1 #include "announcer.qh"
2 #include "autocvars.qh"
6 #include "hud_config.qh"
8 #include "mapvoting.qh"
9 #include "miscfunctions.qh"
11 #include "scoreboard.qh"
12 #include "shownames.qh"
13 #include "target_music.qh"
14 #include "vehicles/vehicles.qh"
15 #include "waypointsprites.qh"
16 #include "../common/constants.qh"
17 #include "../common/mapinfo.qh"
18 #include "../common/nades.qh"
19 #include "../common/stats.qh"
20 #include "../common/teams.qh"
21 #include "../common/util.qh"
22 #include "../common/weapons/weapons.qh"
23 #include "../csqcmodellib/cl_player.qh"
24 #include "../dpdefs/csprogsdefs.qh"
25 #include "../warpzonelib/client.qh"
26 #include "../warpzonelib/common.qh"
27 #include "../warpzonelib/mathlib.qh"
33 vector p, dir, ang, q, nextdir;
34 float portal_number, portal1_idx;
36 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
38 if(g_balance_porto_secondary)
44 if (getstati(STAT_HEALTH) <= 0)
49 if(angles_held_status)
51 makevectors(angles_held);
65 traceline(p, p + 65536 * dir, true, porto);
66 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
68 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
74 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
77 ang = vectoangles2(trace_plane_normal, dir);
80 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
82 if(portal_number == 1)
85 if(portal_number >= 2)
96 if(idx-1 >= portal1_idx)
98 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
102 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
111 porto.classname = "porto";
112 porto.draw = Porto_Draw;
113 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
118 vector GetCurrentFov(float fov)
120 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
121 float velocityzoom, curspeed;
124 zoomsensitivity = autocvar_cl_zoomsensitivity;
125 zoomfactor = autocvar_cl_zoomfactor;
126 if(zoomfactor < 1 || zoomfactor > 16)
128 zoomspeed = autocvar_cl_zoomspeed;
130 if(zoomspeed < 0.5 || zoomspeed > 16)
133 zoomdir = button_zoom;
134 if(hud == HUD_NORMAL)
135 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
136 zoomdir += button_attack2;
137 if(spectatee_status > 0 || isdemo())
139 if(spectatorbutton_zoom)
146 // fteqcc failed twice here already, don't optimize this
149 if(zoomdir) { zoomin_effect = 0; }
153 current_viewzoom = min(1, current_viewzoom + drawframetime);
155 else if(autocvar_cl_spawnzoom && zoomin_effect)
157 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
159 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
160 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
161 if(current_viewzoom == 1) { zoomin_effect = 0; }
165 if(zoomspeed < 0) // instant zoom
168 current_viewzoom = 1 / zoomfactor;
170 current_viewzoom = 1;
175 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
177 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
181 if(almost_equals(current_viewzoom, 1))
182 current_zoomfraction = 0;
183 else if(almost_equals(current_viewzoom, 1/zoomfactor))
184 current_zoomfraction = 1;
186 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
188 if(zoomsensitivity < 1)
189 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
191 setsensitivityscale(1);
193 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
195 if(intermission) { curspeed = 0; }
199 makevectors(view_angles);
202 v = csqcplayer.velocity;
204 switch(autocvar_cl_velocityzoom_type)
206 case 3: curspeed = max(0, v_forward * v); break;
207 case 2: curspeed = (v_forward * v); break;
208 case 1: default: curspeed = vlen(v); break;
212 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
213 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
214 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
216 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
221 float frustumx, frustumy, fovx, fovy;
222 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
223 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
224 fovx = atan2(frustumx, 1) / M_PI * 360.0;
225 fovy = atan2(frustumy, 1) / M_PI * 360.0;
227 return '1 0 0' * fovx + '0 1 0' * fovy;
230 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
233 float width = (ov_worldmax.x - ov_worldmin.x);
234 float height = (ov_worldmax.y - ov_worldmin.y);
235 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
236 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
237 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
238 return '1 0 0' * fovx + '0 1 0' * fovy;
241 // this function must match W_SetupShot!
242 float zoomscript_caught;
244 vector wcross_origin;
245 float wcross_scale_prev, wcross_alpha_prev;
246 vector wcross_color_prev;
247 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
248 vector wcross_color_goal_prev;
249 float wcross_changedonetime;
251 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
252 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
253 float wcross_name_changestarttime, wcross_name_changedonetime;
254 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
256 float wcross_ring_prev;
259 entity trueaim_rifle;
261 const float SHOTTYPE_HITTEAM = 1;
262 const float SHOTTYPE_HITOBSTRUCTION = 2;
263 const float SHOTTYPE_HITWORLD = 3;
264 const float SHOTTYPE_HITENEMY = 4;
269 trueaim.classname = "trueaim";
270 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
271 trueaim_rifle = spawn();
272 trueaim_rifle.classname = "trueaim_rifle";
273 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
276 float EnemyHitCheck()
279 wcross_origin = project_3d_to_2d(trace_endpos);
282 n = trace_ent.entnum;
284 n = trace_networkentity;
286 return SHOTTYPE_HITWORLD;
288 return SHOTTYPE_HITWORLD;
289 t = GetPlayerColor(n - 1);
292 return SHOTTYPE_HITTEAM;
293 if(t == NUM_SPECTATOR)
294 return SHOTTYPE_HITWORLD;
295 return SHOTTYPE_HITENEMY;
300 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?
301 vector vecs, trueaimpoint, w_shotorg;
309 mv = MOVE_NOMONSTERS;
311 switch(activeweapon) // WEAPONTODO
313 case WEP_TUBA: // no aim
314 case WEP_PORTO: // shoots from eye
315 case WEP_HOOK: // no trueaim
316 case WEP_MORTAR: // toss curve
317 return SHOTTYPE_HITWORLD;
325 if(zoomscript_caught)
327 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
328 return EnemyHitCheck();
331 case WEP_DEVASTATOR: // projectile has a size!
335 case WEP_FIREBALL: // projectile has a size!
339 case WEP_SEEKER: // projectile has a size!
343 case WEP_ELECTRO: // projectile has a size!
349 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
351 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
353 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
354 trueaimpoint = trace_endpos;
356 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
357 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
364 dv = view_right * vecs.y + view_up * vecs.z;
365 w_shotorg = traceorigin + dv;
367 // now move the vecs forward as much as requested if possible
368 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
369 w_shotorg = trace_endpos - view_forward * nudge;
371 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
372 shottype = EnemyHitCheck();
373 if(shottype != SHOTTYPE_HITWORLD)
377 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
378 // or rather, I know why, but see no fix
379 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
380 // 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
381 return SHOTTYPE_HITOBSTRUCTION;
384 return SHOTTYPE_HITWORLD;
387 void CSQC_common_hud(void);
390 void CSQC_Demo_Camera();
391 float HUD_WouldDrawScoreboard();
393 const float CAMERA_FREE = 1;
394 const float CAMERA_CHASE = 2;
396 string reticle_image;
397 string NextFrameCommand;
398 void CSQC_SPIDER_HUD();
399 void CSQC_RAPTOR_HUD();
401 vector freeze_org, freeze_ang;
402 entity nightvision_noise, nightvision_noise2;
404 const float MAX_TIME_DIFF = 5;
405 float pickup_crosshair_time, pickup_crosshair_size;
406 float hitindication_crosshair_size;
407 float use_vortex_chargepool;
409 float myhealth, myhealth_prev;
410 float myhealth_flash;
412 float old_blurradius, old_bluralpha;
413 float old_sharpen_intensity;
415 vector myhealth_gentlergb;
417 float contentavgalpha, liquidalpha_prev;
418 vector liquidcolor_prev;
420 float eventchase_current_distance;
421 float eventchase_running;
422 float WantEventchase()
424 if(autocvar_cl_orthoview)
428 if(spectatee_status >= 0)
430 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
432 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
434 if(autocvar_cl_eventchase_death == 2)
436 // don't stop eventchase once it's started (even if velocity changes afterwards)
437 if(self.velocity == '0 0 0' || eventchase_running)
446 vector damage_blurpostprocess, content_blurpostprocess;
450 float unaccounted_damage = 0;
453 // accumulate damage with each stat update
454 static float damage_total_prev = 0;
455 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
456 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
457 damage_total_prev = damage_total;
459 static float damage_dealt_time_prev = 0;
460 float damage_dealt_time = getstatf(STAT_HIT_TIME);
461 if (damage_dealt_time != damage_dealt_time_prev)
463 unaccounted_damage += unaccounted_damage_new;
464 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
466 damage_dealt_time_prev = damage_dealt_time;
468 // prevent hitsound when switching spectatee
469 static float spectatee_status_prev = 0;
470 if (spectatee_status != spectatee_status_prev)
471 unaccounted_damage = 0;
472 spectatee_status_prev = spectatee_status;
475 void UpdateHitsound()
477 // varying sound pitch
479 static float hitsound_time_prev = 0;
480 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
481 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
482 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
484 if (autocvar_cl_hitsound && unaccounted_damage)
486 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
487 float a = autocvar_cl_hitsound_max_pitch;
488 float b = autocvar_cl_hitsound_min_pitch;
489 float c = autocvar_cl_hitsound_nom_damage;
490 float x = unaccounted_damage;
491 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
493 // if sound variation is disabled, set pitch_shift to 1
494 if (autocvar_cl_hitsound == 1)
497 // if pitch shift is reversed, mirror in (max-min)/2 + min
498 if (autocvar_cl_hitsound == 3)
500 float mirror_value = (a-b)/2 + b;
501 pitch_shift = mirror_value + (mirror_value - pitch_shift);
504 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
506 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
507 // todo: normalize sound pressure levels? seems unnecessary
509 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
511 unaccounted_damage = 0;
512 hitsound_time_prev = time;
515 static float typehit_time_prev = 0;
516 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
517 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
519 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
520 typehit_time_prev = typehit_time;
524 void UpdateCrosshair()
526 static float rainbow_last_flicker;
527 static vector rainbow_prev_color;
531 if(getstati(STAT_FROZEN))
532 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
533 else if (getstatf(STAT_HEALING_ORB)>time)
534 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
536 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
538 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
539 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
541 else if(getstatf(STAT_REVIVE_PROGRESS))
543 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
544 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
547 if(autocvar_r_letterbox == 0)
548 if(autocvar_viewsize < 120)
551 // crosshair goes VERY LAST
552 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
554 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
558 float wcross_alpha, wcross_resolution;
559 wcross_style = autocvar_crosshair;
560 if (wcross_style == "0")
562 wcross_resolution = autocvar_crosshair_size;
563 if (wcross_resolution == 0)
565 wcross_alpha = autocvar_crosshair_alpha;
566 if (wcross_alpha == 0)
572 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
573 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
575 if(autocvar_crosshair_hittest)
577 vector wcross_oldorigin;
578 wcross_oldorigin = wcross_origin;
579 shottype = TrueAimCheck();
580 if(shottype == SHOTTYPE_HITWORLD)
582 v = wcross_origin - wcross_oldorigin;
584 v.y /= vid_conheight;
586 shottype = SHOTTYPE_HITOBSTRUCTION;
588 if(!autocvar_crosshair_hittest_showimpact)
589 wcross_origin = wcross_oldorigin;
592 shottype = SHOTTYPE_HITWORLD;
594 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
595 string wcross_name = "";
596 float wcross_scale, wcross_blur;
598 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
600 e = get_weaponinfo(switchingweapon);
603 if(autocvar_crosshair_per_weapon)
605 // WEAPONTODO: access these through some general settings (with non-balance config settings)
606 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
607 //if (wcross_resolution == 0)
610 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
611 wcross_resolution *= e.w_crosshair_size;
612 wcross_name = e.w_crosshair;
617 if(wcross_name == "")
618 wcross_name = strcat("gfx/crosshair", wcross_style);
620 // MAIN CROSSHAIR COLOR DECISION
621 switch(autocvar_crosshair_color_special)
623 case 1: // crosshair_color_per_weapon
627 wcross_color = e.wpcolor;
630 else { goto normalcolor; }
633 case 2: // crosshair_color_by_health
635 float x = getstati(STAT_HEALTH);
650 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
651 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
655 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
656 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
657 wcross_color.z = 1 - (x-100)*0.02;
663 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
668 wcross_color.y = (x-20)*90/27/100;
669 wcross_color.z = (x-20)*90/27/100 * 0.2;
679 case 3: // crosshair_color_rainbow
681 if(time >= rainbow_last_flicker)
683 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
684 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
686 wcross_color = rainbow_prev_color;
690 default: { wcross_color = stov(autocvar_crosshair_color); break; }
693 if(autocvar_crosshair_effect_scalefade)
695 wcross_scale = wcross_resolution;
696 wcross_resolution = 1;
703 if(autocvar_crosshair_pickup)
705 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
707 if(pickup_crosshair_time < stat_pickup_time)
709 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
710 pickup_crosshair_size = 1;
712 pickup_crosshair_time = stat_pickup_time;
715 if(pickup_crosshair_size > 0)
716 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
718 pickup_crosshair_size = 0;
720 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
723 // todo: make crosshair hit indication dependent on damage dealt
724 if(autocvar_crosshair_hitindication)
726 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
728 if(unaccounted_damage)
730 hitindication_crosshair_size = 1;
733 if(hitindication_crosshair_size > 0)
734 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
736 hitindication_crosshair_size = 0;
738 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
739 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
740 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
741 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
744 if(shottype == SHOTTYPE_HITENEMY)
745 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
746 if(shottype == SHOTTYPE_HITTEAM)
747 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
749 f = fabs(autocvar_crosshair_effect_time);
750 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
752 wcross_changedonetime = time + f;
754 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
756 wcross_name_changestarttime = time;
757 wcross_name_changedonetime = time + f;
758 if(wcross_name_goal_prev_prev)
759 strunzone(wcross_name_goal_prev_prev);
760 wcross_name_goal_prev_prev = wcross_name_goal_prev;
761 wcross_name_goal_prev = strzone(wcross_name);
762 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
763 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
764 wcross_resolution_goal_prev = wcross_resolution;
767 wcross_scale_goal_prev = wcross_scale;
768 wcross_alpha_goal_prev = wcross_alpha;
769 wcross_color_goal_prev = wcross_color;
771 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
774 wcross_alpha *= 0.75;
778 // *_prev is at time-frametime
779 // * is at wcross_changedonetime+f
780 // what do we have at time?
781 if(time < wcross_changedonetime)
783 f = frametime / (wcross_changedonetime - time + frametime);
784 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
785 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
786 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
789 wcross_scale_prev = wcross_scale;
790 wcross_alpha_prev = wcross_alpha;
791 wcross_color_prev = wcross_color;
793 wcross_scale *= 1 - autocvar__menu_alpha;
794 wcross_alpha *= 1 - autocvar__menu_alpha;
795 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
797 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
799 // crosshair rings for weapon stats
800 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
802 // declarations and stats
803 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
804 string ring_image = string_null, ring_inner_image = string_null;
805 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
807 ring_scale = autocvar_crosshair_ring_size;
809 float weapon_clipload, weapon_clipsize;
810 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
811 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
813 float ok_ammo_charge, ok_ammo_chargepool;
814 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
815 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
817 float vortex_charge, vortex_chargepool;
818 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
819 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
821 float arc_heat = getstatf(STAT_ARC_HEAT);
823 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
824 vortex_charge_movingavg = vortex_charge;
828 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
830 if (vortex_chargepool || use_vortex_chargepool) {
831 use_vortex_chargepool = 1;
832 ring_inner_value = vortex_chargepool;
834 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
835 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
838 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
839 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
840 ring_inner_image = "gfx/crosshair_ring_inner.tga";
842 // draw the outer ring to show the current charge of the weapon
843 ring_value = vortex_charge;
844 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
845 ring_rgb = wcross_color;
846 ring_image = "gfx/crosshair_ring_nexgun.tga";
848 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
850 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
851 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
852 ring_rgb = wcross_color;
853 ring_image = "gfx/crosshair_ring.tga";
855 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
857 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
858 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
859 ring_rgb = wcross_color;
860 ring_image = "gfx/crosshair_ring.tga";
862 else if (ok_ammo_charge)
864 ring_value = ok_ammo_chargepool;
865 ring_alpha = autocvar_crosshair_ring_reload_alpha;
866 ring_rgb = wcross_color;
867 ring_image = "gfx/crosshair_ring.tga";
869 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
871 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
872 ring_scale = autocvar_crosshair_ring_reload_size;
873 ring_alpha = autocvar_crosshair_ring_reload_alpha;
874 ring_rgb = wcross_color;
876 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
877 // if a new image for another weapon is added, add the code (and its respective file/value) here
878 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
879 ring_image = "gfx/crosshair_ring_rifle.tga";
881 ring_image = "gfx/crosshair_ring.tga";
883 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
885 ring_value = arc_heat;
886 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
887 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
888 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
889 ring_image = "gfx/crosshair_ring.tga";
892 // if in weapon switch animation, fade ring out/in
893 if(autocvar_crosshair_effect_time > 0)
895 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
898 wcross_ring_prev = ((ring_image) ? true : false);
904 ring_alpha *= fabs(1 - bound(0, f, 1));
909 ring_alpha *= bound(0, f, 1);
913 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
914 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
917 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
920 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
923 if(wcross_blur > 0) \
925 for(i = -2; i <= 2; ++i) \
926 for(j = -2; j <= 2; ++j) \
927 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
931 M(0,0,sz,wcross_name,wcross_alpha); \
936 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
937 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)
939 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
940 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
942 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
944 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
945 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
946 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
953 wcross_name_alpha_goal_prev = f;
955 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
956 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
958 if(autocvar_crosshair_dot)
960 vector wcross_color_old;
961 wcross_color_old = wcross_color;
963 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
964 wcross_color = stov(autocvar_crosshair_dot_color);
966 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
967 // FIXME why don't we use wcross_alpha here?cl_notice_run();
968 wcross_color = wcross_color_old;
974 wcross_scale_prev = 0;
975 wcross_alpha_prev = 0;
976 wcross_scale_goal_prev = 0;
977 wcross_alpha_goal_prev = 0;
978 wcross_changedonetime = 0;
979 if(wcross_name_goal_prev)
980 strunzone(wcross_name_goal_prev);
981 wcross_name_goal_prev = string_null;
982 if(wcross_name_goal_prev_prev)
983 strunzone(wcross_name_goal_prev_prev);
984 wcross_name_goal_prev_prev = string_null;
985 wcross_name_changestarttime = 0;
986 wcross_name_changedonetime = 0;
987 wcross_name_alpha_goal_prev = 0;
988 wcross_name_alpha_goal_prev_prev = 0;
989 wcross_resolution_goal_prev = 0;
990 wcross_resolution_goal_prev_prev = 0;
994 const int BUTTON_3 = 4;
995 const int BUTTON_4 = 8;
996 float cl_notice_run();
998 void CSQC_UpdateView(float w, float h)
1004 vector vf_size, vf_min;
1007 execute_next_frame();
1011 hud = getstati(STAT_HUD);
1013 if(autocvar__hud_showbinds_reload) // menu can set this one
1016 binddb = db_create();
1017 cvar_set("_hud_showbinds_reload", "0");
1020 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1021 view_quality = getproperty(VF_MINFPS_QUALITY);
1025 button_attack2 = (input_buttons & BUTTON_3);
1026 button_zoom = (input_buttons & BUTTON_4);
1028 #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
1029 float checkfailv = (func)(parm); \
1030 if (checkfailv != (val)) { \
1031 if (!checkfail[(flag)]) \
1032 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
1033 checkfail[(flag)] = 1; \
1036 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1037 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1038 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
1039 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1040 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1041 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1042 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1044 vf_size = getpropertyvec(VF_SIZE);
1045 vf_min = getpropertyvec(VF_MIN);
1046 vid_width = vf_size.x;
1047 vid_height = vf_size.y;
1049 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1050 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1052 WaypointSprite_Load();
1054 CSQCPlayer_SetCamera();
1056 myteam = GetPlayerColor(player_localentnum - 1);
1058 if(myteam != prev_myteam)
1060 myteamcolors = colormapPaletteColor(myteam, 1);
1061 for(i = 0; i < HUD_PANEL_NUM; ++i)
1062 hud_panel[i].update_time = time;
1063 prev_myteam = myteam;
1066 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1068 float is_dead = (getstati(STAT_HEALTH) <= 0);
1070 // FIXME do we need this hack?
1073 // in demos, input_buttons do not work
1074 button_zoom = (autocvar__togglezoom == "-");
1077 && autocvar_cl_unpress_zoom_on_death
1078 && (spectatee_status >= 0)
1079 && (is_dead || intermission))
1081 // no zoom while dead or in intermission please
1082 localcmd("-zoom\n");
1083 button_zoom = false;
1086 // event chase camera
1087 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1089 if(WantEventchase())
1091 eventchase_running = true;
1093 // 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.)
1094 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1096 // detect maximum viewoffset and use it
1097 if(autocvar_cl_eventchase_viewoffset)
1099 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1100 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
1101 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1104 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1105 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1106 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1107 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1109 // make the camera smooth back
1110 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
1111 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1112 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
1113 eventchase_current_distance = autocvar_cl_eventchase_distance;
1115 makevectors(view_angles);
1117 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1118 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1120 // If the boxtrace fails, revert back to line tracing.
1121 if(trace_startsolid)
1123 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1124 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1125 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1127 else { setproperty(VF_ORIGIN, trace_endpos); }
1129 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1131 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1133 eventchase_running = false;
1134 cvar_set("chase_active", "0");
1135 eventchase_current_distance = 0; // start from 0 next time
1138 // workaround for camera stuck between player's legs when using chase_active 1
1139 // because the engine stops updating the chase_active camera when the game ends
1140 else if(intermission)
1142 cvar_settemp("chase_active", "-1");
1143 eventchase_current_distance = 0;
1146 // do lockview after event chase camera so that it still applies whenever necessary.
1147 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1149 setproperty(VF_ORIGIN, freeze_org);
1150 setproperty(VF_ANGLES, freeze_ang);
1154 freeze_org = getpropertyvec(VF_ORIGIN);
1155 freeze_ang = getpropertyvec(VF_ANGLES);
1159 //WarpZone_FixPMove();
1161 vector ov_org = '0 0 0';
1162 vector ov_mid = '0 0 0';
1163 vector ov_worldmin = '0 0 0';
1164 vector ov_worldmax = '0 0 0';
1165 if(autocvar_cl_orthoview)
1167 ov_worldmin = mi_picmin;
1168 ov_worldmax = mi_picmax;
1170 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1171 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1172 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1174 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1175 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1177 float ov_nearest = vlen(ov_org - vec3(
1178 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1179 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1180 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1183 float ov_furthest = 0;
1186 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1187 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1188 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1189 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1190 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1191 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1192 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1193 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1195 cvar_settemp("r_nearclip", ftos(ov_nearest));
1196 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1197 cvar_settemp("r_farclip_world", "0");
1198 cvar_settemp("r_novis", "1");
1199 cvar_settemp("r_useportalculling", "0");
1200 cvar_settemp("r_useinfinitefarclip", "0");
1202 setproperty(VF_ORIGIN, ov_org);
1203 setproperty(VF_ANGLES, '90 0 0');
1206 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1208 vtos(getpropertyvec(VF_ANGLES)),
1216 view_origin = getpropertyvec(VF_ORIGIN);
1217 view_angles = getpropertyvec(VF_ANGLES);
1218 makevectors(view_angles);
1219 view_forward = v_forward;
1220 view_right = v_right;
1224 if(time > blurtest_time0 && time < blurtest_time1)
1228 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1229 r = t * blurtest_radius;
1230 f = 1 / pow(t, blurtest_power) - 1;
1232 cvar_set("r_glsl_postprocess", "1");
1233 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1237 cvar_set("r_glsl_postprocess", "0");
1238 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1242 TargetMusic_Advance();
1246 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1248 drawframetime = bound(0.000001, time - drawtime, 1);
1251 // watch for gametype changes here...
1252 // in ParseStuffCMD the cmd isn't executed yet :/
1253 // might even be better to add the gametype to TE_CSQC_INIT...?
1257 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1259 if(calledhooks & HOOK_START)
1261 localcmd("\ncl_hook_gameend\n");
1262 calledhooks |= HOOK_END;
1271 if(!zoomscript_caught)
1273 localcmd("+button9\n");
1274 zoomscript_caught = 1;
1279 if(zoomscript_caught)
1281 localcmd("-button9\n");
1282 zoomscript_caught = 0;
1286 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1288 // next WANTED weapon (for HUD)
1289 switchweapon = getstati(STAT_SWITCHWEAPON);
1291 // currently switching-to weapon (for crosshair)
1292 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1294 // actually active weapon (for zoom)
1295 activeweapon = getstati(STAT_ACTIVEWEAPON);
1297 f = (serverflags & SERVERFLAG_TEAMPLAY);
1304 if(last_switchweapon != switchweapon)
1307 last_switchweapon = switchweapon;
1308 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1310 localcmd("-zoom\n");
1311 button_zoom = false;
1313 if(autocvar_cl_unpress_attack_on_weapon_switch)
1315 localcmd("-fire\n");
1316 localcmd("-fire2\n");
1317 button_attack2 = false;
1320 if(last_activeweapon != activeweapon)
1322 last_activeweapon = activeweapon;
1324 e = get_weaponinfo(activeweapon);
1326 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1328 localcmd("\ncl_hook_activeweapon none\n");
1331 // ALWAYS Clear Current Scene First
1334 setproperty(VF_ORIGIN, view_origin);
1335 setproperty(VF_ANGLES, view_angles);
1337 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1338 setproperty(VF_SIZE, vf_size);
1339 setproperty(VF_MIN, vf_min);
1341 // Assign Standard Viewflags
1342 // Draw the World (and sky)
1343 setproperty(VF_DRAWWORLD, 1);
1345 // Set the console size vars
1346 vid_conwidth = autocvar_vid_conwidth;
1347 vid_conheight = autocvar_vid_conheight;
1348 vid_pixelheight = autocvar_vid_pixelheight;
1350 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1351 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1353 // Camera for demo playback
1356 if(autocvar_camera_enable)
1360 cvar_set("chase_active", ftos(chase_active_backup));
1361 cvar_set("cl_demo_mousegrab", "0");
1362 camera_active = false;
1368 if(autocvar_camera_enable)
1370 if(autocvar_camera_enable && isdemo())
1373 // Enable required Darkplaces cvars
1374 chase_active_backup = autocvar_chase_active;
1375 cvar_set("chase_active", "2");
1376 cvar_set("cl_demo_mousegrab", "1");
1377 camera_active = true;
1378 camera_mode = false;
1382 // Draw the Crosshair
1383 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1385 // Draw the Engine Status Bar (the default Quake HUD)
1386 setproperty(VF_DRAWENGINESBAR, 0);
1388 // Update the mouse position
1390 mousepos_x = vid_conwidth;
1391 mousepos_y = vid_conheight;
1392 mousepos = mousepos*0.5 + getmousepos();
1396 for(self = world; (self = nextent(self)); )
1401 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1404 // now switch to 2D drawing mode by calling a 2D drawing function
1405 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1406 // next R_RenderScene call
1407 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1409 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1410 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1412 // apply night vision effect
1413 vector tc_00, tc_01, tc_10, tc_11;
1414 vector rgb = '0 0 0';
1416 if(!nightvision_noise)
1418 nightvision_noise = spawn();
1419 nightvision_noise.classname = "nightvision_noise";
1421 if(!nightvision_noise2)
1423 nightvision_noise2 = spawn();
1424 nightvision_noise2.classname = "nightvision_noise2";
1427 // color tint in yellow
1428 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1431 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1433 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1434 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1435 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1436 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1437 tc_11 = tc_01 + tc_10 - tc_00;
1438 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1439 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1440 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1441 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1442 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1446 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1447 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1448 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1449 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1450 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1451 tc_11 = tc_01 + tc_10 - tc_00;
1452 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1453 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1454 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1455 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1456 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1460 if(autocvar_cl_reticle)
1462 // Draw the aiming reticle for weapons that use it
1463 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1464 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1465 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1466 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1468 // no zoom reticle while dead
1471 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1473 if(reticle_image != "") { reticle_type = 2; }
1474 else { reticle_type = 0; }
1476 else if(button_zoom || zoomscript_caught)
1484 if(autocvar_cl_reticle_stretch)
1486 reticle_size.x = vid_conwidth;
1487 reticle_size.y = vid_conheight;
1493 reticle_size.x = max(vid_conwidth, vid_conheight);
1494 reticle_size.y = max(vid_conwidth, vid_conheight);
1495 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1496 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1499 if(zoomscript_caught)
1502 f = current_zoomfraction;
1506 switch(reticle_type)
1508 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1509 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1516 if(reticle_type != 0) { reticle_type = 0; }
1520 // improved polyblend
1521 if(autocvar_hud_contents)
1523 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1526 switch(pointcontents(view_origin))
1529 liquidalpha = autocvar_hud_contents_water_alpha;
1530 liquidcolor = stov(autocvar_hud_contents_water_color);
1535 liquidalpha = autocvar_hud_contents_lava_alpha;
1536 liquidcolor = stov(autocvar_hud_contents_lava_color);
1541 liquidalpha = autocvar_hud_contents_slime_alpha;
1542 liquidcolor = stov(autocvar_hud_contents_slime_color);
1548 liquidcolor = '0 0 0';
1553 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1554 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1555 contentfadetime = autocvar_hud_contents_fadeintime;
1556 liquidalpha_prev = liquidalpha;
1557 liquidcolor_prev = liquidcolor;
1560 contentfadetime = autocvar_hud_contents_fadeouttime;
1562 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1563 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1566 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1568 if(autocvar_hud_postprocessing)
1570 if(autocvar_hud_contents_blur && contentavgalpha)
1572 content_blurpostprocess.x = 1;
1573 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1574 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1578 content_blurpostprocess.x = 0;
1579 content_blurpostprocess.y = 0;
1580 content_blurpostprocess.z = 0;
1585 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1587 splash_size.x = max(vid_conwidth, vid_conheight);
1588 splash_size.y = max(vid_conwidth, vid_conheight);
1589 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1590 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1592 float myhealth_flash_temp;
1593 myhealth = getstati(STAT_HEALTH);
1596 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1598 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1600 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1601 pain_threshold = autocvar_hud_damage_pain_threshold;
1602 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1603 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1605 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1607 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);
1610 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1612 if(myhealth_prev < 1)
1616 myhealth_flash = 0; // just spawned, clear the flash immediately
1617 myhealth_flash_temp = 0;
1621 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1625 if(spectatee_status == -1 || intermission)
1627 myhealth_flash = 0; // observing, or match ended
1628 myhealth_flash_temp = 0;
1631 myhealth_prev = myhealth;
1633 // IDEA: change damage color/picture based on player model for robot/alien species?
1634 // pro: matches model better
1635 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1636 // maybe different reddish pics?
1637 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1639 if(autocvar_cl_gentle_damage == 2)
1641 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1643 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1647 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1649 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1652 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1654 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.
1656 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1658 damage_blurpostprocess.x = 1;
1659 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1660 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1664 damage_blurpostprocess.x = 0;
1665 damage_blurpostprocess.y = 0;
1666 damage_blurpostprocess.z = 0;
1671 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1672 float e2 = (autocvar_hud_powerup != 0);
1673 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1675 // enable or disable rendering types if they are used or not
1676 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1677 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1679 // blur postprocess handling done first (used by hud_damage and hud_contents)
1680 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1682 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1683 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1684 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1686 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1687 old_blurradius = blurradius;
1688 old_bluralpha = bluralpha;
1691 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1693 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1698 // edge detection postprocess handling done second (used by hud_powerup)
1699 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1700 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1701 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1703 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1705 if(autocvar_hud_powerup && sharpen_intensity > 0)
1707 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1709 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1710 old_sharpen_intensity = sharpen_intensity;
1713 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1715 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1716 old_sharpen_intensity = 0;
1719 if(cvar("r_glsl_postprocess") == 0)
1720 cvar_set("r_glsl_postprocess", "2");
1722 else if(cvar("r_glsl_postprocess") == 2)
1723 cvar_set("r_glsl_postprocess", "0");
1728 /*if(gametype == MAPINFO_TYPE_CTF)
1735 for(self = world; (self = nextent(self)); )
1739 Draw_ShowNames_All();
1741 scoreboard_active = HUD_WouldDrawScoreboard();
1747 if(NextFrameCommand)
1749 localcmd("\n", NextFrameCommand, "\n");
1750 NextFrameCommand = string_null;
1753 // we must do this check AFTER a frame was rendered, or it won't work
1754 if(cs_project_is_b0rked == 0)
1757 w0 = ftos(autocvar_vid_conwidth);
1758 h0 = ftos(autocvar_vid_conheight);
1759 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1760 //setproperty(VF_FOV, '90 90 0');
1761 setproperty(VF_ORIGIN, '0 0 0');
1762 setproperty(VF_ANGLES, '0 0 0');
1763 setproperty(VF_PERSPECTIVE, 1);
1764 makevectors('0 0 0');
1766 cvar_set("vid_conwidth", "800");
1767 cvar_set("vid_conheight", "600");
1768 v1 = cs_project(v_forward);
1769 cvar_set("vid_conwidth", "640");
1770 cvar_set("vid_conheight", "480");
1771 v2 = cs_project(v_forward);
1773 cs_project_is_b0rked = 1;
1775 cs_project_is_b0rked = -1;
1776 cvar_set("vid_conwidth", w0);
1777 cvar_set("vid_conheight", h0);
1780 if(autocvar__hud_configure)
1783 if(hud && !intermission)
1785 if(hud == HUD_SPIDERBOT)
1787 else if(hud == HUD_WAKIZASHI)
1788 CSQC_WAKIZASHI_HUD();
1789 else if(hud == HUD_RAPTOR)
1791 else if(hud == HUD_BUMBLEBEE)
1793 else if(hud == HUD_BUMBLEBEE_GUN)
1794 CSQC_BUMBLE_GUN_HUD();
1799 // let's reset the view back to normal for the end
1800 setproperty(VF_MIN, '0 0 0');
1801 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1805 void CSQC_common_hud(void)
1807 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1808 Accuracy_LoadLevels();
1810 HUD_Main(); // always run these functions for alpha checks
1811 HUD_DrawScoreboard();
1813 if (scoreboard_active) // scoreboard/accuracy
1815 else if (intermission == 2) // map voting screen
1823 // following vectors must be global to allow seamless switching between camera modes
1824 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1825 void CSQC_Demo_Camera()
1827 float speed, attenuation, dimensions;
1830 if( autocvar_camera_reset || !camera_mode )
1832 camera_offset = '0 0 0';
1833 current_angles = '0 0 0';
1834 camera_direction = '0 0 0';
1835 camera_offset.z += 30;
1836 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1837 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1838 current_origin = view_origin;
1839 current_camera_offset = camera_offset;
1840 cvar_set("camera_reset", "0");
1841 camera_mode = CAMERA_CHASE;
1846 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1848 if(autocvar_camera_look_player)
1853 dir = normalize(view_origin - current_position);
1855 mouse_angles = vectoangles(dir);
1856 mouse_angles.x = mouse_angles.x * -1;
1861 tmp = getmousepos() * 0.1;
1862 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1864 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1865 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1869 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1870 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1871 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1872 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1874 // Fix difference when angles don't have the same sign
1876 if(mouse_angles.y < -60 && current_angles.y > 60)
1878 if(mouse_angles.y > 60 && current_angles.y < -60)
1881 if(autocvar_camera_look_player)
1882 attenuation = autocvar_camera_look_attenuation;
1884 attenuation = autocvar_camera_speed_attenuation;
1886 attenuation = 1 / max(1, attenuation);
1887 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1889 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1890 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1891 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1892 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1898 if( camera_direction.x )
1900 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1901 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1902 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1903 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1907 if( camera_direction.y )
1909 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1910 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1911 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1915 if( camera_direction.z )
1917 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1921 if(autocvar_camera_free)
1922 speed = autocvar_camera_speed_free;
1924 speed = autocvar_camera_speed_chase;
1928 speed = speed * sqrt(1 / dimensions);
1929 camera_offset += tmp * speed;
1932 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1935 if( autocvar_camera_free )
1937 if ( camera_mode == CAMERA_CHASE )
1939 current_camera_offset = current_origin + current_camera_offset;
1940 camera_offset = current_origin + camera_offset;
1943 camera_mode = CAMERA_FREE;
1944 current_position = current_camera_offset;
1948 if ( camera_mode == CAMERA_FREE )
1950 current_origin = view_origin;
1951 camera_offset = camera_offset - current_origin;
1952 current_camera_offset = current_camera_offset - current_origin;
1955 camera_mode = CAMERA_CHASE;
1957 if(autocvar_camera_chase_smoothly)
1958 current_origin += (view_origin - current_origin) * attenuation;
1960 current_origin = view_origin;
1962 current_position = current_origin + current_camera_offset;
1965 setproperty(VF_ANGLES, current_angles);
1966 setproperty(VF_ORIGIN, current_position);