3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
8 #include "mapvoting.qh"
9 #include "shownames.qh"
10 #include "hud/panel/scoreboard.qh"
11 #include "hud/panel/quickmenu.qh"
13 #include <client/mutators/_mod.qh>
15 #include <common/animdecide.qh>
16 #include <common/deathtypes/all.qh>
17 #include <common/ent_cs.qh>
18 #include <common/anim.qh>
19 #include <common/constants.qh>
20 #include <common/net_linked.qh>
21 #include <common/net_notice.qh>
22 #include <common/debug.qh>
23 #include <common/mapinfo.qh>
24 #include <common/gamemodes/_mod.qh>
25 #include <common/physics/player.qh>
26 #include <common/stats.qh>
27 #include <common/mapobjects/target/music.qh>
28 #include <common/teams.qh>
29 #include <common/wepent.qh>
31 #include <common/weapons/weapon/tuba.qh>
33 #include <common/vehicles/all.qh>
34 #include <common/weapons/_all.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
48 float autocvar_cl_viewmodel_scale;
49 float autocvar_cl_viewmodel_alpha = 1;
51 bool autocvar_cl_bobmodel;
52 float autocvar_cl_bobmodel_speed;
53 float autocvar_cl_bobmodel_side;
54 float autocvar_cl_bobmodel_up;
56 float autocvar_cl_followmodel;
57 float autocvar_cl_followmodel_speed = 0.3;
58 float autocvar_cl_followmodel_limit = 135;
59 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
60 float autocvar_cl_followmodel_highpass = 0.05;
61 float autocvar_cl_followmodel_lowpass = 0.03;
62 bool autocvar_cl_followmodel_velocity_absolute;
64 float autocvar_cl_leanmodel;
65 float autocvar_cl_leanmodel_speed = 0.3;
66 float autocvar_cl_leanmodel_limit = 30;
67 float autocvar_cl_leanmodel_highpass1 = 0.2;
68 float autocvar_cl_leanmodel_highpass = 0.2;
69 float autocvar_cl_leanmodel_lowpass = 0.05;
71 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
73 #define lowpass(value, frac, ref_store, ret) \
74 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
76 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
77 float __ignore; lowpass(value, frac, ref_store, __ignore); \
78 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
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 \
87 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
88 ret = (value) - __f; \
91 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
92 lowpass(value.x, frac, ref_store.x, ref_out.x); \
93 lowpass(value.y, frac, ref_store.y, ref_out.y); \
96 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
97 highpass(value.x, frac, ref_store.x, ref_out.x); \
98 highpass(value.y, frac, ref_store.y, ref_out.y); \
101 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
102 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 lowpass(value.x, frac, ref_store.x, ref_out.x); \
108 lowpass(value.y, frac, ref_store.y, ref_out.y); \
109 lowpass(value.z, frac, ref_store.z, ref_out.z); \
112 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
113 highpass(value.x, frac, ref_store.x, ref_out.x); \
114 highpass(value.y, frac, ref_store.y, ref_out.y); \
115 highpass(value.z, frac, ref_store.z, ref_out.z); \
118 void calc_followmodel_ofs(entity view)
120 if(cl_followmodel_time == time)
121 return; // cl_followmodel_ofs already calculated for this frame
124 vector gunorg = '0 0 0';
125 static vector vel_average;
126 static vector gunorg_adjustment_highpass;
127 static vector gunorg_adjustment_lowpass;
130 if (autocvar_cl_followmodel_velocity_absolute)
134 vector forward, right, up;
135 MAKE_VECTORS(view_angles, forward, right, up);
136 vel.x = view.velocity * forward;
137 vel.y = view.velocity * right * -1;
138 vel.z = view.velocity * up;
141 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
142 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
143 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
145 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
146 lowpass3(vel, frac, vel_average, gunorg);
148 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
150 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
151 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
152 frac = avg_factor(autocvar_cl_followmodel_highpass);
153 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
154 frac = avg_factor(autocvar_cl_followmodel_lowpass);
155 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
157 if (autocvar_cl_followmodel_velocity_absolute)
160 vector forward, right, up;
161 MAKE_VECTORS(view_angles, forward, right, up);
162 fixed_gunorg.x = gunorg * forward;
163 fixed_gunorg.y = gunorg * right * -1;
164 fixed_gunorg.z = gunorg * up;
165 gunorg = fixed_gunorg;
168 cl_followmodel_ofs = gunorg;
169 cl_followmodel_time = time;
172 vector leanmodel_ofs(entity view)
175 vector gunangles = '0 0 0';
176 static vector gunangles_prev = '0 0 0';
177 static vector gunangles_highpass = '0 0 0';
178 static vector gunangles_adjustment_highpass;
179 static vector gunangles_adjustment_lowpass;
181 if (view.csqcmodel_teleported)
182 gunangles_prev = view_angles;
184 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
185 gunangles_highpass += gunangles_prev;
186 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
187 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
188 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
189 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
190 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
191 gunangles_prev = view_angles;
192 gunangles_highpass -= gunangles_prev;
194 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
195 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
197 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
198 frac = avg_factor(autocvar_cl_leanmodel_highpass);
199 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
200 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
201 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
203 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
208 vector bobmodel_ofs(entity view)
210 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
211 static bool oldonground;
212 static float hitgroundtime;
215 float f = time; // cl.movecmd[0].time
219 oldonground = clonground;
221 // calculate for swinging gun model
222 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
223 vector gunorg = '0 0 0';
224 static float bobmodel_scale = 0;
225 static float time_ofs = 0; // makes the effect always restart in the same way
228 if (time - hitgroundtime > 0.05)
229 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
234 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
235 if (bobmodel_scale && xyspeed)
237 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
238 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
239 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
240 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
248 void viewmodel_animate(entity this)
250 if (autocvar_chase_active) return;
251 if (STAT(HEALTH) <= 0) return;
253 entity view = CSQCModel_server2csqc(player_localentnum - 1);
255 if (autocvar_cl_followmodel)
257 calc_followmodel_ofs(view);
258 this.origin += cl_followmodel_ofs;
261 if (autocvar_cl_leanmodel)
262 this.angles += leanmodel_ofs(view);
264 // vertical view bobbing code
267 // horizontal view bobbing code
271 // causes the view to swing down and back up when touching the ground
274 // gun model bobbing code
275 if (autocvar_cl_bobmodel)
276 this.origin += bobmodel_ofs(view);
279 .vector viewmodel_origin, viewmodel_angles;
280 .float weapon_nextthink;
281 .float weapon_eta_last;
282 .float weapon_switchdelay;
286 void viewmodel_draw(entity this)
288 if(!this.activeweapon || !autocvar_r_drawviewmodel)
290 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
291 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
292 int wepskin = this.m_skin;
293 bool invehicle = player_localentnum > maxclients;
294 if (invehicle) a = -1;
295 Weapon wep = this.activeweapon;
296 int c = entcs_GetClientColors(current_player);
297 vector g = weaponentity_glowmod(wep, NULL, c, this);
298 entity me = CSQCModel_server2csqc(player_localentnum - 1);
299 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
301 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
302 for (entity e = this; e; e = e.weaponchild)
307 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
309 e.csqcmodel_effects = fx;
310 CSQCModel_Effects_Apply(e);
314 string name = wep.mdl;
315 string newname = wep.wr_viewmodel(wep, this);
318 bool swap = name != this.name_last;
321 this.name_last = name;
322 CL_WeaponEntity_SetModel(this, name, swap);
323 this.viewmodel_origin = this.origin;
324 this.viewmodel_angles = this.angles;
327 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
328 anim_set(this, this.anim_idle, true, false, false);
330 float f = 0; // 0..1; 0: fully active
331 float rate = STAT(WEAPONRATEFACTOR);
332 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
333 if (eta <= 0) f = this.weapon_eta_last;
334 else switch (this.state)
338 f = eta / max(eta, this.weapon_switchdelay);
343 f = 1 - eta / max(eta, this.weapon_switchdelay);
352 this.weapon_eta_last = f;
353 this.origin = this.viewmodel_origin;
354 this.angles = this.viewmodel_angles;
355 this.angles_x = (-90 * f * f);
356 viewmodel_animate(this);
357 MUTATOR_CALLHOOK(DrawViewModel, this);
358 setorigin(this, this.origin);
361 STATIC_INIT(viewmodel) {
362 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
363 viewmodels[slot] = new(viewmodel);
366 float showfps_prevfps;
367 float showfps_prevfps_time;
368 int showfps_framecounter;
370 void fpscounter_update()
375 float currentTime = gettime(GETTIME_REALTIME);
376 showfps_framecounter += 1;
377 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
379 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
380 showfps_framecounter = 0;
381 showfps_prevfps_time = currentTime;
383 int channel = MSG_C2S;
384 WriteHeader(channel, fpsreport);
385 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
389 STATIC_INIT(fpscounter_init)
391 float currentTime = gettime(GETTIME_REALTIME);
392 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
396 vector GetCurrentFov(float fov)
398 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
399 float velocityzoom, curspeed;
402 zoomsensitivity = autocvar_cl_zoomsensitivity;
403 zoomfactor = autocvar_cl_zoomfactor;
404 if(zoomfactor < 1 || zoomfactor > 30)
406 zoomspeed = autocvar_cl_zoomspeed;
407 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
410 zoomdir = button_zoom;
412 if(hud == HUD_NORMAL && !spectatee_status)
414 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
416 entity wepent = viewmodels[slot];
417 if(wepent.switchweapon != wepent.activeweapon)
419 Weapon wep = wepent.activeweapon;
420 if(wep != WEP_Null && wep.wr_zoomdir)
422 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
427 if(spectatee_status > 0 || isdemo())
429 if(spectatorbutton_zoom)
436 // fteqcc failed twice here already, don't optimize this
439 if(zoomdir) { zoomin_effect = 0; }
441 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
443 current_viewzoom = 1;
445 else if (camera_active)
447 current_viewzoom = min(1, current_viewzoom + drawframetime);
449 else if(autocvar_cl_spawnzoom && zoomin_effect)
451 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
453 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
454 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
455 if(current_viewzoom == 1) { zoomin_effect = 0; }
459 if(zoomspeed < 0) // instant zoom
462 current_viewzoom = 1 / zoomfactor;
464 current_viewzoom = 1;
469 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
471 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
475 if(almost_equals(current_viewzoom, 1))
476 current_zoomfraction = 0;
477 else if(almost_equals(current_viewzoom, 1/zoomfactor))
478 current_zoomfraction = 1;
480 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
482 if(zoomsensitivity < 1)
483 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
485 setsensitivityscale(1);
487 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
489 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
493 vector forward, right, up;
494 MAKE_VECTORS(view_angles, forward, right, up);
497 v = csqcplayer.velocity;
499 switch(autocvar_cl_velocityzoom_type)
501 case 3: curspeed = max(0, forward * v); break;
502 case 2: curspeed = (forward * v); break;
503 case 1: default: curspeed = vlen(v); break;
507 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
508 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
509 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
511 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
516 float frustumx, frustumy, fovx, fovy;
517 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
518 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
519 fovx = atan2(frustumx, 1) / M_PI * 360.0;
520 fovy = atan2(frustumy, 1) / M_PI * 360.0;
522 return '1 0 0' * fovx + '0 1 0' * fovy;
525 vector GetViewLocationFOV(float fov)
527 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
528 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
529 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
530 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
531 return '1 0 0' * fovx + '0 1 0' * fovy;
534 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
537 float width = (ov_worldmax.x - ov_worldmin.x);
538 float height = (ov_worldmax.y - ov_worldmin.y);
539 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
540 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
541 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
542 return '1 0 0' * fovx + '0 1 0' * fovy;
545 // this function must match W_SetupShot!
547 bool minigame_wasactive;
550 const float CAMERA_FREE = 1;
551 const float CAMERA_CHASE = 2;
552 string NextFrameCommand;
554 vector freeze_org, freeze_ang;
555 entity nightvision_noise, nightvision_noise2;
557 float myhealth, myhealth_prev;
558 float myhealth_flash;
560 float old_blurradius, old_bluralpha;
561 float old_sharpen_intensity;
563 vector myhealth_gentlergb;
565 float contentavgalpha, liquidalpha_prev;
566 vector liquidcolor_prev;
568 float eventchase_current_distance;
569 float eventchase_running;
570 int WantEventchase(entity this, bool want_vehiclechase)
572 if(autocvar_cl_orthoview)
574 if(STAT(GAME_STOPPED) || intermission)
578 if(spectatee_status >= 0)
580 if(want_vehiclechase)
582 if(MUTATOR_CALLHOOK(WantEventchase, this))
584 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
586 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
588 if(autocvar_cl_eventchase_death == 2)
590 // don't stop eventchase once it's started (even if velocity changes afterwards)
591 if(this.velocity == '0 0 0' || eventchase_running)
596 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
598 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
600 else if (eventchase_running)
601 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
607 void View_EventChase(entity this)
609 // event chase camera
610 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
612 if(STAT(CAMERA_SPECTATOR))
614 if(spectatee_status > 0)
616 if(!autocvar_chase_active)
618 cvar_set("chase_active", "-2");
622 else if(autocvar_chase_active == -2)
623 cvar_set("chase_active", "0");
625 if(autocvar_chase_active == -2)
628 else if(autocvar_chase_active == -2)
629 cvar_set("chase_active", "0");
631 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
633 float vehicle_viewdist = 0;
634 vector vehicle_viewofs = '0 0 0';
638 if(hud != HUD_BUMBLEBEE_GUN)
640 Vehicle info = REGISTRY_GET(Vehicles, hud);
641 vehicle_viewdist = info.height;
642 vehicle_viewofs = info.view_ofs;
643 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
644 vehicle_chase = false;
647 vehicle_chase = false;
650 int eventchase = WantEventchase(this, vehicle_chase);
653 vector current_view_origin_override = '0 0 0';
654 vector view_offset_override = '0 0 0';
655 float chase_distance_override = 0;
656 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
657 if(custom_eventchase)
659 current_view_origin_override = M_ARGV(0, vector);
660 view_offset_override = M_ARGV(1, vector);
661 chase_distance_override = M_ARGV(0, float);
663 eventchase_running = true;
665 // 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.)
666 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
667 if (custom_eventchase)
668 current_view_origin = current_view_origin_override;
670 // detect maximum viewoffset and use it
671 vector view_offset = autocvar_cl_eventchase_viewoffset;
675 view_offset = vehicle_viewofs;
677 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
679 if (custom_eventchase)
680 view_offset = view_offset_override;
684 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
685 if(trace_fraction == 1) { current_view_origin += view_offset; }
686 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
689 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
690 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
691 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
692 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
694 // make the camera smooth back
695 float chase_distance = autocvar_cl_eventchase_distance;
699 chase_distance = vehicle_viewdist;
701 chase_distance = autocvar_cl_eventchase_vehicle_distance;
703 if (custom_eventchase)
704 chase_distance = chase_distance_override;
706 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
707 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
708 else if(eventchase_current_distance != chase_distance)
709 eventchase_current_distance = chase_distance;
711 vector forward, right, up;
712 MAKE_VECTORS(view_angles, forward, right, up);
714 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
715 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
717 // If the boxtrace fails, revert back to line tracing.
721 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
722 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
723 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
725 else { setproperty(VF_ORIGIN, trace_endpos); }
728 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
731 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
733 eventchase_running = false;
734 cvar_set("chase_active", "0");
735 eventchase_current_distance = 0; // start from 0 next time
738 // workaround for camera stuck between player's legs when using chase_active 1
739 // because the engine stops updating the chase_active camera when the game ends
740 else if(intermission)
742 cvar_settemp("chase_active", "-1");
743 eventchase_current_distance = 0;
747 vector damage_blurpostprocess, content_blurpostprocess;
751 // accumulate damage with each stat update
752 static float damage_total_prev = 0;
753 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
754 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
755 damage_total_prev = damage_total;
757 static float damage_dealt_time_prev = 0;
758 float damage_dealt_time = STAT(HIT_TIME);
759 if (damage_dealt_time != damage_dealt_time_prev)
761 unaccounted_damage += unaccounted_damage_new;
762 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
764 damage_dealt_time_prev = damage_dealt_time;
766 // prevent hitsound when switching spectatee
767 static float spectatee_status_prev = 0;
768 if (spectatee_status != spectatee_status_prev)
769 unaccounted_damage = 0;
770 spectatee_status_prev = spectatee_status;
775 // varying sound pitch
777 bool have_arc = false;
778 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
780 entity wepent = viewmodels[slot];
782 if(wepent.activeweapon == WEP_ARC)
786 static float hitsound_time_prev = 0;
787 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
788 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
789 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
791 if (autocvar_cl_hitsound && unaccounted_damage)
793 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
794 float a = autocvar_cl_hitsound_max_pitch;
795 float b = autocvar_cl_hitsound_min_pitch;
796 float c = autocvar_cl_hitsound_nom_damage;
797 float d = unaccounted_damage;
798 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
800 // if sound variation is disabled, set pitch_shift to 1
801 if (autocvar_cl_hitsound == 1)
804 // if pitch shift is reversed, mirror in (max-min)/2 + min
805 if (autocvar_cl_hitsound == 3)
807 float mirror_value = (a-b)/2 + b;
808 pitch_shift = mirror_value + (mirror_value - pitch_shift);
811 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
813 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
814 // todo: normalize sound pressure levels? seems unnecessary
816 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
818 unaccounted_damage = 0;
819 hitsound_time_prev = time;
822 static float typehit_time_prev = 0;
823 float typehit_time = STAT(TYPEHIT_TIME);
824 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
826 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
827 typehit_time_prev = typehit_time;
830 static float kill_time_prev = 0;
831 float kill_time = STAT(KILL_TIME);
832 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
834 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
835 kill_time_prev = kill_time;
839 const int MAX_SPECIALCOMMAND = 15;
840 vector specialcommand_slots[MAX_SPECIALCOMMAND];
841 vector specialcommand_colors[MAX_SPECIALCOMMAND];
842 const float SPECIALCOMMAND_SPEED = 150;
843 const float SPECIALCOMMAND_TURNSPEED = 2;
844 const float SPECIALCOMMAND_SIZE = 0.025;
845 const float SPECIALCOMMAND_CHANCE = 0.35;
846 float sc_spawntime, sc_changetime;
847 vector sc_color = '1 1 1';
848 void SpecialCommand()
850 if(!STAT(MOVEVARS_SPECIALCOMMAND))
853 if(time >= sc_changetime)
855 sc_changetime = time + 1;
856 sc_color = randomvec() * 1.5;
857 sc_color.x = bound(0.2, sc_color.x, 0.75);
858 sc_color.y = bound(0.2, sc_color.y, 0.75);
859 sc_color.z = bound(0.2, sc_color.z, 0.75);
861 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);
863 if(!precache_pic("gfx/smile"))
864 return; // damn party poopers
866 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
868 vector slot = specialcommand_slots[j];
870 slot.y += SPECIALCOMMAND_SPEED * frametime;
872 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
873 if(slot.y >= vid_conheight)
878 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
880 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
881 slot.y = 1; // start it off 0 so we can use it
882 slot.z = floor(random() * REGISTRY_MAX(Weapons));
883 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
884 vector newcolor = randomvec() * 2;
885 newcolor.x = bound(0.4, newcolor.x, 1);
886 newcolor.y = bound(0.4, newcolor.y, 1);
887 newcolor.z = bound(0.4, newcolor.z, 1);
888 specialcommand_colors[j] = newcolor;
893 vector splash_size = '0 0 0';
894 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
895 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
896 entity wep = REGISTRY_GET(Weapons, slot.z);
898 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
900 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
901 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
904 specialcommand_slots[j] = slot;
908 void HUD_Draw(entity this)
910 // if we don't know gametype and scores yet avoid drawing the scoreboard
911 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
912 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
913 // cl_deathscoreboard would show the scoreboard and so on
920 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
922 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
924 else if(STAT(FROZEN))
926 vector col = '0.25 0.90 1';
927 if(STAT(REVIVE_PROGRESS))
928 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
929 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
934 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
936 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
937 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);
938 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);
940 else if(STAT(CAPTURE_PROGRESS))
942 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);
943 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
945 else if(STAT(REVIVE_PROGRESS))
947 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);
948 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
952 if(autocvar_r_letterbox == 0)
953 if(autocvar_viewsize < 120)
955 if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy))
956 Accuracy_LoadLevels();
962 // crosshair goes VERY LAST
969 void ViewLocation_Mouse()
972 return; // don't draw it as spectator!
974 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
975 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
976 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
978 //float cursor_alpha = 1 - autocvar__menu_alpha;
979 //cursor_type = CURSOR_NORMAL;
980 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
983 void HUD_Cursor_Show()
985 float cursor_alpha = 1 - autocvar__menu_alpha;
986 if(cursor_type == CURSOR_NORMAL)
987 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
988 else if(cursor_type == CURSOR_MOVE)
989 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
990 else if(cursor_type == CURSOR_RESIZE)
991 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
992 else if(cursor_type == CURSOR_RESIZE2)
993 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
996 void HUD_Mouse(entity player)
998 if(autocvar__menu_alpha == 1)
1003 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1004 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1008 if (cursor_active == -1) // starting to display the cursor
1010 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1011 // in the first frame mousepos is the mouse position of the last time
1012 // the cursor was displayed, thus we ignore it to avoid a glictch
1017 if(!autocvar_hud_cursormode)
1020 cursor_type = CURSOR_NORMAL;
1021 if(autocvar__hud_configure)
1025 if (HUD_MinigameMenu_IsOpened())
1026 HUD_Minigame_Mouse();
1027 if (QuickMenu_IsOpened())
1029 if (HUD_Radar_Clickable())
1033 prevMouseClicked = mouseClicked;
1038 void View_NightVision()
1040 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1043 // apply night vision effect
1044 vector tc_00, tc_01, tc_10, tc_11;
1045 vector rgb = '0 0 0';
1048 if(!nightvision_noise)
1050 nightvision_noise = new(nightvision_noise);
1052 if(!nightvision_noise2)
1054 nightvision_noise2 = new(nightvision_noise2);
1057 // color tint in yellow
1058 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1061 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1063 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1064 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1065 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1066 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1067 tc_11 = tc_01 + tc_10 - tc_00;
1068 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
1069 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1070 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1071 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1072 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1076 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1077 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1078 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1079 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1080 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1081 tc_11 = tc_01 + tc_10 - tc_00;
1082 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
1083 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1084 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1085 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1086 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1090 // visual overlay while in liquids
1091 // provides some effects to the postprocessing function
1094 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1097 // improved polyblend
1098 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1101 switch(pointcontents(view_origin))
1104 liquidalpha = autocvar_hud_contents_water_alpha;
1105 liquidcolor = stov(autocvar_hud_contents_water_color);
1110 liquidalpha = autocvar_hud_contents_lava_alpha;
1111 liquidcolor = stov(autocvar_hud_contents_lava_color);
1116 liquidalpha = autocvar_hud_contents_slime_alpha;
1117 liquidcolor = stov(autocvar_hud_contents_slime_color);
1123 liquidcolor = '0 0 0';
1128 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1129 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1130 contentfadetime = autocvar_hud_contents_fadeintime;
1131 liquidalpha_prev = liquidalpha;
1132 liquidcolor_prev = liquidcolor;
1135 contentfadetime = autocvar_hud_contents_fadeouttime;
1137 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1138 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1141 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1143 if(autocvar_hud_postprocessing)
1145 if(autocvar_hud_contents_blur && contentavgalpha)
1147 content_blurpostprocess.x = 1;
1148 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1149 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1153 content_blurpostprocess.x = 0;
1154 content_blurpostprocess.y = 0;
1155 content_blurpostprocess.z = 0;
1160 // visual pain effects on the screen
1161 // provides some effects to the postprocessing function
1164 if(!autocvar_hud_damage || STAT(FROZEN))
1167 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1168 splash_size.x = max(vid_conwidth, vid_conheight);
1169 splash_size.y = max(vid_conwidth, vid_conheight);
1170 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1171 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1173 float myhealth_flash_temp;
1174 myhealth = STAT(HEALTH);
1177 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1179 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1181 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1182 pain_threshold = autocvar_hud_damage_pain_threshold;
1183 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1184 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1186 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1188 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);
1191 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1193 if(myhealth_prev < 1)
1197 myhealth_flash = 0; // just spawned, clear the flash immediately
1198 myhealth_flash_temp = 0;
1202 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1206 if(spectatee_status == -1 || intermission)
1208 myhealth_flash = 0; // observing, or match ended
1209 myhealth_flash_temp = 0;
1212 myhealth_prev = myhealth;
1214 // IDEA: change damage color/picture based on player model for robot/alien species?
1215 // pro: matches model better
1216 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1217 // maybe different reddish pics?
1218 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1220 if(autocvar_cl_gentle_damage == 2)
1222 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1223 myhealth_gentlergb = randomvec();
1226 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1228 if(myhealth_flash_temp > 0)
1229 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);
1231 else if(myhealth_flash_temp > 0)
1232 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1234 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.
1236 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1238 damage_blurpostprocess.x = 1;
1239 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1240 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1244 damage_blurpostprocess.x = 0;
1245 damage_blurpostprocess.y = 0;
1246 damage_blurpostprocess.z = 0;
1251 void View_PostProcessing()
1253 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1254 float e2 = (autocvar_hud_powerup != 0);
1255 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1257 // enable or disable rendering types if they are used or not
1258 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1259 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1261 // blur postprocess handling done first (used by hud_damage and hud_contents)
1262 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1264 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1265 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1266 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1268 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1269 old_blurradius = blurradius;
1270 old_bluralpha = bluralpha;
1273 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1275 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1280 // edge detection postprocess handling done second (used by hud_powerup)
1281 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1282 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1283 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1285 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.
1287 if(autocvar_hud_powerup && sharpen_intensity > 0)
1289 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1291 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1292 old_sharpen_intensity = sharpen_intensity;
1295 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1297 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1298 old_sharpen_intensity = 0;
1301 if(cvar("r_glsl_postprocess") == 0)
1302 cvar_set("r_glsl_postprocess", "2");
1304 else if(cvar("r_glsl_postprocess") == 2)
1305 cvar_set("r_glsl_postprocess", "0");
1310 int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened()));
1312 lock_type = autocvar_cl_lockview;
1314 // lock_type 1: lock origin and angles
1315 // lock_type 2: lock only origin
1317 setproperty(VF_ORIGIN, freeze_org);
1319 freeze_org = getpropertyvec(VF_ORIGIN);
1321 setproperty(VF_ANGLES, freeze_ang);
1323 freeze_ang = getpropertyvec(VF_ANGLES);
1326 void View_DemoCamera()
1328 if(camera_active) // Camera for demo playback
1330 if(autocvar_camera_enable)
1334 cvar_set("chase_active", ftos(chase_active_backup));
1335 cvar_set("cl_demo_mousegrab", "0");
1336 camera_active = false;
1342 if(autocvar_camera_enable)
1344 if(autocvar_camera_enable && isdemo())
1347 // Enable required Darkplaces cvars
1348 chase_active_backup = autocvar_chase_active;
1349 cvar_set("chase_active", "2");
1350 cvar_set("cl_demo_mousegrab", "1");
1351 camera_active = true;
1352 camera_mode = false;
1358 void View_BlurTest()
1360 if(time > blurtest_time0 && time < blurtest_time1)
1362 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1363 float r = t * blurtest_radius;
1364 float f = 1 / (t ** blurtest_power) - 1;
1366 cvar_set("r_glsl_postprocess", "1");
1367 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1371 cvar_set("r_glsl_postprocess", "0");
1372 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1377 void View_CheckButtonStatus()
1379 float is_dead = (STAT(HEALTH) <= 0);
1381 // FIXME do we need this hack?
1384 // in demos, input_buttons do not work
1385 button_zoom = (autocvar__togglezoom == "-");
1388 && autocvar_cl_unpress_zoom_on_death
1389 && (spectatee_status >= 0)
1390 && (is_dead || intermission))
1392 // no zoom while dead or in intermission please
1393 localcmd("-zoom\n");
1394 button_zoom = false;
1397 if(autocvar_fov <= 59.5)
1399 if(!zoomscript_caught)
1401 localcmd("+button9\n");
1402 zoomscript_caught = 1;
1407 if(zoomscript_caught)
1409 localcmd("-button9\n");
1410 zoomscript_caught = 0;
1414 if(active_minigame && HUD_MinigameMenu_IsOpened())
1416 if(!minigame_wasactive)
1418 localcmd("+button12\n");
1419 minigame_wasactive = true;
1422 else if(minigame_wasactive)
1424 localcmd("-button12\n");
1425 minigame_wasactive = false;
1428 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1430 entity wepent = viewmodels[slot];
1432 if(wepent.last_switchweapon != wepent.switchweapon)
1435 wepent.last_switchweapon = wepent.switchweapon;
1436 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1438 localcmd("-zoom\n");
1439 button_zoom = false;
1441 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1443 localcmd("-fire\n");
1444 localcmd("-fire2\n");
1445 button_attack2 = false;
1448 if(wepent.last_activeweapon != wepent.activeweapon)
1450 wepent.last_activeweapon = wepent.activeweapon;
1452 entity e = wepent.activeweapon;
1454 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1456 localcmd("\ncl_hook_activeweapon none\n");
1462 float oldr_nearclip;
1463 float oldr_farclip_base;
1464 float oldr_farclip_world;
1466 float oldr_useportalculling;
1467 float oldr_useinfinitefarclip;
1468 vector ov_org = '0 0 0';
1469 vector ov_mid = '0 0 0';
1470 vector ov_worldmin = '0 0 0';
1471 vector ov_worldmax = '0 0 0';
1477 ov_worldmin = '0 0 0';
1478 ov_worldmax = '0 0 0';
1479 if(autocvar_cl_orthoview)
1481 ov_worldmin = mi_picmin;
1482 ov_worldmax = mi_picmax;
1484 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1485 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1486 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1488 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1489 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1491 float ov_nearest = vlen(ov_org - vec3(
1492 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1493 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1494 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1497 float ov_furthest = 0;
1500 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1501 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1502 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1503 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1504 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1505 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1506 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1507 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1511 oldr_nearclip = cvar("r_nearclip");
1512 oldr_farclip_base = cvar("r_farclip_base");
1513 oldr_farclip_world = cvar("r_farclip_world");
1514 oldr_novis = cvar("r_novis");
1515 oldr_useportalculling = cvar("r_useportalculling");
1516 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1519 cvar_settemp("r_nearclip", ftos(ov_nearest));
1520 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1521 cvar_settemp("r_farclip_world", "0");
1522 cvar_settemp("r_novis", "1");
1523 cvar_settemp("r_useportalculling", "0");
1524 cvar_settemp("r_useinfinitefarclip", "0");
1526 setproperty(VF_ORIGIN, ov_org);
1527 setproperty(VF_ANGLES, '90 0 0');
1532 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1534 vtos(getpropertyvec(VF_ANGLES)),
1544 cvar_set("r_nearclip", ftos(oldr_nearclip));
1545 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1546 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1547 cvar_set("r_novis", ftos(oldr_novis));
1548 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1549 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1555 void View_UpdateFov()
1558 if(autocvar_cl_orthoview)
1559 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1560 else if(csqcplayer.viewloc)
1561 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1563 fov = GetCurrentFov(autocvar_fov);
1565 setproperty(VF_FOV, fov);
1568 void CSQC_UpdateView(entity this, float w, float h)
1570 TC(int, w); TC(int, h);
1572 execute_next_frame();
1579 ReplicateVars(false);
1580 if (ReplicateVars_NOT_SENDING())
1581 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1583 HUD_Scale_Disable();
1585 if(autocvar__hud_showbinds_reload) // menu can set this one
1588 binddb = db_create();
1589 cvar_set("_hud_showbinds_reload", "0");
1592 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1593 view_quality = getproperty(VF_MINFPS_QUALITY);
1597 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1598 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1600 vector vf_size = getpropertyvec(VF_SIZE);
1601 vector vf_min = getpropertyvec(VF_MIN);
1602 vid_width = vf_size.x;
1603 vid_height = vf_size.y;
1605 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1607 WaypointSprite_Load();
1609 CSQCPlayer_SetCamera();
1611 if(player_localentnum <= maxclients) // is it a client?
1612 current_player = player_localentnum - 1;
1613 else // then player_localentnum is the vehicle I'm driving
1614 current_player = player_localnum;
1615 myteam = entcs_GetTeam(current_player);
1617 // abused multiple places below
1618 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1620 local_player = this; // fall back!
1622 View_EventChase(local_player);
1624 // do lockview after event chase camera so that it still applies whenever necessary.
1628 //WarpZone_FixPMove();
1632 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1633 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1634 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1635 viewmodel_draw(viewmodels[slot]);
1638 view_origin = getpropertyvec(VF_ORIGIN);
1639 view_angles = getpropertyvec(VF_ANGLES);
1640 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1646 TargetMusic_Advance();
1648 fpscounter_update();
1651 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1653 drawframetime = bound(0.000001, time - drawtime, 1);
1656 // watch for gametype changes here...
1657 // in ParseStuffCMD the cmd isn't executed yet :/
1658 // might even be better to add the gametype to TE_CSQC_INIT...?
1662 if(intermission && !intermission_time)
1663 intermission_time = time;
1665 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1667 if(calledhooks & HOOK_START)
1669 localcmd("\ncl_hook_gameend\n");
1670 calledhooks |= HOOK_END;
1676 View_CheckButtonStatus();
1678 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1680 // ALWAYS Clear Current Scene First
1683 setproperty(VF_ORIGIN, view_origin);
1684 setproperty(VF_ANGLES, view_angles);
1686 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1687 setproperty(VF_SIZE, vf_size);
1688 setproperty(VF_MIN, vf_min);
1690 // Assign Standard Viewflags
1691 // Draw the World (and sky)
1692 setproperty(VF_DRAWWORLD, 1);
1694 // Set the console size vars
1695 vid_conwidth = autocvar_vid_conwidth;
1696 vid_conheight = autocvar_vid_conheight;
1697 vid_pixelheight = autocvar_vid_pixelheight;
1703 // Draw the Crosshair
1704 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1706 // Draw the Engine Status Bar (the default Quake HUD)
1707 setproperty(VF_DRAWENGINESBAR, 0);
1709 // Update the mouse position
1711 mousepos_x = vid_conwidth;
1712 mousepos_y = vid_conheight;
1713 mousepos = mousepos*0.5 + getmousepos();
1716 IL_EACH(g_drawables, it.draw, it.draw(it));
1718 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1721 // Now the the scene has been rendered, begin with the 2D drawing functions
1724 DrawReticle(local_player);
1727 View_PostProcessing();
1730 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1731 Draw_ShowNames_All();
1732 #if ENABLE_DEBUGDRAW
1736 scoreboard_active = Scoreboard_WouldDraw();
1738 HUD_Draw(this); // this parameter for deep vehicle function
1740 if(NextFrameCommand)
1742 localcmd("\n", NextFrameCommand, "\n");
1743 NextFrameCommand = string_null;
1746 // we must do this check AFTER a frame was rendered, or it won't work
1747 if(cs_project_is_b0rked == 0)
1750 w0 = ftos(autocvar_vid_conwidth);
1751 h0 = ftos(autocvar_vid_conheight);
1752 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1753 //setproperty(VF_FOV, '90 90 0');
1754 setproperty(VF_ORIGIN, '0 0 0');
1755 setproperty(VF_ANGLES, '0 0 0');
1756 setproperty(VF_PERSPECTIVE, 1);
1757 vector forward, right, up;
1758 MAKE_VECTORS('0 0 0', forward, right, up);
1760 cvar_set("vid_conwidth", "800");
1761 cvar_set("vid_conheight", "600");
1762 v1 = cs_project(forward);
1763 cvar_set("vid_conwidth", "640");
1764 cvar_set("vid_conheight", "480");
1765 v2 = cs_project(forward);
1767 cs_project_is_b0rked = 1;
1769 cs_project_is_b0rked = -1;
1770 cvar_set("vid_conwidth", w0);
1771 cvar_set("vid_conheight", h0);
1774 HUD_Mouse(local_player);
1780 // let's reset the view back to normal for the end
1781 setproperty(VF_MIN, '0 0 0');
1782 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1788 // following vectors must be global to allow seamless switching between camera modes
1789 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1790 void CSQC_Demo_Camera()
1792 float speed, attenuation, dimensions;
1795 if( autocvar_camera_reset || !camera_mode )
1797 camera_offset = '0 0 0';
1798 current_angles = '0 0 0';
1799 camera_direction = '0 0 0';
1800 camera_offset.z += 30;
1801 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1802 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1803 current_origin = view_origin;
1804 current_camera_offset = camera_offset;
1805 cvar_set("camera_reset", "0");
1806 camera_mode = CAMERA_CHASE;
1811 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1813 if(autocvar_camera_look_player)
1818 dir = normalize(view_origin - current_position);
1820 mouse_angles = vectoangles(dir);
1821 mouse_angles.x = mouse_angles.x * -1;
1826 tmp = getmousepos() * 0.1;
1827 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1829 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1830 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1834 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1835 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1836 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1837 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1839 // Fix difference when angles don't have the same sign
1841 if(mouse_angles.y < -60 && current_angles.y > 60)
1843 if(mouse_angles.y > 60 && current_angles.y < -60)
1846 if(autocvar_camera_look_player)
1847 attenuation = autocvar_camera_look_attenuation;
1849 attenuation = autocvar_camera_speed_attenuation;
1851 attenuation = 1 / max(1, attenuation);
1852 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1854 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1855 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1856 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1857 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1863 if( camera_direction.x )
1865 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1866 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1867 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1868 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1872 if( camera_direction.y )
1874 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1875 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1876 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1880 if( camera_direction.z )
1882 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1886 if(autocvar_camera_free)
1887 speed = autocvar_camera_speed_free;
1889 speed = autocvar_camera_speed_chase;
1893 speed = speed * sqrt(1 / dimensions);
1894 camera_offset += tmp * speed;
1897 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1900 if( autocvar_camera_free )
1902 if ( camera_mode == CAMERA_CHASE )
1904 current_camera_offset = current_origin + current_camera_offset;
1905 camera_offset = current_origin + camera_offset;
1908 camera_mode = CAMERA_FREE;
1909 current_position = current_camera_offset;
1913 if ( camera_mode == CAMERA_FREE )
1915 current_origin = view_origin;
1916 camera_offset = camera_offset - current_origin;
1917 current_camera_offset = current_camera_offset - current_origin;
1920 camera_mode = CAMERA_CHASE;
1922 if(autocvar_camera_chase_smoothly)
1923 current_origin += (view_origin - current_origin) * attenuation;
1925 current_origin = view_origin;
1927 current_position = current_origin + current_camera_offset;
1930 setproperty(VF_ANGLES, current_angles);
1931 setproperty(VF_ORIGIN, current_position);