3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
25 #include <common/weapons/weapon/tuba.qh>
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
42 float autocvar_cl_viewmodel_scale;
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
66 #define lowpass(value, frac, ref_store, ret) \
67 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
69 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
71 float __ignore; lowpass(value, frac, ref_store, __ignore); \
72 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
75 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
77 float __f = 0; lowpass(value, frac, ref_store, __f); \
78 ret = (value) - __f; \
81 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
83 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
84 ret = (value) - __f; \
87 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
89 lowpass(value.x, frac, ref_store.x, ref_out.x); \
90 lowpass(value.y, frac, ref_store.y, ref_out.y); \
93 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 highpass(value.x, frac, ref_store.x, ref_out.x); \
96 highpass(value.y, frac, ref_store.y, ref_out.y); \
99 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
101 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
102 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
105 #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 \
114 highpass(value.x, frac, ref_store.x, ref_out.x); \
115 highpass(value.y, frac, ref_store.y, ref_out.y); \
116 highpass(value.z, frac, ref_store.z, ref_out.z); \
119 void calc_followmodel_ofs(entity view)
121 if(cl_followmodel_time == time)
122 return; // cl_followmodel_ofs already calculated for this frame
125 vector gunorg = '0 0 0';
126 static vector vel_average;
127 static vector gunorg_adjustment_highpass;
128 static vector gunorg_adjustment_lowpass;
131 if (autocvar_cl_followmodel_velocity_absolute)
135 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
136 MAKEVECTORS(makevectors, view_angles, forward, right, up);
137 vel.x = view.velocity * forward;
138 vel.y = view.velocity * right * -1;
139 vel.z = view.velocity * up;
142 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
143 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
144 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
147 lowpass3(vel, frac, vel_average, gunorg);
149 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
152 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
153 frac = avg_factor(autocvar_cl_followmodel_highpass);
154 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
155 frac = avg_factor(autocvar_cl_followmodel_lowpass);
156 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158 if (autocvar_cl_followmodel_velocity_absolute)
161 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
162 MAKEVECTORS(makevectors, view_angles, forward, right, up);
163 fixed_gunorg.x = gunorg * forward;
164 fixed_gunorg.y = gunorg * right * -1;
165 fixed_gunorg.z = gunorg * up;
166 gunorg = fixed_gunorg;
169 cl_followmodel_ofs = gunorg;
170 cl_followmodel_time = time;
173 vector leanmodel_ofs(entity view)
176 vector gunangles = '0 0 0';
177 static vector gunangles_prev = '0 0 0';
178 static vector gunangles_highpass = '0 0 0';
179 static vector gunangles_adjustment_highpass;
180 static vector gunangles_adjustment_lowpass;
182 if (view.csqcmodel_teleported)
183 gunangles_prev = view_angles;
185 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
186 gunangles_highpass += gunangles_prev;
187 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
188 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
189 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
190 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
191 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
192 gunangles_prev = view_angles;
193 gunangles_highpass -= gunangles_prev;
195 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
196 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
199 frac = avg_factor(autocvar_cl_leanmodel_highpass);
200 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
201 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
202 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
209 vector bobmodel_ofs(entity view)
211 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
212 static bool oldonground;
213 static float hitgroundtime;
216 float f = time; // cl.movecmd[0].time
220 oldonground = clonground;
222 // calculate for swinging gun model
223 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
224 vector gunorg = '0 0 0';
225 static float bobmodel_scale = 0;
226 static float time_ofs = 0; // makes the effect always restart in the same way
229 if (time - hitgroundtime > 0.05)
230 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
233 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
236 if (bobmodel_scale && xyspeed)
238 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
239 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
240 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
241 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
249 void viewmodel_animate(entity this)
251 if (autocvar_chase_active) return;
252 if (STAT(HEALTH) <= 0) return;
254 entity view = CSQCModel_server2csqc(player_localentnum - 1);
256 if (autocvar_cl_followmodel)
258 calc_followmodel_ofs(view);
259 this.origin += cl_followmodel_ofs;
262 if (autocvar_cl_leanmodel)
263 this.angles += leanmodel_ofs(view);
265 // vertical view bobbing code
268 // horizontal view bobbing code
272 // causes the view to swing down and back up when touching the ground
275 // gun model bobbing code
276 if (autocvar_cl_bobmodel)
277 this.origin += bobmodel_ofs(view);
280 .vector viewmodel_origin, viewmodel_angles;
281 .float weapon_nextthink;
282 .float weapon_eta_last;
283 .float weapon_switchdelay;
287 void viewmodel_draw(entity this)
289 if(!this.activeweapon || !autocvar_r_drawviewmodel)
291 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
292 float a = this.alpha;
293 static bool wasinvehicle;
294 bool invehicle = player_localentnum > maxclients;
295 if (invehicle) a = -1;
296 else if (wasinvehicle) a = 1;
297 wasinvehicle = invehicle;
298 Weapon wep = this.activeweapon;
299 int c = entcs_GetClientColors(current_player);
300 vector g = weaponentity_glowmod(wep, NULL, c, this);
301 entity me = CSQCModel_server2csqc(player_localentnum - 1);
302 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
304 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
305 for (entity e = this; e; e = e.weaponchild)
309 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
311 e.csqcmodel_effects = fx;
312 CSQCModel_Effects_Apply(e);
316 string name = wep.mdl;
317 string newname = wep.wr_viewmodel(wep, this);
320 bool swap = name != this.name_last;
323 this.name_last = name;
324 CL_WeaponEntity_SetModel(this, name, swap);
325 this.viewmodel_origin = this.origin;
326 this.viewmodel_angles = this.angles;
329 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330 anim_set(this, this.anim_idle, true, false, false);
332 float f = 0; // 0..1; 0: fully active
333 float rate = STAT(WEAPONRATEFACTOR);
334 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335 if (eta <= 0) f = this.weapon_eta_last;
336 else switch (this.state)
340 f = eta / max(eta, this.weapon_switchdelay);
345 f = 1 - eta / max(eta, this.weapon_switchdelay);
354 this.weapon_eta_last = f;
355 this.origin = this.viewmodel_origin;
356 this.angles = this.viewmodel_angles;
357 this.angles_x = (-90 * f * f);
358 viewmodel_animate(this);
359 MUTATOR_CALLHOOK(DrawViewModel, this);
360 setorigin(this, this.origin);
363 STATIC_INIT(viewmodel) {
364 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 viewmodels[slot] = new(viewmodel);
368 void Porto_Draw(entity this);
371 entity e = new_pure(porto);
373 IL_PUSH(g_drawables, e);
374 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
377 const int polyline_length = 16;
378 .vector polyline[polyline_length];
379 void Porto_Draw(entity this)
381 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
383 entity wepent = viewmodels[slot];
385 if (wepent.activeweapon != WEP_PORTO) continue;
386 if (spectatee_status) continue;
387 if (WEP_CVAR(porto, secondary)) continue;
388 if (intermission == 1) continue;
389 if (intermission == 2) continue;
390 if (STAT(HEALTH) <= 0) continue;
392 vector pos = view_origin;
393 vector dir = view_forward;
394 if (wepent.angles_held_status)
396 makevectors(wepent.angles_held);
400 wepent.polyline[0] = pos;
402 int portal_number = 0, portal1_idx = 1, portal_max = 2;
403 int n = 1 + 2; // 2 lines == 3 points
404 for (int idx = 0; idx < n && idx < polyline_length - 1; )
406 traceline(pos, pos + 65536 * dir, true, this);
407 dir = reflect(dir, trace_plane_normal);
409 wepent.polyline[++idx] = pos;
410 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
415 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
422 vector ang = vectoangles2(trace_plane_normal, dir);
425 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
432 if (portal_number >= portal_max) break;
433 if (portal_number == 1) portal1_idx = idx;
435 for (int idx = 0; idx < n - 1; ++idx)
437 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
438 if (idx == 0) p -= view_up * 16; // line from player
439 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
440 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
447 vector GetCurrentFov(float fov)
449 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
450 float velocityzoom, curspeed;
453 zoomsensitivity = autocvar_cl_zoomsensitivity;
454 zoomfactor = autocvar_cl_zoomfactor;
455 if(zoomfactor < 1 || zoomfactor > 30)
457 zoomspeed = autocvar_cl_zoomspeed;
459 if(zoomspeed < 0.5 || zoomspeed > 16)
462 zoomdir = button_zoom;
464 if(hud == HUD_NORMAL && !spectatee_status)
466 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
468 entity wepent = viewmodels[slot];
469 if(wepent.switchweapon == wepent.activeweapon)
470 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
471 zoomdir += button_attack2;
474 if(spectatee_status > 0 || isdemo())
476 if(spectatorbutton_zoom)
483 // fteqcc failed twice here already, don't optimize this
486 if(zoomdir) { zoomin_effect = 0; }
490 current_viewzoom = min(1, current_viewzoom + drawframetime);
492 else if(autocvar_cl_spawnzoom && zoomin_effect)
494 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
496 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
497 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
498 if(current_viewzoom == 1) { zoomin_effect = 0; }
502 if(zoomspeed < 0) // instant zoom
505 current_viewzoom = 1 / zoomfactor;
507 current_viewzoom = 1;
512 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
514 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
518 if(almost_equals(current_viewzoom, 1))
519 current_zoomfraction = 0;
520 else if(almost_equals(current_viewzoom, 1/zoomfactor))
521 current_zoomfraction = 1;
523 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
525 if(zoomsensitivity < 1)
526 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
528 setsensitivityscale(1);
530 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
532 if(intermission) { curspeed = 0; }
536 makevectors(view_angles);
539 v = csqcplayer.velocity;
541 switch(autocvar_cl_velocityzoom_type)
543 case 3: curspeed = max(0, v_forward * v); break;
544 case 2: curspeed = (v_forward * v); break;
545 case 1: default: curspeed = vlen(v); break;
549 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
550 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
551 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
553 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
558 float frustumx, frustumy, fovx, fovy;
559 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
560 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
561 fovx = atan2(frustumx, 1) / M_PI * 360.0;
562 fovy = atan2(frustumy, 1) / M_PI * 360.0;
564 return '1 0 0' * fovx + '0 1 0' * fovy;
567 vector GetViewLocationFOV(float fov)
569 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
570 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
571 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
572 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
573 return '1 0 0' * fovx + '0 1 0' * fovy;
576 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
579 float width = (ov_worldmax.x - ov_worldmin.x);
580 float height = (ov_worldmax.y - ov_worldmin.y);
581 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
582 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
583 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
584 return '1 0 0' * fovx + '0 1 0' * fovy;
587 // this function must match W_SetupShot!
588 float zoomscript_caught;
590 vector wcross_origin;
591 float wcross_scale_prev, wcross_alpha_prev;
592 vector wcross_color_prev;
593 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
594 vector wcross_color_goal_prev;
595 float wcross_changedonetime;
597 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
598 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
599 float wcross_name_changestarttime, wcross_name_changedonetime;
600 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
602 float wcross_ring_prev;
605 entity trueaim_rifle;
607 const float SHOTTYPE_HITTEAM = 1;
608 const float SHOTTYPE_HITOBSTRUCTION = 2;
609 const float SHOTTYPE_HITWORLD = 3;
610 const float SHOTTYPE_HITENEMY = 4;
614 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
615 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
618 float EnemyHitCheck()
621 wcross_origin = project_3d_to_2d(trace_endpos);
624 n = trace_ent.entnum;
626 n = trace_networkentity;
628 return SHOTTYPE_HITWORLD;
630 return SHOTTYPE_HITWORLD;
631 t = entcs_GetTeam(n - 1);
634 return SHOTTYPE_HITTEAM;
635 if(t == NUM_SPECTATOR)
636 return SHOTTYPE_HITWORLD;
637 return SHOTTYPE_HITENEMY;
640 float TrueAimCheck(entity wepent)
642 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?
643 vector vecs, trueaimpoint, w_shotorg;
651 mv = MOVE_NOMONSTERS;
653 switch(wepent.activeweapon) // WEAPONTODO
655 case WEP_TUBA: // no aim
656 case WEP_PORTO: // shoots from eye
657 case WEP_NEXBALL: // shoots from eye
658 case WEP_HOOK: // no trueaim
659 case WEP_MORTAR: // toss curve
660 return SHOTTYPE_HITWORLD;
668 if(zoomscript_caught)
670 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
671 return EnemyHitCheck();
674 case WEP_DEVASTATOR: // projectile has a size!
678 case WEP_FIREBALL: // projectile has a size!
682 case WEP_SEEKER: // projectile has a size!
686 case WEP_ELECTRO: // projectile has a size!
692 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
694 vecs = decompressShotOrigin(STAT(SHOTORG));
696 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
697 trueaimpoint = trace_endpos;
699 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
700 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
707 dv = view_right * vecs.y + view_up * vecs.z;
708 w_shotorg = traceorigin + dv;
710 // now move the vecs forward as much as requested if possible
711 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
712 w_shotorg = trace_endpos - view_forward * nudge;
714 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
715 shottype = EnemyHitCheck();
716 if(shottype != SHOTTYPE_HITWORLD)
720 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
721 // or rather, I know why, but see no fix
722 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
723 // 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
724 return SHOTTYPE_HITOBSTRUCTION;
727 return SHOTTYPE_HITWORLD;
731 void CSQC_Demo_Camera();
733 const float CAMERA_FREE = 1;
734 const float CAMERA_CHASE = 2;
736 string NextFrameCommand;
738 vector freeze_org, freeze_ang;
739 entity nightvision_noise, nightvision_noise2;
741 const float MAX_TIME_DIFF = 5;
742 float pickup_crosshair_time, pickup_crosshair_size;
743 float hitindication_crosshair_size;
744 float use_vortex_chargepool;
746 float myhealth, myhealth_prev;
747 float myhealth_flash;
749 float old_blurradius, old_bluralpha;
750 float old_sharpen_intensity;
752 vector myhealth_gentlergb;
754 float contentavgalpha, liquidalpha_prev;
755 vector liquidcolor_prev;
757 float eventchase_current_distance;
758 float eventchase_running;
759 bool WantEventchase(entity this)
761 if(autocvar_cl_orthoview)
763 if(STAT(GAME_STOPPED) || intermission)
767 if(spectatee_status >= 0)
769 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
771 if(MUTATOR_CALLHOOK(WantEventchase, this))
773 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
775 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
777 if(autocvar_cl_eventchase_death == 2)
779 // don't stop eventchase once it's started (even if velocity changes afterwards)
780 if(this.velocity == '0 0 0' || eventchase_running)
789 void HUD_Crosshair_Vehicle(entity this)
791 if(hud != HUD_BUMBLEBEE_GUN)
793 Vehicle info = Vehicles_from(hud);
794 info.vr_crosshair(info, this);
798 vector damage_blurpostprocess, content_blurpostprocess;
800 float unaccounted_damage = 0;
803 // accumulate damage with each stat update
804 static float damage_total_prev = 0;
805 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
806 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
807 damage_total_prev = damage_total;
809 static float damage_dealt_time_prev = 0;
810 float damage_dealt_time = STAT(HIT_TIME);
811 if (damage_dealt_time != damage_dealt_time_prev)
813 unaccounted_damage += unaccounted_damage_new;
814 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
816 damage_dealt_time_prev = damage_dealt_time;
818 // prevent hitsound when switching spectatee
819 static float spectatee_status_prev = 0;
820 if (spectatee_status != spectatee_status_prev)
821 unaccounted_damage = 0;
822 spectatee_status_prev = spectatee_status;
827 // varying sound pitch
829 bool have_arc = false;
830 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
832 entity wepent = viewmodels[slot];
834 if(wepent.activeweapon == WEP_ARC)
838 static float hitsound_time_prev = 0;
839 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
840 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
841 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
843 if (autocvar_cl_hitsound && unaccounted_damage)
845 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
846 float a = autocvar_cl_hitsound_max_pitch;
847 float b = autocvar_cl_hitsound_min_pitch;
848 float c = autocvar_cl_hitsound_nom_damage;
849 float d = unaccounted_damage;
850 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
852 // if sound variation is disabled, set pitch_shift to 1
853 if (autocvar_cl_hitsound == 1)
856 // if pitch shift is reversed, mirror in (max-min)/2 + min
857 if (autocvar_cl_hitsound == 3)
859 float mirror_value = (a-b)/2 + b;
860 pitch_shift = mirror_value + (mirror_value - pitch_shift);
863 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
865 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
866 // todo: normalize sound pressure levels? seems unnecessary
868 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
870 unaccounted_damage = 0;
871 hitsound_time_prev = time;
874 static float typehit_time_prev = 0;
875 float typehit_time = STAT(TYPEHIT_TIME);
876 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
878 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
879 typehit_time_prev = typehit_time;
882 static float kill_time_prev = 0;
883 float kill_time = STAT(KILL_TIME);
884 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
886 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
887 kill_time_prev = kill_time;
891 vector crosshair_getcolor(entity this, float health_stat)
893 static float rainbow_last_flicker;
894 static vector rainbow_prev_color;
895 vector wcross_color = '0 0 0';
896 switch(autocvar_crosshair_color_special)
898 case 1: // crosshair_color_per_weapon
900 if(this != WEP_Null && hud == HUD_NORMAL)
902 wcross_color = this.wpcolor;
905 else { goto normalcolor; }
908 case 2: // crosshair_color_by_health
910 float hp = health_stat;
925 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
926 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
930 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
931 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
932 wcross_color.z = 1 - (hp-100)*0.02;
938 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
943 wcross_color.y = (hp-20)*90/27/100;
944 wcross_color.z = (hp-20)*90/27/100 * 0.2;
954 case 3: // crosshair_color_rainbow
956 if(time >= rainbow_last_flicker)
958 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
959 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
961 wcross_color = rainbow_prev_color;
965 default: { wcross_color = stov(autocvar_crosshair_color); break; }
971 void HUD_Crosshair(entity this)
975 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
976 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
977 !HUD_MinigameMenu_IsOpened() )
979 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
982 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
985 if (hud != HUD_NORMAL)
987 HUD_Crosshair_Vehicle(this);
992 float wcross_alpha, wcross_resolution;
993 wcross_style = autocvar_crosshair;
994 if (wcross_style == "0")
996 wcross_resolution = autocvar_crosshair_size;
997 if (wcross_resolution == 0)
999 wcross_alpha = autocvar_crosshair_alpha;
1000 if (wcross_alpha == 0)
1006 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1007 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1008 wcross_origin.z = 0;
1009 if(autocvar_crosshair_hittest)
1011 vector wcross_oldorigin;
1012 entity thiswep = viewmodels[0]; // TODO: unhardcode
1013 wcross_oldorigin = wcross_origin;
1014 shottype = TrueAimCheck(thiswep);
1015 if(shottype == SHOTTYPE_HITWORLD)
1017 v = wcross_origin - wcross_oldorigin;
1018 v.x /= vid_conwidth;
1019 v.y /= vid_conheight;
1020 if(vdist(v, >, 0.01))
1021 shottype = SHOTTYPE_HITOBSTRUCTION;
1023 if(!autocvar_crosshair_hittest_showimpact)
1024 wcross_origin = wcross_oldorigin;
1027 shottype = SHOTTYPE_HITWORLD;
1029 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1030 string wcross_name = "";
1031 float wcross_scale, wcross_blur;
1033 entity e = WEP_Null;
1034 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1036 entity wepent = viewmodels[0]; // TODO: unhardcode
1037 e = wepent.switchingweapon;
1040 if(autocvar_crosshair_per_weapon)
1042 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1043 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1044 //if (wcross_resolution == 0)
1047 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1048 wcross_resolution *= e.w_crosshair_size;
1049 wcross_name = e.w_crosshair;
1054 if(wcross_name == "")
1055 wcross_name = strcat("gfx/crosshair", wcross_style);
1057 // MAIN CROSSHAIR COLOR DECISION
1058 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1060 if(autocvar_crosshair_effect_scalefade)
1062 wcross_scale = wcross_resolution;
1063 wcross_resolution = 1;
1070 if(autocvar_crosshair_pickup)
1072 float stat_pickup_time = STAT(LAST_PICKUP);
1074 if(pickup_crosshair_time < stat_pickup_time)
1076 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1077 pickup_crosshair_size = 1;
1079 pickup_crosshair_time = stat_pickup_time;
1082 if(pickup_crosshair_size > 0)
1083 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1085 pickup_crosshair_size = 0;
1087 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1090 // todo: make crosshair hit indication dependent on damage dealt
1091 if(autocvar_crosshair_hitindication)
1093 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1095 if(unaccounted_damage)
1097 hitindication_crosshair_size = 1;
1100 if(hitindication_crosshair_size > 0)
1101 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1103 hitindication_crosshair_size = 0;
1105 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1106 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1107 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1108 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1111 if(shottype == SHOTTYPE_HITENEMY)
1112 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1113 if(shottype == SHOTTYPE_HITTEAM)
1114 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1116 f = fabs(autocvar_crosshair_effect_time);
1117 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1119 wcross_changedonetime = time + f;
1121 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1123 wcross_name_changestarttime = time;
1124 wcross_name_changedonetime = time + f;
1125 if(wcross_name_goal_prev_prev)
1126 strunzone(wcross_name_goal_prev_prev);
1127 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1128 wcross_name_goal_prev = strzone(wcross_name);
1129 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1130 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1131 wcross_resolution_goal_prev = wcross_resolution;
1134 wcross_scale_goal_prev = wcross_scale;
1135 wcross_alpha_goal_prev = wcross_alpha;
1136 wcross_color_goal_prev = wcross_color;
1138 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1141 wcross_alpha *= 0.75;
1145 // *_prev is at time-frametime
1146 // * is at wcross_changedonetime+f
1147 // what do we have at time?
1148 if(time < wcross_changedonetime)
1150 f = frametime / (wcross_changedonetime - time + frametime);
1151 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1152 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1153 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1156 wcross_scale_prev = wcross_scale;
1157 wcross_alpha_prev = wcross_alpha;
1158 wcross_color_prev = wcross_color;
1160 MUTATOR_CALLHOOK(UpdateCrosshair);
1162 wcross_scale *= 1 - autocvar__menu_alpha;
1163 wcross_alpha *= 1 - autocvar__menu_alpha;
1164 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1166 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1168 // crosshair rings for weapon stats
1169 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1171 // declarations and stats
1172 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1173 string ring_image = string_null, ring_inner_image = string_null;
1174 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1176 ring_scale = autocvar_crosshair_ring_size;
1178 float weapon_clipload, weapon_clipsize;
1179 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1180 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1182 float vortex_charge, vortex_chargepool;
1183 vortex_charge = STAT(VORTEX_CHARGE);
1184 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1186 float arc_heat = STAT(ARC_HEAT);
1188 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1189 vortex_charge_movingavg = vortex_charge;
1191 entity wepent = viewmodels[0]; // TODO: unhardcode
1193 // handle the values
1194 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1196 if (vortex_chargepool || use_vortex_chargepool) {
1197 use_vortex_chargepool = 1;
1198 ring_inner_value = vortex_chargepool;
1200 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1201 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1204 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1205 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);
1206 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1208 // draw the outer ring to show the current charge of the weapon
1209 ring_value = vortex_charge;
1210 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1211 ring_rgb = wcross_color;
1212 ring_image = "gfx/crosshair_ring_nexgun.tga";
1214 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1216 ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1217 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1218 ring_rgb = wcross_color;
1219 ring_image = "gfx/crosshair_ring.tga";
1221 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1223 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1224 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1225 ring_rgb = wcross_color;
1226 ring_image = "gfx/crosshair_ring.tga";
1228 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1230 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1231 ring_scale = autocvar_crosshair_ring_reload_size;
1232 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1233 ring_rgb = wcross_color;
1235 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1236 // if a new image for another weapon is added, add the code (and its respective file/value) here
1237 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1238 ring_image = "gfx/crosshair_ring_rifle.tga";
1240 ring_image = "gfx/crosshair_ring.tga";
1242 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1244 ring_value = arc_heat;
1245 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1246 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1247 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1248 ring_image = "gfx/crosshair_ring.tga";
1251 // if in weapon switch animation, fade ring out/in
1252 if(autocvar_crosshair_effect_time > 0)
1254 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1257 wcross_ring_prev = ((ring_image) ? true : false);
1260 if(wcross_ring_prev)
1263 ring_alpha *= fabs(1 - bound(0, f, 1));
1268 ring_alpha *= bound(0, f, 1);
1272 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1273 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1276 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1279 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1281 if(wcross_blur > 0) \
1283 for(i = -2; i <= 2; ++i) \
1284 for(j = -2; j <= 2; ++j) \
1285 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1289 M(0,0,sz,wcross_name,wcross_alpha); \
1293 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1294 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)
1296 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1297 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1299 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1301 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1302 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1303 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1310 wcross_name_alpha_goal_prev = f;
1312 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1313 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1315 if(autocvar_crosshair_dot)
1317 vector wcross_color_old;
1318 wcross_color_old = wcross_color;
1320 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1321 wcross_color = stov(autocvar_crosshair_dot_color);
1323 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1324 // FIXME why don't we use wcross_alpha here?
1325 wcross_color = wcross_color_old;
1331 wcross_scale_prev = 0;
1332 wcross_alpha_prev = 0;
1333 wcross_scale_goal_prev = 0;
1334 wcross_alpha_goal_prev = 0;
1335 wcross_changedonetime = 0;
1336 if(wcross_name_goal_prev)
1337 strunzone(wcross_name_goal_prev);
1338 wcross_name_goal_prev = string_null;
1339 if(wcross_name_goal_prev_prev)
1340 strunzone(wcross_name_goal_prev_prev);
1341 wcross_name_goal_prev_prev = string_null;
1342 wcross_name_changestarttime = 0;
1343 wcross_name_changedonetime = 0;
1344 wcross_name_alpha_goal_prev = 0;
1345 wcross_name_alpha_goal_prev_prev = 0;
1346 wcross_resolution_goal_prev = 0;
1347 wcross_resolution_goal_prev_prev = 0;
1351 const int MAX_SPECIALCOMMAND = 15;
1352 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1353 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1354 const float SPECIALCOMMAND_SPEED = 150;
1355 const float SPECIALCOMMAND_TURNSPEED = 2;
1356 const float SPECIALCOMMAND_SIZE = 0.025;
1357 const float SPECIALCOMMAND_CHANCE = 0.35;
1358 float sc_spawntime, sc_changetime;
1359 vector sc_color = '1 1 1';
1360 void SpecialCommand()
1362 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1365 if(time >= sc_changetime)
1367 sc_changetime = time + 1;
1368 sc_color = randomvec() * 1.5;
1369 sc_color.x = bound(0.2, sc_color.x, 0.75);
1370 sc_color.y = bound(0.2, sc_color.y, 0.75);
1371 sc_color.z = bound(0.2, sc_color.z, 0.75);
1373 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);
1375 if(!precache_pic("gfx/smile"))
1376 return; // damn party poopers
1378 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1380 vector slot = specialcommand_slots[j];
1382 slot.y += SPECIALCOMMAND_SPEED * frametime;
1384 slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1385 if(slot.y >= vid_conheight)
1390 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1392 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1393 slot.y = 1; // start it off 0 so we can use it
1395 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1396 vector newcolor = randomvec() * 2;
1397 newcolor.x = bound(0.4, newcolor.x, 1);
1398 newcolor.y = bound(0.4, newcolor.y, 1);
1399 newcolor.z = bound(0.4, newcolor.z, 1);
1400 specialcommand_colors[j] = newcolor;
1405 vector splash_size = '0 0 0';
1406 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1407 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1408 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1409 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1412 specialcommand_slots[j] = slot;
1416 void HUD_Draw(entity this)
1418 // if we don't know gametype and scores yet avoid drawing the scoreboard
1419 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1420 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1421 // cl_deathscoreboard would show the scoreboard and so on
1425 Hud_Dynamic_Frame();
1428 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1430 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1432 else if(STAT(FROZEN))
1434 vector col = '0.25 0.90 1';
1435 if(STAT(REVIVE_PROGRESS))
1436 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1437 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1442 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1444 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1445 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);
1446 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);
1448 else if(STAT(CAPTURE_PROGRESS))
1450 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);
1451 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1453 else if(STAT(REVIVE_PROGRESS))
1455 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);
1456 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1458 HUD_Scale_Disable();
1460 if(autocvar_r_letterbox == 0)
1461 if(autocvar_viewsize < 120)
1463 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1464 Accuracy_LoadLevels();
1467 HUD_Scale_Disable();
1470 // crosshair goes VERY LAST
1473 HUD_Crosshair(this);
1478 float oldr_nearclip;
1479 float oldr_farclip_base;
1480 float oldr_farclip_world;
1482 float oldr_useportalculling;
1483 float oldr_useinfinitefarclip;
1485 void cl_notice_run();
1489 float vh_notice_time;
1490 void WaypointSprite_Load();
1491 void CSQC_UpdateView(entity this, float w, float h)
1493 TC(int, w); TC(int, h);
1497 vector vf_size, vf_min;
1500 execute_next_frame();
1507 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1508 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1512 HUD_Scale_Disable();
1514 if(autocvar__hud_showbinds_reload) // menu can set this one
1517 binddb = db_create();
1518 cvar_set("_hud_showbinds_reload", "0");
1521 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1522 view_quality = getproperty(VF_MINFPS_QUALITY);
1526 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1527 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1529 vf_size = getpropertyvec(VF_SIZE);
1530 vf_min = getpropertyvec(VF_MIN);
1531 vid_width = vf_size.x;
1532 vid_height = vf_size.y;
1534 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1535 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1537 WaypointSprite_Load();
1539 CSQCPlayer_SetCamera();
1541 if(player_localentnum <= maxclients) // is it a client?
1542 current_player = player_localentnum - 1;
1543 else // then player_localentnum is the vehicle I'm driving
1544 current_player = player_localnum;
1545 myteam = entcs_GetTeam(current_player);
1547 if(myteam != prev_myteam)
1549 myteamcolors = colormapPaletteColor(myteam, 1);
1550 FOREACH(hud_panels, true, it.update_time = time);
1551 prev_myteam = myteam;
1554 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1556 float is_dead = (STAT(HEALTH) <= 0);
1558 // FIXME do we need this hack?
1561 // in demos, input_buttons do not work
1562 button_zoom = (autocvar__togglezoom == "-");
1565 && autocvar_cl_unpress_zoom_on_death
1566 && (spectatee_status >= 0)
1567 && (is_dead || intermission))
1569 // no zoom while dead or in intermission please
1570 localcmd("-zoom\n");
1571 button_zoom = false;
1574 // event chase camera
1575 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1577 if(STAT(CAMERA_SPECTATOR))
1579 if(spectatee_status > 0)
1581 if(!autocvar_chase_active)
1583 cvar_set("chase_active", "-2");
1584 goto skip_eventchase_death;
1587 else if(autocvar_chase_active == -2)
1588 cvar_set("chase_active", "0");
1590 if(autocvar_chase_active == -2)
1591 goto skip_eventchase_death;
1593 else if(autocvar_chase_active == -2)
1594 cvar_set("chase_active", "0");
1596 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1598 float vehicle_viewdist = 0;
1599 vector vehicle_viewofs = '0 0 0';
1603 if(hud != HUD_BUMBLEBEE_GUN)
1605 Vehicle info = Vehicles_from(hud);
1606 vehicle_viewdist = info.height;
1607 vehicle_viewofs = info.view_ofs;
1611 if(WantEventchase(this))
1613 vector current_view_origin_override = '0 0 0';
1614 vector view_offset_override = '0 0 0';
1615 float chase_distance_override = 0;
1616 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1617 if(custom_eventchase)
1619 current_view_origin_override = M_ARGV(0, vector);
1620 view_offset_override = M_ARGV(1, vector);
1621 chase_distance_override = M_ARGV(0, float);
1623 eventchase_running = true;
1625 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1627 local_player = this; // fall back!
1629 // 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.)
1630 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1631 if (custom_eventchase)
1632 current_view_origin = current_view_origin_override;
1634 // detect maximum viewoffset and use it
1635 vector view_offset = autocvar_cl_eventchase_viewoffset;
1639 view_offset = vehicle_viewofs;
1641 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1643 if (custom_eventchase)
1644 view_offset = view_offset_override;
1648 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1649 if(trace_fraction == 1) { current_view_origin += view_offset; }
1650 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1653 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1654 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1655 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1656 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1658 // make the camera smooth back
1659 float chase_distance = autocvar_cl_eventchase_distance;
1663 chase_distance = vehicle_viewdist;
1665 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1667 if (custom_eventchase)
1668 chase_distance = chase_distance_override;
1670 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1671 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1672 else if(eventchase_current_distance != chase_distance)
1673 eventchase_current_distance = chase_distance;
1675 makevectors(view_angles);
1677 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1678 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1680 // If the boxtrace fails, revert back to line tracing.
1681 if(!local_player.viewloc)
1682 if(trace_startsolid)
1684 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1685 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1686 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1688 else { setproperty(VF_ORIGIN, trace_endpos); }
1690 if(!local_player.viewloc)
1691 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1693 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1695 eventchase_running = false;
1696 cvar_set("chase_active", "0");
1697 eventchase_current_distance = 0; // start from 0 next time
1700 // workaround for camera stuck between player's legs when using chase_active 1
1701 // because the engine stops updating the chase_active camera when the game ends
1702 else if(intermission)
1704 cvar_settemp("chase_active", "-1");
1705 eventchase_current_distance = 0;
1708 LABEL(skip_eventchase_death);
1710 // do lockview after event chase camera so that it still applies whenever necessary.
1711 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1713 setproperty(VF_ORIGIN, freeze_org);
1714 setproperty(VF_ANGLES, freeze_ang);
1718 freeze_org = getpropertyvec(VF_ORIGIN);
1719 freeze_ang = getpropertyvec(VF_ANGLES);
1723 //WarpZone_FixPMove();
1725 vector ov_org = '0 0 0';
1726 vector ov_mid = '0 0 0';
1727 vector ov_worldmin = '0 0 0';
1728 vector ov_worldmax = '0 0 0';
1729 if(autocvar_cl_orthoview)
1731 ov_worldmin = mi_picmin;
1732 ov_worldmax = mi_picmax;
1734 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1735 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1736 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1738 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1739 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1741 float ov_nearest = vlen(ov_org - vec3(
1742 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1743 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1744 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1747 float ov_furthest = 0;
1750 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1751 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1752 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1753 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1754 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1755 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1756 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1757 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1761 oldr_nearclip = cvar("r_nearclip");
1762 oldr_farclip_base = cvar("r_farclip_base");
1763 oldr_farclip_world = cvar("r_farclip_world");
1764 oldr_novis = cvar("r_novis");
1765 oldr_useportalculling = cvar("r_useportalculling");
1766 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1769 cvar_settemp("r_nearclip", ftos(ov_nearest));
1770 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1771 cvar_settemp("r_farclip_world", "0");
1772 cvar_settemp("r_novis", "1");
1773 cvar_settemp("r_useportalculling", "0");
1774 cvar_settemp("r_useinfinitefarclip", "0");
1776 setproperty(VF_ORIGIN, ov_org);
1777 setproperty(VF_ANGLES, '90 0 0');
1782 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1784 vtos(getpropertyvec(VF_ANGLES)),
1794 cvar_set("r_nearclip", ftos(oldr_nearclip));
1795 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1796 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1797 cvar_set("r_novis", ftos(oldr_novis));
1798 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1799 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1804 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1805 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1806 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1807 viewmodel_draw(viewmodels[slot]);
1810 view_origin = getpropertyvec(VF_ORIGIN);
1811 view_angles = getpropertyvec(VF_ANGLES);
1812 makevectors(view_angles);
1813 view_forward = v_forward;
1814 view_right = v_right;
1818 if(time > blurtest_time0 && time < blurtest_time1)
1822 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1823 r = t * blurtest_radius;
1824 f = 1 / (t ** blurtest_power) - 1;
1826 cvar_set("r_glsl_postprocess", "1");
1827 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1831 cvar_set("r_glsl_postprocess", "0");
1832 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1836 TargetMusic_Advance();
1840 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1842 drawframetime = bound(0.000001, time - drawtime, 1);
1845 // watch for gametype changes here...
1846 // in ParseStuffCMD the cmd isn't executed yet :/
1847 // might even be better to add the gametype to TE_CSQC_INIT...?
1851 if(intermission && !intermission_time)
1852 intermission_time = time;
1854 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1856 if(calledhooks & HOOK_START)
1858 localcmd("\ncl_hook_gameend\n");
1859 calledhooks |= HOOK_END;
1868 if(!zoomscript_caught)
1870 localcmd("+button9\n");
1871 zoomscript_caught = 1;
1876 if(zoomscript_caught)
1878 localcmd("-button9\n");
1879 zoomscript_caught = 0;
1883 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1885 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1887 entity wepent = viewmodels[slot];
1889 if(wepent.last_switchweapon != wepent.switchweapon)
1892 wepent.last_switchweapon = wepent.switchweapon;
1893 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1895 localcmd("-zoom\n");
1896 button_zoom = false;
1898 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1900 localcmd("-fire\n");
1901 localcmd("-fire2\n");
1902 button_attack2 = false;
1905 if(wepent.last_activeweapon != wepent.activeweapon)
1907 wepent.last_activeweapon = wepent.activeweapon;
1909 e = wepent.activeweapon;
1911 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1913 localcmd("\ncl_hook_activeweapon none\n");
1917 // ALWAYS Clear Current Scene First
1920 setproperty(VF_ORIGIN, view_origin);
1921 setproperty(VF_ANGLES, view_angles);
1923 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1924 setproperty(VF_SIZE, vf_size);
1925 setproperty(VF_MIN, vf_min);
1927 // Assign Standard Viewflags
1928 // Draw the World (and sky)
1929 setproperty(VF_DRAWWORLD, 1);
1931 // Set the console size vars
1932 vid_conwidth = autocvar_vid_conwidth;
1933 vid_conheight = autocvar_vid_conheight;
1934 vid_pixelheight = autocvar_vid_pixelheight;
1936 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1937 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1938 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1940 if(camera_active) // Camera for demo playback
1942 if(autocvar_camera_enable)
1946 cvar_set("chase_active", ftos(chase_active_backup));
1947 cvar_set("cl_demo_mousegrab", "0");
1948 camera_active = false;
1954 if(autocvar_camera_enable)
1956 if(autocvar_camera_enable && isdemo())
1959 // Enable required Darkplaces cvars
1960 chase_active_backup = autocvar_chase_active;
1961 cvar_set("chase_active", "2");
1962 cvar_set("cl_demo_mousegrab", "1");
1963 camera_active = true;
1964 camera_mode = false;
1968 // Draw the Crosshair
1969 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1971 // Draw the Engine Status Bar (the default Quake HUD)
1972 setproperty(VF_DRAWENGINESBAR, 0);
1974 // Update the mouse position
1976 mousepos_x = vid_conwidth;
1977 mousepos_y = vid_conheight;
1978 mousepos = mousepos*0.5 + getmousepos();
1981 IL_EACH(g_drawables, it.draw, it.draw(it));
1983 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1986 // now switch to 2D drawing mode by calling a 2D drawing function
1987 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1988 // next R_RenderScene call
1989 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1991 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1992 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1994 // apply night vision effect
1995 vector tc_00, tc_01, tc_10, tc_11;
1996 vector rgb = '0 0 0';
1998 if(!nightvision_noise)
2000 nightvision_noise = new(nightvision_noise);
2002 if(!nightvision_noise2)
2004 nightvision_noise2 = new(nightvision_noise2);
2007 // color tint in yellow
2008 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2011 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2013 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2014 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2015 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2016 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2017 tc_11 = tc_01 + tc_10 - tc_00;
2018 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2019 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2020 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2021 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2022 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2026 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2027 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2028 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2029 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2030 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2031 tc_11 = tc_01 + tc_10 - tc_00;
2032 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2033 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2034 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2035 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2036 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2040 if(autocvar_cl_reticle)
2042 string reticle_image = string_null;
2043 bool wep_zoomed = false;
2044 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2046 entity wepe = viewmodels[slot];
2047 Weapon wep = wepe.activeweapon;
2048 if(wep != WEP_Null && wep.wr_zoom)
2050 bool do_zoom = wep.wr_zoom(wep, NULL);
2051 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2052 reticle_image = wep.w_reticle;
2053 wep_zoomed += do_zoom;
2056 // Draw the aiming reticle for weapons that use it
2057 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2058 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2059 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2060 if(spectatee_status || is_dead || hud != HUD_NORMAL)
2062 // no zoom reticle while dead
2065 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2067 if(reticle_image) { reticle_type = 2; }
2068 else { reticle_type = 0; }
2070 else if(button_zoom || zoomscript_caught)
2078 if(autocvar_cl_reticle_stretch)
2080 reticle_size.x = vid_conwidth;
2081 reticle_size.y = vid_conheight;
2087 reticle_size.x = max(vid_conwidth, vid_conheight);
2088 reticle_size.y = max(vid_conwidth, vid_conheight);
2089 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2090 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2093 if(zoomscript_caught)
2096 f = current_zoomfraction;
2100 switch(reticle_type)
2102 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2103 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2110 if(reticle_type != 0) { reticle_type = 0; }
2114 // improved polyblend
2115 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2117 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2120 switch(pointcontents(view_origin))
2123 liquidalpha = autocvar_hud_contents_water_alpha;
2124 liquidcolor = stov(autocvar_hud_contents_water_color);
2129 liquidalpha = autocvar_hud_contents_lava_alpha;
2130 liquidcolor = stov(autocvar_hud_contents_lava_color);
2135 liquidalpha = autocvar_hud_contents_slime_alpha;
2136 liquidcolor = stov(autocvar_hud_contents_slime_color);
2142 liquidcolor = '0 0 0';
2147 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2148 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2149 contentfadetime = autocvar_hud_contents_fadeintime;
2150 liquidalpha_prev = liquidalpha;
2151 liquidcolor_prev = liquidcolor;
2154 contentfadetime = autocvar_hud_contents_fadeouttime;
2156 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2157 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2160 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2162 if(autocvar_hud_postprocessing)
2164 if(autocvar_hud_contents_blur && contentavgalpha)
2166 content_blurpostprocess.x = 1;
2167 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2168 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2172 content_blurpostprocess.x = 0;
2173 content_blurpostprocess.y = 0;
2174 content_blurpostprocess.z = 0;
2179 if(autocvar_hud_damage && !STAT(FROZEN))
2181 splash_size.x = max(vid_conwidth, vid_conheight);
2182 splash_size.y = max(vid_conwidth, vid_conheight);
2183 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2184 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2186 float myhealth_flash_temp;
2187 myhealth = STAT(HEALTH);
2190 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2192 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2194 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2195 pain_threshold = autocvar_hud_damage_pain_threshold;
2196 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2197 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2199 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2201 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);
2204 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2206 if(myhealth_prev < 1)
2210 myhealth_flash = 0; // just spawned, clear the flash immediately
2211 myhealth_flash_temp = 0;
2215 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2219 if(spectatee_status == -1 || intermission)
2221 myhealth_flash = 0; // observing, or match ended
2222 myhealth_flash_temp = 0;
2225 myhealth_prev = myhealth;
2227 // IDEA: change damage color/picture based on player model for robot/alien species?
2228 // pro: matches model better
2229 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2230 // maybe different reddish pics?
2231 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2233 if(autocvar_cl_gentle_damage == 2)
2235 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2236 myhealth_gentlergb = randomvec();
2239 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2241 if(myhealth_flash_temp > 0)
2242 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);
2244 else if(myhealth_flash_temp > 0)
2245 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2247 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.
2249 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2251 damage_blurpostprocess.x = 1;
2252 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2253 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2257 damage_blurpostprocess.x = 0;
2258 damage_blurpostprocess.y = 0;
2259 damage_blurpostprocess.z = 0;
2264 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2265 float e2 = (autocvar_hud_powerup != 0);
2266 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2268 // enable or disable rendering types if they are used or not
2269 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2270 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2272 // blur postprocess handling done first (used by hud_damage and hud_contents)
2273 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2275 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2276 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2277 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2279 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2280 old_blurradius = blurradius;
2281 old_bluralpha = bluralpha;
2284 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2286 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2291 // edge detection postprocess handling done second (used by hud_powerup)
2292 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2293 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2294 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2296 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.
2298 if(autocvar_hud_powerup && sharpen_intensity > 0)
2300 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2302 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2303 old_sharpen_intensity = sharpen_intensity;
2306 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2308 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2309 old_sharpen_intensity = 0;
2312 if(cvar("r_glsl_postprocess") == 0)
2313 cvar_set("r_glsl_postprocess", "2");
2315 else if(cvar("r_glsl_postprocess") == 2)
2316 cvar_set("r_glsl_postprocess", "0");
2318 /*if(gametype == MAPINFO_TYPE_CTF)
2324 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2325 Draw_ShowNames_All();
2326 #if ENABLE_DEBUGDRAW
2330 scoreboard_active = Scoreboard_WouldDraw();
2332 HUD_Draw(this); // this parameter for deep vehicle function
2334 if(NextFrameCommand)
2336 localcmd("\n", NextFrameCommand, "\n");
2337 NextFrameCommand = string_null;
2340 // we must do this check AFTER a frame was rendered, or it won't work
2341 if(cs_project_is_b0rked == 0)
2344 w0 = ftos(autocvar_vid_conwidth);
2345 h0 = ftos(autocvar_vid_conheight);
2346 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2347 //setproperty(VF_FOV, '90 90 0');
2348 setproperty(VF_ORIGIN, '0 0 0');
2349 setproperty(VF_ANGLES, '0 0 0');
2350 setproperty(VF_PERSPECTIVE, 1);
2351 makevectors('0 0 0');
2353 cvar_set("vid_conwidth", "800");
2354 cvar_set("vid_conheight", "600");
2355 v1 = cs_project(v_forward);
2356 cvar_set("vid_conwidth", "640");
2357 cvar_set("vid_conheight", "480");
2358 v2 = cs_project(v_forward);
2360 cs_project_is_b0rked = 1;
2362 cs_project_is_b0rked = -1;
2363 cvar_set("vid_conwidth", w0);
2364 cvar_set("vid_conheight", h0);
2367 if(autocvar__hud_configure)
2369 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2370 HUD_Minigame_Mouse();
2371 else if(QuickMenu_IsOpened())
2380 // let's reset the view back to normal for the end
2381 setproperty(VF_MIN, '0 0 0');
2382 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2388 // following vectors must be global to allow seamless switching between camera modes
2389 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2390 void CSQC_Demo_Camera()
2392 float speed, attenuation, dimensions;
2395 if( autocvar_camera_reset || !camera_mode )
2397 camera_offset = '0 0 0';
2398 current_angles = '0 0 0';
2399 camera_direction = '0 0 0';
2400 camera_offset.z += 30;
2401 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2402 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2403 current_origin = view_origin;
2404 current_camera_offset = camera_offset;
2405 cvar_set("camera_reset", "0");
2406 camera_mode = CAMERA_CHASE;
2411 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2413 if(autocvar_camera_look_player)
2418 dir = normalize(view_origin - current_position);
2420 mouse_angles = vectoangles(dir);
2421 mouse_angles.x = mouse_angles.x * -1;
2426 tmp = getmousepos() * 0.1;
2427 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2429 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2430 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2434 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2435 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2436 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2437 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2439 // Fix difference when angles don't have the same sign
2441 if(mouse_angles.y < -60 && current_angles.y > 60)
2443 if(mouse_angles.y > 60 && current_angles.y < -60)
2446 if(autocvar_camera_look_player)
2447 attenuation = autocvar_camera_look_attenuation;
2449 attenuation = autocvar_camera_speed_attenuation;
2451 attenuation = 1 / max(1, attenuation);
2452 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2454 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2455 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2456 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2457 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2463 if( camera_direction.x )
2465 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2466 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2467 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2468 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2472 if( camera_direction.y )
2474 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2475 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2476 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2480 if( camera_direction.z )
2482 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2486 if(autocvar_camera_free)
2487 speed = autocvar_camera_speed_free;
2489 speed = autocvar_camera_speed_chase;
2493 speed = speed * sqrt(1 / dimensions);
2494 camera_offset += tmp * speed;
2497 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2500 if( autocvar_camera_free )
2502 if ( camera_mode == CAMERA_CHASE )
2504 current_camera_offset = current_origin + current_camera_offset;
2505 camera_offset = current_origin + camera_offset;
2508 camera_mode = CAMERA_FREE;
2509 current_position = current_camera_offset;
2513 if ( camera_mode == CAMERA_FREE )
2515 current_origin = view_origin;
2516 camera_offset = camera_offset - current_origin;
2517 current_camera_offset = current_camera_offset - current_origin;
2520 camera_mode = CAMERA_CHASE;
2522 if(autocvar_camera_chase_smoothly)
2523 current_origin += (view_origin - current_origin) * attenuation;
2525 current_origin = view_origin;
2527 current_position = current_origin + current_camera_offset;
2530 setproperty(VF_ANGLES, current_angles);
2531 setproperty(VF_ORIGIN, current_position);