBAR, 0);
1428 // Update the mouse position
1430 mousepos_x = vid_conwidth;
1431 mousepos_y = vid_conheight;
1432 mousepos = mousepos*0.5 + getmousepos();
1436 for(self = world; (self = nextent(self)); )
1441 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1444 // now switch to 2D drawing mode by calling a 2D drawing function
1445 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1446 // next R_RenderScene call
1447 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1449 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1450 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1452 // apply night vision effect
1453 vector tc_00, tc_01, tc_10, tc_11;
1454 vector rgb = '0 0 0';
1456 if(!nightvision_noise)
1458 nightvision_noise = spawn();
1459 nightvision_noise.classname = "nightvision_noise";
1461 if(!nightvision_noise2)
1463 nightvision_noise2 = spawn();
1464 nightvision_noise2.classname = "nightvision_noise2";
1467 // color tint in yellow
1468 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1471 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1473 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1474 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1475 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1476 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1477 tc_11 = tc_01 + tc_10 - tc_00;
1478 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1479 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1480 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1481 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1482 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1486 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1487 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1488 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1489 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1490 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1491 tc_11 = tc_01 + tc_10 - tc_00;
1492 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1493 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1494 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1495 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1496 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1500 if(autocvar_cl_reticle)
1502 // Draw the aiming reticle for weapons that use it
1503 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1504 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1505 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1506 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1508 // no zoom reticle while dead
1511 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1513 if(reticle_image != "") { reticle_type = 2; }
1514 else { reticle_type = 0; }
1516 else if(button_zoom || zoomscript_caught)
1524 if(autocvar_cl_reticle_stretch)
1526 reticle_size.x = vid_conwidth;
1527 reticle_size.y = vid_conheight;
1533 reticle_size.x = max(vid_conwidth, vid_conheight);
1534 reticle_size.y = max(vid_conwidth, vid_conheight);
1535 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1536 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1539 if(zoomscript_caught)
1542 f = current_zoomfraction;
1546 switch(reticle_type)
1548 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1549 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1556 if(reticle_type != 0) { reticle_type = 0; }
1560 // improved polyblend
1561 if(autocvar_hud_contents)
1563 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1566 switch(pointcontents(view_origin))
1569 liquidalpha = autocvar_hud_contents_water_alpha;
1570 liquidcolor = stov(autocvar_hud_contents_water_color);
1575 liquidalpha = autocvar_hud_contents_lava_alpha;
1576 liquidcolor = stov(autocvar_hud_contents_lava_color);
1581 liquidalpha = autocvar_hud_contents_slime_alpha;
1582 liquidcolor = stov(autocvar_hud_contents_slime_color);
1588 liquidcolor = '0 0 0';
1593 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1594 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1595 contentfadetime = autocvar_hud_contents_fadeintime;
1596 liquidalpha_prev = liquidalpha;
1597 liquidcolor_prev = liquidcolor;
1600 contentfadetime = autocvar_hud_contents_fadeouttime;
1602 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1603 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1606 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1608 if(autocvar_hud_postprocessing)
1610 if(autocvar_hud_contents_blur && contentavgalpha)
1612 content_blurpostprocess.x = 1;
1613 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1614 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1618 content_blurpostprocess.x = 0;
1619 content_blurpostprocess.y = 0;
1620 content_blurpostprocess.z = 0;
1625 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1627 splash_size.x = max(vid_conwidth, vid_conheight);
1628 splash_size.y = max(vid_conwidth, vid_conheight);
1629 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1630 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1632 float myhealth_flash_temp;
1633 myhealth = getstati(STAT_HEALTH);
1636 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1638 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1640 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1641 pain_threshold = autocvar_hud_damage_pain_threshold;
1642 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1643 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1645 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1647 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);
1650 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1652 if(myhealth_prev < 1)
1656 myhealth_flash = 0; // just spawned, clear the flash immediately
1657 myhealth_flash_temp = 0;
1661 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1665 if(spectatee_status == -1 || intermission)
1667 myhealth_flash = 0; // observing, or match ended
1668 myhealth_flash_temp = 0;
1671 myhealth_prev = myhealth;
1673 // IDEA: change damage color/picture based on player model for robot/alien species?
1674 // pro: matches model better
1675 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1676 // maybe different reddish pics?
1677 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1679 if(autocvar_cl_gentle_damage == 2)
1681 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1683 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1687 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1689 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1692 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1694 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.
1696 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1698 damage_blurpostprocess.x = 1;
1699 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1700 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1704 damage_blurpostprocess.x = 0;
1705 damage_blurpostprocess.y = 0;
1706 damage_blurpostprocess.z = 0;
1711 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1712 float e2 = (autocvar_hud_powerup != 0);
1713 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1715 // enable or disable rendering types if they are used or not
1716 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1717 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1719 // blur postprocess handling done first (used by hud_damage and hud_contents)
1720 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1722 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1723 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1724 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1726 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1727 old_blurradius = blurradius;
1728 old_bluralpha = bluralpha;
1731 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1733 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1738 // edge detection postprocess handling done second (used by hud_powerup)
1739 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1740 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1741 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1743 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1745 if(autocvar_hud_powerup && sharpen_intensity > 0)
1747 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1749 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1750 old_sharpen_intensity = sharpen_intensity;
1753 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1755 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1756 old_sharpen_intensity = 0;
1759 if(cvar("r_glsl_postprocess") == 0)
1760 cvar_set("r_glsl_postprocess", "2");
1762 else if(cvar("r_glsl_postprocess") == 2)
1763 cvar_set("r_glsl_postprocess", "0");
1768 /*if(gametype == MAPINFO_TYPE_CTF)
1775 for(self = world; (self = nextent(self)); )
1779 Draw_ShowNames_All();
1781 scoreboard_active = HUD_WouldDrawScoreboard();
1787 if(NextFrameCommand)
1789 localcmd("\n", NextFrameCommand, "\n");
1790 NextFrameCommand = string_null;
1793 // we must do this check AFTER a frame was rendered, or it won't work
1794 if(cs_project_is_b0rked == 0)
1797 w0 = ftos(autocvar_vid_conwidth);
1798 h0 = ftos(autocvar_vid_conheight);
1799 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1800 //setproperty(VF_FOV, '90 90 0');
1801 setproperty(VF_ORIGIN, '0 0 0');
1802 setproperty(VF_ANGLES, '0 0 0');
1803 setproperty(VF_PERSPECTIVE, 1);
1804 makevectors('0 0 0');
1806 cvar_set("vid_conwidth", "800");
1807 cvar_set("vid_conheight", "600");
1808 v1 = cs_project(v_forward);
1809 cvar_set("vid_conwidth", "640");
1810 cvar_set("vid_conheight", "480");
1811 v2 = cs_project(v_forward);
1813 cs_project_is_b0rked = 1;
1815 cs_project_is_b0rked = -1;
1816 cvar_set("vid_conwidth", w0);
1817 cvar_set("vid_conheight", h0);
1820 if(autocvar__hud_configure)
1822 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1823 HUD_Minigame_Mouse();
1827 if(hud && !intermission)
1828 if(hud == HUD_BUMBLEBEE_GUN)
1829 CSQC_BUMBLE_GUN_HUD();
1831 VEH_ACTION(hud, VR_HUD);
1835 // let's reset the view back to normal for the end
1836 setproperty(VF_MIN, '0 0 0');
1837 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1841 void CSQC_common_hud(void)
1843 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1844 Accuracy_LoadLevels();
1846 HUD_Main(); // always run these functions for alpha checks
1847 HUD_DrawScoreboard();
1849 // scoreboard/accuracy, map/gametype voting screen
1850 if (scoreboard_active || intermission == 2)
1855 // following vectors must be global to allow seamless switching between camera modes
1856 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1857 void CSQC_Demo_Camera()
1859 float speed, attenuation, dimensions;
1862 if( autocvar_camera_reset || !camera_mode )
1864 camera_offset = '0 0 0';
1865 current_angles = '0 0 0';
1866 camera_direction = '0 0 0';
1867 camera_offset.z += 30;
1868 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1869 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1870 current_origin = view_origin;
1871 current_camera_offset = camera_offset;
1872 cvar_set("camera_reset", "0");
1873 camera_mode = CAMERA_CHASE;
1878 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1880 if(autocvar_camera_look_player)
1885 dir = normalize(view_origin - current_position);
1887 mouse_angles = vectoangles(dir);
1888 mouse_angles.x = mouse_angles.x * -1;
1893 tmp = getmousepos() * 0.1;
1894 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1896 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1897 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1901 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1902 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1903 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1904 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1906 // Fix difference when angles don't have the same sign
1908 if(mouse_angles.y < -60 && current_angles.y > 60)
1910 if(mouse_angles.y > 60 && current_angles.y < -60)
1913 if(autocvar_camera_look_player)
1914 attenuation = autocvar_camera_look_attenuation;
1916 attenuation = autocvar_camera_speed_attenuation;
1918 attenuation = 1 / max(1, attenuation);
1919 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1921 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1922 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1923 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1924 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1930 if( camera_direction.x )
1932 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1933 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1934 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1935 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1939 if( camera_direction.y )
1941 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1942 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1943 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1947 if( camera_direction.z )
1949 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1953 if(autocvar_camera_free)
1954 speed = autocvar_camera_speed_free;
1956 speed = autocvar_camera_speed_chase;
1960 speed = speed * sqrt(1 / dimensions);
1961 camera_offset += tmp * speed;
1964 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1967 if( autocvar_camera_free )
1969 if ( camera_mode == CAMERA_CHASE )
1971 current_camera_offset = current_origin + current_camera_offset;
1972 camera_offset = current_origin + camera_offset;
1975 camera_mode = CAMERA_FREE;
1976 current_position = current_camera_offset;
1980 if ( camera_mode == CAMERA_FREE )
1982 current_origin = view_origin;
1983 camera_offset = camera_offset - current_origin;
1984 current_camera_offset = current_camera_offset - current_origin;
1987 camera_mode = CAMERA_CHASE;
1989 if(autocvar_camera_chase_smoothly)
1990 current_origin += (view_origin - current_origin) * attenuation;
1992 current_origin = view_origin;
1994 current_position = current_origin + current_camera_offset;
1997 setproperty(VF_ANGLES, current_angles);
1998 setproperty(VF_ORIGIN, current_position);