3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include "mutators/events.qh"
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/debug.qh>
21 #include <common/mapinfo.qh>
22 #include <common/gamemodes/_mod.qh>
23 #include <common/physics/player.qh>
24 #include <common/stats.qh>
25 #include <common/triggers/target/music.qh>
26 #include <common/teams.qh>
27 #include <common/wepent.qh>
29 #include <common/weapons/weapon/tuba.qh>
31 #include <common/vehicles/all.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/viewloc.qh>
34 #include <common/triggers/trigger/viewloc.qh>
35 #include <common/minigames/cl_minigames.qh>
36 #include <common/minigames/cl_minigames_hud.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/csqcmodel/cl_model.qh>
40 #include "csqcmodel_hooks.qh"
42 #include <lib/warpzone/client.qh>
43 #include <lib/warpzone/common.qh>
45 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
47 float autocvar_cl_viewmodel_scale;
49 bool autocvar_cl_bobmodel;
50 float autocvar_cl_bobmodel_speed;
51 float autocvar_cl_bobmodel_side;
52 float autocvar_cl_bobmodel_up;
54 float autocvar_cl_followmodel;
55 float autocvar_cl_followmodel_speed = 0.3;
56 float autocvar_cl_followmodel_limit = 135;
57 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
58 float autocvar_cl_followmodel_highpass = 0.05;
59 float autocvar_cl_followmodel_lowpass = 0.03;
60 bool autocvar_cl_followmodel_velocity_absolute;
62 float autocvar_cl_leanmodel;
63 float autocvar_cl_leanmodel_speed = 0.3;
64 float autocvar_cl_leanmodel_limit = 30;
65 float autocvar_cl_leanmodel_highpass1 = 0.2;
66 float autocvar_cl_leanmodel_highpass = 0.2;
67 float autocvar_cl_leanmodel_lowpass = 0.05;
69 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
71 #define lowpass(value, frac, ref_store, ret) \
72 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
74 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 float __ignore; lowpass(value, frac, ref_store, __ignore); \
77 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
80 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
82 float __f = 0; lowpass(value, frac, ref_store, __f); \
83 ret = (value) - __f; \
86 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
88 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
89 ret = (value) - __f; \
92 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 lowpass(value.x, frac, ref_store.x, ref_out.x); \
95 lowpass(value.y, frac, ref_store.y, ref_out.y); \
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 highpass(value.x, frac, ref_store.x, ref_out.x); \
101 highpass(value.y, frac, ref_store.y, ref_out.y); \
104 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
106 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
107 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
110 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 lowpass(value.x, frac, ref_store.x, ref_out.x); \
113 lowpass(value.y, frac, ref_store.y, ref_out.y); \
114 lowpass(value.z, frac, ref_store.z, ref_out.z); \
117 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
119 highpass(value.x, frac, ref_store.x, ref_out.x); \
120 highpass(value.y, frac, ref_store.y, ref_out.y); \
121 highpass(value.z, frac, ref_store.z, ref_out.z); \
124 void calc_followmodel_ofs(entity view)
126 if(cl_followmodel_time == time)
127 return; // cl_followmodel_ofs already calculated for this frame
130 vector gunorg = '0 0 0';
131 static vector vel_average;
132 static vector gunorg_adjustment_highpass;
133 static vector gunorg_adjustment_lowpass;
136 if (autocvar_cl_followmodel_velocity_absolute)
140 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
141 MAKEVECTORS(makevectors, view_angles, forward, right, up);
142 vel.x = view.velocity * forward;
143 vel.y = view.velocity * right * -1;
144 vel.z = view.velocity * up;
147 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
148 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
149 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
151 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
152 lowpass3(vel, frac, vel_average, gunorg);
154 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
156 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
157 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
158 frac = avg_factor(autocvar_cl_followmodel_highpass);
159 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
160 frac = avg_factor(autocvar_cl_followmodel_lowpass);
161 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
163 if (autocvar_cl_followmodel_velocity_absolute)
166 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
167 MAKEVECTORS(makevectors, view_angles, forward, right, up);
168 fixed_gunorg.x = gunorg * forward;
169 fixed_gunorg.y = gunorg * right * -1;
170 fixed_gunorg.z = gunorg * up;
171 gunorg = fixed_gunorg;
174 cl_followmodel_ofs = gunorg;
175 cl_followmodel_time = time;
178 vector leanmodel_ofs(entity view)
181 vector gunangles = '0 0 0';
182 static vector gunangles_prev = '0 0 0';
183 static vector gunangles_highpass = '0 0 0';
184 static vector gunangles_adjustment_highpass;
185 static vector gunangles_adjustment_lowpass;
187 if (view.csqcmodel_teleported)
188 gunangles_prev = view_angles;
190 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
191 gunangles_highpass += gunangles_prev;
192 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
193 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
194 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
195 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
196 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
197 gunangles_prev = view_angles;
198 gunangles_highpass -= gunangles_prev;
200 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
201 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
203 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
204 frac = avg_factor(autocvar_cl_leanmodel_highpass);
205 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
206 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
207 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
209 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
214 vector bobmodel_ofs(entity view)
216 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
217 static bool oldonground;
218 static float hitgroundtime;
221 float f = time; // cl.movecmd[0].time
225 oldonground = clonground;
227 // calculate for swinging gun model
228 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
229 vector gunorg = '0 0 0';
230 static float bobmodel_scale = 0;
231 static float time_ofs = 0; // makes the effect always restart in the same way
234 if (time - hitgroundtime > 0.05)
235 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
238 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
240 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
241 if (bobmodel_scale && xyspeed)
243 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
244 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
245 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
246 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
254 void viewmodel_animate(entity this)
256 if (autocvar_chase_active) return;
257 if (STAT(HEALTH) <= 0) return;
259 entity view = CSQCModel_server2csqc(player_localentnum - 1);
261 if (autocvar_cl_followmodel)
263 calc_followmodel_ofs(view);
264 this.origin += cl_followmodel_ofs;
267 if (autocvar_cl_leanmodel)
268 this.angles += leanmodel_ofs(view);
270 // vertical view bobbing code
273 // horizontal view bobbing code
277 // causes the view to swing down and back up when touching the ground
280 // gun model bobbing code
281 if (autocvar_cl_bobmodel)
282 this.origin += bobmodel_ofs(view);
285 .vector viewmodel_origin, viewmodel_angles;
286 .float weapon_nextthink;
287 .float weapon_eta_last;
288 .float weapon_switchdelay;
292 void viewmodel_draw(entity this)
294 if(!this.activeweapon || !autocvar_r_drawviewmodel)
296 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
297 float a = this.alpha;
298 static bool wasinvehicle;
299 bool invehicle = player_localentnum > maxclients;
300 if (invehicle) a = -1;
301 else if (wasinvehicle) a = 1;
302 wasinvehicle = invehicle;
303 Weapon wep = this.activeweapon;
304 int c = entcs_GetClientColors(current_player);
305 vector g = weaponentity_glowmod(wep, NULL, c, this);
306 entity me = CSQCModel_server2csqc(player_localentnum - 1);
307 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
309 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
310 for (entity e = this; e; e = e.weaponchild)
314 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
316 e.csqcmodel_effects = fx;
317 CSQCModel_Effects_Apply(e);
321 string name = wep.mdl;
322 string newname = wep.wr_viewmodel(wep, this);
325 bool swap = name != this.name_last;
328 this.name_last = name;
329 CL_WeaponEntity_SetModel(this, name, swap);
330 this.viewmodel_origin = this.origin;
331 this.viewmodel_angles = this.angles;
334 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
335 anim_set(this, this.anim_idle, true, false, false);
337 float f = 0; // 0..1; 0: fully active
338 float rate = STAT(WEAPONRATEFACTOR);
339 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
340 if (eta <= 0) f = this.weapon_eta_last;
341 else switch (this.state)
345 f = eta / max(eta, this.weapon_switchdelay);
350 f = 1 - eta / max(eta, this.weapon_switchdelay);
359 this.weapon_eta_last = f;
360 this.origin = this.viewmodel_origin;
361 this.angles = this.viewmodel_angles;
362 this.angles_x = (-90 * f * f);
363 viewmodel_animate(this);
364 MUTATOR_CALLHOOK(DrawViewModel, this);
365 setorigin(this, this.origin);
368 STATIC_INIT(viewmodel) {
369 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
370 viewmodels[slot] = new(viewmodel);
373 void Porto_Draw(entity this);
376 entity e = new_pure(porto);
378 IL_PUSH(g_drawables, e);
379 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
382 const int polyline_length = 16;
383 .vector polyline[polyline_length];
384 void Porto_Draw(entity this)
386 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
388 entity wepent = viewmodels[slot];
390 if (wepent.activeweapon != WEP_PORTO) continue;
391 if (spectatee_status) continue;
392 if (WEP_CVAR(porto, secondary)) continue;
393 if (intermission == 1) continue;
394 if (intermission == 2) continue;
395 if (STAT(HEALTH) <= 0) continue;
397 vector pos = view_origin;
398 vector dir = view_forward;
399 if (wepent.angles_held_status)
401 makevectors(wepent.angles_held);
405 wepent.polyline[0] = pos;
407 int portal_number = 0, portal1_idx = 1, portal_max = 2;
408 int n = 1 + 2; // 2 lines == 3 points
409 for (int idx = 0; idx < n && idx < polyline_length - 1; )
411 traceline(pos, pos + 65536 * dir, true, this);
412 dir = reflect(dir, trace_plane_normal);
414 wepent.polyline[++idx] = pos;
415 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
420 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
427 vector ang = vectoangles2(trace_plane_normal, dir);
430 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
437 if (portal_number >= portal_max) break;
438 if (portal_number == 1) portal1_idx = idx;
440 for (int idx = 0; idx < n - 1; ++idx)
442 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
443 if (idx == 0) p -= view_up * 16; // line from player
444 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
445 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
452 vector GetCurrentFov(float fov)
454 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
455 float velocityzoom, curspeed;
458 zoomsensitivity = autocvar_cl_zoomsensitivity;
459 zoomfactor = autocvar_cl_zoomfactor;
460 if(zoomfactor < 1 || zoomfactor > 30)
462 zoomspeed = autocvar_cl_zoomspeed;
464 if(zoomspeed < 0.5 || zoomspeed > 16)
467 zoomdir = button_zoom;
469 if(hud == HUD_NORMAL && !spectatee_status)
471 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
473 entity wepent = viewmodels[slot];
474 if(wepent.switchweapon == wepent.activeweapon)
475 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
476 zoomdir += button_attack2;
479 if(spectatee_status > 0 || isdemo())
481 if(spectatorbutton_zoom)
488 // fteqcc failed twice here already, don't optimize this
491 if(zoomdir) { zoomin_effect = 0; }
495 current_viewzoom = min(1, current_viewzoom + drawframetime);
497 else if(autocvar_cl_spawnzoom && zoomin_effect)
499 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
501 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
502 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
503 if(current_viewzoom == 1) { zoomin_effect = 0; }
507 if(zoomspeed < 0) // instant zoom
510 current_viewzoom = 1 / zoomfactor;
512 current_viewzoom = 1;
517 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
519 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
523 if(almost_equals(current_viewzoom, 1))
524 current_zoomfraction = 0;
525 else if(almost_equals(current_viewzoom, 1/zoomfactor))
526 current_zoomfraction = 1;
528 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
530 if(zoomsensitivity < 1)
531 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
533 setsensitivityscale(1);
535 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
537 if(intermission) { curspeed = 0; }
541 makevectors(view_angles);
544 v = csqcplayer.velocity;
546 switch(autocvar_cl_velocityzoom_type)
548 case 3: curspeed = max(0, v_forward * v); break;
549 case 2: curspeed = (v_forward * v); break;
550 case 1: default: curspeed = vlen(v); break;
554 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
555 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
556 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
558 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
563 float frustumx, frustumy, fovx, fovy;
564 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
565 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
566 fovx = atan2(frustumx, 1) / M_PI * 360.0;
567 fovy = atan2(frustumy, 1) / M_PI * 360.0;
569 return '1 0 0' * fovx + '0 1 0' * fovy;
572 vector GetViewLocationFOV(float fov)
574 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
575 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
576 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
577 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
578 return '1 0 0' * fovx + '0 1 0' * fovy;
581 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
584 float width = (ov_worldmax.x - ov_worldmin.x);
585 float height = (ov_worldmax.y - ov_worldmin.y);
586 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
587 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
588 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
589 return '1 0 0' * fovx + '0 1 0' * fovy;
592 // this function must match W_SetupShot!
593 float zoomscript_caught;
595 vector wcross_origin;
596 float wcross_scale_prev, wcross_alpha_prev;
597 vector wcross_color_prev;
598 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
599 vector wcross_color_goal_prev;
600 float wcross_changedonetime;
602 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
603 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
604 float wcross_name_changestarttime, wcross_name_changedonetime;
605 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
607 float wcross_ring_prev;
610 entity trueaim_rifle;
612 const float SHOTTYPE_HITTEAM = 1;
613 const float SHOTTYPE_HITOBSTRUCTION = 2;
614 const float SHOTTYPE_HITWORLD = 3;
615 const float SHOTTYPE_HITENEMY = 4;
619 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
620 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
623 float EnemyHitCheck()
626 wcross_origin = project_3d_to_2d(trace_endpos);
629 n = trace_ent.entnum;
631 n = trace_networkentity;
633 return SHOTTYPE_HITWORLD;
635 return SHOTTYPE_HITWORLD;
636 t = entcs_GetTeam(n - 1);
639 return SHOTTYPE_HITTEAM;
640 if(t == NUM_SPECTATOR)
641 return SHOTTYPE_HITWORLD;
642 return SHOTTYPE_HITENEMY;
645 float TrueAimCheck(entity wepent)
647 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?
648 vector vecs, trueaimpoint, w_shotorg;
656 mv = MOVE_NOMONSTERS;
658 switch(wepent.activeweapon) // WEAPONTODO
660 case WEP_TUBA: // no aim
661 case WEP_PORTO: // shoots from eye
662 case WEP_NEXBALL: // shoots from eye
663 case WEP_HOOK: // no trueaim
664 case WEP_MORTAR: // toss curve
665 return SHOTTYPE_HITWORLD;
673 if(zoomscript_caught)
675 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
676 return EnemyHitCheck();
679 case WEP_DEVASTATOR: // projectile has a size!
683 case WEP_FIREBALL: // projectile has a size!
687 case WEP_SEEKER: // projectile has a size!
691 case WEP_ELECTRO: // projectile has a size!
697 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
699 vecs = decompressShotOrigin(STAT(SHOTORG));
701 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
702 trueaimpoint = trace_endpos;
704 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
705 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
712 dv = view_right * vecs.y + view_up * vecs.z;
713 w_shotorg = traceorigin + dv;
715 // now move the vecs forward as much as requested if possible
716 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
717 w_shotorg = trace_endpos - view_forward * nudge;
719 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
720 shottype = EnemyHitCheck();
721 if(shottype != SHOTTYPE_HITWORLD)
725 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
726 // or rather, I know why, but see no fix
727 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
728 // 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
729 return SHOTTYPE_HITOBSTRUCTION;
732 return SHOTTYPE_HITWORLD;
736 void CSQC_Demo_Camera();
738 const float CAMERA_FREE = 1;
739 const float CAMERA_CHASE = 2;
741 string NextFrameCommand;
743 vector freeze_org, freeze_ang;
744 entity nightvision_noise, nightvision_noise2;
746 const float MAX_TIME_DIFF = 5;
747 float pickup_crosshair_time, pickup_crosshair_size;
748 float hitindication_crosshair_size;
749 float use_vortex_chargepool;
751 float myhealth, myhealth_prev;
752 float myhealth_flash;
754 float old_blurradius, old_bluralpha;
755 float old_sharpen_intensity;
757 vector myhealth_gentlergb;
759 float contentavgalpha, liquidalpha_prev;
760 vector liquidcolor_prev;
762 float eventchase_current_distance;
763 float eventchase_running;
764 bool WantEventchase(entity this)
766 if(autocvar_cl_orthoview)
768 if(STAT(GAME_STOPPED) || intermission)
772 if(spectatee_status >= 0)
774 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
776 if(MUTATOR_CALLHOOK(WantEventchase, this))
778 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
780 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
782 if(autocvar_cl_eventchase_death == 2)
784 // don't stop eventchase once it's started (even if velocity changes afterwards)
785 if(this.velocity == '0 0 0' || eventchase_running)
794 void HUD_Crosshair_Vehicle(entity this)
796 if(hud != HUD_BUMBLEBEE_GUN)
798 Vehicle info = Vehicles_from(hud);
799 info.vr_crosshair(info, this);
803 vector damage_blurpostprocess, content_blurpostprocess;
805 float unaccounted_damage = 0;
808 // accumulate damage with each stat update
809 static float damage_total_prev = 0;
810 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
811 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
812 damage_total_prev = damage_total;
814 static float damage_dealt_time_prev = 0;
815 float damage_dealt_time = STAT(HIT_TIME);
816 if (damage_dealt_time != damage_dealt_time_prev)
818 unaccounted_damage += unaccounted_damage_new;
819 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
821 damage_dealt_time_prev = damage_dealt_time;
823 // prevent hitsound when switching spectatee
824 static float spectatee_status_prev = 0;
825 if (spectatee_status != spectatee_status_prev)
826 unaccounted_damage = 0;
827 spectatee_status_prev = spectatee_status;
832 // varying sound pitch
834 bool have_arc = false;
835 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
837 entity wepent = viewmodels[slot];
839 if(wepent.activeweapon == WEP_ARC)
843 static float hitsound_time_prev = 0;
844 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
845 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
846 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
848 if (autocvar_cl_hitsound && unaccounted_damage)
850 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
851 float a = autocvar_cl_hitsound_max_pitch;
852 float b = autocvar_cl_hitsound_min_pitch;
853 float c = autocvar_cl_hitsound_nom_damage;
854 float d = unaccounted_damage;
855 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
857 // if sound variation is disabled, set pitch_shift to 1
858 if (autocvar_cl_hitsound == 1)
861 // if pitch shift is reversed, mirror in (max-min)/2 + min
862 if (autocvar_cl_hitsound == 3)
864 float mirror_value = (a-b)/2 + b;
865 pitch_shift = mirror_value + (mirror_value - pitch_shift);
868 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
870 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
871 // todo: normalize sound pressure levels? seems unnecessary
873 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
875 unaccounted_damage = 0;
876 hitsound_time_prev = time;
879 static float typehit_time_prev = 0;
880 float typehit_time = STAT(TYPEHIT_TIME);
881 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
883 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
884 typehit_time_prev = typehit_time;
887 static float kill_time_prev = 0;
888 float kill_time = STAT(KILL_TIME);
889 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
891 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
892 kill_time_prev = kill_time;
896 vector crosshair_getcolor(entity this, float health_stat)
898 static float rainbow_last_flicker;
899 static vector rainbow_prev_color;
900 vector wcross_color = '0 0 0';
901 switch(autocvar_crosshair_color_special)
903 case 1: // crosshair_color_per_weapon
905 if(this != WEP_Null && hud == HUD_NORMAL)
907 wcross_color = this.wpcolor;
910 else { goto normalcolor; }
913 case 2: // crosshair_color_by_health
915 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
916 float hp = floor(v.x + 1);
931 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
932 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
936 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
937 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
938 wcross_color.z = 1 - (hp-100)*0.02;
944 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
949 wcross_color.y = (hp-20)*90/27/100;
950 wcross_color.z = (hp-20)*90/27/100 * 0.2;
960 case 3: // crosshair_color_rainbow
962 if(time >= rainbow_last_flicker)
964 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
965 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
967 wcross_color = rainbow_prev_color;
971 default: { wcross_color = stov(autocvar_crosshair_color); break; }
977 void HUD_Crosshair(entity this)
981 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
982 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
983 !HUD_MinigameMenu_IsOpened() )
985 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
988 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
991 if (hud != HUD_NORMAL)
993 HUD_Crosshair_Vehicle(this);
998 float wcross_alpha, wcross_resolution;
999 wcross_style = autocvar_crosshair;
1000 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1001 wcross_style = autocvar_crosshair_2d;
1002 if (wcross_style == "0")
1004 wcross_resolution = autocvar_crosshair_size;
1005 if (wcross_resolution == 0)
1007 wcross_alpha = autocvar_crosshair_alpha;
1008 if (wcross_alpha == 0)
1014 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1015 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1016 wcross_origin = viewloc_mousepos;
1018 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1019 wcross_origin.z = 0;
1020 if(autocvar_crosshair_hittest)
1022 vector wcross_oldorigin;
1023 entity thiswep = viewmodels[0]; // TODO: unhardcode
1024 wcross_oldorigin = wcross_origin;
1025 shottype = TrueAimCheck(thiswep);
1026 if(shottype == SHOTTYPE_HITWORLD)
1028 v = wcross_origin - wcross_oldorigin;
1029 v.x /= vid_conwidth;
1030 v.y /= vid_conheight;
1031 if(vdist(v, >, 0.01))
1032 shottype = SHOTTYPE_HITOBSTRUCTION;
1034 if(!autocvar_crosshair_hittest_showimpact)
1035 wcross_origin = wcross_oldorigin;
1038 shottype = SHOTTYPE_HITWORLD;
1040 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1041 string wcross_name = "";
1042 float wcross_scale, wcross_blur;
1044 entity e = WEP_Null;
1045 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1047 entity wepent = viewmodels[0]; // TODO: unhardcode
1048 e = wepent.switchingweapon;
1051 if(autocvar_crosshair_per_weapon)
1053 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1054 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1055 //if (wcross_resolution == 0)
1058 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1059 wcross_resolution *= e.w_crosshair_size;
1060 wcross_name = e.w_crosshair;
1065 if(wcross_name == "")
1066 wcross_name = strcat("gfx/crosshair", wcross_style);
1068 // MAIN CROSSHAIR COLOR DECISION
1069 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1071 if(autocvar_crosshair_effect_scalefade)
1073 wcross_scale = wcross_resolution;
1074 wcross_resolution = 1;
1081 if(autocvar_crosshair_pickup)
1083 float stat_pickup_time = STAT(LAST_PICKUP);
1085 if(pickup_crosshair_time < stat_pickup_time)
1087 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1088 pickup_crosshair_size = 1;
1090 pickup_crosshair_time = stat_pickup_time;
1093 if(pickup_crosshair_size > 0)
1094 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1096 pickup_crosshair_size = 0;
1098 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1101 // todo: make crosshair hit indication dependent on damage dealt
1102 if(autocvar_crosshair_hitindication)
1104 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1106 if(unaccounted_damage)
1108 hitindication_crosshair_size = 1;
1111 if(hitindication_crosshair_size > 0)
1112 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1114 hitindication_crosshair_size = 0;
1116 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1117 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1118 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1119 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1122 if(shottype == SHOTTYPE_HITENEMY)
1123 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1124 if(shottype == SHOTTYPE_HITTEAM)
1125 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1127 f = fabs(autocvar_crosshair_effect_time);
1128 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1130 wcross_changedonetime = time + f;
1132 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1134 wcross_name_changestarttime = time;
1135 wcross_name_changedonetime = time + f;
1136 if(wcross_name_goal_prev_prev)
1137 strunzone(wcross_name_goal_prev_prev);
1138 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1139 wcross_name_goal_prev = strzone(wcross_name);
1140 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1141 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1142 wcross_resolution_goal_prev = wcross_resolution;
1145 wcross_scale_goal_prev = wcross_scale;
1146 wcross_alpha_goal_prev = wcross_alpha;
1147 wcross_color_goal_prev = wcross_color;
1149 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1152 wcross_alpha *= 0.75;
1156 // *_prev is at time-frametime
1157 // * is at wcross_changedonetime+f
1158 // what do we have at time?
1159 if(time < wcross_changedonetime)
1161 f = frametime / (wcross_changedonetime - time + frametime);
1162 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1163 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1164 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1167 wcross_scale_prev = wcross_scale;
1168 wcross_alpha_prev = wcross_alpha;
1169 wcross_color_prev = wcross_color;
1171 MUTATOR_CALLHOOK(UpdateCrosshair);
1173 wcross_scale *= 1 - autocvar__menu_alpha;
1174 wcross_alpha *= 1 - autocvar__menu_alpha;
1175 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1177 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1179 // crosshair rings for weapon stats
1180 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1182 // declarations and stats
1183 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1184 string ring_image = string_null, ring_inner_image = string_null;
1185 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1187 ring_scale = autocvar_crosshair_ring_size;
1189 float weapon_clipload, weapon_clipsize;
1190 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1191 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1193 float vortex_charge, vortex_chargepool;
1194 vortex_charge = STAT(VORTEX_CHARGE);
1195 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1197 float arc_heat = STAT(ARC_HEAT);
1199 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1200 vortex_charge_movingavg = vortex_charge;
1202 entity wepent = viewmodels[0]; // TODO: unhardcode
1204 // handle the values
1205 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1207 if (vortex_chargepool || use_vortex_chargepool) {
1208 use_vortex_chargepool = 1;
1209 ring_inner_value = vortex_chargepool;
1211 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1212 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1215 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1216 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);
1217 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1219 // draw the outer ring to show the current charge of the weapon
1220 ring_value = vortex_charge;
1221 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1222 ring_rgb = wcross_color;
1223 ring_image = "gfx/crosshair_ring_nexgun.tga";
1225 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1227 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.
1228 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1229 ring_rgb = wcross_color;
1230 ring_image = "gfx/crosshair_ring.tga";
1232 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1234 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1235 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1236 ring_rgb = wcross_color;
1237 ring_image = "gfx/crosshair_ring.tga";
1239 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1241 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1242 ring_scale = autocvar_crosshair_ring_reload_size;
1243 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1244 ring_rgb = wcross_color;
1246 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1247 // if a new image for another weapon is added, add the code (and its respective file/value) here
1248 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1249 ring_image = "gfx/crosshair_ring_rifle.tga";
1251 ring_image = "gfx/crosshair_ring.tga";
1253 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1255 ring_value = arc_heat;
1256 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1257 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1258 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1259 ring_image = "gfx/crosshair_ring.tga";
1262 // if in weapon switch animation, fade ring out/in
1263 if(autocvar_crosshair_effect_time > 0)
1265 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1268 wcross_ring_prev = ((ring_image) ? true : false);
1271 if(wcross_ring_prev)
1274 ring_alpha *= fabs(1 - bound(0, f, 1));
1279 ring_alpha *= bound(0, f, 1);
1283 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1284 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1287 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1290 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1292 if(wcross_blur > 0) \
1294 for(i = -2; i <= 2; ++i) \
1295 for(j = -2; j <= 2; ++j) \
1296 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1300 M(0,0,sz,wcross_name,wcross_alpha); \
1304 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1305 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)
1307 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1308 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1310 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1312 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1313 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1314 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1321 wcross_name_alpha_goal_prev = f;
1323 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1324 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1326 if(autocvar_crosshair_dot)
1328 vector wcross_color_old;
1329 wcross_color_old = wcross_color;
1331 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1332 wcross_color = stov(autocvar_crosshair_dot_color);
1334 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1335 // FIXME why don't we use wcross_alpha here?
1336 wcross_color = wcross_color_old;
1342 wcross_scale_prev = 0;
1343 wcross_alpha_prev = 0;
1344 wcross_scale_goal_prev = 0;
1345 wcross_alpha_goal_prev = 0;
1346 wcross_changedonetime = 0;
1347 if(wcross_name_goal_prev)
1348 strunzone(wcross_name_goal_prev);
1349 wcross_name_goal_prev = string_null;
1350 if(wcross_name_goal_prev_prev)
1351 strunzone(wcross_name_goal_prev_prev);
1352 wcross_name_goal_prev_prev = string_null;
1353 wcross_name_changestarttime = 0;
1354 wcross_name_changedonetime = 0;
1355 wcross_name_alpha_goal_prev = 0;
1356 wcross_name_alpha_goal_prev_prev = 0;
1357 wcross_resolution_goal_prev = 0;
1358 wcross_resolution_goal_prev_prev = 0;
1362 const int MAX_SPECIALCOMMAND = 15;
1363 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1364 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1365 const float SPECIALCOMMAND_SPEED = 150;
1366 const float SPECIALCOMMAND_TURNSPEED = 2;
1367 const float SPECIALCOMMAND_SIZE = 0.025;
1368 const float SPECIALCOMMAND_CHANCE = 0.35;
1369 float sc_spawntime, sc_changetime;
1370 vector sc_color = '1 1 1';
1371 void SpecialCommand()
1373 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1376 if(time >= sc_changetime)
1378 sc_changetime = time + 1;
1379 sc_color = randomvec() * 1.5;
1380 sc_color.x = bound(0.2, sc_color.x, 0.75);
1381 sc_color.y = bound(0.2, sc_color.y, 0.75);
1382 sc_color.z = bound(0.2, sc_color.z, 0.75);
1384 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);
1386 if(!precache_pic("gfx/smile"))
1387 return; // damn party poopers
1389 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1391 vector slot = specialcommand_slots[j];
1393 slot.y += SPECIALCOMMAND_SPEED * frametime;
1395 slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1396 if(slot.y >= vid_conheight)
1401 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1403 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1404 slot.y = 1; // start it off 0 so we can use it
1406 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1407 vector newcolor = randomvec() * 2;
1408 newcolor.x = bound(0.4, newcolor.x, 1);
1409 newcolor.y = bound(0.4, newcolor.y, 1);
1410 newcolor.z = bound(0.4, newcolor.z, 1);
1411 specialcommand_colors[j] = newcolor;
1416 vector splash_size = '0 0 0';
1417 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1418 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1419 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1420 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1423 specialcommand_slots[j] = slot;
1427 void HUD_Draw(entity this)
1429 // if we don't know gametype and scores yet avoid drawing the scoreboard
1430 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1431 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1432 // cl_deathscoreboard would show the scoreboard and so on
1436 Hud_Dynamic_Frame();
1439 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1441 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1443 else if(STAT(FROZEN))
1445 vector col = '0.25 0.90 1';
1446 if(STAT(REVIVE_PROGRESS))
1447 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1448 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1453 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1455 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1456 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);
1457 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);
1459 else if(STAT(CAPTURE_PROGRESS))
1461 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);
1462 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1464 else if(STAT(REVIVE_PROGRESS))
1466 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);
1467 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1469 HUD_Scale_Disable();
1471 if(autocvar_r_letterbox == 0)
1472 if(autocvar_viewsize < 120)
1474 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1475 Accuracy_LoadLevels();
1478 HUD_Scale_Disable();
1481 // crosshair goes VERY LAST
1484 HUD_Crosshair(this);
1488 void ViewLocation_Mouse()
1490 if(spectatee_status)
1491 return; // don't draw it as spectator!
1493 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1494 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1495 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1497 //float cursor_alpha = 1 - autocvar__menu_alpha;
1498 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1502 float oldr_nearclip;
1503 float oldr_farclip_base;
1504 float oldr_farclip_world;
1506 float oldr_useportalculling;
1507 float oldr_useinfinitefarclip;
1509 void cl_notice_run();
1513 float vh_notice_time;
1514 void WaypointSprite_Load();
1515 void CSQC_UpdateView(entity this, float w, float h)
1517 TC(int, w); TC(int, h);
1521 vector vf_size, vf_min;
1524 execute_next_frame();
1531 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1532 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1536 HUD_Scale_Disable();
1538 if(autocvar__hud_showbinds_reload) // menu can set this one
1541 binddb = db_create();
1542 cvar_set("_hud_showbinds_reload", "0");
1545 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1546 view_quality = getproperty(VF_MINFPS_QUALITY);
1550 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1551 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1553 vf_size = getpropertyvec(VF_SIZE);
1554 vf_min = getpropertyvec(VF_MIN);
1555 vid_width = vf_size.x;
1556 vid_height = vf_size.y;
1558 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1559 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1561 WaypointSprite_Load();
1563 CSQCPlayer_SetCamera();
1565 if(player_localentnum <= maxclients) // is it a client?
1566 current_player = player_localentnum - 1;
1567 else // then player_localentnum is the vehicle I'm driving
1568 current_player = player_localnum;
1569 myteam = entcs_GetTeam(current_player);
1571 if(myteam != prev_myteam)
1573 myteamcolors = colormapPaletteColor(myteam, 1);
1574 FOREACH(hud_panels, true, it.update_time = time);
1575 prev_myteam = myteam;
1578 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1580 float is_dead = (STAT(HEALTH) <= 0);
1582 // FIXME do we need this hack?
1585 // in demos, input_buttons do not work
1586 button_zoom = (autocvar__togglezoom == "-");
1589 && autocvar_cl_unpress_zoom_on_death
1590 && (spectatee_status >= 0)
1591 && (is_dead || intermission))
1593 // no zoom while dead or in intermission please
1594 localcmd("-zoom\n");
1595 button_zoom = false;
1598 // abused multiple places below
1599 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1601 local_player = this; // fall back!
1603 // event chase camera
1604 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1606 if(STAT(CAMERA_SPECTATOR))
1608 if(spectatee_status > 0)
1610 if(!autocvar_chase_active)
1612 cvar_set("chase_active", "-2");
1613 goto skip_eventchase_death;
1616 else if(autocvar_chase_active == -2)
1617 cvar_set("chase_active", "0");
1619 if(autocvar_chase_active == -2)
1620 goto skip_eventchase_death;
1622 else if(autocvar_chase_active == -2)
1623 cvar_set("chase_active", "0");
1625 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1627 float vehicle_viewdist = 0;
1628 vector vehicle_viewofs = '0 0 0';
1632 if(hud != HUD_BUMBLEBEE_GUN)
1634 Vehicle info = Vehicles_from(hud);
1635 vehicle_viewdist = info.height;
1636 vehicle_viewofs = info.view_ofs;
1640 if(WantEventchase(this))
1642 vector current_view_origin_override = '0 0 0';
1643 vector view_offset_override = '0 0 0';
1644 float chase_distance_override = 0;
1645 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1646 if(custom_eventchase)
1648 current_view_origin_override = M_ARGV(0, vector);
1649 view_offset_override = M_ARGV(1, vector);
1650 chase_distance_override = M_ARGV(0, float);
1652 eventchase_running = true;
1654 // 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.)
1655 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1656 if (custom_eventchase)
1657 current_view_origin = current_view_origin_override;
1659 // detect maximum viewoffset and use it
1660 vector view_offset = autocvar_cl_eventchase_viewoffset;
1664 view_offset = vehicle_viewofs;
1666 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1668 if (custom_eventchase)
1669 view_offset = view_offset_override;
1673 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1674 if(trace_fraction == 1) { current_view_origin += view_offset; }
1675 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1678 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1679 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1680 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1681 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1683 // make the camera smooth back
1684 float chase_distance = autocvar_cl_eventchase_distance;
1688 chase_distance = vehicle_viewdist;
1690 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1692 if (custom_eventchase)
1693 chase_distance = chase_distance_override;
1695 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1696 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1697 else if(eventchase_current_distance != chase_distance)
1698 eventchase_current_distance = chase_distance;
1700 makevectors(view_angles);
1702 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1703 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1705 // If the boxtrace fails, revert back to line tracing.
1706 if(!local_player.viewloc)
1707 if(trace_startsolid)
1709 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1710 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1711 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1713 else { setproperty(VF_ORIGIN, trace_endpos); }
1715 if(!local_player.viewloc)
1716 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1718 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1720 eventchase_running = false;
1721 cvar_set("chase_active", "0");
1722 eventchase_current_distance = 0; // start from 0 next time
1725 // workaround for camera stuck between player's legs when using chase_active 1
1726 // because the engine stops updating the chase_active camera when the game ends
1727 else if(intermission)
1729 cvar_settemp("chase_active", "-1");
1730 eventchase_current_distance = 0;
1733 LABEL(skip_eventchase_death);
1735 // do lockview after event chase camera so that it still applies whenever necessary.
1736 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1738 setproperty(VF_ORIGIN, freeze_org);
1739 setproperty(VF_ANGLES, freeze_ang);
1743 freeze_org = getpropertyvec(VF_ORIGIN);
1744 freeze_ang = getpropertyvec(VF_ANGLES);
1748 //WarpZone_FixPMove();
1750 vector ov_org = '0 0 0';
1751 vector ov_mid = '0 0 0';
1752 vector ov_worldmin = '0 0 0';
1753 vector ov_worldmax = '0 0 0';
1754 if(autocvar_cl_orthoview)
1756 ov_worldmin = mi_picmin;
1757 ov_worldmax = mi_picmax;
1759 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1760 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1761 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1763 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1764 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1766 float ov_nearest = vlen(ov_org - vec3(
1767 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1768 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1769 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1772 float ov_furthest = 0;
1775 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1776 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1777 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1778 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1779 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1780 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1781 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1782 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1786 oldr_nearclip = cvar("r_nearclip");
1787 oldr_farclip_base = cvar("r_farclip_base");
1788 oldr_farclip_world = cvar("r_farclip_world");
1789 oldr_novis = cvar("r_novis");
1790 oldr_useportalculling = cvar("r_useportalculling");
1791 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1794 cvar_settemp("r_nearclip", ftos(ov_nearest));
1795 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1796 cvar_settemp("r_farclip_world", "0");
1797 cvar_settemp("r_novis", "1");
1798 cvar_settemp("r_useportalculling", "0");
1799 cvar_settemp("r_useinfinitefarclip", "0");
1801 setproperty(VF_ORIGIN, ov_org);
1802 setproperty(VF_ANGLES, '90 0 0');
1807 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1809 vtos(getpropertyvec(VF_ANGLES)),
1819 cvar_set("r_nearclip", ftos(oldr_nearclip));
1820 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1821 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1822 cvar_set("r_novis", ftos(oldr_novis));
1823 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1824 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1829 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1830 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1831 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1832 viewmodel_draw(viewmodels[slot]);
1835 view_origin = getpropertyvec(VF_ORIGIN);
1836 view_angles = getpropertyvec(VF_ANGLES);
1837 makevectors(view_angles);
1838 view_forward = v_forward;
1839 view_right = v_right;
1843 if(time > blurtest_time0 && time < blurtest_time1)
1847 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1848 r = t * blurtest_radius;
1849 f = 1 / (t ** blurtest_power) - 1;
1851 cvar_set("r_glsl_postprocess", "1");
1852 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1856 cvar_set("r_glsl_postprocess", "0");
1857 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1861 TargetMusic_Advance();
1865 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1867 drawframetime = bound(0.000001, time - drawtime, 1);
1870 // watch for gametype changes here...
1871 // in ParseStuffCMD the cmd isn't executed yet :/
1872 // might even be better to add the gametype to TE_CSQC_INIT...?
1876 if(intermission && !intermission_time)
1877 intermission_time = time;
1879 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1881 if(calledhooks & HOOK_START)
1883 localcmd("\ncl_hook_gameend\n");
1884 calledhooks |= HOOK_END;
1893 if(!zoomscript_caught)
1895 localcmd("+button9\n");
1896 zoomscript_caught = 1;
1901 if(zoomscript_caught)
1903 localcmd("-button9\n");
1904 zoomscript_caught = 0;
1908 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1910 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1912 entity wepent = viewmodels[slot];
1914 if(wepent.last_switchweapon != wepent.switchweapon)
1917 wepent.last_switchweapon = wepent.switchweapon;
1918 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1920 localcmd("-zoom\n");
1921 button_zoom = false;
1923 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1925 localcmd("-fire\n");
1926 localcmd("-fire2\n");
1927 button_attack2 = false;
1930 if(wepent.last_activeweapon != wepent.activeweapon)
1932 wepent.last_activeweapon = wepent.activeweapon;
1934 e = wepent.activeweapon;
1936 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1938 localcmd("\ncl_hook_activeweapon none\n");
1942 // ALWAYS Clear Current Scene First
1945 setproperty(VF_ORIGIN, view_origin);
1946 setproperty(VF_ANGLES, view_angles);
1948 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1949 setproperty(VF_SIZE, vf_size);
1950 setproperty(VF_MIN, vf_min);
1952 // Assign Standard Viewflags
1953 // Draw the World (and sky)
1954 setproperty(VF_DRAWWORLD, 1);
1956 // Set the console size vars
1957 vid_conwidth = autocvar_vid_conwidth;
1958 vid_conheight = autocvar_vid_conheight;
1959 vid_pixelheight = autocvar_vid_pixelheight;
1961 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1962 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1963 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1965 if(camera_active) // Camera for demo playback
1967 if(autocvar_camera_enable)
1971 cvar_set("chase_active", ftos(chase_active_backup));
1972 cvar_set("cl_demo_mousegrab", "0");
1973 camera_active = false;
1979 if(autocvar_camera_enable)
1981 if(autocvar_camera_enable && isdemo())
1984 // Enable required Darkplaces cvars
1985 chase_active_backup = autocvar_chase_active;
1986 cvar_set("chase_active", "2");
1987 cvar_set("cl_demo_mousegrab", "1");
1988 camera_active = true;
1989 camera_mode = false;
1993 // Draw the Crosshair
1994 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1996 // Draw the Engine Status Bar (the default Quake HUD)
1997 setproperty(VF_DRAWENGINESBAR, 0);
1999 // Update the mouse position
2001 mousepos_x = vid_conwidth;
2002 mousepos_y = vid_conheight;
2003 mousepos = mousepos*0.5 + getmousepos();
2006 IL_EACH(g_drawables, it.draw, it.draw(it));
2008 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2011 // now switch to 2D drawing mode by calling a 2D drawing function
2012 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2013 // next R_RenderScene call
2014 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2016 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2017 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2019 // apply night vision effect
2020 vector tc_00, tc_01, tc_10, tc_11;
2021 vector rgb = '0 0 0';
2023 if(!nightvision_noise)
2025 nightvision_noise = new(nightvision_noise);
2027 if(!nightvision_noise2)
2029 nightvision_noise2 = new(nightvision_noise2);
2032 // color tint in yellow
2033 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2036 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2038 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2039 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2040 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2041 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2042 tc_11 = tc_01 + tc_10 - tc_00;
2043 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2044 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2045 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2046 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2047 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2051 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2052 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2053 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2054 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2055 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2056 tc_11 = tc_01 + tc_10 - tc_00;
2057 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2058 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2059 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2060 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2061 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2065 if(autocvar_cl_reticle)
2067 string reticle_image = string_null;
2068 bool wep_zoomed = false;
2069 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2071 entity wepe = viewmodels[slot];
2072 Weapon wep = wepe.activeweapon;
2073 if(wep != WEP_Null && wep.wr_zoom)
2075 bool do_zoom = wep.wr_zoom(wep, NULL);
2076 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2077 reticle_image = wep.w_reticle;
2078 wep_zoomed += do_zoom;
2081 // Draw the aiming reticle for weapons that use it
2082 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2083 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2084 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2085 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2087 // no zoom reticle while dead
2090 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2092 if(reticle_image) { reticle_type = 2; }
2093 else { reticle_type = 0; }
2095 else if(button_zoom || zoomscript_caught)
2103 if(autocvar_cl_reticle_stretch)
2105 reticle_size.x = vid_conwidth;
2106 reticle_size.y = vid_conheight;
2112 reticle_size.x = max(vid_conwidth, vid_conheight);
2113 reticle_size.y = max(vid_conwidth, vid_conheight);
2114 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2115 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2118 if(zoomscript_caught)
2121 f = current_zoomfraction;
2125 switch(reticle_type)
2127 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2128 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2135 if(reticle_type != 0) { reticle_type = 0; }
2139 // improved polyblend
2140 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2142 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2145 switch(pointcontents(view_origin))
2148 liquidalpha = autocvar_hud_contents_water_alpha;
2149 liquidcolor = stov(autocvar_hud_contents_water_color);
2154 liquidalpha = autocvar_hud_contents_lava_alpha;
2155 liquidcolor = stov(autocvar_hud_contents_lava_color);
2160 liquidalpha = autocvar_hud_contents_slime_alpha;
2161 liquidcolor = stov(autocvar_hud_contents_slime_color);
2167 liquidcolor = '0 0 0';
2172 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2173 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2174 contentfadetime = autocvar_hud_contents_fadeintime;
2175 liquidalpha_prev = liquidalpha;
2176 liquidcolor_prev = liquidcolor;
2179 contentfadetime = autocvar_hud_contents_fadeouttime;
2181 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2182 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2185 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2187 if(autocvar_hud_postprocessing)
2189 if(autocvar_hud_contents_blur && contentavgalpha)
2191 content_blurpostprocess.x = 1;
2192 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2193 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2197 content_blurpostprocess.x = 0;
2198 content_blurpostprocess.y = 0;
2199 content_blurpostprocess.z = 0;
2204 if(autocvar_hud_damage && !STAT(FROZEN))
2206 splash_size.x = max(vid_conwidth, vid_conheight);
2207 splash_size.y = max(vid_conwidth, vid_conheight);
2208 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2209 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2211 float myhealth_flash_temp;
2212 myhealth = STAT(HEALTH);
2215 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2217 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2219 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2220 pain_threshold = autocvar_hud_damage_pain_threshold;
2221 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2222 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2224 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2226 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);
2229 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2231 if(myhealth_prev < 1)
2235 myhealth_flash = 0; // just spawned, clear the flash immediately
2236 myhealth_flash_temp = 0;
2240 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2244 if(spectatee_status == -1 || intermission)
2246 myhealth_flash = 0; // observing, or match ended
2247 myhealth_flash_temp = 0;
2250 myhealth_prev = myhealth;
2252 // IDEA: change damage color/picture based on player model for robot/alien species?
2253 // pro: matches model better
2254 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2255 // maybe different reddish pics?
2256 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2258 if(autocvar_cl_gentle_damage == 2)
2260 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2261 myhealth_gentlergb = randomvec();
2264 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2266 if(myhealth_flash_temp > 0)
2267 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);
2269 else if(myhealth_flash_temp > 0)
2270 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2272 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.
2274 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2276 damage_blurpostprocess.x = 1;
2277 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2278 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2282 damage_blurpostprocess.x = 0;
2283 damage_blurpostprocess.y = 0;
2284 damage_blurpostprocess.z = 0;
2289 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2290 float e2 = (autocvar_hud_powerup != 0);
2291 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2293 // enable or disable rendering types if they are used or not
2294 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2295 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2297 // blur postprocess handling done first (used by hud_damage and hud_contents)
2298 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2300 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2301 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2302 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2304 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2305 old_blurradius = blurradius;
2306 old_bluralpha = bluralpha;
2309 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2311 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2316 // edge detection postprocess handling done second (used by hud_powerup)
2317 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2318 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2319 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2321 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.
2323 if(autocvar_hud_powerup && sharpen_intensity > 0)
2325 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2327 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2328 old_sharpen_intensity = sharpen_intensity;
2331 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2333 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2334 old_sharpen_intensity = 0;
2337 if(cvar("r_glsl_postprocess") == 0)
2338 cvar_set("r_glsl_postprocess", "2");
2340 else if(cvar("r_glsl_postprocess") == 2)
2341 cvar_set("r_glsl_postprocess", "0");
2343 /*if(gametype == MAPINFO_TYPE_CTF)
2349 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2350 Draw_ShowNames_All();
2351 #if ENABLE_DEBUGDRAW
2355 scoreboard_active = Scoreboard_WouldDraw();
2357 HUD_Draw(this); // this parameter for deep vehicle function
2359 if(NextFrameCommand)
2361 localcmd("\n", NextFrameCommand, "\n");
2362 NextFrameCommand = string_null;
2365 // we must do this check AFTER a frame was rendered, or it won't work
2366 if(cs_project_is_b0rked == 0)
2369 w0 = ftos(autocvar_vid_conwidth);
2370 h0 = ftos(autocvar_vid_conheight);
2371 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2372 //setproperty(VF_FOV, '90 90 0');
2373 setproperty(VF_ORIGIN, '0 0 0');
2374 setproperty(VF_ANGLES, '0 0 0');
2375 setproperty(VF_PERSPECTIVE, 1);
2376 makevectors('0 0 0');
2378 cvar_set("vid_conwidth", "800");
2379 cvar_set("vid_conheight", "600");
2380 v1 = cs_project(v_forward);
2381 cvar_set("vid_conwidth", "640");
2382 cvar_set("vid_conheight", "480");
2383 v2 = cs_project(v_forward);
2385 cs_project_is_b0rked = 1;
2387 cs_project_is_b0rked = -1;
2388 cvar_set("vid_conwidth", w0);
2389 cvar_set("vid_conheight", h0);
2392 if(autocvar__hud_configure)
2394 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2395 HUD_Minigame_Mouse();
2396 else if(QuickMenu_IsOpened())
2398 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2399 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2407 // let's reset the view back to normal for the end
2408 setproperty(VF_MIN, '0 0 0');
2409 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2415 // following vectors must be global to allow seamless switching between camera modes
2416 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2417 void CSQC_Demo_Camera()
2419 float speed, attenuation, dimensions;
2422 if( autocvar_camera_reset || !camera_mode )
2424 camera_offset = '0 0 0';
2425 current_angles = '0 0 0';
2426 camera_direction = '0 0 0';
2427 camera_offset.z += 30;
2428 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2429 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2430 current_origin = view_origin;
2431 current_camera_offset = camera_offset;
2432 cvar_set("camera_reset", "0");
2433 camera_mode = CAMERA_CHASE;
2438 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2440 if(autocvar_camera_look_player)
2445 dir = normalize(view_origin - current_position);
2447 mouse_angles = vectoangles(dir);
2448 mouse_angles.x = mouse_angles.x * -1;
2453 tmp = getmousepos() * 0.1;
2454 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2456 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2457 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2461 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2462 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2463 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2464 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2466 // Fix difference when angles don't have the same sign
2468 if(mouse_angles.y < -60 && current_angles.y > 60)
2470 if(mouse_angles.y > 60 && current_angles.y < -60)
2473 if(autocvar_camera_look_player)
2474 attenuation = autocvar_camera_look_attenuation;
2476 attenuation = autocvar_camera_speed_attenuation;
2478 attenuation = 1 / max(1, attenuation);
2479 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2481 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2482 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2483 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2484 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2490 if( camera_direction.x )
2492 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2493 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2494 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2495 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2499 if( camera_direction.y )
2501 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2502 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2503 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2507 if( camera_direction.z )
2509 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2513 if(autocvar_camera_free)
2514 speed = autocvar_camera_speed_free;
2516 speed = autocvar_camera_speed_chase;
2520 speed = speed * sqrt(1 / dimensions);
2521 camera_offset += tmp * speed;
2524 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2527 if( autocvar_camera_free )
2529 if ( camera_mode == CAMERA_CHASE )
2531 current_camera_offset = current_origin + current_camera_offset;
2532 camera_offset = current_origin + camera_offset;
2535 camera_mode = CAMERA_FREE;
2536 current_position = current_camera_offset;
2540 if ( camera_mode == CAMERA_FREE )
2542 current_origin = view_origin;
2543 camera_offset = camera_offset - current_origin;
2544 current_camera_offset = current_camera_offset - current_origin;
2547 camera_mode = CAMERA_CHASE;
2549 if(autocvar_camera_chase_smoothly)
2550 current_origin += (view_origin - current_origin) * attenuation;
2552 current_origin = view_origin;
2554 current_position = current_origin + current_camera_offset;
2557 setproperty(VF_ANGLES, current_angles);
2558 setproperty(VF_ORIGIN, current_position);