3 #include <client/announcer.qh>
4 #include <client/csqcmodel_hooks.qh>
5 #include <client/draw.qh>
6 #include <client/hud/_mod.qh>
7 #include <client/hud/panel/quickmenu.qh>
8 #include <client/hud/panel/scoreboard.qh>
9 #include <client/mapvoting.qh>
10 #include <client/mutators/_mod.qh>
11 #include <client/shownames.qh>
12 #include <common/anim.qh>
13 #include <common/animdecide.qh>
14 #include <common/constants.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/debug.qh>
17 #include <common/ent_cs.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/mapinfo.qh>
20 #include <common/mapobjects/target/music.qh>
21 #include <common/mapobjects/trigger/viewloc.qh>
22 #include <common/minigames/cl_minigames.qh>
23 #include <common/minigames/cl_minigames_hud.qh>
24 #include <common/mutators/mutator/powerups/_mod.qh>
25 #include <common/mutators/mutator/status_effects/_mod.qh>
26 #include <common/mutators/mutator/waypoints/all.qh>
27 #include <common/net_linked.qh>
28 #include <common/net_notice.qh>
29 #include <common/physics/player.qh>
30 #include <common/stats.qh>
31 #include <common/teams.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/viewloc.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/weapons/weapon/tuba.qh>
36 #include <common/wepent.qh>
37 #include <lib/csqcmodel/cl_model.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/warpzone/client.qh>
40 #include <lib/warpzone/common.qh>
42 float autocvar_cl_viewmodel_scale;
43 float autocvar_cl_viewmodel_alpha = 1;
45 bool autocvar_cl_bobmodel;
46 float autocvar_cl_bobmodel_speed;
47 float autocvar_cl_bobmodel_side;
48 float autocvar_cl_bobmodel_up;
50 float autocvar_cl_followmodel;
51 float autocvar_cl_followmodel_speed = 0.3;
52 float autocvar_cl_followmodel_limit = 135;
53 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
54 float autocvar_cl_followmodel_highpass = 0.05;
55 float autocvar_cl_followmodel_lowpass = 0.03;
56 bool autocvar_cl_followmodel_velocity_absolute;
58 float autocvar_cl_leanmodel;
59 float autocvar_cl_leanmodel_speed = 0.3;
60 float autocvar_cl_leanmodel_limit = 30;
61 float autocvar_cl_leanmodel_highpass1 = 0.2;
62 float autocvar_cl_leanmodel_highpass = 0.2;
63 float autocvar_cl_leanmodel_lowpass = 0.05;
65 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
67 #define lowpass(value, frac, ref_store, ret) \
68 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71 float __ignore; lowpass(value, frac, ref_store, __ignore); \
72 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
76 float __f = 0; lowpass(value, frac, ref_store, __f); \
77 ret = (value) - __f; \
80 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82 ret = (value) - __f; \
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
86 lowpass(value.x, frac, ref_store.x, ref_out.x); \
87 lowpass(value.y, frac, ref_store.y, ref_out.y); \
90 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
91 highpass(value.x, frac, ref_store.x, ref_out.x); \
92 highpass(value.y, frac, ref_store.y, ref_out.y); \
95 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
96 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
97 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
100 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
101 lowpass(value.x, frac, ref_store.x, ref_out.x); \
102 lowpass(value.y, frac, ref_store.y, ref_out.y); \
103 lowpass(value.z, frac, ref_store.z, ref_out.z); \
106 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 highpass(value.x, frac, ref_store.x, ref_out.x); \
108 highpass(value.y, frac, ref_store.y, ref_out.y); \
109 highpass(value.z, frac, ref_store.z, ref_out.z); \
112 void calc_followmodel_ofs(entity view)
114 if(cl_followmodel_time == time)
115 return; // cl_followmodel_ofs already calculated for this frame
118 vector gunorg = '0 0 0';
119 static vector vel_average;
120 static vector gunorg_adjustment_highpass;
121 static vector gunorg_adjustment_lowpass;
124 if (autocvar_cl_followmodel_velocity_absolute)
128 vector forward, right, up;
129 MAKE_VECTORS(view_angles, forward, right, up);
130 vel.x = view.velocity * forward;
131 vel.y = view.velocity * right * -1;
132 vel.z = view.velocity * up;
135 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
136 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
137 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
139 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
140 lowpass3(vel, frac, vel_average, gunorg);
142 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
144 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
145 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
146 frac = avg_factor(autocvar_cl_followmodel_highpass);
147 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
148 frac = avg_factor(autocvar_cl_followmodel_lowpass);
149 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
151 if (autocvar_cl_followmodel_velocity_absolute)
154 vector forward, right, up;
155 MAKE_VECTORS(view_angles, forward, right, up);
156 fixed_gunorg.x = gunorg * forward;
157 fixed_gunorg.y = gunorg * right * -1;
158 fixed_gunorg.z = gunorg * up;
159 gunorg = fixed_gunorg;
162 cl_followmodel_ofs = gunorg;
163 cl_followmodel_time = time;
166 vector leanmodel_ofs(entity view)
169 vector gunangles = '0 0 0';
170 static vector gunangles_prev = '0 0 0';
171 static vector gunangles_highpass = '0 0 0';
172 static vector gunangles_adjustment_highpass;
173 static vector gunangles_adjustment_lowpass;
175 if (view.csqcmodel_teleported)
176 gunangles_prev = view_angles;
178 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
179 gunangles_highpass += gunangles_prev;
180 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
181 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
182 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
183 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
184 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
185 gunangles_prev = view_angles;
186 gunangles_highpass -= gunangles_prev;
188 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
189 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
191 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
192 frac = avg_factor(autocvar_cl_leanmodel_highpass);
193 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
194 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
195 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
197 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
202 vector bobmodel_ofs(entity view)
204 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
205 static bool oldonground;
206 static float hitgroundtime;
209 float f = time; // cl.movecmd[0].time
213 oldonground = clonground;
215 // calculate for swinging gun model
216 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
217 vector gunorg = '0 0 0';
218 static float bobmodel_scale = 0;
219 static float time_ofs = 0; // makes the effect always restart in the same way
222 if (time - hitgroundtime > 0.05)
223 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
226 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
228 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
229 if (bobmodel_scale && xyspeed)
231 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
232 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
233 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
234 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
242 void viewmodel_animate(entity this)
244 if (autocvar_chase_active || STAT(HEALTH) <= 0) return;
246 entity view = CSQCModel_server2csqc(player_localentnum - 1);
248 if (autocvar_cl_followmodel)
250 calc_followmodel_ofs(view);
251 this.origin += cl_followmodel_ofs;
254 if (autocvar_cl_leanmodel)
255 this.angles += leanmodel_ofs(view);
257 // vertical view bobbing code
260 // horizontal view bobbing code
264 // causes the view to swing down and back up when touching the ground
267 // gun model bobbing code
268 if (autocvar_cl_bobmodel)
269 this.origin += bobmodel_ofs(view);
272 .float weapon_nextthink;
273 .float weapon_eta_last;
274 .float weapon_switchdelay;
278 void viewmodel_draw(entity this)
280 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
281 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
282 int wepskin = this.m_skin;
283 bool invehicle = player_localentnum > maxclients;
284 if (invehicle) a = -1;
285 Weapon wep = this.activeweapon;
286 int c = entcs_GetClientColors(current_player);
287 vector g = weaponentity_glowmod(wep, c, this);
288 entity me = CSQCModel_server2csqc(player_localentnum - 1);
289 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
291 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
292 for (entity e = this; e; e = e.weaponchild)
297 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
299 e.csqcmodel_effects = fx;
300 CSQCModel_Effects_Apply(e);
304 string name = wep.mdl;
305 string newname = wep.wr_viewmodel(wep, this);
308 bool swap = name != this.name_last;
311 this.name_last = name;
312 CL_WeaponEntity_SetModel(this, name, swap);
313 this.origin += autocvar_cl_gunoffset;
316 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
317 anim_set(this, this.anim_idle, true, false, false);
319 float f = 0; // 0..1; 0: fully active
320 float rate = STAT(WEAPONRATEFACTOR);
321 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
322 if (eta <= 0) f = this.weapon_eta_last;
323 else switch (this.state)
327 f = eta / max(eta, this.weapon_switchdelay);
332 f = 1 - eta / max(eta, this.weapon_switchdelay);
341 this.weapon_eta_last = f;
342 this.angles_x = (-90 * f * f);
343 viewmodel_animate(this);
344 MUTATOR_CALLHOOK(DrawViewModel, this);
345 setorigin(this, this.origin);
348 STATIC_INIT(viewmodel) {
349 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
350 viewmodels[slot] = new(viewmodel);
353 vector project_3d_to_2d(vector vec)
355 vec = cs_project(vec);
359 bool projected_on_screen(vector screen_pos)
361 return screen_pos.z >= 0
364 && screen_pos.x < vid_conwidth
365 && screen_pos.y < vid_conheight;
368 void update_mousepos()
370 mousepos += getmousepos() * autocvar_menu_mouse_speed;
371 mousepos.x = bound(0, mousepos.x, vid_conwidth);
372 mousepos.y = bound(0, mousepos.y, vid_conheight);
375 float showfps_prevfps_time;
376 int showfps_framecounter;
378 void fpscounter_update()
383 float currentTime = gettime(GETTIME_FRAMESTART);
385 showfps_framecounter += 1;
386 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
388 float fps = showfps_framecounter / (currentTime - showfps_prevfps_time);
389 showfps_framecounter = 0;
390 showfps_prevfps_time = currentTime;
392 int channel = MSG_C2S;
393 WriteHeader(channel, fpsreport);
394 WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values
398 STATIC_INIT(fpscounter_init)
400 float currentTime = gettime(GETTIME_FRAMESTART);
401 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
405 vector GetCurrentFov(float fov)
407 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
408 float velocityzoom, curspeed;
411 zoomsensitivity = autocvar_cl_zoomsensitivity;
412 zoomfactor = autocvar_cl_zoomfactor;
413 if(zoomfactor < 1 || zoomfactor > 30)
415 zoomspeed = autocvar_cl_zoomspeed;
416 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
419 zoomdir = button_zoom;
421 if(hud == HUD_NORMAL && !spectatee_status)
423 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
425 entity wepent = viewmodels[slot];
426 if(wepent.switchweapon != wepent.activeweapon)
428 Weapon wep = wepent.activeweapon;
429 if(wep != WEP_Null && wep.wr_zoomdir)
431 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
436 if(spectatee_status > 0 || isdemo())
438 if(spectatorbutton_zoom)
445 // fteqcc failed twice here already, don't optimize this
448 if(zoomdir) { zoomin_effect = 0; }
450 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
452 current_viewzoom = 1;
454 else if (camera_active)
456 current_viewzoom = min(1, current_viewzoom + drawframetime);
458 else if(autocvar_cl_spawnzoom && zoomin_effect)
460 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
462 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
463 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
464 if(current_viewzoom == 1) { zoomin_effect = 0; }
468 if(zoomspeed < 0) // instant zoom
471 current_viewzoom = 1 / zoomfactor;
473 current_viewzoom = 1;
478 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
480 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
484 if(almost_equals(current_viewzoom, 1))
485 current_zoomfraction = 0;
486 else if(almost_equals(current_viewzoom, 1/zoomfactor))
487 current_zoomfraction = 1;
489 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
491 if(zoomsensitivity < 1)
492 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
494 setsensitivityscale(1);
496 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
498 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
502 vector forward, right, up;
503 MAKE_VECTORS(view_angles, forward, right, up);
506 v = csqcplayer.velocity;
508 switch(autocvar_cl_velocityzoom_type)
510 case 3: curspeed = max(0, forward * v); break;
511 case 2: curspeed = (forward * v); break;
512 case 1: default: curspeed = vlen(v); break;
516 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
517 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
518 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
520 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
525 float frustumx, frustumy, fovx, fovy;
526 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
527 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
528 fovx = atan2(frustumx, 1) / M_PI * 360.0;
529 fovy = atan2(frustumy, 1) / M_PI * 360.0;
531 return '1 0 0' * fovx + '0 1 0' * fovy;
534 vector GetViewLocationFOV(float fov)
536 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
537 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
538 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
539 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
540 return '1 0 0' * fovx + '0 1 0' * fovy;
543 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
546 float width = (ov_worldmax.x - ov_worldmin.x);
547 float height = (ov_worldmax.y - ov_worldmin.y);
548 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
549 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
550 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
551 return '1 0 0' * fovx + '0 1 0' * fovy;
554 // this function must match W_SetupShot!
556 bool minigame_wasactive;
559 const float CAMERA_FREE = 1;
560 const float CAMERA_CHASE = 2;
561 string NextFrameCommand;
563 vector freeze_org, freeze_ang;
564 entity nightvision_noise, nightvision_noise2;
566 float myhealth, myhealth_prev;
567 float myhealth_flash;
569 float old_blurradius, old_bluralpha;
570 float old_sharpen_intensity;
572 vector myhealth_gentlergb;
574 float contentavgalpha, liquidalpha_prev;
575 vector liquidcolor_prev;
577 float eventchase_current_distance;
578 float eventchase_running;
579 int WantEventchase(entity this, bool want_vehiclechase)
581 if(autocvar_cl_orthoview)
583 if(STAT(GAME_STOPPED) || intermission)
587 if(spectatee_status >= 0)
589 if(want_vehiclechase)
591 if(MUTATOR_CALLHOOK(WantEventchase, this))
593 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
595 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
597 if(autocvar_cl_eventchase_death == 2)
599 // don't stop eventchase once it's started (even if velocity changes afterwards)
600 if(this.velocity == '0 0 0' || eventchase_running)
605 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
607 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
609 else if (eventchase_running)
610 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
616 void View_EventChase(entity this)
618 // event chase camera
619 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
621 if(STAT(CAMERA_SPECTATOR))
623 if(spectatee_status > 0)
625 if(!autocvar_chase_active)
627 cvar_set("chase_active", "-2");
631 else if(autocvar_chase_active == -2)
632 cvar_set("chase_active", "0");
634 if(autocvar_chase_active == -2)
637 else if(autocvar_chase_active == -2)
638 cvar_set("chase_active", "0");
640 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
642 float vehicle_viewdist = 0;
643 vector vehicle_viewofs = '0 0 0';
647 if(hud != HUD_BUMBLEBEE_GUN)
649 Vehicle info = REGISTRY_GET(Vehicles, hud);
650 vehicle_viewdist = info.height;
651 vehicle_viewofs = info.view_ofs;
652 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
653 vehicle_chase = false;
656 vehicle_chase = false;
659 int eventchase = WantEventchase(this, vehicle_chase);
662 vector current_view_origin_override = '0 0 0';
663 vector view_offset_override = '0 0 0';
664 float chase_distance_override = 0;
665 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
666 if(custom_eventchase)
668 current_view_origin_override = M_ARGV(0, vector);
669 view_offset_override = M_ARGV(1, vector);
670 chase_distance_override = M_ARGV(0, float);
672 eventchase_running = true;
674 // 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.)
675 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
676 if (custom_eventchase)
677 current_view_origin = current_view_origin_override;
679 // detect maximum viewoffset and use it
680 vector view_offset = autocvar_cl_eventchase_viewoffset;
684 view_offset = vehicle_viewofs;
686 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
688 if (custom_eventchase)
689 view_offset = view_offset_override;
693 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
694 if(trace_fraction == 1) { current_view_origin += view_offset; }
695 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
698 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
699 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
700 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
701 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
703 // make the camera smooth back
704 float chase_distance = autocvar_cl_eventchase_distance;
708 chase_distance = vehicle_viewdist;
710 chase_distance = autocvar_cl_eventchase_vehicle_distance;
712 if (custom_eventchase)
713 chase_distance = chase_distance_override;
715 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
716 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
717 else if(eventchase_current_distance != chase_distance)
718 eventchase_current_distance = chase_distance;
720 vector forward, right, up;
721 MAKE_VECTORS(view_angles, forward, right, up);
723 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
724 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
726 // If the boxtrace fails, revert back to line tracing.
730 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
731 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
732 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
734 else { setproperty(VF_ORIGIN, trace_endpos); }
737 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
740 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
742 eventchase_running = false;
743 cvar_set("chase_active", "0");
744 eventchase_current_distance = 0; // start from 0 next time
747 // workaround for camera stuck between player's legs when using chase_active 1
748 // because the engine stops updating the chase_active camera when the game ends
749 else if(intermission)
751 cvar_settemp("chase_active", "-1");
752 eventchase_current_distance = 0;
756 vector damage_blurpostprocess, content_blurpostprocess;
760 // accumulate damage with each stat update
761 static float damage_total_prev = 0;
762 float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL);
763 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
764 damage_total_prev = damage_total;
766 static float damage_dealt_time_prev = 0;
767 float damage_dealt_time = STAT(HIT_TIME);
768 if (damage_dealt_time != damage_dealt_time_prev)
770 unaccounted_damage += unaccounted_damage_new;
771 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
773 damage_dealt_time_prev = damage_dealt_time;
775 // prevent hitsound when switching spectatee
776 static float spectatee_status_prev = 0;
777 if (spectatee_status != spectatee_status_prev)
778 unaccounted_damage = 0;
779 spectatee_status_prev = spectatee_status;
784 // varying sound pitch
786 bool have_arc = false;
787 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
789 entity wepent = viewmodels[slot];
791 if(wepent.activeweapon == WEP_ARC)
795 static float hitsound_time_prev = 0;
796 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
797 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
798 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
800 if (autocvar_cl_hitsound && unaccounted_damage)
802 float pitch_shift = 1;
803 if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3)
805 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
806 float a = autocvar_cl_hitsound_max_pitch;
807 float b = autocvar_cl_hitsound_min_pitch;
808 float c = autocvar_cl_hitsound_nom_damage;
809 float d = unaccounted_damage;
810 pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
812 // if pitch shift is reversed, mirror in (max-min)/2 + min
813 if (autocvar_cl_hitsound == 3)
815 float mirror_value = (a-b)/2 + b;
816 pitch_shift = mirror_value + (mirror_value - pitch_shift);
820 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
822 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
823 // todo: normalize sound pressure levels? seems unnecessary
825 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
827 unaccounted_damage = 0;
828 hitsound_time_prev = time;
831 static float typehit_time_prev = 0;
832 float typehit_time = STAT(TYPEHIT_TIME);
833 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
835 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
836 typehit_time_prev = typehit_time;
839 static float kill_time_prev = 0;
840 float kill_time = STAT(KILL_TIME);
841 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
843 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
844 kill_time_prev = kill_time;
848 void HUD_Draw(entity this)
850 // if we don't know gametype and scores yet avoid drawing the scoreboard
851 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
852 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
853 // cl_deathscoreboard would show the scoreboard and so on
861 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
863 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
865 else if(STAT(FROZEN))
867 vector col = '0.25 0.90 1';
868 float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
869 float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
871 col += vec3(col_fade, -col_fade, -col_fade);
872 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
879 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
881 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
882 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
883 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);
885 else if(STAT(CAPTURE_PROGRESS))
887 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
888 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
890 else if(STAT(REVIVE_PROGRESS))
892 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
893 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
898 if(autocvar_r_letterbox == 0)
900 if(autocvar_viewsize < 120)
902 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
903 Accuracy_LoadLevels();
910 // crosshair goes VERY LAST
914 Local_Notification_Queue_Process();
917 void ViewLocation_Mouse()
920 return; // don't draw it as spectator!
922 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
923 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
924 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
926 //float cursor_alpha = 1 - autocvar__menu_alpha;
927 //cursor_type = CURSOR_NORMAL;
928 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
931 void HUD_Cursor_Show()
933 float cursor_alpha = 1 - autocvar__menu_alpha;
934 if(cursor_type == CURSOR_NORMAL)
935 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
936 else if(cursor_type == CURSOR_MOVE)
937 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
938 else if(cursor_type == CURSOR_RESIZE)
939 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
940 else if(cursor_type == CURSOR_RESIZE2)
941 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
944 void HUD_Mouse(entity player)
946 if(autocvar__menu_alpha == 1)
951 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
952 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
956 if (cursor_active == -1) // starting to display the cursor
958 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
959 // in the first frame mousepos is the mouse position of the last time
960 // the cursor was displayed, thus we ignore it to avoid a glictch
965 if(!autocvar_hud_cursormode)
968 cursor_type = CURSOR_NORMAL;
969 if(autocvar__hud_configure)
973 if (HUD_MinigameMenu_IsOpened())
974 HUD_Minigame_Mouse();
975 if (QuickMenu_IsOpened())
977 if (HUD_Radar_Clickable())
981 prevMouseClicked = mouseClicked;
986 void View_NightVision()
988 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
991 // apply night vision effect
992 vector tc_00, tc_01, tc_10, tc_11;
993 vector rgb = '0 0 0';
996 if(!nightvision_noise)
998 nightvision_noise = new(nightvision_noise);
1000 if(!nightvision_noise2)
1002 nightvision_noise2 = new(nightvision_noise2);
1005 // color tint in yellow
1006 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1009 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1011 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1012 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1013 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1014 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1015 tc_11 = tc_01 + tc_10 - tc_00;
1016 R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true);
1017 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1018 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1019 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1020 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1024 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1025 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1026 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1027 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1028 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1029 tc_11 = tc_01 + tc_10 - tc_00;
1030 R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true);
1031 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1032 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1033 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1034 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1038 // visual overlay while in liquids
1039 // provides some effects to the postprocessing function
1042 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1045 // improved polyblend
1046 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1049 switch(pointcontents(view_origin))
1052 liquidalpha = autocvar_hud_contents_water_alpha;
1053 liquidcolor = stov(autocvar_hud_contents_water_color);
1058 liquidalpha = autocvar_hud_contents_lava_alpha;
1059 liquidcolor = stov(autocvar_hud_contents_lava_color);
1064 liquidalpha = autocvar_hud_contents_slime_alpha;
1065 liquidcolor = stov(autocvar_hud_contents_slime_color);
1071 liquidcolor = '0 0 0';
1076 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1077 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1078 contentfadetime = autocvar_hud_contents_fadeintime;
1079 liquidalpha_prev = liquidalpha;
1080 liquidcolor_prev = liquidcolor;
1083 contentfadetime = autocvar_hud_contents_fadeouttime;
1085 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1086 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1089 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1091 if(autocvar_hud_postprocessing)
1093 if(autocvar_hud_contents_blur && contentavgalpha)
1095 content_blurpostprocess.x = 1;
1096 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1097 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1101 content_blurpostprocess.x = 0;
1102 content_blurpostprocess.y = 0;
1103 content_blurpostprocess.z = 0;
1108 // visual pain effects on the screen
1109 // provides some effects to the postprocessing function
1112 if(!autocvar_hud_damage || STAT(FROZEN))
1115 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1116 splash_size.x = max(vid_conwidth, vid_conheight);
1117 splash_size.y = max(vid_conwidth, vid_conheight);
1118 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1119 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1121 float myhealth_flash_temp;
1122 myhealth = STAT(HEALTH);
1125 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1127 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1129 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1130 pain_threshold = autocvar_hud_damage_pain_threshold;
1131 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1132 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1134 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1136 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);
1139 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1141 if(myhealth_prev < 1)
1145 myhealth_flash = 0; // just spawned, clear the flash immediately
1146 myhealth_flash_temp = 0;
1150 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1154 if(spectatee_status == -1 || intermission)
1156 myhealth_flash = 0; // observing, or match ended
1157 myhealth_flash_temp = 0;
1160 myhealth_prev = myhealth;
1162 // IDEA: change damage color/picture based on player model for robot/alien species?
1163 // pro: matches model better
1164 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1165 // maybe different reddish pics?
1166 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1168 if(autocvar_cl_gentle_damage == 2)
1170 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1171 myhealth_gentlergb = randomvec();
1174 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1176 if(myhealth_flash_temp > 0)
1177 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);
1179 else if(myhealth_flash_temp > 0)
1180 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1182 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.
1184 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1186 damage_blurpostprocess.x = 1;
1187 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1188 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1192 damage_blurpostprocess.x = 0;
1193 damage_blurpostprocess.y = 0;
1194 damage_blurpostprocess.z = 0;
1199 void View_PostProcessing()
1201 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1202 float e2 = (autocvar_hud_powerup != 0);
1203 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1205 // enable or disable rendering types if they are used or not
1206 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1207 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1209 // blur postprocess handling done first (used by hud_damage and hud_contents)
1210 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1212 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1213 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1214 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1216 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1217 old_blurradius = blurradius;
1218 old_bluralpha = bluralpha;
1221 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1223 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1228 // edge detection postprocess handling done second (used by hud_powerup)
1229 float sharpen_intensity = 0;
1230 FOREACH(StatusEffect, it.instanceOfPowerups,
1232 float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time;
1233 if(powerup_finished > 0)
1234 sharpen_intensity += powerup_finished;
1237 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.
1239 if(autocvar_hud_powerup && sharpen_intensity > 0)
1241 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1243 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1244 old_sharpen_intensity = sharpen_intensity;
1247 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1249 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1250 old_sharpen_intensity = 0;
1253 if(cvar("r_glsl_postprocess") == 0)
1254 cvar_set("r_glsl_postprocess", "2");
1256 else if(cvar("r_glsl_postprocess") == 2)
1257 cvar_set("r_glsl_postprocess", "0");
1262 int lock_type = autocvar_cl_lockview;
1264 if (!autocvar_hud_cursormode
1265 && ((autocvar__hud_configure && spectatee_status <= 0)
1267 || HUD_Radar_Clickable()
1268 || HUD_MinigameMenu_IsOpened()
1269 || QuickMenu_IsOpened()
1274 // lock_type 1: lock origin and angles
1275 // lock_type 2: lock only origin
1277 setproperty(VF_ORIGIN, freeze_org);
1279 freeze_org = getpropertyvec(VF_ORIGIN);
1281 setproperty(VF_ANGLES, freeze_ang);
1283 freeze_ang = getpropertyvec(VF_ANGLES);
1286 void View_DemoCamera()
1288 if(camera_active) // Camera for demo playback
1290 if(autocvar_camera_enable)
1294 cvar_set("chase_active", ftos(chase_active_backup));
1295 cvar_set("cl_demo_mousegrab", "0");
1296 camera_active = false;
1302 if(autocvar_camera_enable)
1304 if(autocvar_camera_enable && isdemo())
1307 // Enable required Darkplaces cvars
1308 chase_active_backup = autocvar_chase_active;
1309 cvar_set("chase_active", "2");
1310 cvar_set("cl_demo_mousegrab", "1");
1311 camera_active = true;
1312 camera_mode = false;
1318 void View_BlurTest()
1320 if(time > blurtest_time0 && time < blurtest_time1)
1322 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1323 float r = t * blurtest_radius;
1324 float f = 1 / (t ** blurtest_power) - 1;
1326 cvar_set("r_glsl_postprocess", "1");
1327 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1331 cvar_set("r_glsl_postprocess", "0");
1332 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1337 void View_CheckButtonStatus()
1339 float is_dead = (STAT(HEALTH) <= 0);
1341 // FIXME do we need this hack?
1344 // in demos, input_buttons do not work
1345 button_zoom = (autocvar__togglezoom == "-");
1348 && autocvar_cl_unpress_zoom_on_death
1349 && (spectatee_status >= 0)
1350 && (is_dead || intermission))
1352 // no zoom while dead or in intermission please
1353 localcmd("-zoom\n");
1354 button_zoom = false;
1357 if(autocvar_fov <= 59.5)
1359 if(!zoomscript_caught)
1361 localcmd("+button9\n");
1362 zoomscript_caught = 1;
1367 if(zoomscript_caught)
1369 localcmd("-button9\n");
1370 zoomscript_caught = 0;
1374 if(active_minigame && HUD_MinigameMenu_IsOpened())
1376 if(!minigame_wasactive)
1378 localcmd("+button12\n");
1379 minigame_wasactive = true;
1382 else if(minigame_wasactive)
1384 localcmd("-button12\n");
1385 minigame_wasactive = false;
1388 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1390 entity wepent = viewmodels[slot];
1392 if(wepent.last_switchweapon != wepent.switchweapon)
1395 wepent.last_switchweapon = wepent.switchweapon;
1396 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1398 localcmd("-zoom\n");
1399 button_zoom = false;
1401 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1403 localcmd("-fire\n");
1404 localcmd("-fire2\n");
1405 button_attack2 = false;
1408 if(wepent.last_activeweapon != wepent.activeweapon)
1410 wepent.last_activeweapon = wepent.activeweapon;
1412 entity e = wepent.activeweapon;
1414 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1416 localcmd("\ncl_hook_activeweapon none\n");
1422 float oldr_nearclip;
1423 float oldr_farclip_base;
1424 float oldr_farclip_world;
1426 float oldr_useportalculling;
1427 float oldr_useinfinitefarclip;
1428 vector ov_org = '0 0 0';
1429 vector ov_mid = '0 0 0';
1430 vector ov_worldmin = '0 0 0';
1431 vector ov_worldmax = '0 0 0';
1437 ov_worldmin = '0 0 0';
1438 ov_worldmax = '0 0 0';
1439 if(autocvar_cl_orthoview)
1441 ov_worldmin = mi_picmin;
1442 ov_worldmax = mi_picmax;
1444 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1445 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1446 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1448 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1449 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1451 float ov_nearest = vlen(ov_org - vec3(
1452 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1453 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1454 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1457 float ov_furthest = 0;
1460 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1461 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1462 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1463 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1464 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1465 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1466 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1467 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1471 oldr_nearclip = cvar("r_nearclip");
1472 oldr_farclip_base = cvar("r_farclip_base");
1473 oldr_farclip_world = cvar("r_farclip_world");
1474 oldr_novis = cvar("r_novis");
1475 oldr_useportalculling = cvar("r_useportalculling");
1476 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1479 cvar_settemp("r_nearclip", ftos(ov_nearest));
1480 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1481 cvar_settemp("r_farclip_world", "0");
1482 cvar_settemp("r_novis", "1");
1483 cvar_settemp("r_useportalculling", "0");
1484 cvar_settemp("r_useinfinitefarclip", "0");
1486 setproperty(VF_ORIGIN, ov_org);
1487 setproperty(VF_ANGLES, '90 0 0');
1492 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1494 vtos(getpropertyvec(VF_ANGLES)),
1504 cvar_set("r_nearclip", ftos(oldr_nearclip));
1505 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1506 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1507 cvar_set("r_novis", ftos(oldr_novis));
1508 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1509 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1515 void View_UpdateFov()
1518 if(autocvar_cl_orthoview)
1519 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1520 else if(csqcplayer.viewloc)
1521 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1523 fov = GetCurrentFov(autocvar_fov);
1525 setproperty(VF_FOV, fov);
1528 void CSQC_UpdateView(entity this, float w, float h)
1530 TC(int, w); TC(int, h);
1532 execute_next_frame();
1539 ReplicateVars(REPLICATEVARS_CHECK);
1541 HUD_Scale_Disable();
1543 if(autocvar__hud_showbinds_reload) // menu can set this one
1546 binddb = db_create();
1547 cvar_set("_hud_showbinds_reload", "0");
1550 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1551 view_quality = getproperty(VF_MINFPS_QUALITY);
1555 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1556 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1558 vector vf_size = getpropertyvec(VF_SIZE);
1559 vector vf_min = getpropertyvec(VF_MIN);
1560 vid_width = vf_size.x;
1561 vid_height = vf_size.y;
1563 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1565 if (autocvar_chase_active)
1567 // in first person view if r_drawviewmodel is off weapon isn't visible
1568 // and server doesn't throw any casing
1569 // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings
1570 // can be thrown for self since own weapon model is visible
1571 if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0)
1572 cvar_set("r_drawviewmodel", "-1");
1576 if (autocvar_r_drawviewmodel < 0)
1577 cvar_set("r_drawviewmodel", "0");
1580 WaypointSprite_Load();
1582 CSQCPlayer_SetCamera();
1584 if(player_localentnum <= maxclients) // is it a client?
1585 current_player = player_localentnum - 1;
1586 else // then player_localentnum is the vehicle I'm driving
1587 current_player = player_localnum;
1588 myteam = entcs_GetTeam(current_player);
1590 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1592 local_player = this; // fall back!
1594 View_EventChase(local_player);
1596 // do lockview after event chase camera so that it still applies whenever necessary.
1600 //WarpZone_FixPMove();
1604 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1605 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1606 if(autocvar_r_drawviewmodel)
1607 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1608 if(viewmodels[slot].activeweapon)
1609 viewmodel_draw(viewmodels[slot]);
1612 view_origin = getpropertyvec(VF_ORIGIN);
1613 view_angles = getpropertyvec(VF_ANGLES);
1614 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1620 TargetMusic_Advance();
1622 fpscounter_update();
1625 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1627 drawframetime = bound(0.000001, time - drawtime, 1);
1630 // watch for gametype changes here...
1631 // in ParseStuffCMD the cmd isn't executed yet :/
1632 // might even be better to add the gametype to TE_CSQC_INIT...?
1636 if(intermission && !intermission_time)
1637 intermission_time = time;
1639 if(STAT(GAME_STOPPED) && !game_stopped_time)
1640 game_stopped_time = time;
1641 else if(game_stopped_time && !STAT(GAME_STOPPED))
1642 game_stopped_time = 0;
1644 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1646 if(calledhooks & HOOK_START)
1648 int gamecount = cvar("cl_matchcount");
1649 localcmd("\ncl_hook_gameend\n");
1650 // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend
1651 // earlier versions of the game abuse the hook to set this cvar
1652 localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n"));
1653 //cvar_set("cl_matchcount", itos(gamecount + 1));
1654 calledhooks |= HOOK_END;
1658 Welcome_Message_Show_Try();
1662 View_CheckButtonStatus();
1664 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1666 // ALWAYS Clear Current Scene First
1669 setproperty(VF_ORIGIN, view_origin);
1670 setproperty(VF_ANGLES, view_angles);
1672 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1673 setproperty(VF_SIZE, vf_size);
1674 setproperty(VF_MIN, vf_min);
1676 // Assign Standard Viewflags
1677 // Draw the World (and sky)
1678 setproperty(VF_DRAWWORLD, 1);
1680 vid_conwidth = autocvar_vid_conwidth;
1681 vid_conheight = autocvar_vid_conheight;
1682 vid_pixelheight = autocvar_vid_pixelheight;
1688 setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair
1689 setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar
1691 IL_EACH(g_drawables, it.draw, it.draw(it));
1693 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1696 // Now the the scene has been rendered, begin with the 2D drawing functions
1699 DrawReticle(local_player);
1702 View_PostProcessing();
1705 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1706 Draw_ShowNames_All();
1707 #if ENABLE_DEBUGDRAW
1711 if (autocvar__scoreboard_team_selection)
1713 Scoreboard_UI_Enable(1);
1714 cvar_set("_scoreboard_team_selection", "0");
1716 scoreboard_active = Scoreboard_WouldDraw();
1718 HUD_Draw(this); // this parameter for deep vehicle function
1720 if(NextFrameCommand)
1722 localcmd("\n", NextFrameCommand, "\n");
1723 NextFrameCommand = string_null;
1726 HUD_Mouse(local_player);
1732 // let's reset the view back to normal for the end
1733 setproperty(VF_MIN, '0 0 0');
1734 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1740 // following vectors must be global to allow seamless switching between camera modes
1741 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1742 void CSQC_Demo_Camera()
1744 float speed, attenuation, dimensions;
1747 if( autocvar_camera_reset || !camera_mode )
1749 camera_offset = '0 0 0';
1750 current_angles = '0 0 0';
1751 camera_direction = '0 0 0';
1752 camera_offset.z += 30;
1753 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1754 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1755 current_origin = view_origin;
1756 current_camera_offset = camera_offset;
1757 cvar_set("camera_reset", "0");
1758 camera_mode = CAMERA_CHASE;
1763 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1765 if(autocvar_camera_look_player)
1770 dir = normalize(view_origin - current_position);
1772 mouse_angles = vectoangles(dir);
1773 mouse_angles.x = mouse_angles.x * -1;
1778 tmp = getmousepos() * 0.1;
1779 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1781 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1782 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1786 if(autocvar_camera_look_player)
1787 attenuation = autocvar_camera_look_attenuation;
1789 attenuation = autocvar_camera_speed_attenuation;
1791 attenuation = 1 / max(1, attenuation);
1792 current_angles += (mouse_angles - current_angles) * attenuation;
1794 // limit current pitch angle to sane values
1795 if (current_angles.x < -90) current_angles.x = -90;
1796 if (current_angles.x > 90 ) current_angles.x = 90;
1798 // limit mouse and current yaw angles to standard values simultaneously so that the difference
1799 // between these angles is not altered
1800 while (current_angles.y < -180 && mouse_angles.y < -180) {current_angles.y += 360; mouse_angles.y += 360;}
1801 while (current_angles.y > 180 && mouse_angles.y > 180 ) {current_angles.y -= 360; mouse_angles.y -= 360;}
1807 if( camera_direction.x )
1809 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1810 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1811 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1812 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1816 if( camera_direction.y )
1818 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1819 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1820 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1824 if( camera_direction.z )
1826 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1830 if(autocvar_camera_free)
1831 speed = autocvar_camera_speed_free;
1833 speed = autocvar_camera_speed_chase;
1837 speed = speed * sqrt(1 / dimensions);
1838 camera_offset += tmp * speed;
1841 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1844 if( autocvar_camera_free )
1846 if ( camera_mode == CAMERA_CHASE )
1848 current_camera_offset = current_origin + current_camera_offset;
1849 camera_offset = current_origin + camera_offset;
1852 camera_mode = CAMERA_FREE;
1853 current_position = current_camera_offset;
1857 if ( camera_mode == CAMERA_FREE )
1859 current_origin = view_origin;
1860 camera_offset = camera_offset - current_origin;
1861 current_camera_offset = current_camera_offset - current_origin;
1864 camera_mode = CAMERA_CHASE;
1866 if(autocvar_camera_chase_smoothly)
1867 current_origin += (view_origin - current_origin) * attenuation;
1869 current_origin = view_origin;
1871 current_position = current_origin + current_camera_offset;
1874 setproperty(VF_ANGLES, current_angles);
1875 setproperty(VF_ORIGIN, current_position);