3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include "mutators/events.qh"
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/debug.qh>
21 #include <common/mapinfo.qh>
22 #include <common/gamemodes/_mod.qh>
23 #include <common/physics/player.qh>
24 #include <common/stats.qh>
25 #include <common/triggers/target/music.qh>
26 #include <common/teams.qh>
27 #include <common/wepent.qh>
29 #include <common/weapons/weapon/tuba.qh>
31 #include <common/vehicles/all.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/viewloc.qh>
34 #include <common/triggers/trigger/viewloc.qh>
35 #include <common/minigames/cl_minigames.qh>
36 #include <common/minigames/cl_minigames_hud.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/csqcmodel/cl_model.qh>
40 #include "csqcmodel_hooks.qh"
42 #include <lib/warpzone/client.qh>
43 #include <lib/warpzone/common.qh>
45 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
47 float autocvar_cl_viewmodel_scale;
49 bool autocvar_cl_bobmodel;
50 float autocvar_cl_bobmodel_speed;
51 float autocvar_cl_bobmodel_side;
52 float autocvar_cl_bobmodel_up;
54 float autocvar_cl_followmodel;
55 float autocvar_cl_followmodel_speed = 0.3;
56 float autocvar_cl_followmodel_limit = 135;
57 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
58 float autocvar_cl_followmodel_highpass = 0.05;
59 float autocvar_cl_followmodel_lowpass = 0.03;
60 bool autocvar_cl_followmodel_velocity_absolute;
62 float autocvar_cl_leanmodel;
63 float autocvar_cl_leanmodel_speed = 0.3;
64 float autocvar_cl_leanmodel_limit = 30;
65 float autocvar_cl_leanmodel_highpass1 = 0.2;
66 float autocvar_cl_leanmodel_highpass = 0.2;
67 float autocvar_cl_leanmodel_lowpass = 0.05;
69 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
71 #define lowpass(value, frac, ref_store, ret) \
72 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
74 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 float __ignore; lowpass(value, frac, ref_store, __ignore); \
77 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
80 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
82 float __f = 0; lowpass(value, frac, ref_store, __f); \
83 ret = (value) - __f; \
86 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
88 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
89 ret = (value) - __f; \
92 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 lowpass(value.x, frac, ref_store.x, ref_out.x); \
95 lowpass(value.y, frac, ref_store.y, ref_out.y); \
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 highpass(value.x, frac, ref_store.x, ref_out.x); \
101 highpass(value.y, frac, ref_store.y, ref_out.y); \
104 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
106 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
107 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
110 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 lowpass(value.x, frac, ref_store.x, ref_out.x); \
113 lowpass(value.y, frac, ref_store.y, ref_out.y); \
114 lowpass(value.z, frac, ref_store.z, ref_out.z); \
117 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
119 highpass(value.x, frac, ref_store.x, ref_out.x); \
120 highpass(value.y, frac, ref_store.y, ref_out.y); \
121 highpass(value.z, frac, ref_store.z, ref_out.z); \
124 void calc_followmodel_ofs(entity view)
126 if(cl_followmodel_time == time)
127 return; // cl_followmodel_ofs already calculated for this frame
130 vector gunorg = '0 0 0';
131 static vector vel_average;
132 static vector gunorg_adjustment_highpass;
133 static vector gunorg_adjustment_lowpass;
136 if (autocvar_cl_followmodel_velocity_absolute)
140 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
141 MAKEVECTORS(makevectors, view_angles, forward, right, up);
142 vel.x = view.velocity * forward;
143 vel.y = view.velocity * right * -1;
144 vel.z = view.velocity * up;
147 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
148 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
149 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
151 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
152 lowpass3(vel, frac, vel_average, gunorg);
154 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
156 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
157 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
158 frac = avg_factor(autocvar_cl_followmodel_highpass);
159 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
160 frac = avg_factor(autocvar_cl_followmodel_lowpass);
161 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
163 if (autocvar_cl_followmodel_velocity_absolute)
166 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
167 MAKEVECTORS(makevectors, view_angles, forward, right, up);
168 fixed_gunorg.x = gunorg * forward;
169 fixed_gunorg.y = gunorg * right * -1;
170 fixed_gunorg.z = gunorg * up;
171 gunorg = fixed_gunorg;
174 cl_followmodel_ofs = gunorg;
175 cl_followmodel_time = time;
178 vector leanmodel_ofs(entity view)
181 vector gunangles = '0 0 0';
182 static vector gunangles_prev = '0 0 0';
183 static vector gunangles_highpass = '0 0 0';
184 static vector gunangles_adjustment_highpass;
185 static vector gunangles_adjustment_lowpass;
187 if (view.csqcmodel_teleported)
188 gunangles_prev = view_angles;
190 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
191 gunangles_highpass += gunangles_prev;
192 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
193 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
194 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
195 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
196 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
197 gunangles_prev = view_angles;
198 gunangles_highpass -= gunangles_prev;
200 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
201 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
203 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
204 frac = avg_factor(autocvar_cl_leanmodel_highpass);
205 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
206 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
207 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
209 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
214 vector bobmodel_ofs(entity view)
216 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
217 static bool oldonground;
218 static float hitgroundtime;
221 float f = time; // cl.movecmd[0].time
225 oldonground = clonground;
227 // calculate for swinging gun model
228 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
229 vector gunorg = '0 0 0';
230 static float bobmodel_scale = 0;
231 static float time_ofs = 0; // makes the effect always restart in the same way
234 if (time - hitgroundtime > 0.05)
235 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
238 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
240 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
241 if (bobmodel_scale && xyspeed)
243 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
244 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
245 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
246 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
254 void viewmodel_animate(entity this)
256 if (autocvar_chase_active) return;
257 if (STAT(HEALTH) <= 0) return;
259 entity view = CSQCModel_server2csqc(player_localentnum - 1);
261 if (autocvar_cl_followmodel)
263 calc_followmodel_ofs(view);
264 this.origin += cl_followmodel_ofs;
267 if (autocvar_cl_leanmodel)
268 this.angles += leanmodel_ofs(view);
270 // vertical view bobbing code
273 // horizontal view bobbing code
277 // causes the view to swing down and back up when touching the ground
280 // gun model bobbing code
281 if (autocvar_cl_bobmodel)
282 this.origin += bobmodel_ofs(view);
285 .vector viewmodel_origin, viewmodel_angles;
286 .float weapon_nextthink;
287 .float weapon_eta_last;
288 .float weapon_switchdelay;
292 void viewmodel_draw(entity this)
294 if(!this.activeweapon || !autocvar_r_drawviewmodel)
296 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
297 float a = this.alpha;
298 static bool wasinvehicle;
299 bool invehicle = player_localentnum > maxclients;
300 if (invehicle) a = -1;
301 else if (wasinvehicle) a = 1;
302 wasinvehicle = invehicle;
303 Weapon wep = this.activeweapon;
304 int c = entcs_GetClientColors(current_player);
305 vector g = weaponentity_glowmod(wep, NULL, c, this);
306 entity me = CSQCModel_server2csqc(player_localentnum - 1);
307 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
309 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
310 for (entity e = this; e; e = e.weaponchild)
314 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
316 e.csqcmodel_effects = fx;
317 CSQCModel_Effects_Apply(e);
321 string name = wep.mdl;
322 string newname = wep.wr_viewmodel(wep, this);
325 bool swap = name != this.name_last;
328 this.name_last = name;
329 CL_WeaponEntity_SetModel(this, name, swap);
330 this.viewmodel_origin = this.origin;
331 this.viewmodel_angles = this.angles;
334 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
335 anim_set(this, this.anim_idle, true, false, false);
337 float f = 0; // 0..1; 0: fully active
338 float rate = STAT(WEAPONRATEFACTOR);
339 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
340 if (eta <= 0) f = this.weapon_eta_last;
341 else switch (this.state)
345 f = eta / max(eta, this.weapon_switchdelay);
350 f = 1 - eta / max(eta, this.weapon_switchdelay);
359 this.weapon_eta_last = f;
360 this.origin = this.viewmodel_origin;
361 this.angles = this.viewmodel_angles;
362 this.angles_x = (-90 * f * f);
363 viewmodel_animate(this);
364 MUTATOR_CALLHOOK(DrawViewModel, this);
365 setorigin(this, this.origin);
368 STATIC_INIT(viewmodel) {
369 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
370 viewmodels[slot] = new(viewmodel);
373 void Porto_Draw(entity this);
376 entity e = new_pure(porto);
378 IL_PUSH(g_drawables, e);
379 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
382 const int polyline_length = 16;
383 .vector polyline[polyline_length];
384 void Porto_Draw(entity this)
386 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
388 entity wepent = viewmodels[slot];
390 if (wepent.activeweapon != WEP_PORTO) continue;
391 if (spectatee_status) continue;
392 if (WEP_CVAR(porto, secondary)) continue;
393 if (intermission == 1) continue;
394 if (intermission == 2) continue;
395 if (STAT(HEALTH) <= 0) continue;
397 vector pos = view_origin;
398 vector dir = view_forward;
399 if (wepent.angles_held_status)
401 makevectors(wepent.angles_held);
405 wepent.polyline[0] = pos;
407 int portal_number = 0, portal1_idx = 1, portal_max = 2;
408 int n = 1 + 2; // 2 lines == 3 points
409 for (int idx = 0; idx < n && idx < polyline_length - 1; )
411 traceline(pos, pos + 65536 * dir, true, this);
412 dir = reflect(dir, trace_plane_normal);
414 wepent.polyline[++idx] = pos;
415 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
420 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
427 vector ang = vectoangles2(trace_plane_normal, dir);
430 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
437 if (portal_number >= portal_max) break;
438 if (portal_number == 1) portal1_idx = idx;
440 for (int idx = 0; idx < n - 1; ++idx)
442 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
443 if (idx == 0) p -= view_up * 16; // line from player
444 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
445 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
452 vector GetCurrentFov(float fov)
454 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
455 float velocityzoom, curspeed;
458 zoomsensitivity = autocvar_cl_zoomsensitivity;
459 zoomfactor = autocvar_cl_zoomfactor;
460 if(zoomfactor < 1 || zoomfactor > 30)
462 zoomspeed = autocvar_cl_zoomspeed;
464 if(zoomspeed < 0.5 || zoomspeed > 16)
467 zoomdir = button_zoom;
469 if(hud == HUD_NORMAL && !spectatee_status)
471 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
473 entity wepent = viewmodels[slot];
474 if(wepent.switchweapon != wepent.activeweapon)
476 Weapon wep = wepent.activeweapon;
477 if(wep != WEP_Null && wep.wr_zoomdir)
479 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
484 if(spectatee_status > 0 || isdemo())
486 if(spectatorbutton_zoom)
493 // fteqcc failed twice here already, don't optimize this
496 if(zoomdir) { zoomin_effect = 0; }
500 current_viewzoom = min(1, current_viewzoom + drawframetime);
502 else if(autocvar_cl_spawnzoom && zoomin_effect)
504 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
506 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
507 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
508 if(current_viewzoom == 1) { zoomin_effect = 0; }
512 if(zoomspeed < 0) // instant zoom
515 current_viewzoom = 1 / zoomfactor;
517 current_viewzoom = 1;
522 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
524 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
528 if(almost_equals(current_viewzoom, 1))
529 current_zoomfraction = 0;
530 else if(almost_equals(current_viewzoom, 1/zoomfactor))
531 current_zoomfraction = 1;
533 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
535 if(zoomsensitivity < 1)
536 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
538 setsensitivityscale(1);
540 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
542 if(intermission) { curspeed = 0; }
546 makevectors(view_angles);
549 v = csqcplayer.velocity;
551 switch(autocvar_cl_velocityzoom_type)
553 case 3: curspeed = max(0, v_forward * v); break;
554 case 2: curspeed = (v_forward * v); break;
555 case 1: default: curspeed = vlen(v); break;
559 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
560 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
561 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
563 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
568 float frustumx, frustumy, fovx, fovy;
569 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
570 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
571 fovx = atan2(frustumx, 1) / M_PI * 360.0;
572 fovy = atan2(frustumy, 1) / M_PI * 360.0;
574 return '1 0 0' * fovx + '0 1 0' * fovy;
577 vector GetViewLocationFOV(float fov)
579 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
580 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
581 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
582 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
583 return '1 0 0' * fovx + '0 1 0' * fovy;
586 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
589 float width = (ov_worldmax.x - ov_worldmin.x);
590 float height = (ov_worldmax.y - ov_worldmin.y);
591 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
592 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
593 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
594 return '1 0 0' * fovx + '0 1 0' * fovy;
597 // this function must match W_SetupShot!
598 float zoomscript_caught;
600 vector wcross_origin;
601 float wcross_scale_prev, wcross_alpha_prev;
602 vector wcross_color_prev;
603 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
604 vector wcross_color_goal_prev;
605 float wcross_changedonetime;
607 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
608 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
609 float wcross_name_changestarttime, wcross_name_changedonetime;
610 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
612 float wcross_ring_prev;
615 entity trueaim_rifle;
617 const float SHOTTYPE_HITTEAM = 1;
618 const float SHOTTYPE_HITOBSTRUCTION = 2;
619 const float SHOTTYPE_HITWORLD = 3;
620 const float SHOTTYPE_HITENEMY = 4;
624 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
625 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
628 float EnemyHitCheck()
631 wcross_origin = project_3d_to_2d(trace_endpos);
634 n = trace_ent.entnum;
636 n = trace_networkentity;
638 return SHOTTYPE_HITWORLD;
640 return SHOTTYPE_HITWORLD;
641 t = entcs_GetTeam(n - 1);
644 return SHOTTYPE_HITTEAM;
645 if(t == NUM_SPECTATOR)
646 return SHOTTYPE_HITWORLD;
647 return SHOTTYPE_HITENEMY;
650 float TrueAimCheck(entity wepent)
652 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?
653 vector vecs, trueaimpoint, w_shotorg;
661 mv = MOVE_NOMONSTERS;
663 switch(wepent.activeweapon) // WEAPONTODO
665 case WEP_TUBA: // no aim
666 case WEP_PORTO: // shoots from eye
667 case WEP_NEXBALL: // shoots from eye
668 case WEP_HOOK: // no trueaim
669 case WEP_MORTAR: // toss curve
670 return SHOTTYPE_HITWORLD;
678 if(zoomscript_caught)
680 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
681 return EnemyHitCheck();
684 case WEP_DEVASTATOR: // projectile has a size!
688 case WEP_FIREBALL: // projectile has a size!
692 case WEP_SEEKER: // projectile has a size!
696 case WEP_ELECTRO: // projectile has a size!
702 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
704 vecs = decompressShotOrigin(STAT(SHOTORG));
706 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
707 trueaimpoint = trace_endpos;
709 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
710 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
717 dv = view_right * vecs.y + view_up * vecs.z;
718 w_shotorg = traceorigin + dv;
720 // now move the vecs forward as much as requested if possible
721 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
722 w_shotorg = trace_endpos - view_forward * nudge;
724 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
725 shottype = EnemyHitCheck();
726 if(shottype != SHOTTYPE_HITWORLD)
730 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
731 // or rather, I know why, but see no fix
732 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
733 // 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
734 return SHOTTYPE_HITOBSTRUCTION;
737 return SHOTTYPE_HITWORLD;
741 void CSQC_Demo_Camera();
743 const float CAMERA_FREE = 1;
744 const float CAMERA_CHASE = 2;
746 string NextFrameCommand;
748 vector freeze_org, freeze_ang;
749 entity nightvision_noise, nightvision_noise2;
751 const float MAX_TIME_DIFF = 5;
752 float pickup_crosshair_time, pickup_crosshair_size;
753 float hitindication_crosshair_size;
754 float use_vortex_chargepool;
756 float myhealth, myhealth_prev;
757 float myhealth_flash;
759 float old_blurradius, old_bluralpha;
760 float old_sharpen_intensity;
762 vector myhealth_gentlergb;
764 float contentavgalpha, liquidalpha_prev;
765 vector liquidcolor_prev;
767 float eventchase_current_distance;
768 float eventchase_running;
769 bool WantEventchase(entity this)
771 if(autocvar_cl_orthoview)
773 if(STAT(GAME_STOPPED) || intermission)
777 if(spectatee_status >= 0)
779 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
781 if(MUTATOR_CALLHOOK(WantEventchase, this))
783 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
785 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
787 if(autocvar_cl_eventchase_death == 2)
789 // don't stop eventchase once it's started (even if velocity changes afterwards)
790 if(this.velocity == '0 0 0' || eventchase_running)
799 void HUD_Crosshair_Vehicle(entity this)
801 if(hud != HUD_BUMBLEBEE_GUN)
803 Vehicle info = Vehicles_from(hud);
804 info.vr_crosshair(info, this);
808 vector damage_blurpostprocess, content_blurpostprocess;
810 float unaccounted_damage = 0;
813 // accumulate damage with each stat update
814 static float damage_total_prev = 0;
815 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
816 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
817 damage_total_prev = damage_total;
819 static float damage_dealt_time_prev = 0;
820 float damage_dealt_time = STAT(HIT_TIME);
821 if (damage_dealt_time != damage_dealt_time_prev)
823 unaccounted_damage += unaccounted_damage_new;
824 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
826 damage_dealt_time_prev = damage_dealt_time;
828 // prevent hitsound when switching spectatee
829 static float spectatee_status_prev = 0;
830 if (spectatee_status != spectatee_status_prev)
831 unaccounted_damage = 0;
832 spectatee_status_prev = spectatee_status;
837 // varying sound pitch
839 bool have_arc = false;
840 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
842 entity wepent = viewmodels[slot];
844 if(wepent.activeweapon == WEP_ARC)
848 static float hitsound_time_prev = 0;
849 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
850 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
851 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
853 if (autocvar_cl_hitsound && unaccounted_damage)
855 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
856 float a = autocvar_cl_hitsound_max_pitch;
857 float b = autocvar_cl_hitsound_min_pitch;
858 float c = autocvar_cl_hitsound_nom_damage;
859 float d = unaccounted_damage;
860 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
862 // if sound variation is disabled, set pitch_shift to 1
863 if (autocvar_cl_hitsound == 1)
866 // if pitch shift is reversed, mirror in (max-min)/2 + min
867 if (autocvar_cl_hitsound == 3)
869 float mirror_value = (a-b)/2 + b;
870 pitch_shift = mirror_value + (mirror_value - pitch_shift);
873 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
875 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
876 // todo: normalize sound pressure levels? seems unnecessary
878 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
880 unaccounted_damage = 0;
881 hitsound_time_prev = time;
884 static float typehit_time_prev = 0;
885 float typehit_time = STAT(TYPEHIT_TIME);
886 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
888 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
889 typehit_time_prev = typehit_time;
892 static float kill_time_prev = 0;
893 float kill_time = STAT(KILL_TIME);
894 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
896 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
897 kill_time_prev = kill_time;
901 vector crosshair_getcolor(entity this, float health_stat)
903 static float rainbow_last_flicker;
904 static vector rainbow_prev_color;
905 vector wcross_color = '0 0 0';
906 switch(autocvar_crosshair_color_special)
908 case 1: // crosshair_color_per_weapon
910 if(this != WEP_Null && hud == HUD_NORMAL)
912 wcross_color = this.wpcolor;
915 else { goto normalcolor; }
918 case 2: // crosshair_color_by_health
920 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
921 float hp = floor(v.x + 1);
936 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
937 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
941 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
942 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
943 wcross_color.z = 1 - (hp-100)*0.02;
949 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
954 wcross_color.y = (hp-20)*90/27/100;
955 wcross_color.z = (hp-20)*90/27/100 * 0.2;
965 case 3: // crosshair_color_rainbow
967 if(time >= rainbow_last_flicker)
969 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
970 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
972 wcross_color = rainbow_prev_color;
976 default: { wcross_color = stov(autocvar_crosshair_color); break; }
982 void HUD_Crosshair(entity this)
986 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
987 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
988 !HUD_MinigameMenu_IsOpened() )
990 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
993 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
996 if (hud != HUD_NORMAL)
998 HUD_Crosshair_Vehicle(this);
1002 string wcross_style;
1003 float wcross_alpha, wcross_resolution;
1004 wcross_style = autocvar_crosshair;
1005 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1006 wcross_style = autocvar_crosshair_2d;
1007 if (wcross_style == "0")
1009 wcross_resolution = autocvar_crosshair_size;
1010 if (wcross_resolution == 0)
1012 wcross_alpha = autocvar_crosshair_alpha;
1013 if (wcross_alpha == 0)
1019 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1020 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1021 wcross_origin = viewloc_mousepos;
1023 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1024 wcross_origin.z = 0;
1025 if(autocvar_crosshair_hittest)
1027 vector wcross_oldorigin;
1028 entity thiswep = viewmodels[0]; // TODO: unhardcode
1029 wcross_oldorigin = wcross_origin;
1030 shottype = TrueAimCheck(thiswep);
1031 if(shottype == SHOTTYPE_HITWORLD)
1033 v = wcross_origin - wcross_oldorigin;
1034 v.x /= vid_conwidth;
1035 v.y /= vid_conheight;
1036 if(vdist(v, >, 0.01))
1037 shottype = SHOTTYPE_HITOBSTRUCTION;
1039 if(!autocvar_crosshair_hittest_showimpact)
1040 wcross_origin = wcross_oldorigin;
1043 shottype = SHOTTYPE_HITWORLD;
1045 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1046 string wcross_name = "";
1047 float wcross_scale, wcross_blur;
1049 entity e = WEP_Null;
1050 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1052 entity wepent = viewmodels[0]; // TODO: unhardcode
1053 e = wepent.switchingweapon;
1056 if(autocvar_crosshair_per_weapon)
1058 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1059 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1060 //if (wcross_resolution == 0)
1063 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1064 wcross_resolution *= e.w_crosshair_size;
1065 wcross_name = e.w_crosshair;
1070 if(wcross_name == "")
1071 wcross_name = strcat("gfx/crosshair", wcross_style);
1073 // MAIN CROSSHAIR COLOR DECISION
1074 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1076 if(autocvar_crosshair_effect_scalefade)
1078 wcross_scale = wcross_resolution;
1079 wcross_resolution = 1;
1086 if(autocvar_crosshair_pickup)
1088 float stat_pickup_time = STAT(LAST_PICKUP);
1090 if(pickup_crosshair_time < stat_pickup_time)
1092 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1093 pickup_crosshair_size = 1;
1095 pickup_crosshair_time = stat_pickup_time;
1098 if(pickup_crosshair_size > 0)
1099 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1101 pickup_crosshair_size = 0;
1103 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1106 // todo: make crosshair hit indication dependent on damage dealt
1107 if(autocvar_crosshair_hitindication)
1109 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1111 if(unaccounted_damage)
1113 hitindication_crosshair_size = 1;
1116 if(hitindication_crosshair_size > 0)
1117 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1119 hitindication_crosshair_size = 0;
1121 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1122 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1123 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1124 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1127 if(shottype == SHOTTYPE_HITENEMY)
1128 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1129 if(shottype == SHOTTYPE_HITTEAM)
1130 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1132 f = fabs(autocvar_crosshair_effect_time);
1133 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1135 wcross_changedonetime = time + f;
1137 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1139 wcross_name_changestarttime = time;
1140 wcross_name_changedonetime = time + f;
1141 if(wcross_name_goal_prev_prev)
1142 strunzone(wcross_name_goal_prev_prev);
1143 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1144 wcross_name_goal_prev = strzone(wcross_name);
1145 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1146 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1147 wcross_resolution_goal_prev = wcross_resolution;
1150 wcross_scale_goal_prev = wcross_scale;
1151 wcross_alpha_goal_prev = wcross_alpha;
1152 wcross_color_goal_prev = wcross_color;
1154 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1157 wcross_alpha *= 0.75;
1161 // *_prev is at time-frametime
1162 // * is at wcross_changedonetime+f
1163 // what do we have at time?
1164 if(time < wcross_changedonetime)
1166 f = frametime / (wcross_changedonetime - time + frametime);
1167 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1168 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1169 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1172 wcross_scale_prev = wcross_scale;
1173 wcross_alpha_prev = wcross_alpha;
1174 wcross_color_prev = wcross_color;
1176 MUTATOR_CALLHOOK(UpdateCrosshair);
1178 wcross_scale *= 1 - autocvar__menu_alpha;
1179 wcross_alpha *= 1 - autocvar__menu_alpha;
1180 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1182 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1184 // crosshair rings for weapon stats
1185 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1187 // declarations and stats
1188 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1189 string ring_image = string_null, ring_inner_image = string_null;
1190 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1192 ring_scale = autocvar_crosshair_ring_size;
1194 float weapon_clipload, weapon_clipsize;
1195 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1196 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1198 entity wepent = viewmodels[0]; // TODO: unhardcode
1200 float arc_heat = wepent.arc_heat_percent;
1201 float vcharge = wepent.vortex_charge;
1202 float vchargepool = wepent.vortex_chargepool_ammo;
1204 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1205 vortex_charge_movingavg = vcharge;
1207 // handle the values
1208 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1210 if (vchargepool || use_vortex_chargepool) {
1211 use_vortex_chargepool = 1;
1212 ring_inner_value = vchargepool;
1214 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1215 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1218 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1219 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1220 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1222 // draw the outer ring to show the current charge of the weapon
1223 ring_value = vcharge;
1224 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1225 ring_rgb = wcross_color;
1226 ring_image = "gfx/crosshair_ring_nexgun.tga";
1228 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1230 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1231 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1232 ring_rgb = wcross_color;
1233 ring_image = "gfx/crosshair_ring.tga";
1235 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1237 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1238 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1239 ring_rgb = wcross_color;
1240 ring_image = "gfx/crosshair_ring.tga";
1242 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1244 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1245 ring_scale = autocvar_crosshair_ring_reload_size;
1246 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1247 ring_rgb = wcross_color;
1249 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1250 // if a new image for another weapon is added, add the code (and its respective file/value) here
1251 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1252 ring_image = "gfx/crosshair_ring_rifle.tga";
1254 ring_image = "gfx/crosshair_ring.tga";
1256 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1258 ring_value = arc_heat;
1259 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1260 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1261 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1262 ring_image = "gfx/crosshair_ring.tga";
1265 // if in weapon switch animation, fade ring out/in
1266 if(autocvar_crosshair_effect_time > 0)
1268 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1271 wcross_ring_prev = ((ring_image) ? true : false);
1274 if(wcross_ring_prev)
1277 ring_alpha *= fabs(1 - bound(0, f, 1));
1282 ring_alpha *= bound(0, f, 1);
1286 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1287 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1290 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1293 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1295 if(wcross_blur > 0) \
1297 for(i = -2; i <= 2; ++i) \
1298 for(j = -2; j <= 2; ++j) \
1299 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1303 M(0,0,sz,wcross_name,wcross_alpha); \
1307 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1308 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)
1310 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1311 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1313 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1315 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1316 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1317 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1324 wcross_name_alpha_goal_prev = f;
1326 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1327 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1329 if(autocvar_crosshair_dot)
1331 vector wcross_color_old;
1332 wcross_color_old = wcross_color;
1334 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1335 wcross_color = stov(autocvar_crosshair_dot_color);
1337 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1338 // FIXME why don't we use wcross_alpha here?
1339 wcross_color = wcross_color_old;
1345 wcross_scale_prev = 0;
1346 wcross_alpha_prev = 0;
1347 wcross_scale_goal_prev = 0;
1348 wcross_alpha_goal_prev = 0;
1349 wcross_changedonetime = 0;
1350 if(wcross_name_goal_prev)
1351 strunzone(wcross_name_goal_prev);
1352 wcross_name_goal_prev = string_null;
1353 if(wcross_name_goal_prev_prev)
1354 strunzone(wcross_name_goal_prev_prev);
1355 wcross_name_goal_prev_prev = string_null;
1356 wcross_name_changestarttime = 0;
1357 wcross_name_changedonetime = 0;
1358 wcross_name_alpha_goal_prev = 0;
1359 wcross_name_alpha_goal_prev_prev = 0;
1360 wcross_resolution_goal_prev = 0;
1361 wcross_resolution_goal_prev_prev = 0;
1365 const int MAX_SPECIALCOMMAND = 15;
1366 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1367 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1368 const float SPECIALCOMMAND_SPEED = 150;
1369 const float SPECIALCOMMAND_TURNSPEED = 2;
1370 const float SPECIALCOMMAND_SIZE = 0.025;
1371 const float SPECIALCOMMAND_CHANCE = 0.35;
1372 float sc_spawntime, sc_changetime;
1373 vector sc_color = '1 1 1';
1374 void SpecialCommand()
1376 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1379 if(time >= sc_changetime)
1381 sc_changetime = time + 1;
1382 sc_color = randomvec() * 1.5;
1383 sc_color.x = bound(0.2, sc_color.x, 0.75);
1384 sc_color.y = bound(0.2, sc_color.y, 0.75);
1385 sc_color.z = bound(0.2, sc_color.z, 0.75);
1387 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1389 if(!precache_pic("gfx/smile"))
1390 return; // damn party poopers
1392 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1394 vector slot = specialcommand_slots[j];
1396 slot.y += SPECIALCOMMAND_SPEED * frametime;
1398 slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1399 if(slot.y >= vid_conheight)
1404 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1406 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1407 slot.y = 1; // start it off 0 so we can use it
1409 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1410 vector newcolor = randomvec() * 2;
1411 newcolor.x = bound(0.4, newcolor.x, 1);
1412 newcolor.y = bound(0.4, newcolor.y, 1);
1413 newcolor.z = bound(0.4, newcolor.z, 1);
1414 specialcommand_colors[j] = newcolor;
1419 vector splash_size = '0 0 0';
1420 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1421 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1422 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1423 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1426 specialcommand_slots[j] = slot;
1430 void HUD_Draw(entity this)
1432 // if we don't know gametype and scores yet avoid drawing the scoreboard
1433 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1434 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1435 // cl_deathscoreboard would show the scoreboard and so on
1439 Hud_Dynamic_Frame();
1442 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1444 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1446 else if(STAT(FROZEN))
1448 vector col = '0.25 0.90 1';
1449 if(STAT(REVIVE_PROGRESS))
1450 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1451 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1456 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1458 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1459 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1460 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);
1462 else if(STAT(CAPTURE_PROGRESS))
1464 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1465 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1467 else if(STAT(REVIVE_PROGRESS))
1469 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1470 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1472 HUD_Scale_Disable();
1474 if(autocvar_r_letterbox == 0)
1475 if(autocvar_viewsize < 120)
1477 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1478 Accuracy_LoadLevels();
1481 HUD_Scale_Disable();
1484 // crosshair goes VERY LAST
1487 HUD_Crosshair(this);
1491 void ViewLocation_Mouse()
1493 if(spectatee_status)
1494 return; // don't draw it as spectator!
1496 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1497 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1498 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1500 //float cursor_alpha = 1 - autocvar__menu_alpha;
1501 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1505 float oldr_nearclip;
1506 float oldr_farclip_base;
1507 float oldr_farclip_world;
1509 float oldr_useportalculling;
1510 float oldr_useinfinitefarclip;
1512 void cl_notice_run();
1516 float vh_notice_time;
1517 void WaypointSprite_Load();
1518 void CSQC_UpdateView(entity this, float w, float h)
1520 TC(int, w); TC(int, h);
1524 vector vf_size, vf_min;
1527 execute_next_frame();
1534 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1535 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1539 HUD_Scale_Disable();
1541 if(autocvar__hud_showbinds_reload) // menu can set this one
1544 binddb = db_create();
1545 cvar_set("_hud_showbinds_reload", "0");
1548 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1549 view_quality = getproperty(VF_MINFPS_QUALITY);
1553 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1554 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1556 vf_size = getpropertyvec(VF_SIZE);
1557 vf_min = getpropertyvec(VF_MIN);
1558 vid_width = vf_size.x;
1559 vid_height = vf_size.y;
1561 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1562 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1564 WaypointSprite_Load();
1566 CSQCPlayer_SetCamera();
1568 if(player_localentnum <= maxclients) // is it a client?
1569 current_player = player_localentnum - 1;
1570 else // then player_localentnum is the vehicle I'm driving
1571 current_player = player_localnum;
1572 myteam = entcs_GetTeam(current_player);
1574 if(myteam != prev_myteam)
1576 myteamcolors = colormapPaletteColor(myteam, 1);
1577 FOREACH(hud_panels, true, it.update_time = time);
1578 prev_myteam = myteam;
1581 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1583 float is_dead = (STAT(HEALTH) <= 0);
1585 // FIXME do we need this hack?
1588 // in demos, input_buttons do not work
1589 button_zoom = (autocvar__togglezoom == "-");
1592 && autocvar_cl_unpress_zoom_on_death
1593 && (spectatee_status >= 0)
1594 && (is_dead || intermission))
1596 // no zoom while dead or in intermission please
1597 localcmd("-zoom\n");
1598 button_zoom = false;
1601 // abused multiple places below
1602 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1604 local_player = this; // fall back!
1606 // event chase camera
1607 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1609 if(STAT(CAMERA_SPECTATOR))
1611 if(spectatee_status > 0)
1613 if(!autocvar_chase_active)
1615 cvar_set("chase_active", "-2");
1616 goto skip_eventchase_death;
1619 else if(autocvar_chase_active == -2)
1620 cvar_set("chase_active", "0");
1622 if(autocvar_chase_active == -2)
1623 goto skip_eventchase_death;
1625 else if(autocvar_chase_active == -2)
1626 cvar_set("chase_active", "0");
1628 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1630 float vehicle_viewdist = 0;
1631 vector vehicle_viewofs = '0 0 0';
1635 if(hud != HUD_BUMBLEBEE_GUN)
1637 Vehicle info = Vehicles_from(hud);
1638 vehicle_viewdist = info.height;
1639 vehicle_viewofs = info.view_ofs;
1643 if(WantEventchase(this))
1645 vector current_view_origin_override = '0 0 0';
1646 vector view_offset_override = '0 0 0';
1647 float chase_distance_override = 0;
1648 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1649 if(custom_eventchase)
1651 current_view_origin_override = M_ARGV(0, vector);
1652 view_offset_override = M_ARGV(1, vector);
1653 chase_distance_override = M_ARGV(0, float);
1655 eventchase_running = true;
1657 // 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.)
1658 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1659 if (custom_eventchase)
1660 current_view_origin = current_view_origin_override;
1662 // detect maximum viewoffset and use it
1663 vector view_offset = autocvar_cl_eventchase_viewoffset;
1667 view_offset = vehicle_viewofs;
1669 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1671 if (custom_eventchase)
1672 view_offset = view_offset_override;
1676 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1677 if(trace_fraction == 1) { current_view_origin += view_offset; }
1678 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1681 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1682 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1683 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1684 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1686 // make the camera smooth back
1687 float chase_distance = autocvar_cl_eventchase_distance;
1691 chase_distance = vehicle_viewdist;
1693 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1695 if (custom_eventchase)
1696 chase_distance = chase_distance_override;
1698 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1699 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1700 else if(eventchase_current_distance != chase_distance)
1701 eventchase_current_distance = chase_distance;
1703 makevectors(view_angles);
1705 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1706 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1708 // If the boxtrace fails, revert back to line tracing.
1709 if(!local_player.viewloc)
1710 if(trace_startsolid)
1712 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1713 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1714 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1716 else { setproperty(VF_ORIGIN, trace_endpos); }
1718 if(!local_player.viewloc)
1719 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1721 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1723 eventchase_running = false;
1724 cvar_set("chase_active", "0");
1725 eventchase_current_distance = 0; // start from 0 next time
1728 // workaround for camera stuck between player's legs when using chase_active 1
1729 // because the engine stops updating the chase_active camera when the game ends
1730 else if(intermission)
1732 cvar_settemp("chase_active", "-1");
1733 eventchase_current_distance = 0;
1736 LABEL(skip_eventchase_death);
1738 // do lockview after event chase camera so that it still applies whenever necessary.
1739 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1741 setproperty(VF_ORIGIN, freeze_org);
1742 setproperty(VF_ANGLES, freeze_ang);
1746 freeze_org = getpropertyvec(VF_ORIGIN);
1747 freeze_ang = getpropertyvec(VF_ANGLES);
1751 //WarpZone_FixPMove();
1753 vector ov_org = '0 0 0';
1754 vector ov_mid = '0 0 0';
1755 vector ov_worldmin = '0 0 0';
1756 vector ov_worldmax = '0 0 0';
1757 if(autocvar_cl_orthoview)
1759 ov_worldmin = mi_picmin;
1760 ov_worldmax = mi_picmax;
1762 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1763 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1764 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1766 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1767 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1769 float ov_nearest = vlen(ov_org - vec3(
1770 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1771 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1772 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1775 float ov_furthest = 0;
1778 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1779 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1780 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1781 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1782 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1783 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1784 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1785 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1789 oldr_nearclip = cvar("r_nearclip");
1790 oldr_farclip_base = cvar("r_farclip_base");
1791 oldr_farclip_world = cvar("r_farclip_world");
1792 oldr_novis = cvar("r_novis");
1793 oldr_useportalculling = cvar("r_useportalculling");
1794 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1797 cvar_settemp("r_nearclip", ftos(ov_nearest));
1798 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1799 cvar_settemp("r_farclip_world", "0");
1800 cvar_settemp("r_novis", "1");
1801 cvar_settemp("r_useportalculling", "0");
1802 cvar_settemp("r_useinfinitefarclip", "0");
1804 setproperty(VF_ORIGIN, ov_org);
1805 setproperty(VF_ANGLES, '90 0 0');
1810 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1812 vtos(getpropertyvec(VF_ANGLES)),
1822 cvar_set("r_nearclip", ftos(oldr_nearclip));
1823 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1824 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1825 cvar_set("r_novis", ftos(oldr_novis));
1826 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1827 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1832 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1833 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1834 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1835 viewmodel_draw(viewmodels[slot]);
1838 view_origin = getpropertyvec(VF_ORIGIN);
1839 view_angles = getpropertyvec(VF_ANGLES);
1840 makevectors(view_angles);
1841 view_forward = v_forward;
1842 view_right = v_right;
1846 if(time > blurtest_time0 && time < blurtest_time1)
1850 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1851 r = t * blurtest_radius;
1852 f = 1 / (t ** blurtest_power) - 1;
1854 cvar_set("r_glsl_postprocess", "1");
1855 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1859 cvar_set("r_glsl_postprocess", "0");
1860 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1864 TargetMusic_Advance();
1868 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1870 drawframetime = bound(0.000001, time - drawtime, 1);
1873 // watch for gametype changes here...
1874 // in ParseStuffCMD the cmd isn't executed yet :/
1875 // might even be better to add the gametype to TE_CSQC_INIT...?
1879 if(intermission && !intermission_time)
1880 intermission_time = time;
1882 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1884 if(calledhooks & HOOK_START)
1886 localcmd("\ncl_hook_gameend\n");
1887 calledhooks |= HOOK_END;
1896 if(!zoomscript_caught)
1898 localcmd("+button9\n");
1899 zoomscript_caught = 1;
1904 if(zoomscript_caught)
1906 localcmd("-button9\n");
1907 zoomscript_caught = 0;
1911 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1913 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1915 entity wepent = viewmodels[slot];
1917 if(wepent.last_switchweapon != wepent.switchweapon)
1920 wepent.last_switchweapon = wepent.switchweapon;
1921 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1923 localcmd("-zoom\n");
1924 button_zoom = false;
1926 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1928 localcmd("-fire\n");
1929 localcmd("-fire2\n");
1930 button_attack2 = false;
1933 if(wepent.last_activeweapon != wepent.activeweapon)
1935 wepent.last_activeweapon = wepent.activeweapon;
1937 e = wepent.activeweapon;
1939 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1941 localcmd("\ncl_hook_activeweapon none\n");
1945 // ALWAYS Clear Current Scene First
1948 setproperty(VF_ORIGIN, view_origin);
1949 setproperty(VF_ANGLES, view_angles);
1951 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1952 setproperty(VF_SIZE, vf_size);
1953 setproperty(VF_MIN, vf_min);
1955 // Assign Standard Viewflags
1956 // Draw the World (and sky)
1957 setproperty(VF_DRAWWORLD, 1);
1959 // Set the console size vars
1960 vid_conwidth = autocvar_vid_conwidth;
1961 vid_conheight = autocvar_vid_conheight;
1962 vid_pixelheight = autocvar_vid_pixelheight;
1964 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1965 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1966 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1968 if(camera_active) // Camera for demo playback
1970 if(autocvar_camera_enable)
1974 cvar_set("chase_active", ftos(chase_active_backup));
1975 cvar_set("cl_demo_mousegrab", "0");
1976 camera_active = false;
1982 if(autocvar_camera_enable)
1984 if(autocvar_camera_enable && isdemo())
1987 // Enable required Darkplaces cvars
1988 chase_active_backup = autocvar_chase_active;
1989 cvar_set("chase_active", "2");
1990 cvar_set("cl_demo_mousegrab", "1");
1991 camera_active = true;
1992 camera_mode = false;
1996 // Draw the Crosshair
1997 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1999 // Draw the Engine Status Bar (the default Quake HUD)
2000 setproperty(VF_DRAWENGINESBAR, 0);
2002 // Update the mouse position
2004 mousepos_x = vid_conwidth;
2005 mousepos_y = vid_conheight;
2006 mousepos = mousepos*0.5 + getmousepos();
2009 IL_EACH(g_drawables, it.draw, it.draw(it));
2011 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2014 // now switch to 2D drawing mode by calling a 2D drawing function
2015 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2016 // next R_RenderScene call
2017 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2019 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2020 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2022 // apply night vision effect
2023 vector tc_00, tc_01, tc_10, tc_11;
2024 vector rgb = '0 0 0';
2026 if(!nightvision_noise)
2028 nightvision_noise = new(nightvision_noise);
2030 if(!nightvision_noise2)
2032 nightvision_noise2 = new(nightvision_noise2);
2035 // color tint in yellow
2036 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2039 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2041 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2042 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2043 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2044 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2045 tc_11 = tc_01 + tc_10 - tc_00;
2046 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2047 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2048 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2049 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2050 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2054 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2055 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2056 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2057 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2058 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2059 tc_11 = tc_01 + tc_10 - tc_00;
2060 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2061 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2062 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2063 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2064 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2068 if(autocvar_cl_reticle)
2070 string reticle_image = string_null;
2071 bool wep_zoomed = false;
2072 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2074 entity wepe = viewmodels[slot];
2075 Weapon wep = wepe.activeweapon;
2076 if(wep != WEP_Null && wep.wr_zoom)
2078 bool do_zoom = wep.wr_zoom(wep, NULL);
2079 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2080 reticle_image = wep.w_reticle;
2081 wep_zoomed += do_zoom;
2084 // Draw the aiming reticle for weapons that use it
2085 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2086 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2087 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2088 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2090 // no zoom reticle while dead
2093 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2095 if(reticle_image) { reticle_type = 2; }
2096 else { reticle_type = 0; }
2098 else if(button_zoom || zoomscript_caught)
2106 if(autocvar_cl_reticle_stretch)
2108 reticle_size.x = vid_conwidth;
2109 reticle_size.y = vid_conheight;
2115 reticle_size.x = max(vid_conwidth, vid_conheight);
2116 reticle_size.y = max(vid_conwidth, vid_conheight);
2117 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2118 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2121 if(zoomscript_caught)
2124 f = current_zoomfraction;
2128 switch(reticle_type)
2130 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2131 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2138 if(reticle_type != 0) { reticle_type = 0; }
2142 // improved polyblend
2143 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2145 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2148 switch(pointcontents(view_origin))
2151 liquidalpha = autocvar_hud_contents_water_alpha;
2152 liquidcolor = stov(autocvar_hud_contents_water_color);
2157 liquidalpha = autocvar_hud_contents_lava_alpha;
2158 liquidcolor = stov(autocvar_hud_contents_lava_color);
2163 liquidalpha = autocvar_hud_contents_slime_alpha;
2164 liquidcolor = stov(autocvar_hud_contents_slime_color);
2170 liquidcolor = '0 0 0';
2175 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2176 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2177 contentfadetime = autocvar_hud_contents_fadeintime;
2178 liquidalpha_prev = liquidalpha;
2179 liquidcolor_prev = liquidcolor;
2182 contentfadetime = autocvar_hud_contents_fadeouttime;
2184 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2185 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2188 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2190 if(autocvar_hud_postprocessing)
2192 if(autocvar_hud_contents_blur && contentavgalpha)
2194 content_blurpostprocess.x = 1;
2195 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2196 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2200 content_blurpostprocess.x = 0;
2201 content_blurpostprocess.y = 0;
2202 content_blurpostprocess.z = 0;
2207 if(autocvar_hud_damage && !STAT(FROZEN))
2209 splash_size.x = max(vid_conwidth, vid_conheight);
2210 splash_size.y = max(vid_conwidth, vid_conheight);
2211 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2212 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2214 float myhealth_flash_temp;
2215 myhealth = STAT(HEALTH);
2218 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2220 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2222 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2223 pain_threshold = autocvar_hud_damage_pain_threshold;
2224 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2225 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2227 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2229 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);
2232 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2234 if(myhealth_prev < 1)
2238 myhealth_flash = 0; // just spawned, clear the flash immediately
2239 myhealth_flash_temp = 0;
2243 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2247 if(spectatee_status == -1 || intermission)
2249 myhealth_flash = 0; // observing, or match ended
2250 myhealth_flash_temp = 0;
2253 myhealth_prev = myhealth;
2255 // IDEA: change damage color/picture based on player model for robot/alien species?
2256 // pro: matches model better
2257 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2258 // maybe different reddish pics?
2259 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2261 if(autocvar_cl_gentle_damage == 2)
2263 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2264 myhealth_gentlergb = randomvec();
2267 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2269 if(myhealth_flash_temp > 0)
2270 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);
2272 else if(myhealth_flash_temp > 0)
2273 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2275 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.
2277 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2279 damage_blurpostprocess.x = 1;
2280 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2281 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2285 damage_blurpostprocess.x = 0;
2286 damage_blurpostprocess.y = 0;
2287 damage_blurpostprocess.z = 0;
2292 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2293 float e2 = (autocvar_hud_powerup != 0);
2294 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2296 // enable or disable rendering types if they are used or not
2297 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2298 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2300 // blur postprocess handling done first (used by hud_damage and hud_contents)
2301 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2303 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2304 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2305 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2307 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2308 old_blurradius = blurradius;
2309 old_bluralpha = bluralpha;
2312 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2314 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2319 // edge detection postprocess handling done second (used by hud_powerup)
2320 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2321 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2322 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2324 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.
2326 if(autocvar_hud_powerup && sharpen_intensity > 0)
2328 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2330 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2331 old_sharpen_intensity = sharpen_intensity;
2334 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2336 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2337 old_sharpen_intensity = 0;
2340 if(cvar("r_glsl_postprocess") == 0)
2341 cvar_set("r_glsl_postprocess", "2");
2343 else if(cvar("r_glsl_postprocess") == 2)
2344 cvar_set("r_glsl_postprocess", "0");
2346 /*if(gametype == MAPINFO_TYPE_CTF)
2352 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2353 Draw_ShowNames_All();
2354 #if ENABLE_DEBUGDRAW
2358 scoreboard_active = Scoreboard_WouldDraw();
2360 HUD_Draw(this); // this parameter for deep vehicle function
2362 if(NextFrameCommand)
2364 localcmd("\n", NextFrameCommand, "\n");
2365 NextFrameCommand = string_null;
2368 // we must do this check AFTER a frame was rendered, or it won't work
2369 if(cs_project_is_b0rked == 0)
2372 w0 = ftos(autocvar_vid_conwidth);
2373 h0 = ftos(autocvar_vid_conheight);
2374 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2375 //setproperty(VF_FOV, '90 90 0');
2376 setproperty(VF_ORIGIN, '0 0 0');
2377 setproperty(VF_ANGLES, '0 0 0');
2378 setproperty(VF_PERSPECTIVE, 1);
2379 makevectors('0 0 0');
2381 cvar_set("vid_conwidth", "800");
2382 cvar_set("vid_conheight", "600");
2383 v1 = cs_project(v_forward);
2384 cvar_set("vid_conwidth", "640");
2385 cvar_set("vid_conheight", "480");
2386 v2 = cs_project(v_forward);
2388 cs_project_is_b0rked = 1;
2390 cs_project_is_b0rked = -1;
2391 cvar_set("vid_conwidth", w0);
2392 cvar_set("vid_conheight", h0);
2395 if(autocvar__hud_configure)
2397 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2398 HUD_Minigame_Mouse();
2399 else if(QuickMenu_IsOpened())
2401 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2402 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2410 // let's reset the view back to normal for the end
2411 setproperty(VF_MIN, '0 0 0');
2412 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2418 // following vectors must be global to allow seamless switching between camera modes
2419 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2420 void CSQC_Demo_Camera()
2422 float speed, attenuation, dimensions;
2425 if( autocvar_camera_reset || !camera_mode )
2427 camera_offset = '0 0 0';
2428 current_angles = '0 0 0';
2429 camera_direction = '0 0 0';
2430 camera_offset.z += 30;
2431 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2432 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2433 current_origin = view_origin;
2434 current_camera_offset = camera_offset;
2435 cvar_set("camera_reset", "0");
2436 camera_mode = CAMERA_CHASE;
2441 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2443 if(autocvar_camera_look_player)
2448 dir = normalize(view_origin - current_position);
2450 mouse_angles = vectoangles(dir);
2451 mouse_angles.x = mouse_angles.x * -1;
2456 tmp = getmousepos() * 0.1;
2457 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2459 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2460 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2464 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2465 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2466 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2467 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2469 // Fix difference when angles don't have the same sign
2471 if(mouse_angles.y < -60 && current_angles.y > 60)
2473 if(mouse_angles.y > 60 && current_angles.y < -60)
2476 if(autocvar_camera_look_player)
2477 attenuation = autocvar_camera_look_attenuation;
2479 attenuation = autocvar_camera_speed_attenuation;
2481 attenuation = 1 / max(1, attenuation);
2482 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2484 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2485 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2486 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2487 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2493 if( camera_direction.x )
2495 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2496 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2497 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2498 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2502 if( camera_direction.y )
2504 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2505 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2506 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2510 if( camera_direction.z )
2512 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2516 if(autocvar_camera_free)
2517 speed = autocvar_camera_speed_free;
2519 speed = autocvar_camera_speed_chase;
2523 speed = speed * sqrt(1 / dimensions);
2524 camera_offset += tmp * speed;
2527 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2530 if( autocvar_camera_free )
2532 if ( camera_mode == CAMERA_CHASE )
2534 current_camera_offset = current_origin + current_camera_offset;
2535 camera_offset = current_origin + camera_offset;
2538 camera_mode = CAMERA_FREE;
2539 current_position = current_camera_offset;
2543 if ( camera_mode == CAMERA_FREE )
2545 current_origin = view_origin;
2546 camera_offset = camera_offset - current_origin;
2547 current_camera_offset = current_camera_offset - current_origin;
2550 camera_mode = CAMERA_CHASE;
2552 if(autocvar_camera_chase_smoothly)
2553 current_origin += (view_origin - current_origin) * attenuation;
2555 current_origin = view_origin;
2557 current_position = current_origin + current_camera_offset;
2560 setproperty(VF_ANGLES, current_angles);
2561 setproperty(VF_ORIGIN, current_position);