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1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         switch(activeweapon)\r
207         {\r
208                 case WEP_GRABBER: // no trueaim\r
209         }\r
210 \r
211         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
212 \r
213         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
214         trueaimpoint = trace_endpos;\r
215 \r
216         if(vecs_x > 0)\r
217                 vecs_y = -vecs_y;\r
218         else\r
219                 vecs = '0 0 0';\r
220 \r
221         dv = view_right * vecs_y + view_up * vecs_z;\r
222         w_shotorg = view_origin + dv;\r
223 \r
224         // now move the vecs forward as much as requested if possible\r
225         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\r
226         w_shotorg = trace_endpos - view_forward * nudge;\r
227 \r
228         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
229         shottype = EnemyHitCheck();\r
230         if(shottype != SHOTTYPE_HITWORLD)\r
231                 return shottype;\r
232 \r
233 #if 0\r
234         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
235         // or rather, I know why, but see no fix\r
236         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
237                 // 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\r
238                 return SHOTTYPE_HITOBSTRUCTION;\r
239 #endif\r
240 \r
241         return SHOTTYPE_HITWORLD;\r
242 }\r
243 \r
244 void CSQC_common_hud(void);\r
245 \r
246 void CSQC_kh_hud(void);\r
247 void CSQC_ctf_hud(void);\r
248 void PostInit(void);\r
249 void CSQC_Demo_Camera();\r
250 float Sbar_WouldDrawScoreboard ();\r
251 float last_health, last_spectatee;\r
252 float view_set;\r
253 float camera_mode;\r
254 float reticle_type;\r
255 float chase_active_old;\r
256 float artwork_fade;\r
257 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
258 float myhealth, myhealth_prev, myhealth_flash;\r
259 float contentavgalpha, liquidalpha_prev;\r
260 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
261 float stomachsplash_alpha;\r
262 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
263 float volume_modify_changed_1, volume_modify_changed_2;\r
264 float eventchase_current_distance;\r
265 vector myhealth_gentlergb;\r
266 vector liquidcolor_prev;\r
267 vector damage_blurpostprocess, content_blurpostprocess;\r
268 string artwork_image;\r
269 string intermission_song;\r
270 string NextFrameCommand;\r
271 void CSQC_UpdateView(float w, float h)\r
272 {\r
273         entity e;\r
274         float fov;\r
275         float f, i, j;\r
276         vector v, vo;\r
277         float a;\r
278         float respawned;\r
279 \r
280         vector reticle_pos, reticle_size;\r
281         vector splash_pos, splash_size;\r
282         vector artwork_pos, artwork_size;\r
283 \r
284         WaypointSprite_Load();\r
285 \r
286         if(spectatee_status)\r
287                 myteam = GetPlayerColor(spectatee_status - 1);\r
288         else\r
289                 myteam = GetPlayerColor(player_localentnum - 1);\r
290 \r
291         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
292         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
293 \r
294         warpzone_fixview_origin = pmove_org + vo;\r
295         warpzone_fixview_angles = input_angles;\r
296         WarpZone_FixView();\r
297         pmove_org = warpzone_fixview_origin - vo;\r
298         input_angles = warpzone_fixview_angles;\r
299 \r
300         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
301         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
302                 respawned = TRUE; // stays true for one frame\r
303 \r
304         // event chase camera\r
305         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
306         {\r
307                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
308                 {\r
309                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
310                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
311                         if(!cvar("chase_active"))\r
312                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
313 \r
314                         // make the camera smooth back\r
315                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
316                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
317                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
318                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
319 \r
320                         vector eventchase_target_origin;\r
321                         makevectors(view_angles);\r
322                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
323                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
324 \r
325                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
326                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
327                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
328                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
329 \r
330                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
331                         R_SetView(VF_ANGLES, view_angles);\r
332                 }\r
333                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
334                 {\r
335                         cvar_set("chase_active", "0");\r
336                         eventchase_current_distance = 0; // start from 0 next time\r
337                 }\r
338         }\r
339 \r
340         // Render the Scene\r
341         if(!intermission || !view_set)\r
342         {\r
343                 view_origin = pmove_org + vo;\r
344                 view_angles = input_angles;\r
345                 makevectors(view_angles);\r
346                 view_forward = v_forward;\r
347                 view_right = v_right;\r
348                 view_up = v_up;\r
349                 view_set = 1;\r
350         }\r
351 \r
352         vid_width = w;\r
353         vid_height = h;\r
354 \r
355 #ifdef BLURTEST\r
356         if(time > blurtest_time0 && time < blurtest_time1)\r
357         {\r
358                 float r, t;\r
359 \r
360                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
361                 r = t * blurtest_radius;\r
362                 f = 1 / pow(t, blurtest_power) - 1;\r
363 \r
364                 cvar_set("r_glsl_postprocess", "1");\r
365                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
366         }\r
367         else\r
368         {\r
369                 cvar_set("r_glsl_postprocess", "0");\r
370                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
371         }\r
372 #endif\r
373 \r
374         TargetMusic_Advance();\r
375         Fog_Force();\r
376 \r
377         drawframetime = max(0.000001, time - drawtime);\r
378         drawtime = time;\r
379 \r
380         // watch for gametype changes here...\r
381         // in ParseStuffCMD the cmd isn't executed yet :/\r
382         // might even be better to add the gametype to TE_CSQC_INIT...?\r
383         if(!postinit)\r
384                 PostInit();\r
385 \r
386         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
387                 if(calledhooks & HOOK_START)\r
388                 {\r
389                         localcmd("\ncl_hook_gameend;");\r
390                         if(g_campaign)\r
391                                 localcmd("\ncl_hook_campaign_gameend;");\r
392                         calledhooks |= HOOK_END;\r
393                 }\r
394 \r
395         CheckForGamestartChange();\r
396         serverAnnouncer();\r
397         maptimeAnnouncer();\r
398         carrierAnnouncer();\r
399 \r
400         fov = cvar("fov");\r
401         if(button_zoom || fov <= 59.5)\r
402         {\r
403                 if(!zoomscript_caught)\r
404                 {\r
405                         localcmd("+button4\n");\r
406                         zoomscript_caught = 1;\r
407                         ignore_plus_zoom += 1;\r
408                 }\r
409         }\r
410         else\r
411         {\r
412                 if(zoomscript_caught)\r
413                 {\r
414                         localcmd("-button4\n");\r
415                         zoomscript_caught = 0;\r
416                         ignore_minus_zoom += 1;\r
417                 }\r
418         }\r
419 \r
420         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
421         sbar_hudselector = cvar("sbar_hudselector");\r
422         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
423         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
424         activeweapon = getstati(STAT_SWITCHWEAPON);\r
425         f = cvar("teamplay");\r
426         if(f != teamplay)\r
427         {\r
428                 teamplay = f;\r
429                 Sbar_InitScores();\r
430         }\r
431 \r
432         if(last_weapon != activeweapon) {\r
433                 weapontime = time;\r
434                 last_weapon = activeweapon;\r
435         }\r
436 \r
437         // ALWAYS Clear Current Scene First\r
438         R_ClearScene();\r
439 \r
440         // Assign Standard Viewflags\r
441         // Draw the World (and sky)\r
442         R_SetView(VF_DRAWWORLD, 1);\r
443 \r
444         // Set the console size vars\r
445         vid_conwidth = cvar("vid_conwidth");\r
446         vid_conheight = cvar("vid_conheight");\r
447         vid_pixelheight = cvar("vid_pixelheight");\r
448 \r
449         R_SetView(VF_FOV, GetCurrentFov(fov));\r
450 \r
451         // Camera for demo playback\r
452         if(camera_active)\r
453         {\r
454                 if(cvar("camera_enable"))\r
455                         CSQC_Demo_Camera();\r
456                 else\r
457                 {\r
458                         cvar_set("chase_active", ftos(chase_active_backup));\r
459                         cvar_set("cl_demo_mousegrab", "0");\r
460                         camera_active = FALSE;\r
461                 }\r
462         }\r
463 #ifdef CAMERATEST\r
464         else if(cvar("camera_enable"))\r
465 #else\r
466         else if(cvar("camera_enable") && isdemo())\r
467 #endif\r
468         {\r
469                 // Enable required Darkplaces cvars\r
470                 chase_active_backup = cvar("chase_active");\r
471                 cvar_set("chase_active", "2");\r
472                 cvar_set("cl_demo_mousegrab", "1");\r
473                 camera_active = TRUE;\r
474                 camera_mode = FALSE;\r
475         }\r
476 \r
477         // Draw the Crosshair\r
478         float scoreboard_active;\r
479         scoreboard_active = Sbar_WouldDrawScoreboard();\r
480         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
481 \r
482         // Draw the Engine Status Bar (the default Quake HUD)\r
483         R_SetView(VF_DRAWENGINESBAR, 0);\r
484 \r
485         // fetch this one only once per frame\r
486         sbar_showbinds = cvar("sbar_showbinds");\r
487         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
488 \r
489         // Update the mouse position\r
490         /*\r
491            mousepos_x = vid_conwidth;\r
492            mousepos_y = vid_conheight;\r
493            mousepos = mousepos*0.5 + getmousepos();\r
494          */\r
495 \r
496         e = self;\r
497         for(self = world; (self = nextent(self)); )\r
498                 if(self.draw)\r
499                         self.draw();\r
500         self = e;\r
501 \r
502         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
503         R_RenderScene();\r
504 \r
505         // now switch to 2D drawing mode by calling a 2D drawing function\r
506         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
507         // next R_RenderScene call\r
508         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
509 \r
510         // Draw the aiming reticle for weapons that use it\r
511         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
512         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
513         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
514         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
515                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
516         else if(activeweapon && (button_zoom || zoomscript_caught))\r
517                 reticle_type = 2; // weapon zoom\r
518         else if(button_zoom || zoomscript_caught)\r
519                 reticle_type = 1; // normal zoom\r
520 \r
521         if (reticle_type)\r
522         {\r
523                 if(cvar("cl_reticle_stretch"))\r
524                 {\r
525                         reticle_size_x = vid_conwidth;\r
526                         reticle_size_y = vid_conheight;\r
527                         reticle_pos_x = 0;\r
528                         reticle_pos_y = 0;\r
529                 }\r
530                 else\r
531                 {\r
532                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
533                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
534                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
535                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
536                 }\r
537 \r
538                 f = current_zoomfraction;\r
539                 if(zoomscript_caught)\r
540                         f = 1;\r
541                 if(cvar("cl_reticle_item_normal"))\r
542                 {\r
543                         if(reticle_type == 1 && f)\r
544                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
545                 }\r
546                 if(cvar("cl_reticle_item_weapon"))\r
547                 {\r
548                         if(reticle_type == 2 && f)\r
549                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
550                 }\r
551         }\r
552 \r
553         // screen effects\r
554         if(cvar("hud_contents"))\r
555         {\r
556                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
557                 vector liquidcolor;\r
558 \r
559                 if (getstati(STAT_VORE_EATEN))\r
560                 {\r
561                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
562                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
563                         incontent = 1;\r
564                 }\r
565                 else\r
566                 {\r
567                         switch(pointcontents(view_origin))\r
568                         {\r
569                                 case CONTENT_WATER:\r
570                                         liquidalpha = cvar("hud_contents_water_alpha");\r
571                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
572                                         incontent = 1;\r
573                                         break;\r
574                                         \r
575                                 case CONTENT_LAVA:\r
576                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
577                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
578                                         incontent = 1;\r
579                                         break;  \r
580                                                                 \r
581                                 case CONTENT_SLIME:\r
582                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
583                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
584                                         incontent = 1;\r
585                                         break;\r
586                                         \r
587                                 default:\r
588                                         liquidalpha = 0;\r
589                                         liquidcolor = '0 0 0';\r
590                                         incontent = 0;\r
591                                         break;\r
592                         }\r
593                 }\r
594                 \r
595                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
596                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
597                         contentfadetime = cvar("hud_contents_fadeintime");\r
598                         liquidalpha_prev = liquidalpha;\r
599                         liquidcolor_prev = liquidcolor;\r
600                 }\r
601                 else\r
602                         contentfadetime = cvar("hud_contents_fadeouttime");\r
603                         \r
604                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
605                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
606 \r
607                 if(contentavgalpha)\r
608                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
609 \r
610                 if(cvar("hud_postprocessing"))\r
611                 {\r
612                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
613                         {\r
614                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
615                                 content_blurpostprocess_x = 1;\r
616                                 if(getstati(STAT_VORE_EATEN))\r
617                                 {\r
618                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
619                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
620                                 }\r
621                                 else\r
622                                 {\r
623                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
624                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
625                                 }\r
626                         }\r
627                         else\r
628                         {\r
629                                 content_blurpostprocess_x = 0;\r
630                                 content_blurpostprocess_y = 0;\r
631                                 content_blurpostprocess_z = 0;\r
632                         }\r
633                 }\r
634         }\r
635 \r
636         if(cvar("hud_damage"))\r
637         {\r
638                 splash_size_x = max(vid_conwidth, vid_conheight);\r
639                 splash_size_y = max(vid_conwidth, vid_conheight);\r
640                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
641                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
642 \r
643                 float myhealth_flash_temp;\r
644                 myhealth = getstati(STAT_HEALTH);\r
645 \r
646                 // fade out\r
647                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
648                 // add new damage\r
649                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
650 \r
651                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
652                 pain_threshold = cvar("hud_damage_pain_threshold");\r
653                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
654                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
655 \r
656                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
657                 {\r
658                         pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
659                 }\r
660 \r
661                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
662 \r
663                 if(myhealth_prev < 1)\r
664                 {\r
665                         if(myhealth >= 1)\r
666                         {\r
667                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
668                                 myhealth_flash_temp = 0;\r
669                         }\r
670                         else\r
671                         {\r
672                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
673                         }\r
674                 }\r
675 \r
676                 if(spectatee_status == -1 || intermission)\r
677                 {\r
678                         myhealth_flash = 0; // observing, or match ended\r
679                         myhealth_flash_temp = 0;\r
680                 }\r
681 \r
682                 myhealth_prev = myhealth;\r
683 \r
684                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
685                 {\r
686                         if(cvar("cl_gentle_damage") == 2)\r
687                         {\r
688                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
689                                 {\r
690                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
691                                 }\r
692                         }\r
693                         else\r
694                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
695 \r
696                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
697                 }\r
698                 else\r
699                         drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
700 \r
701                 if(cvar("hud_postprocessing"))\r
702                 {\r
703                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
704                         {\r
705                                 damage_blurpostprocess_x = 1;\r
706                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
707                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
708                         }\r
709                         else\r
710                         {\r
711                                 damage_blurpostprocess_x = 0;\r
712                                 damage_blurpostprocess_y = 0;\r
713                                 damage_blurpostprocess_z = 0;\r
714                         }\r
715                 }\r
716         }\r
717 \r
718         if(cvar("hud_stomach"))\r
719         {\r
720                 if(getstati(STAT_VORE_EATEN))\r
721                 {\r
722                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
723                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
724                         else\r
725                                 stomachsplash_alpha = cvar("hud_stomach");\r
726                 }\r
727                 else if(getstati(STAT_HEALTH) > 0)\r
728                 {\r
729                         if(stomachsplash_alpha > 0)\r
730                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
731                         else\r
732                                 stomachsplash_alpha = 0;\r
733                 }\r
734 \r
735                 if(respawned)\r
736                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
737                 if(spectatee_status == -1)\r
738                         stomachsplash_alpha = 0;\r
739 \r
740                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
741                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
742         }\r
743 \r
744         if(cvar("hud_postprocessing"))\r
745         {\r
746                 // all of this should be done in the engine eventually\r
747 \r
748                 // disable damage blur when dead, but keep content blur\r
749                 if(getstati(STAT_HEALTH) <= 0)\r
750                         damage_blurpostprocess = '0 0 0';\r
751 \r
752                 // enable or disable rendering types if they are used or not\r
753                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
754                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
755                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
756                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
757 \r
758                 // lets apply the postprocess effects from the previous two functions if needed\r
759                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
760                 {\r
761                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
762                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
763                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
764                         {\r
765                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
766                                 old_blurradius = blurradius;\r
767                                 old_bluralpha = bluralpha;\r
768                         }\r
769                 }\r
770                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
771                 {\r
772                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
773                         old_blurradius = 0;\r
774                         old_bluralpha = 0;\r
775                 }\r
776 \r
777                 float sharpen_intensity;\r
778                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
779                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
780                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
781                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
782 \r
783                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
784                 {\r
785                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
786 \r
787                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
788                         {\r
789                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
790                                 old_sharpen_intensity = sharpen_intensity;\r
791                         }\r
792                 }\r
793                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
794                 {\r
795                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
796                         old_sharpen_intensity = 0;\r
797                 }\r
798         }\r
799 \r
800         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
801         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
802         {\r
803                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
804                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
805                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
806         }\r
807         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
808         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
809         {\r
810                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
811                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
812                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
813         }\r
814 \r
815         if(cvar("hud_postprocessing"))\r
816         {\r
817                 // change saturation based on the amount of armor we have\r
818                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
819 \r
820                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
821                 {\r
822                         float saturation;\r
823                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
824                         saturation = bound(0, saturation, 1);\r
825 \r
826                         if(cvar("r_glsl_saturation") != saturation)\r
827                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
828                 }\r
829                 else if(cvar("r_glsl_saturation") != 1)\r
830                         cvar_set("r_glsl_saturation", "1");\r
831         }\r
832 \r
833         // volume cutting\r
834         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
835         {\r
836                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
837 \r
838                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
839                 {\r
840                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
841                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
842                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
843 \r
844                         volume_modify_default_1 = cvar("menu_volume");\r
845                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
846 \r
847                         volume_modify_changed_1 = cvar("menu_volume");\r
848                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
849                 }\r
850                 else\r
851                 {\r
852                         if(spectatee_status == -1 || intermission)\r
853                         {\r
854                                 volume_modify_1_target = volume_modify_default_1;\r
855                                 volume_modify_2_target = volume_modify_default_2;\r
856                         }\r
857                         else if(getstati(STAT_VORE_EATEN))\r
858                         {\r
859                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
860                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
861                         }\r
862                         else\r
863                         {\r
864                                 volume_modify_1_target = volume_modify_default_1;\r
865                                 volume_modify_2_target = volume_modify_default_2;\r
866                         }\r
867                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
868 \r
869                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
870                         {\r
871                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
872                                         volume_modify_1 -= volume_modify_fade;\r
873                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
874                                         volume_modify_1 += volume_modify_fade;\r
875                                 else\r
876                                         volume_modify_1 = volume_modify_1_target;\r
877 \r
878                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
879                                         volume_modify_2 -= volume_modify_fade;\r
880                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
881                                         volume_modify_2 += volume_modify_fade;\r
882                                 else\r
883                                         volume_modify_2 = volume_modify_2_target;\r
884 \r
885                                 cvar_set("volume", ftos(volume_modify_1));\r
886                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
887                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
888                         }\r
889                 }\r
890         }\r
891 \r
892         // Draw the mouse cursor\r
893         // NOTE: drawpic must happen after R_RenderScene for some reason\r
894         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
895         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
896         //self = edict_num(player_localnum);\r
897         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
898         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
899         // as long as the ctf part isn't in, this is useless\r
900         if(menu_visible)\r
901                 menu_show();\r
902 \r
903         /*if(gametype == GAME_CTF)\r
904           {\r
905           ctf_view();\r
906           } else */\r
907 \r
908         // draw 2D entities\r
909         e = self;\r
910         for(self = world; (self = nextent(self)); )\r
911                 if(self.draw2d)\r
912                         self.draw2d();\r
913         self = e;\r
914         Draw_ShowNames_All();\r
915 \r
916         // draw radar\r
917         if(\r
918                         ons_showmap\r
919                         ||\r
920                         (\r
921                          !scoreboard_active\r
922                          &&\r
923                          cvar_string("cl_teamradar") != "0"\r
924                          &&\r
925                          (\r
926                           cvar("cl_teamradar") == 2\r
927                           ||\r
928                           teamplay\r
929                          )\r
930                         )\r
931           )\r
932                 teamradar_view();\r
933 \r
934         // Draw artwork and play intermission music\r
935         if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
936         {\r
937                 if(cvar("cl_artwork"))\r
938                 {\r
939                         if(artwork_image == "")\r
940                         {\r
941                                 if(getstati(STAT_WINNING)) // we are the winner\r
942                                 {\r
943                                         if(cvar("cl_artwork_win"))\r
944                                         {\r
945                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
946                                                 artwork_image = strzone(artwork_image);\r
947                                         }\r
948                                 }\r
949                                 else // we have lost\r
950                                 {\r
951                                         if(cvar("cl_artwork_lose"))\r
952                                         {\r
953                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
954                                                 artwork_image = strzone(artwork_image);\r
955                                         }\r
956                                 }\r
957                         }\r
958 \r
959                         if(cvar("cl_artwork_stretch"))\r
960                         {\r
961                                 artwork_size_x = vid_conwidth;\r
962                                 artwork_size_y = vid_conheight;\r
963                                 artwork_pos_x = 0;\r
964                                 artwork_pos_y = 0;\r
965                         }\r
966                         else\r
967                         {\r
968                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
969                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
970                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
971                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
972                         }\r
973 \r
974                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
975                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
976                         else\r
977                                 artwork_fade = cvar("cl_artwork_alpha");\r
978 \r
979                         if(artwork_image != "")\r
980                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
981                 }\r
982 \r
983                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
984                 {\r
985                         if(getstati(STAT_WINNING))\r
986                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
987                         else\r
988                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
989                         if(intermission_song != "")\r
990                         {\r
991                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
992                                 intermission_song = strzone(intermission_song);\r
993                         }\r
994                 }\r
995         }\r
996         else\r
997         {\r
998                 artwork_fade = 0;\r
999                 if(artwork_image != "")\r
1000                 {\r
1001                         strunzone(artwork_image);\r
1002                         artwork_image = "";\r
1003                 }\r
1004 \r
1005                 if(intermission_song != "")\r
1006                 {\r
1007                         strunzone(intermission_song);\r
1008                         intermission_song = "";\r
1009                 }\r
1010         }\r
1011 \r
1012         // draw sbar\r
1013         if(cvar("r_letterbox") == 0) {\r
1014                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1015                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1016                                 Sbar_DrawPressedKeys();\r
1017                 }\r
1018 \r
1019                 if (cvar("cl_showspeed"))\r
1020                         Sbar_ShowSpeed();\r
1021                 if (cvar("cl_showacceleration"))\r
1022                         Sbar_ShowAcceleration();\r
1023 \r
1024                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1025         }\r
1026 \r
1027         float weapon_clipload, weapon_clipsize, ring_scale;\r
1028 \r
1029         float swallow_indicator;\r
1030         if(cvar("crosshair_swallowindicator"))\r
1031                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1032 \r
1033         float hud;\r
1034         hud = getstati(STAT_HUD);\r
1035 \r
1036         if(cvar("r_letterbox") == 0)\r
1037                 if(cvar("viewsize") < 120)\r
1038                         CSQC_common_hud();\r
1039 \r
1040         if(cvar("cl_flash_pickup"))\r
1041         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1042         {\r
1043                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1044                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1045         }\r
1046         if(cvar("cl_flash_vore"))\r
1047         {\r
1048                 float vore_flash_state;\r
1049                 if(getstati(STAT_VORE_EATEN))\r
1050                         vore_flash_state = -1;\r
1051                 else\r
1052                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1053 \r
1054                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1055                 {\r
1056                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1057                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1058                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1059                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1060                 }\r
1061 \r
1062                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1063                 vore_flash_laststate = vore_flash_state;\r
1064         }\r
1065         if(cvar("cl_flash_respawn"))\r
1066         if(respawned)\r
1067                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1068 \r
1069         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1070         {\r
1071                 // crosshair goes VERY LAST\r
1072                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1073                         // TrueAim check\r
1074                         float shottype;\r
1075                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1076                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1077                         wcross_origin_z = 0;\r
1078                         if(cvar("crosshair_hittest"))\r
1079                         if(!swallow_indicator)\r
1080                         {\r
1081                                 vector wcross_oldorigin;\r
1082                                 wcross_oldorigin = wcross_origin;\r
1083                                 shottype = TrueAimCheck();\r
1084                                 if(shottype == SHOTTYPE_HITWORLD)\r
1085                                 {\r
1086                                         v = wcross_origin - wcross_oldorigin;\r
1087                                         v_x /= vid_conwidth;\r
1088                                         v_y /= vid_conheight;\r
1089                                         if(vlen(v) > 0.01)\r
1090                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1091                                 }\r
1092                                 if(!cvar("crosshair_hittest_showimpact"))\r
1093                                         wcross_origin = wcross_oldorigin;\r
1094                         }\r
1095                         else\r
1096                                 shottype = SHOTTYPE_HITWORLD;\r
1097 \r
1098                         string wcross_style;\r
1099 \r
1100                         if(swallow_indicator  > 1)\r
1101                                 wcross_style = "_canswallow_team.tga";\r
1102                         else if(swallow_indicator > 0)\r
1103                                 wcross_style = "_canswallow.tga";\r
1104                         else if(swallow_indicator < 0)\r
1105                                 wcross_style = "_canswallow_no.tga";\r
1106                         else\r
1107                                 wcross_style = cvar_string("crosshair");\r
1108 \r
1109                         if (wcross_style != "0") {\r
1110                                 vector wcross_color, wcross_size;\r
1111                                 string wcross_name;\r
1112                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1113 \r
1114                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1115                                 {\r
1116                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1117                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1118                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1119                                 }\r
1120                                 else if(cvar("crosshair_color_by_health"))\r
1121                                 {\r
1122                                         local float x = getstati(STAT_HEALTH);\r
1123                                         \r
1124                                         //x = red\r
1125                                         //y = green\r
1126                                         //z = blue\r
1127                                         \r
1128                                         wcross_color_z = 0;\r
1129                                         \r
1130                                         if(x > 200)\r
1131                                         {\r
1132                                                 wcross_color_x = 0;\r
1133                                                 wcross_color_y = 1;\r
1134                                         }\r
1135                                         else if(x > 150)\r
1136                                         {\r
1137                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1138                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1139                                         }\r
1140                                         else if(x > 100)\r
1141                                         {\r
1142                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1143                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1144                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1145                                         }\r
1146                                         else if(x > 50)\r
1147                                         {\r
1148                                                 wcross_color_x = 1;\r
1149                                                 wcross_color_y = 1;\r
1150                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1151                                         }\r
1152                                         else if(x > 20)\r
1153                                         {\r
1154                                                 wcross_color_x = 1;\r
1155                                                 wcross_color_y = (x-20)*90/27/100;\r
1156                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1157                                         }\r
1158                                         else\r
1159                                         {\r
1160                                                 wcross_color_x = 1;\r
1161                                                 wcross_color_y = 0;\r
1162                                         }\r
1163                                 }\r
1164                                 else\r
1165                                 {\r
1166                                         wcross_color_x = cvar("crosshair_color_red");\r
1167                                         wcross_color_y = cvar("crosshair_color_green");\r
1168                                         wcross_color_z = cvar("crosshair_color_blue");\r
1169                                 }\r
1170                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1171                                 wcross_resolution = cvar("crosshair_size");\r
1172 \r
1173                                 if(!activeweapon)\r
1174                                 if(!swallow_indicator)\r
1175                                 {\r
1176                                         if(cvar("crosshair_unarmed_dim_color"))\r
1177                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1178                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1179                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1180                                 }\r
1181 \r
1182                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1183 \r
1184                                 if(cvar("crosshair_effect_scalefade"))\r
1185                                 {\r
1186                                         wcross_scale = wcross_resolution;\r
1187                                         wcross_resolution = 1;\r
1188                                 }\r
1189                                 else\r
1190                                 {\r
1191                                         wcross_scale = 1;\r
1192                                 }\r
1193                                 if(swallow_indicator)\r
1194                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1195 \r
1196                                 if(cvar("crosshair_pickup"))\r
1197                                 {\r
1198                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1199                                         {\r
1200                                                 pickup_crosshair_size = 1;\r
1201                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1202                                         }\r
1203 \r
1204                                         if(pickup_crosshair_size > 0)\r
1205                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1206                                         else\r
1207                                                 pickup_crosshair_size = 0;\r
1208 \r
1209                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1210                                 }\r
1211 \r
1212                                 if(shottype == SHOTTYPE_HITENEMY)\r
1213                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1214                                 if(shottype == SHOTTYPE_HITTEAM)\r
1215                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1216 \r
1217                                 f = cvar("crosshair_effect_speed");\r
1218                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1219                                 {\r
1220                                         wcross_changedonetime = time + f;\r
1221                                 }\r
1222                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1223                                 {\r
1224                                         wcross_name_changestarttime = time;\r
1225                                         wcross_name_changedonetime = time + f;\r
1226                                         if(wcross_name_goal_prev_prev)\r
1227                                                 strunzone(wcross_name_goal_prev_prev);\r
1228                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1229                                         wcross_name_goal_prev = strzone(wcross_name);\r
1230                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1231                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1232                                         wcross_resolution_goal_prev = wcross_resolution;\r
1233                                 }\r
1234 \r
1235                                 wcross_scale_goal_prev = wcross_scale;\r
1236                                 wcross_alpha_goal_prev = wcross_alpha;\r
1237                                 wcross_color_goal_prev = wcross_color;\r
1238 \r
1239                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1240                                 {\r
1241                                         wcross_blur = 1;\r
1242                                         wcross_alpha *= 0.75;\r
1243                                 }\r
1244                                 else\r
1245                                         wcross_blur = 0;\r
1246                                 // *_prev is at time-frametime\r
1247                                 // * is at wcross_changedonetime+f\r
1248                                 // what do we have at time?\r
1249                                 if(time < wcross_changedonetime)\r
1250                                 {\r
1251                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1252                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1253                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1254                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1255                                 }\r
1256 \r
1257                                 wcross_scale_prev = wcross_scale;\r
1258                                 wcross_alpha_prev = wcross_alpha;\r
1259                                 wcross_color_prev = wcross_color;\r
1260 \r
1261                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1262                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1263 \r
1264 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1265                                 do \\r
1266                                 { \\r
1267                                         if(wcross_blur > 0) \\r
1268                                         { \\r
1269                                                 for(i = -2; i <= 2; ++i) \\r
1270                                                         for(j = -2; j <= 2; ++j) \\r
1271                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1272                                         } \\r
1273                                         else \\r
1274                                         { \\r
1275                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1276                                         } \\r
1277                                 } \\r
1278                                 while(0)\r
1279 \r
1280 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1281                                 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)\r
1282 \r
1283 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1284                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1285 \r
1286                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1287                                 {\r
1288                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1289                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1290                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1291                                         f = 1 - f;\r
1292                                 }\r
1293                                 else\r
1294                                 {\r
1295                                         f = 1;\r
1296                                 }\r
1297 \r
1298                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1299                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1300                                 wcross_name_alpha_goal_prev = f;\r
1301 \r
1302                                 // ring around crosshair representing ammo left in weapon clip\r
1303                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1304                                 a = cvar("crosshair_ring_alpha");\r
1305                                 if (weapon_clipload && a)\r
1306                                 if (!swallow_indicator)\r
1307                                 {\r
1308                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1309                                         ring_scale = cvar("crosshair_ring_size");\r
1310                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1311                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1312                                 }\r
1313                         }\r
1314                 }\r
1315                 else\r
1316                 {\r
1317                         wcross_scale_prev = 0;\r
1318                         wcross_alpha_prev = 0;\r
1319                         wcross_scale_goal_prev = 0;\r
1320                         wcross_alpha_goal_prev = 0;\r
1321                         wcross_changedonetime = 0;\r
1322                         if(wcross_name_goal_prev)\r
1323                                 strunzone(wcross_name_goal_prev);\r
1324                         wcross_name_goal_prev = string_null;\r
1325                         if(wcross_name_goal_prev_prev)\r
1326                                 strunzone(wcross_name_goal_prev_prev);\r
1327                         wcross_name_goal_prev_prev = string_null;\r
1328                         wcross_name_changestarttime = 0;\r
1329                         wcross_name_changedonetime = 0;\r
1330                         wcross_name_alpha_goal_prev = 0;\r
1331                         wcross_name_alpha_goal_prev_prev = 0;\r
1332                         wcross_resolution_goal_prev = 0;\r
1333                         wcross_resolution_goal_prev_prev = 0;\r
1334                 }\r
1335         }\r
1336 \r
1337         if(NextFrameCommand)\r
1338         {\r
1339                 localcmd("\n", NextFrameCommand, "\n");\r
1340                 NextFrameCommand = string_null;\r
1341         }\r
1342 \r
1343         // we must do this check AFTER a frame was rendered, or it won't work\r
1344         if(cs_project_is_b0rked == 0)\r
1345         {\r
1346                 string w0, h0;\r
1347                 w0 = cvar_string("vid_conwidth");\r
1348                 h0 = cvar_string("vid_conheight");\r
1349                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1350                 //R_SetView(VF_FOV, '90 90 0');\r
1351                 R_SetView(VF_ORIGIN, '0 0 0');\r
1352                 R_SetView(VF_ANGLES, '0 0 0');\r
1353                 R_SetView(VF_PERSPECTIVE, 1);\r
1354                 makevectors('0 0 0');\r
1355                 vector v1, v2;\r
1356                 cvar_set("vid_conwidth", "800");\r
1357                 cvar_set("vid_conheight", "600");\r
1358                 v1 = cs_project(v_forward);\r
1359                 cvar_set("vid_conwidth", "640");\r
1360                 cvar_set("vid_conheight", "480");\r
1361                 v2 = cs_project(v_forward);\r
1362                 if(v1 == v2)\r
1363                         cs_project_is_b0rked = 1;\r
1364                 else\r
1365                         cs_project_is_b0rked = -1;\r
1366                 cvar_set("vid_conwidth", w0);\r
1367                 cvar_set("vid_conheight", h0);\r
1368         }\r
1369 \r
1370         // be safe against triggerbots until everyone has the fixed engine\r
1371         // this call is meant to overwrite the trace globals by something\r
1372         // unsuspicious\r
1373         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1374 \r
1375         // this cvar must be constantly updated on the server\r
1376         if(chase_active_old != cvar("chase_active"))\r
1377         {\r
1378                 localcmd("sendcvar chase_active\n");\r
1379                 chase_active_old = cvar("chase_active");\r
1380         }\r
1381 \r
1382         // update some stats to be detected next frame\r
1383         last_health = getstati(STAT_HEALTH);\r
1384         last_spectatee = spectatee_status;\r
1385 }\r
1386 \r
1387 void Sbar_Draw();\r
1388 \r
1389 void CSQC_common_hud(void)\r
1390 {\r
1391         // Sbar_SortFrags(); done in Sbar_Draw\r
1392         float hud;\r
1393         hud = getstati(STAT_HUD);\r
1394 \r
1395         //hud = 10;\r
1396         switch(hud)\r
1397         {\r
1398                 case HUD_NORMAL:\r
1399                         Sbar_Draw();\r
1400                         break;\r
1401         }\r
1402 }\r
1403 \r
1404 \r
1405 // following vectors must be global to allow seamless switching between camera modes\r
1406 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1407 void CSQC_Demo_Camera()\r
1408 {\r
1409         float speed, attenuation, dimensions;\r
1410         vector tmp, delta;\r
1411 \r
1412         if( cvar("camera_reset") || !camera_mode )\r
1413         {\r
1414                 camera_offset = '0 0 0';\r
1415                 current_angles = '0 0 0';\r
1416                 camera_direction = '0 0 0';\r
1417                 camera_offset_z += 30;\r
1418                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1419                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1420                 current_origin = view_origin;\r
1421                 current_camera_offset  = camera_offset;\r
1422                 cvar_set("camera_reset", "0");\r
1423                 camera_mode = CAMERA_CHASE;\r
1424         }\r
1425 \r
1426         // Camera angles\r
1427         if( camera_roll )\r
1428                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1429 \r
1430         if(cvar("camera_look_player"))\r
1431         {\r
1432                 local vector dir;\r
1433                 local float n;\r
1434 \r
1435                 dir = normalize(view_origin - current_position);\r
1436                 n = mouse_angles_z;\r
1437                 mouse_angles = vectoangles(dir);\r
1438                 mouse_angles_x = mouse_angles_x * -1;\r
1439                 mouse_angles_z = n;\r
1440         }\r
1441         else\r
1442         {\r
1443                 tmp = getmousepos() * 0.1;\r
1444                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1445                 {\r
1446                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1447                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1448                 }\r
1449         }\r
1450 \r
1451         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1452         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1453         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1454         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1455 \r
1456         // Fix difference when angles don't have the same sign\r
1457         delta = '0 0 0';\r
1458         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1459                 delta = '0 360 0';\r
1460         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1461                 delta = '0 -360 0';\r
1462 \r
1463         if(cvar("camera_look_player"))\r
1464                 attenuation = cvar("camera_look_attenuation");\r
1465         else\r
1466                 attenuation = cvar("camera_speed_attenuation");\r
1467 \r
1468         attenuation = 1 / max(1, attenuation);\r
1469         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1470 \r
1471         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1472         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1473         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1474         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1475 \r
1476         // Camera position\r
1477         tmp = '0 0 0';\r
1478         dimensions = 0;\r
1479 \r
1480         if( camera_direction_x )\r
1481         {\r
1482                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1483                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1484                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1485                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1486                 ++dimensions;\r
1487         }\r
1488 \r
1489         if( camera_direction_y )\r
1490         {\r
1491                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1492                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1493                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1494                 ++dimensions;\r
1495         }\r
1496 \r
1497         if( camera_direction_z )\r
1498         {\r
1499                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1500                 ++dimensions;\r
1501         }\r
1502 \r
1503         if(cvar("camera_free"))\r
1504                 speed = cvar("camera_speed_free");\r
1505         else\r
1506                 speed = cvar("camera_speed_chase");\r
1507 \r
1508         if(dimensions)\r
1509         {\r
1510                 speed = speed * sqrt(1 / dimensions);\r
1511                 camera_offset += tmp * speed;\r
1512         }\r
1513 \r
1514         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1515 \r
1516         // Camera modes\r
1517         if( cvar("camera_free") )\r
1518         {\r
1519                 if ( camera_mode == CAMERA_CHASE )\r
1520                 {\r
1521                         current_camera_offset = current_origin + current_camera_offset;\r
1522                         camera_offset = current_origin + camera_offset;\r
1523                 }\r
1524 \r
1525                 camera_mode = CAMERA_FREE;\r
1526                 current_position = current_camera_offset;\r
1527         }\r
1528         else\r
1529         {\r
1530                 if ( camera_mode == CAMERA_FREE )\r
1531                 {\r
1532                         current_origin = view_origin;\r
1533                         camera_offset = camera_offset - current_origin;\r
1534                         current_camera_offset = current_camera_offset - current_origin;\r
1535                 }\r
1536 \r
1537                 camera_mode = CAMERA_CHASE;\r
1538 \r
1539                 if(cvar("camera_chase_smoothly"))\r
1540                         current_origin += (view_origin - current_origin) * attenuation;\r
1541                 else\r
1542                         current_origin = view_origin;\r
1543 \r
1544                 current_position = current_origin + current_camera_offset;\r
1545         }\r
1546 \r
1547         R_SetView(VF_ANGLES, current_angles);\r
1548         R_SetView(VF_ORIGIN, current_position);\r
1549 }\r