1ab5b7ea3b1ff0b4d4ff7ba0203c8455c7b60f09
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
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 spawnfov_current;\r
259 float myhealth, myhealth_prev, myhealth_flash;\r
260 float contentavgalpha, liquidalpha_prev;\r
261 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
262 float stomachsplash_alpha;\r
263 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
264 float volume_modify_changed_1, volume_modify_changed_2;\r
265 float eventchase_current_distance;\r
266 vector myhealth_gentlergb;\r
267 vector liquidcolor_prev;\r
268 vector damage_blurpostprocess, content_blurpostprocess;\r
269 string artwork_image;\r
270 string intermission_song;\r
271 string NextFrameCommand;\r
272 void CSQC_UpdateView(float w, float h)\r
273 {\r
274         entity e;\r
275         float fov;\r
276         float f, i, j;\r
277         vector v, vo;\r
278         float a;\r
279         float respawned;\r
280 \r
281         vector reticle_pos, reticle_size;\r
282         vector splash_pos, splash_size;\r
283         vector artwork_pos, artwork_size;\r
284 \r
285         WaypointSprite_Load();\r
286 \r
287         if(spectatee_status)\r
288                 myteam = GetPlayerColor(spectatee_status - 1);\r
289         else\r
290                 myteam = GetPlayerColor(player_localentnum - 1);\r
291 \r
292         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
293         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
294 \r
295         warpzone_fixview_origin = pmove_org + vo;\r
296         warpzone_fixview_angles = input_angles;\r
297         WarpZone_FixView();\r
298         pmove_org = warpzone_fixview_origin - vo;\r
299         input_angles = warpzone_fixview_angles;\r
300 \r
301         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
302         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
303                 respawned = TRUE; // stays true for one frame\r
304 \r
305         // event chase camera\r
306         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
307         {\r
308                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
309                 {\r
310                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
311                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
312                         if(!cvar("chase_active"))\r
313                                 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
314 \r
315                         // make the camera smooth back\r
316                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
317                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
318                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
319                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
320 \r
321                         vector eventchase_target_origin;\r
322                         makevectors(view_angles);\r
323                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
324                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
325 \r
326                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
327                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
328                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
329                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
330 \r
331                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
332                         R_SetView(VF_ANGLES, view_angles);\r
333                 }\r
334                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
335                 {\r
336                         cvar_set("chase_active", "0");\r
337                         eventchase_current_distance = 0; // start from 0 next time\r
338                 }\r
339         }\r
340 \r
341         // Render the Scene\r
342         if(!intermission || !view_set)\r
343         {\r
344                 view_origin = pmove_org + vo;\r
345                 view_angles = input_angles;\r
346                 makevectors(view_angles);\r
347                 view_forward = v_forward;\r
348                 view_right = v_right;\r
349                 view_up = v_up;\r
350                 view_set = 1;\r
351         }\r
352 \r
353         vid_width = w;\r
354         vid_height = h;\r
355 \r
356 #ifdef BLURTEST\r
357         if(time > blurtest_time0 && time < blurtest_time1)\r
358         {\r
359                 float r, t;\r
360 \r
361                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
362                 r = t * blurtest_radius;\r
363                 f = 1 / pow(t, blurtest_power) - 1;\r
364 \r
365                 cvar_set("r_glsl_postprocess", "1");\r
366                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
367         }\r
368         else\r
369         {\r
370                 cvar_set("r_glsl_postprocess", "0");\r
371                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
372         }\r
373 #endif\r
374 \r
375         TargetMusic_Advance();\r
376         Fog_Force();\r
377 \r
378         drawframetime = max(0.000001, time - drawtime);\r
379         drawtime = time;\r
380 \r
381         // watch for gametype changes here...\r
382         // in ParseStuffCMD the cmd isn't executed yet :/\r
383         // might even be better to add the gametype to TE_CSQC_INIT...?\r
384         if(!postinit)\r
385                 PostInit();\r
386 \r
387         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
388                 if(calledhooks & HOOK_START)\r
389                 {\r
390                         localcmd("\ncl_hook_gameend;");\r
391                         if(g_campaign)\r
392                                 localcmd("\ncl_hook_campaign_gameend;");\r
393                         calledhooks |= HOOK_END;\r
394                 }\r
395 \r
396         CheckForGamestartChange();\r
397         serverAnnouncer();\r
398         maptimeAnnouncer();\r
399         carrierAnnouncer();\r
400 \r
401         fov = cvar("fov");\r
402         if(button_zoom || fov <= 59.5)\r
403         {\r
404                 if(!zoomscript_caught)\r
405                 {\r
406                         localcmd("+button4\n");\r
407                         zoomscript_caught = 1;\r
408                         ignore_plus_zoom += 1;\r
409                 }\r
410         }\r
411         else\r
412         {\r
413                 if(zoomscript_caught)\r
414                 {\r
415                         localcmd("-button4\n");\r
416                         zoomscript_caught = 0;\r
417                         ignore_minus_zoom += 1;\r
418                 }\r
419         }\r
420 \r
421         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
422         sbar_hudselector = cvar("sbar_hudselector");\r
423         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
424         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
425         activeweapon = getstati(STAT_SWITCHWEAPON);\r
426         f = cvar("teamplay");\r
427         if(f != teamplay)\r
428         {\r
429                 teamplay = f;\r
430                 Sbar_InitScores();\r
431         }\r
432 \r
433         if(last_weapon != activeweapon) {\r
434                 weapontime = time;\r
435                 last_weapon = activeweapon;\r
436         }\r
437 \r
438         // ALWAYS Clear Current Scene First\r
439         R_ClearScene();\r
440 \r
441         // Assign Standard Viewflags\r
442         // Draw the World (and sky)\r
443         R_SetView(VF_DRAWWORLD, 1);\r
444 \r
445         // Set the console size vars\r
446         vid_conwidth = cvar("vid_conwidth");\r
447         vid_conheight = cvar("vid_conheight");\r
448         vid_pixelheight = cvar("vid_pixelheight");\r
449 \r
450         // spawn fov effect\r
451         if(cvar("cl_spawnfov"))\r
452         {\r
453                 if(respawned)\r
454                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
455 \r
456                 if(spawnfov_current > 1)\r
457                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
458                 else\r
459                         spawnfov_current = 1;\r
460                 fov *= spawnfov_current;\r
461         }\r
462 \r
463         R_SetView(VF_FOV, GetCurrentFov(fov));\r
464 \r
465         // Camera for demo playback\r
466         if(camera_active)\r
467         {\r
468                 if(cvar("camera_enable"))\r
469                         CSQC_Demo_Camera();\r
470                 else\r
471                 {\r
472                         cvar_set("chase_active", ftos(chase_active_backup));\r
473                         cvar_set("cl_demo_mousegrab", "0");\r
474                         camera_active = FALSE;\r
475                 }\r
476         }\r
477 #ifdef CAMERATEST\r
478         else if(cvar("camera_enable"))\r
479 #else\r
480         else if(cvar("camera_enable") && isdemo())\r
481 #endif\r
482         {\r
483                 // Enable required Darkplaces cvars\r
484                 chase_active_backup = cvar("chase_active");\r
485                 cvar_set("chase_active", "2");\r
486                 cvar_set("cl_demo_mousegrab", "1");\r
487                 camera_active = TRUE;\r
488                 camera_mode = FALSE;\r
489         }\r
490 \r
491         // Draw the Crosshair\r
492         float scoreboard_active;\r
493         scoreboard_active = Sbar_WouldDrawScoreboard();\r
494         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
495 \r
496         // Draw the Engine Status Bar (the default Quake HUD)\r
497         R_SetView(VF_DRAWENGINESBAR, 0);\r
498 \r
499         // fetch this one only once per frame\r
500         sbar_showbinds = cvar("sbar_showbinds");\r
501         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
502 \r
503         // Update the mouse position\r
504         /*\r
505            mousepos_x = vid_conwidth;\r
506            mousepos_y = vid_conheight;\r
507            mousepos = mousepos*0.5 + getmousepos();\r
508          */\r
509 \r
510         e = self;\r
511         for(self = world; (self = nextent(self)); )\r
512                 if(self.draw)\r
513                         self.draw();\r
514         self = e;\r
515 \r
516         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
517         R_RenderScene();\r
518 \r
519         // now switch to 2D drawing mode by calling a 2D drawing function\r
520         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
521         // next R_RenderScene call\r
522         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
523 \r
524         // Draw the aiming reticle for weapons that use it\r
525         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
526         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
527         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
528         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
529                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
530         else if(activeweapon && (button_zoom || zoomscript_caught))\r
531                 reticle_type = 2; // weapon zoom\r
532         else if(button_zoom || zoomscript_caught)\r
533                 reticle_type = 1; // normal zoom\r
534 \r
535         if (reticle_type)\r
536         {\r
537                 if(cvar("cl_reticle_stretch"))\r
538                 {\r
539                         reticle_size_x = vid_conwidth;\r
540                         reticle_size_y = vid_conheight;\r
541                         reticle_pos_x = 0;\r
542                         reticle_pos_y = 0;\r
543                 }\r
544                 else\r
545                 {\r
546                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
547                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
548                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
549                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
550                 }\r
551 \r
552                 f = current_zoomfraction;\r
553                 if(zoomscript_caught)\r
554                         f = 1;\r
555                 if(cvar("cl_reticle_item_normal"))\r
556                 {\r
557                         if(reticle_type == 1 && f)\r
558                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
559                 }\r
560                 if(cvar("cl_reticle_item_weapon"))\r
561                 {\r
562                         if(reticle_type == 2 && f)\r
563                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
564                 }\r
565         }\r
566 \r
567         // screen effects\r
568         if(cvar("hud_contents"))\r
569         {\r
570                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
571                 vector liquidcolor;\r
572 \r
573                 if (getstati(STAT_VORE_EATEN))\r
574                 {\r
575                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
576                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
577                         incontent = 1;\r
578                 }\r
579                 else\r
580                 {\r
581                         switch(pointcontents(view_origin))\r
582                         {\r
583                                 case CONTENT_WATER:\r
584                                         liquidalpha = cvar("hud_contents_water_alpha");\r
585                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
586                                         incontent = 1;\r
587                                         break;\r
588                                         \r
589                                 case CONTENT_LAVA:\r
590                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
591                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
592                                         incontent = 1;\r
593                                         break;  \r
594                                                                 \r
595                                 case CONTENT_SLIME:\r
596                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
597                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
598                                         incontent = 1;\r
599                                         break;\r
600                                         \r
601                                 default:\r
602                                         liquidalpha = 0;\r
603                                         liquidcolor = '0 0 0';\r
604                                         incontent = 0;\r
605                                         break;\r
606                         }\r
607                 }\r
608                 \r
609                 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
610                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
611                         contentfadetime = cvar("hud_contents_fadeintime");\r
612                         liquidalpha_prev = liquidalpha;\r
613                         liquidcolor_prev = liquidcolor;\r
614                 }\r
615                 else\r
616                         contentfadetime = cvar("hud_contents_fadeouttime");\r
617                         \r
618                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
619                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
620 \r
621                 if(contentavgalpha)\r
622                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
623 \r
624                 if(cvar("hud_postprocessing"))\r
625                 {\r
626                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
627                         {\r
628                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
629                                 content_blurpostprocess_x = 1;\r
630                                 if(getstati(STAT_VORE_EATEN))\r
631                                 {\r
632                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
633                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
634                                 }\r
635                                 else\r
636                                 {\r
637                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
638                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
639                                 }\r
640                         }\r
641                         else\r
642                         {\r
643                                 content_blurpostprocess_x = 0;\r
644                                 content_blurpostprocess_y = 0;\r
645                                 content_blurpostprocess_z = 0;\r
646                         }\r
647                 }\r
648         }\r
649 \r
650         if(cvar("hud_damage"))\r
651         {\r
652                 splash_size_x = max(vid_conwidth, vid_conheight);\r
653                 splash_size_y = max(vid_conwidth, vid_conheight);\r
654                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
655                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
656 \r
657                 float myhealth_flash_temp;\r
658                 myhealth = getstati(STAT_HEALTH);\r
659 \r
660                 // fade out\r
661                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
662                 // add new damage\r
663                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
664 \r
665                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
666                 pain_threshold = cvar("hud_damage_pain_threshold");\r
667                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
668                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
669 \r
670                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
671                 {\r
672                         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
673                 }\r
674 \r
675                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
676 \r
677                 if(myhealth_prev < 1)\r
678                 {\r
679                         if(myhealth >= 1)\r
680                         {\r
681                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
682                                 myhealth_flash_temp = 0;\r
683                         }\r
684                         else\r
685                         {\r
686                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
687                         }\r
688                 }\r
689 \r
690                 if(spectatee_status == -1 || intermission)\r
691                 {\r
692                         myhealth_flash = 0; // observing, or match ended\r
693                         myhealth_flash_temp = 0;\r
694                 }\r
695 \r
696                 myhealth_prev = myhealth;\r
697 \r
698                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
699                 {\r
700                         if(cvar("cl_gentle_damage") == 2)\r
701                         {\r
702                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
703                                 {\r
704                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
705                                 }\r
706                         }\r
707                         else\r
708                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
709 \r
710                         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
711                 }\r
712                 else\r
713                         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
714 \r
715                 if(cvar("hud_postprocessing"))\r
716                 {\r
717                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
718                         {\r
719                                 damage_blurpostprocess_x = 1;\r
720                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
721                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
722                         }\r
723                         else\r
724                         {\r
725                                 damage_blurpostprocess_x = 0;\r
726                                 damage_blurpostprocess_y = 0;\r
727                                 damage_blurpostprocess_z = 0;\r
728                         }\r
729                 }\r
730         }\r
731 \r
732         if(cvar("hud_stomach"))\r
733         {\r
734                 if(getstati(STAT_VORE_EATEN))\r
735                 {\r
736                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
737                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
738                         else\r
739                                 stomachsplash_alpha = cvar("hud_stomach");\r
740                 }\r
741                 else if(getstati(STAT_HEALTH) > 0)\r
742                 {\r
743                         if(stomachsplash_alpha > 0)\r
744                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
745                         else\r
746                                 stomachsplash_alpha = 0;\r
747                 }\r
748 \r
749                 if(respawned)\r
750                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
751                 if(spectatee_status == -1)\r
752                         stomachsplash_alpha = 0;\r
753 \r
754                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
755                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
756         }\r
757 \r
758         if(cvar("hud_postprocessing"))\r
759         {\r
760                 // all of this should be done in the engine eventually\r
761 \r
762                 // disable damage blur when dead, but keep content blur\r
763                 if(getstati(STAT_HEALTH) <= 0)\r
764                         damage_blurpostprocess = '0 0 0';\r
765 \r
766                 // enable or disable rendering types if they are used or not\r
767                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
768                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
769                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
770                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
771 \r
772                 // lets apply the postprocess effects from the previous two functions if needed\r
773                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
774                 {\r
775                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
776                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
777                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
778                         {\r
779                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
780                                 old_blurradius = blurradius;\r
781                                 old_bluralpha = bluralpha;\r
782                         }\r
783                 }\r
784                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
785                 {\r
786                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
787                         old_blurradius = 0;\r
788                         old_bluralpha = 0;\r
789                 }\r
790 \r
791                 float sharpen_intensity;\r
792                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
793                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
794                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
795                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
796 \r
797                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
798                 {\r
799                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
800 \r
801                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
802                         {\r
803                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
804                                 old_sharpen_intensity = sharpen_intensity;\r
805                         }\r
806                 }\r
807                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
808                 {\r
809                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
810                         old_sharpen_intensity = 0;\r
811                 }\r
812         }\r
813 \r
814         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
815         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
816         {\r
817                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
818                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
819                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
820         }\r
821         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
822         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
823         {\r
824                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
825                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
826                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
827         }\r
828 \r
829         if(cvar("hud_postprocessing"))\r
830         {\r
831                 // change saturation based on the amount of armor we have\r
832                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
833 \r
834                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
835                 {\r
836                         float saturation;\r
837                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
838                         saturation = bound(0, saturation, 1);\r
839 \r
840                         if(cvar("r_glsl_saturation") != saturation)\r
841                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
842                 }\r
843                 else if(cvar("r_glsl_saturation") != 1)\r
844                         cvar_set("r_glsl_saturation", "1");\r
845         }\r
846 \r
847         // volume cutting\r
848         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
849         {\r
850                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
851 \r
852                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
853                 {\r
854                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
855                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
856                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
857 \r
858                         volume_modify_default_1 = cvar("menu_volume");\r
859                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
860 \r
861                         volume_modify_changed_1 = cvar("menu_volume");\r
862                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
863                 }\r
864                 else\r
865                 {\r
866                         if(spectatee_status == -1 || intermission)\r
867                         {\r
868                                 volume_modify_1_target = volume_modify_default_1;\r
869                                 volume_modify_2_target = volume_modify_default_2;\r
870                         }\r
871                         else if(getstati(STAT_VORE_EATEN))\r
872                         {\r
873                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
874                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
875                         }\r
876                         else\r
877                         {\r
878                                 volume_modify_1_target = volume_modify_default_1;\r
879                                 volume_modify_2_target = volume_modify_default_2;\r
880                         }\r
881                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
882 \r
883                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
884                         {\r
885                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
886                                         volume_modify_1 -= volume_modify_fade;\r
887                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
888                                         volume_modify_1 += volume_modify_fade;\r
889                                 else\r
890                                         volume_modify_1 = volume_modify_1_target;\r
891 \r
892                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
893                                         volume_modify_2 -= volume_modify_fade;\r
894                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
895                                         volume_modify_2 += volume_modify_fade;\r
896                                 else\r
897                                         volume_modify_2 = volume_modify_2_target;\r
898 \r
899                                 cvar_set("volume", ftos(volume_modify_1));\r
900                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
901                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
902                         }\r
903                 }\r
904         }\r
905 \r
906         // Draw the mouse cursor\r
907         // NOTE: drawpic must happen after R_RenderScene for some reason\r
908         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
909         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
910         //self = edict_num(player_localnum);\r
911         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
912         //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
913         // as long as the ctf part isn't in, this is useless\r
914         if(menu_visible)\r
915                 menu_show();\r
916 \r
917         /*if(gametype == GAME_CTF)\r
918           {\r
919           ctf_view();\r
920           } else */\r
921 \r
922         // draw 2D entities\r
923         e = self;\r
924         for(self = world; (self = nextent(self)); )\r
925                 if(self.draw2d)\r
926                         self.draw2d();\r
927         self = e;\r
928         Draw_ShowNames_All();\r
929 \r
930         // draw radar\r
931         if(\r
932                         ons_showmap\r
933                         ||\r
934                         (\r
935                          !scoreboard_active\r
936                          &&\r
937                          cvar_string("cl_teamradar") != "0"\r
938                          &&\r
939                          (\r
940                           cvar("cl_teamradar") == 2\r
941                           ||\r
942                           teamplay\r
943                          )\r
944                         )\r
945           )\r
946                 teamradar_view();\r
947 \r
948         // Draw artwork and play intermission music\r
949         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
950         {\r
951                 if(cvar("cl_artwork"))\r
952                 {\r
953                         if(artwork_image == "")\r
954                         {\r
955                                 if(getstati(STAT_WINNING)) // we are the winner\r
956                                 {\r
957                                         if(cvar("cl_artwork_win"))\r
958                                         {\r
959                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
960                                                 artwork_image = strzone(artwork_image);\r
961                                         }\r
962                                 }\r
963                                 else // we have lost\r
964                                 {\r
965                                         if(cvar("cl_artwork_lose"))\r
966                                         {\r
967                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
968                                                 artwork_image = strzone(artwork_image);\r
969                                         }\r
970                                 }\r
971                         }\r
972 \r
973                         if(cvar("cl_artwork_stretch"))\r
974                         {\r
975                                 artwork_size_x = vid_conwidth;\r
976                                 artwork_size_y = vid_conheight;\r
977                                 artwork_pos_x = 0;\r
978                                 artwork_pos_y = 0;\r
979                         }\r
980                         else\r
981                         {\r
982                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
983                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
984                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
985                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
986                         }\r
987 \r
988                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
989                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
990                         else\r
991                                 artwork_fade = cvar("cl_artwork_alpha");\r
992 \r
993                         if(artwork_image != "")\r
994                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
995                 }\r
996 \r
997                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
998                 {\r
999                         if(getstati(STAT_WINNING))\r
1000                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1001                         else\r
1002                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1003                         if(intermission_song != "")\r
1004                         {\r
1005                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1006                                 intermission_song = strzone(intermission_song);\r
1007                         }\r
1008                 }\r
1009         }\r
1010         else\r
1011         {\r
1012                 artwork_fade = 0;\r
1013                 if(artwork_image != "")\r
1014                 {\r
1015                         strunzone(artwork_image);\r
1016                         artwork_image = "";\r
1017                 }\r
1018 \r
1019                 if(intermission_song != "")\r
1020                 {\r
1021                         strunzone(intermission_song);\r
1022                         intermission_song = "";\r
1023                 }\r
1024         }\r
1025 \r
1026         // draw sbar\r
1027         if(cvar("r_letterbox") == 0) {\r
1028                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1029                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1030                                 Sbar_DrawPressedKeys();\r
1031                 }\r
1032 \r
1033                 if (cvar("cl_showspeed"))\r
1034                         Sbar_ShowSpeed();\r
1035                 if (cvar("cl_showacceleration"))\r
1036                         Sbar_ShowAcceleration();\r
1037 \r
1038                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1039         }\r
1040 \r
1041         float weapon_clipload, weapon_clipsize, ring_scale;\r
1042 \r
1043         float swallow_indicator;\r
1044         if(cvar("crosshair_swallowindicator"))\r
1045                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1046 \r
1047         float hud;\r
1048         hud = getstati(STAT_HUD);\r
1049 \r
1050         if(cvar("r_letterbox") == 0)\r
1051                 if(cvar("viewsize") < 120)\r
1052                         CSQC_common_hud();\r
1053 \r
1054         if(cvar("cl_flash_pickup"))\r
1055         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1056         {\r
1057                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1058                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1059         }\r
1060         if(cvar("cl_flash_vore"))\r
1061         {\r
1062                 float vore_flash_state;\r
1063                 if(getstati(STAT_VORE_EATEN))\r
1064                         vore_flash_state = -1;\r
1065                 else\r
1066                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1067 \r
1068                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1069                 {\r
1070                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1071                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1072                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1073                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1074                 }\r
1075 \r
1076                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1077                 vore_flash_laststate = vore_flash_state;\r
1078         }\r
1079         if(cvar("cl_flash_respawn"))\r
1080         if(respawned)\r
1081                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1082 \r
1083         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1084         {\r
1085                 // crosshair goes VERY LAST\r
1086                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1087                         // TrueAim check\r
1088                         float shottype;\r
1089                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1090                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1091                         wcross_origin_z = 0;\r
1092                         if(cvar("crosshair_hittest"))\r
1093                         if(!swallow_indicator)\r
1094                         {\r
1095                                 vector wcross_oldorigin;\r
1096                                 wcross_oldorigin = wcross_origin;\r
1097                                 shottype = TrueAimCheck();\r
1098                                 if(shottype == SHOTTYPE_HITWORLD)\r
1099                                 {\r
1100                                         v = wcross_origin - wcross_oldorigin;\r
1101                                         v_x /= vid_conwidth;\r
1102                                         v_y /= vid_conheight;\r
1103                                         if(vlen(v) > 0.01)\r
1104                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1105                                 }\r
1106                                 if(!cvar("crosshair_hittest_showimpact"))\r
1107                                         wcross_origin = wcross_oldorigin;\r
1108                         }\r
1109                         else\r
1110                                 shottype = SHOTTYPE_HITWORLD;\r
1111 \r
1112                         string wcross_style;\r
1113 \r
1114                         if(swallow_indicator  > 1)\r
1115                                 wcross_style = "_canswallow_team.tga";\r
1116                         else if(swallow_indicator > 0)\r
1117                                 wcross_style = "_canswallow.tga";\r
1118                         else if(swallow_indicator < 0)\r
1119                                 wcross_style = "_canswallow_no.tga";\r
1120                         else\r
1121                                 wcross_style = cvar_string("crosshair");\r
1122 \r
1123                         if (wcross_style != "0") {\r
1124                                 vector wcross_color, wcross_size;\r
1125                                 string wcross_name;\r
1126                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1127 \r
1128                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1129                                 {\r
1130                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1131                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1132                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1133                                 }\r
1134                                 else if(cvar("crosshair_color_by_health"))\r
1135                                 {\r
1136                                         local float x = getstati(STAT_HEALTH);\r
1137                                         \r
1138                                         //x = red\r
1139                                         //y = green\r
1140                                         //z = blue\r
1141                                         \r
1142                                         wcross_color_z = 0;\r
1143                                         \r
1144                                         if(x > 200)\r
1145                                         {\r
1146                                                 wcross_color_x = 0;\r
1147                                                 wcross_color_y = 1;\r
1148                                         }\r
1149                                         else if(x > 150)\r
1150                                         {\r
1151                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1152                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1153                                         }\r
1154                                         else if(x > 100)\r
1155                                         {\r
1156                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1157                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1158                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1159                                         }\r
1160                                         else if(x > 50)\r
1161                                         {\r
1162                                                 wcross_color_x = 1;\r
1163                                                 wcross_color_y = 1;\r
1164                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1165                                         }\r
1166                                         else if(x > 20)\r
1167                                         {\r
1168                                                 wcross_color_x = 1;\r
1169                                                 wcross_color_y = (x-20)*90/27/100;\r
1170                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1171                                         }\r
1172                                         else\r
1173                                         {\r
1174                                                 wcross_color_x = 1;\r
1175                                                 wcross_color_y = 0;\r
1176                                         }\r
1177                                 }\r
1178                                 else\r
1179                                 {\r
1180                                         wcross_color_x = cvar("crosshair_color_red");\r
1181                                         wcross_color_y = cvar("crosshair_color_green");\r
1182                                         wcross_color_z = cvar("crosshair_color_blue");\r
1183                                 }\r
1184                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1185                                 wcross_resolution = cvar("crosshair_size");\r
1186 \r
1187                                 if(!activeweapon)\r
1188                                 if(!swallow_indicator)\r
1189                                 {\r
1190                                         if(cvar("crosshair_unarmed_dim_color"))\r
1191                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1192                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1193                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1194                                 }\r
1195 \r
1196                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1197 \r
1198                                 if(cvar("crosshair_effect_scalefade"))\r
1199                                 {\r
1200                                         wcross_scale = wcross_resolution;\r
1201                                         wcross_resolution = 1;\r
1202                                 }\r
1203                                 else\r
1204                                 {\r
1205                                         wcross_scale = 1;\r
1206                                 }\r
1207                                 if(swallow_indicator)\r
1208                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1209 \r
1210                                 if(cvar("crosshair_pickup"))\r
1211                                 {\r
1212                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1213                                         {\r
1214                                                 pickup_crosshair_size = 1;\r
1215                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1216                                         }\r
1217 \r
1218                                         if(pickup_crosshair_size > 0)\r
1219                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1220                                         else\r
1221                                                 pickup_crosshair_size = 0;\r
1222 \r
1223                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1224                                 }\r
1225 \r
1226                                 if(shottype == SHOTTYPE_HITENEMY)\r
1227                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1228                                 if(shottype == SHOTTYPE_HITTEAM)\r
1229                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1230 \r
1231                                 f = cvar("crosshair_effect_speed");\r
1232                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1233                                 {\r
1234                                         wcross_changedonetime = time + f;\r
1235                                 }\r
1236                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1237                                 {\r
1238                                         wcross_name_changestarttime = time;\r
1239                                         wcross_name_changedonetime = time + f;\r
1240                                         if(wcross_name_goal_prev_prev)\r
1241                                                 strunzone(wcross_name_goal_prev_prev);\r
1242                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1243                                         wcross_name_goal_prev = strzone(wcross_name);\r
1244                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1245                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1246                                         wcross_resolution_goal_prev = wcross_resolution;\r
1247                                 }\r
1248 \r
1249                                 wcross_scale_goal_prev = wcross_scale;\r
1250                                 wcross_alpha_goal_prev = wcross_alpha;\r
1251                                 wcross_color_goal_prev = wcross_color;\r
1252 \r
1253                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1254                                 {\r
1255                                         wcross_blur = 1;\r
1256                                         wcross_alpha *= 0.75;\r
1257                                 }\r
1258                                 else\r
1259                                         wcross_blur = 0;\r
1260                                 // *_prev is at time-frametime\r
1261                                 // * is at wcross_changedonetime+f\r
1262                                 // what do we have at time?\r
1263                                 if(time < wcross_changedonetime)\r
1264                                 {\r
1265                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1266                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1267                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1268                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1269                                 }\r
1270 \r
1271                                 wcross_scale_prev = wcross_scale;\r
1272                                 wcross_alpha_prev = wcross_alpha;\r
1273                                 wcross_color_prev = wcross_color;\r
1274 \r
1275                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1276                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1277 \r
1278 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1279                                 do \\r
1280                                 { \\r
1281                                         if(wcross_blur > 0) \\r
1282                                         { \\r
1283                                                 for(i = -2; i <= 2; ++i) \\r
1284                                                         for(j = -2; j <= 2; ++j) \\r
1285                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1286                                         } \\r
1287                                         else \\r
1288                                         { \\r
1289                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1290                                         } \\r
1291                                 } \\r
1292                                 while(0)\r
1293 \r
1294 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1295                                 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
1296 \r
1297 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1298                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1299 \r
1300                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1301                                 {\r
1302                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1303                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1304                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1305                                         f = 1 - f;\r
1306                                 }\r
1307                                 else\r
1308                                 {\r
1309                                         f = 1;\r
1310                                 }\r
1311 \r
1312                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1313                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1314                                 wcross_name_alpha_goal_prev = f;\r
1315 \r
1316                                 // ring around crosshair representing ammo left in weapon clip\r
1317                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1318                                 a = cvar("crosshair_ring_alpha");\r
1319                                 if (weapon_clipload && a)\r
1320                                 if (!swallow_indicator)\r
1321                                 {\r
1322                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1323                                         ring_scale = cvar("crosshair_ring_size");\r
1324                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1325                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1326                                 }\r
1327                         }\r
1328                 }\r
1329                 else\r
1330                 {\r
1331                         wcross_scale_prev = 0;\r
1332                         wcross_alpha_prev = 0;\r
1333                         wcross_scale_goal_prev = 0;\r
1334                         wcross_alpha_goal_prev = 0;\r
1335                         wcross_changedonetime = 0;\r
1336                         if(wcross_name_goal_prev)\r
1337                                 strunzone(wcross_name_goal_prev);\r
1338                         wcross_name_goal_prev = string_null;\r
1339                         if(wcross_name_goal_prev_prev)\r
1340                                 strunzone(wcross_name_goal_prev_prev);\r
1341                         wcross_name_goal_prev_prev = string_null;\r
1342                         wcross_name_changestarttime = 0;\r
1343                         wcross_name_changedonetime = 0;\r
1344                         wcross_name_alpha_goal_prev = 0;\r
1345                         wcross_name_alpha_goal_prev_prev = 0;\r
1346                         wcross_resolution_goal_prev = 0;\r
1347                         wcross_resolution_goal_prev_prev = 0;\r
1348                 }\r
1349         }\r
1350 \r
1351         if(NextFrameCommand)\r
1352         {\r
1353                 localcmd("\n", NextFrameCommand, "\n");\r
1354                 NextFrameCommand = string_null;\r
1355         }\r
1356 \r
1357         // we must do this check AFTER a frame was rendered, or it won't work\r
1358         if(cs_project_is_b0rked == 0)\r
1359         {\r
1360                 string w0, h0;\r
1361                 w0 = cvar_string("vid_conwidth");\r
1362                 h0 = cvar_string("vid_conheight");\r
1363                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1364                 //R_SetView(VF_FOV, '90 90 0');\r
1365                 R_SetView(VF_ORIGIN, '0 0 0');\r
1366                 R_SetView(VF_ANGLES, '0 0 0');\r
1367                 R_SetView(VF_PERSPECTIVE, 1);\r
1368                 makevectors('0 0 0');\r
1369                 vector v1, v2;\r
1370                 cvar_set("vid_conwidth", "800");\r
1371                 cvar_set("vid_conheight", "600");\r
1372                 v1 = cs_project(v_forward);\r
1373                 cvar_set("vid_conwidth", "640");\r
1374                 cvar_set("vid_conheight", "480");\r
1375                 v2 = cs_project(v_forward);\r
1376                 if(v1 == v2)\r
1377                         cs_project_is_b0rked = 1;\r
1378                 else\r
1379                         cs_project_is_b0rked = -1;\r
1380                 cvar_set("vid_conwidth", w0);\r
1381                 cvar_set("vid_conheight", h0);\r
1382         }\r
1383 \r
1384         // be safe against triggerbots until everyone has the fixed engine\r
1385         // this call is meant to overwrite the trace globals by something\r
1386         // unsuspicious\r
1387         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1388 \r
1389         // this cvar must be constantly updated on the server\r
1390         if(chase_active_old != cvar("chase_active"))\r
1391         {\r
1392                 localcmd("sendcvar chase_active\n");\r
1393                 chase_active_old = cvar("chase_active");\r
1394         }\r
1395 \r
1396         // update some stats to be detected next frame\r
1397         last_health = getstati(STAT_HEALTH);\r
1398         last_spectatee = spectatee_status;\r
1399 }\r
1400 \r
1401 void Sbar_Draw();\r
1402 \r
1403 void CSQC_common_hud(void)\r
1404 {\r
1405         // Sbar_SortFrags(); done in Sbar_Draw\r
1406         float hud;\r
1407         hud = getstati(STAT_HUD);\r
1408 \r
1409         //hud = 10;\r
1410         switch(hud)\r
1411         {\r
1412                 case HUD_NORMAL:\r
1413                         Sbar_Draw();\r
1414                         break;\r
1415         }\r
1416 }\r
1417 \r
1418 \r
1419 // following vectors must be global to allow seamless switching between camera modes\r
1420 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1421 void CSQC_Demo_Camera()\r
1422 {\r
1423         float speed, attenuation, dimensions;\r
1424         vector tmp, delta;\r
1425 \r
1426         if( cvar("camera_reset") || !camera_mode )\r
1427         {\r
1428                 camera_offset = '0 0 0';\r
1429                 current_angles = '0 0 0';\r
1430                 camera_direction = '0 0 0';\r
1431                 camera_offset_z += 30;\r
1432                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1433                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1434                 current_origin = view_origin;\r
1435                 current_camera_offset  = camera_offset;\r
1436                 cvar_set("camera_reset", "0");\r
1437                 camera_mode = CAMERA_CHASE;\r
1438         }\r
1439 \r
1440         // Camera angles\r
1441         if( camera_roll )\r
1442                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1443 \r
1444         if(cvar("camera_look_player"))\r
1445         {\r
1446                 local vector dir;\r
1447                 local float n;\r
1448 \r
1449                 dir = normalize(view_origin - current_position);\r
1450                 n = mouse_angles_z;\r
1451                 mouse_angles = vectoangles(dir);\r
1452                 mouse_angles_x = mouse_angles_x * -1;\r
1453                 mouse_angles_z = n;\r
1454         }\r
1455         else\r
1456         {\r
1457                 tmp = getmousepos() * 0.1;\r
1458                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1459                 {\r
1460                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1461                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1462                 }\r
1463         }\r
1464 \r
1465         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1466         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1467         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1468         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1469 \r
1470         // Fix difference when angles don't have the same sign\r
1471         delta = '0 0 0';\r
1472         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1473                 delta = '0 360 0';\r
1474         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1475                 delta = '0 -360 0';\r
1476 \r
1477         if(cvar("camera_look_player"))\r
1478                 attenuation = cvar("camera_look_attenuation");\r
1479         else\r
1480                 attenuation = cvar("camera_speed_attenuation");\r
1481 \r
1482         attenuation = 1 / max(1, attenuation);\r
1483         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1484 \r
1485         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1486         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1487         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1488         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1489 \r
1490         // Camera position\r
1491         tmp = '0 0 0';\r
1492         dimensions = 0;\r
1493 \r
1494         if( camera_direction_x )\r
1495         {\r
1496                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1497                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1498                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1499                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1500                 ++dimensions;\r
1501         }\r
1502 \r
1503         if( camera_direction_y )\r
1504         {\r
1505                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1506                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1507                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1508                 ++dimensions;\r
1509         }\r
1510 \r
1511         if( camera_direction_z )\r
1512         {\r
1513                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1514                 ++dimensions;\r
1515         }\r
1516 \r
1517         if(cvar("camera_free"))\r
1518                 speed = cvar("camera_speed_free");\r
1519         else\r
1520                 speed = cvar("camera_speed_chase");\r
1521 \r
1522         if(dimensions)\r
1523         {\r
1524                 speed = speed * sqrt(1 / dimensions);\r
1525                 camera_offset += tmp * speed;\r
1526         }\r
1527 \r
1528         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1529 \r
1530         // Camera modes\r
1531         if( cvar("camera_free") )\r
1532         {\r
1533                 if ( camera_mode == CAMERA_CHASE )\r
1534                 {\r
1535                         current_camera_offset = current_origin + current_camera_offset;\r
1536                         camera_offset = current_origin + camera_offset;\r
1537                 }\r
1538 \r
1539                 camera_mode = CAMERA_FREE;\r
1540                 current_position = current_camera_offset;\r
1541         }\r
1542         else\r
1543         {\r
1544                 if ( camera_mode == CAMERA_FREE )\r
1545                 {\r
1546                         current_origin = view_origin;\r
1547                         camera_offset = camera_offset - current_origin;\r
1548                         current_camera_offset = current_camera_offset - current_origin;\r
1549                 }\r
1550 \r
1551                 camera_mode = CAMERA_CHASE;\r
1552 \r
1553                 if(cvar("camera_chase_smoothly"))\r
1554                         current_origin += (view_origin - current_origin) * attenuation;\r
1555                 else\r
1556                         current_origin = view_origin;\r
1557 \r
1558                 current_position = current_origin + current_camera_offset;\r
1559         }\r
1560 \r
1561         R_SetView(VF_ANGLES, current_angles);\r
1562         R_SetView(VF_ORIGIN, current_position);\r
1563 }\r