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Fix camera angles not getting stuck with the latest engine. With this occasion, also...
[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         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
207 \r
208         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
209         trueaimpoint = trace_endpos;\r
210 \r
211         if(vecs_x > 0)\r
212                 vecs_y = -vecs_y;\r
213         else\r
214                 vecs = '0 0 0';\r
215 \r
216         dv = view_right * vecs_y + view_up * vecs_z;\r
217         w_shotorg = view_origin + dv;\r
218 \r
219         // now move the vecs forward as much as requested if possible\r
220         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
221         w_shotorg = trace_endpos - view_forward * nudge;\r
222 \r
223         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
224         shottype = EnemyHitCheck();\r
225         if(shottype != SHOTTYPE_HITWORLD)\r
226                 return shottype;\r
227 \r
228 #if 0\r
229         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
230         // or rather, I know why, but see no fix\r
231         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
232                 // 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
233                 return SHOTTYPE_HITOBSTRUCTION;\r
234 #endif\r
235 \r
236         return SHOTTYPE_HITWORLD;\r
237 }\r
238 \r
239 void CSQC_common_hud(void);\r
240 \r
241 void CSQC_kh_hud(void);\r
242 void CSQC_ctf_hud(void);\r
243 void PostInit(void);\r
244 void CSQC_Demo_Camera();\r
245 float Sbar_WouldDrawScoreboard ();\r
246 float last_health, last_spectatee;\r
247 float camera_mode;\r
248 float reticle_type;\r
249 float chase_active_old;\r
250 float artwork_fade;\r
251 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
252 float spawnfov_current;\r
253 float myhealth, myhealth_prev, myhealth_flash;\r
254 float contentavgalpha, liquidalpha_prev;\r
255 float old_blurradius, old_bluralpha, old_cartoon_intensity;\r
256 float stomachsplash_alpha;\r
257 float eventchase_current_distance;\r
258 float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
259 vector freeze_org, freeze_ang;\r
260 vector myhealth_gentlergb;\r
261 vector liquidcolor_prev;\r
262 vector damage_blurpostprocess, content_blurpostprocess;\r
263 string artwork_image;\r
264 string intermission_song;\r
265 string NextFrameCommand;\r
266 void CSQC_UpdateView(float w, float h)\r
267 {\r
268         entity e;\r
269         float fov;\r
270         float f, i, j;\r
271         vector v, vo;\r
272         float a;\r
273         float respawned;\r
274 \r
275         vector reticle_pos, reticle_size;\r
276         vector splash_pos, splash_size;\r
277         vector artwork_pos, artwork_size;\r
278 \r
279         WaypointSprite_Load();\r
280 \r
281         if(spectatee_status)\r
282                 myteam = GetPlayerColor(spectatee_status - 1);\r
283         else\r
284                 myteam = GetPlayerColor(player_localentnum - 1);\r
285 \r
286         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
287         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
288 \r
289         warpzone_fixview_origin = pmove_org + vo;\r
290         warpzone_fixview_angles = input_angles;\r
291         WarpZone_FixView();\r
292         pmove_org = warpzone_fixview_origin - vo;\r
293         input_angles = warpzone_fixview_angles;\r
294 \r
295         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
296         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
297                 respawned = TRUE; // stays true for one frame\r
298 \r
299         // helper system\r
300         if(cvar("cl_helper"))\r
301         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
302         {\r
303                 if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
304                 {\r
305                         // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
306                         // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
307                         helper_health = TRUE;\r
308                         helper_armor = TRUE;\r
309                         helper_ammo = TRUE;\r
310                 }\r
311                 else if(helper_pause <= time)\r
312                 {\r
313                         // health helper\r
314                         if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health"))\r
315                         {\r
316                                 if(cvar("cl_helper_item_health") && !helper_health)\r
317                                 {\r
318                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE);\r
319                                         helper_health = TRUE;\r
320                                         helper_pause = time + cvar("cl_helper_pause");\r
321                                         helper_ammo = time + cvar("cl_helper_pause");\r
322                                 }\r
323                         }\r
324                         else if(helper_health)\r
325                                 helper_health = FALSE;\r
326 \r
327                         // armor helper\r
328                         if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor"))\r
329                         {\r
330                                 if(cvar("cl_helper_item_armor") && !helper_armor)\r
331                                 {\r
332                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE);\r
333                                         helper_armor = TRUE;\r
334                                         helper_pause = time + cvar("cl_helper_pause");\r
335                                 }\r
336                         }\r
337                         else if(helper_armor)\r
338                                 helper_armor = FALSE;\r
339 \r
340                         // ammo helper\r
341                         if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel"))\r
342                         {\r
343                                 if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo)\r
344                                 {\r
345                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE);\r
346                                         helper_ammo = TRUE;\r
347                                         helper_pause = time + cvar("cl_helper_pause");\r
348                                 }\r
349                         }\r
350                         else if(helper_ammo)\r
351                                 helper_ammo = FALSE;\r
352 \r
353                         // speed helper\r
354                         if(vlen(pmove_vel) >= cvar("cl_helper_item_speed"))\r
355                         {\r
356                                 if(cvar("cl_helper_item_speed") && !helper_speed)\r
357                                 {\r
358                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE);\r
359                                         helper_speed = TRUE;\r
360                                         helper_pause = time + cvar("cl_helper_pause");\r
361                                 }\r
362                         }\r
363                         else if(helper_speed)\r
364                                 helper_speed = FALSE;\r
365 \r
366                         // stomach load helper\r
367                         if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload"))\r
368                         {\r
369                                 if(cvar("cl_helper_item_stomachload") && !helper_stomachload)\r
370                                 {\r
371                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE);\r
372                                         helper_stomachload = TRUE;\r
373                                         helper_pause = time + cvar("cl_helper_pause");\r
374                                 }\r
375                         }\r
376                         else if(helper_stomachload)\r
377                                 helper_stomachload = FALSE;\r
378                 }\r
379         }\r
380 \r
381         // event chase camera\r
382         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
383         {\r
384                 if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)\r
385                 {\r
386                         // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)\r
387                         vector current_view_origin = getpropertyvec(VF_ORIGIN);\r
388                         \r
389                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
390                         // Ideally, there should be another way to enable third person cameras, such as through setproperty()\r
391                         if(!cvar("chase_active"))\r
392                                 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
393 \r
394                         // make the camera smooth back\r
395                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
396                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
397                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
398                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
399 \r
400                         vector eventchase_target_origin;\r
401                         makevectors(view_angles);\r
402                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
403                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;\r
404                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
405                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
406                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
407                         eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
408                         WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);\r
409 \r
410                         setproperty(VF_ORIGIN, trace_endpos);\r
411                         setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));\r
412                 }\r
413                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
414                 {\r
415                         cvar_set("chase_active", "0");\r
416                         eventchase_current_distance = 0; // start from 0 next time\r
417                 }\r
418         }\r
419 \r
420         float apply_fov;\r
421         if(cvar("cl_healthsize_fov") && frametime)\r
422         {\r
423                 apply_fov = cvar("menu_fov");\r
424                 if(g_healthsize_center && spectatee_status >= 0)\r
425                         apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov");\r
426                 if(cvar("gov") != apply_fov)\r
427                         cvar_set("fov", ftos(apply_fov));\r
428         }\r
429 \r
430         float apply_idlescale;\r
431         if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime)\r
432         {\r
433                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey");\r
434                 if(cvar("v_idlescale") != apply_idlescale)\r
435                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
436         }\r
437         if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime)\r
438         {\r
439                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator");\r
440                 if(cvar("v_idlescale") != apply_idlescale)\r
441                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
442         }\r
443         if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime)\r
444         {\r
445                 apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach");\r
446                 if(cvar("v_idlescale") != apply_idlescale)\r
447                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
448         }\r
449 \r
450         // do lockview after event chase camera so that it still applies whenever necessary.\r
451         if(intermission > 1)\r
452         {\r
453                 setproperty(VF_ORIGIN, freeze_org);\r
454                 setproperty(VF_ANGLES, freeze_ang);\r
455         }\r
456         else\r
457         {\r
458                 freeze_org = getpropertyvec(VF_ORIGIN);\r
459                 freeze_ang = getpropertyvec(VF_ANGLES);\r
460         }\r
461 \r
462         // Render the Scene\r
463         view_origin = getpropertyvec(VF_ORIGIN);\r
464         view_angles = getpropertyvec(VF_ANGLES);\r
465         makevectors(view_angles);\r
466         view_forward = v_forward;\r
467         view_right = v_right;\r
468         view_up = v_up;\r
469 \r
470         vid_width = w;\r
471         vid_height = h;\r
472 \r
473 #ifdef BLURTEST\r
474         if(time > blurtest_time0 && time < blurtest_time1)\r
475         {\r
476                 float r, t;\r
477 \r
478                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
479                 r = t * blurtest_radius;\r
480                 f = 1 / pow(t, blurtest_power) - 1;\r
481 \r
482                 cvar_set("r_glsl_postprocess", "1");\r
483                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
484         }\r
485         else\r
486         {\r
487                 cvar_set("r_glsl_postprocess", "0");\r
488                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
489         }\r
490 #endif\r
491 \r
492         TargetMusic_Advance();\r
493         Fog_Force();\r
494 \r
495         drawframetime = max(0.000001, time - drawtime);\r
496         drawtime = time;\r
497 \r
498         // watch for gametype changes here...\r
499         // in ParseStuffCMD the cmd isn't executed yet :/\r
500         // might even be better to add the gametype to TE_CSQC_INIT...?\r
501         if(!postinit)\r
502                 PostInit();\r
503 \r
504         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
505                 if(calledhooks & HOOK_START)\r
506                 {\r
507                         localcmd("\ncl_hook_gameend;");\r
508                         if(g_campaign)\r
509                                 localcmd("\ncl_hook_campaign_gameend;");\r
510                         calledhooks |= HOOK_END;\r
511                 }\r
512 \r
513         CheckForGamestartChange();\r
514         serverAnnouncer();\r
515         maptimeAnnouncer();\r
516         carrierAnnouncer();\r
517 \r
518         fov = cvar("fov");\r
519         if(button_zoom || fov <= 59.5)\r
520         {\r
521                 if(!zoomscript_caught)\r
522                 {\r
523                         localcmd("+button4\n");\r
524                         zoomscript_caught = 1;\r
525                         ignore_plus_zoom += 1;\r
526                 }\r
527         }\r
528         else\r
529         {\r
530                 if(zoomscript_caught)\r
531                 {\r
532                         localcmd("-button4\n");\r
533                         zoomscript_caught = 0;\r
534                         ignore_minus_zoom += 1;\r
535                 }\r
536         }\r
537 \r
538         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
539         sbar_hudselector = cvar("sbar_hudselector");\r
540         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
541         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
542         activeweapon = getstati(STAT_SWITCHWEAPON);\r
543         f = cvar("teamplay");\r
544         if(f != teamplay)\r
545         {\r
546                 teamplay = f;\r
547                 Sbar_InitScores();\r
548         }\r
549 \r
550         if(last_weapon != activeweapon) {\r
551                 weapontime = time;\r
552                 last_weapon = activeweapon;\r
553         }\r
554 \r
555         // ALWAYS Clear Current Scene First\r
556         R_ClearScene();\r
557 \r
558         if(checkextension("DP_CSQC_ROTATEMOVES"))\r
559         {\r
560                 setproperty(VF_ORIGIN, view_origin);\r
561                 setproperty(VF_ANGLES, view_angles);\r
562         }\r
563 \r
564         // Assign Standard Viewflags\r
565         // Draw the World (and sky)\r
566         R_SetView(VF_DRAWWORLD, 1);\r
567 \r
568         // Set the console size vars\r
569         vid_conwidth = cvar("vid_conwidth");\r
570         vid_conheight = cvar("vid_conheight");\r
571         vid_pixelheight = cvar("vid_pixelheight");\r
572 \r
573         // spawn fov effect\r
574         if(cvar("cl_spawnfov"))\r
575         {\r
576                 if(respawned)\r
577                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
578 \r
579                 if(spawnfov_current > 1)\r
580                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
581                 else\r
582                         spawnfov_current = 1;\r
583                 fov *= spawnfov_current;\r
584         }\r
585 \r
586         if(respawned)\r
587         {\r
588                 if(g_power_reboot_spawn)\r
589                         power_boot = time + g_power_reboot;\r
590                 else\r
591                         power_boot = time;\r
592         }\r
593 \r
594         R_SetView(VF_FOV, GetCurrentFov(fov));\r
595 \r
596         // Camera for demo playback\r
597         if(camera_active)\r
598         {\r
599                 if(cvar("camera_enable"))\r
600                         CSQC_Demo_Camera();\r
601                 else\r
602                 {\r
603                         cvar_set("chase_active", ftos(chase_active_backup));\r
604                         cvar_set("cl_demo_mousegrab", "0");\r
605                         camera_active = FALSE;\r
606                 }\r
607         }\r
608 #ifdef CAMERATEST\r
609         else if(cvar("camera_enable"))\r
610 #else\r
611         else if(cvar("camera_enable") && isdemo())\r
612 #endif\r
613         {\r
614                 // Enable required Darkplaces cvars\r
615                 chase_active_backup = cvar("chase_active");\r
616                 cvar_set("chase_active", "2");\r
617                 cvar_set("cl_demo_mousegrab", "1");\r
618                 camera_active = TRUE;\r
619                 camera_mode = FALSE;\r
620         }\r
621 \r
622         // Draw the Crosshair\r
623         float scoreboard_active;\r
624         scoreboard_active = Sbar_WouldDrawScoreboard();\r
625         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
626 \r
627         // Draw the Engine Status Bar (the default Quake HUD)\r
628         R_SetView(VF_DRAWENGINESBAR, 0);\r
629 \r
630         // fetch this one only once per frame\r
631         sbar_showbinds = cvar("sbar_showbinds");\r
632         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
633 \r
634         // Update the mouse position\r
635         /*\r
636            mousepos_x = vid_conwidth;\r
637            mousepos_y = vid_conheight;\r
638            mousepos = mousepos*0.5 + getmousepos();\r
639          */\r
640 \r
641         e = self;\r
642         for(self = world; (self = nextent(self)); )\r
643                 if(self.draw)\r
644                         self.draw();\r
645         self = e;\r
646 \r
647         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
648         R_RenderScene();\r
649 \r
650         // now switch to 2D drawing mode by calling a 2D drawing function\r
651         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
652         // next R_RenderScene call\r
653         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
654 \r
655         // Draw the aiming reticle for weapons that use it\r
656         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
657         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
658         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
659         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
660                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
661         else if(activeweapon && (button_zoom || zoomscript_caught))\r
662                 reticle_type = 2; // weapon zoom\r
663         else if(button_zoom || zoomscript_caught)\r
664                 reticle_type = 1; // normal zoom\r
665 \r
666         if (reticle_type)\r
667         {\r
668                 if(cvar("cl_reticle_stretch"))\r
669                 {\r
670                         reticle_size_x = vid_conwidth;\r
671                         reticle_size_y = vid_conheight;\r
672                         reticle_pos_x = 0;\r
673                         reticle_pos_y = 0;\r
674                 }\r
675                 else\r
676                 {\r
677                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
678                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
679                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
680                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
681                 }\r
682 \r
683                 f = current_zoomfraction;\r
684                 if(zoomscript_caught)\r
685                         f = 1;\r
686                 if(cvar("cl_reticle_item_normal"))\r
687                 {\r
688                         if(reticle_type == 1 && f)\r
689                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
690                 }\r
691                 if(cvar("cl_reticle_item_weapon"))\r
692                 {\r
693                         if(reticle_type == 2 && f)\r
694                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
695                 }\r
696         }\r
697 \r
698         // screen effects\r
699         if(cvar("hud_contents"))\r
700         {\r
701                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
702                 vector liquidcolor;\r
703 \r
704                 if (getstati(STAT_VORE_EATEN))\r
705                 {\r
706                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
707                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
708                         incontent = 1;\r
709                 }\r
710                 else\r
711                 {\r
712                         switch(pointcontents(view_origin))\r
713                         {\r
714                                 case CONTENT_WATER:\r
715                                         liquidalpha = cvar("hud_contents_water_alpha");\r
716                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
717                                         incontent = 1;\r
718                                         break;\r
719                                         \r
720                                 case CONTENT_LAVA:\r
721                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
722                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
723                                         incontent = 1;\r
724                                         break;  \r
725                                                                 \r
726                                 case CONTENT_SLIME:\r
727                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
728                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
729                                         incontent = 1;\r
730                                         break;\r
731                                         \r
732                                 default:\r
733                                         liquidalpha = 0;\r
734                                         liquidcolor = '0 0 0';\r
735                                         incontent = 0;\r
736                                         break;\r
737                         }\r
738                 }\r
739                 \r
740                 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
741                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
742                         contentfadetime = cvar("hud_contents_fadeintime");\r
743                         liquidalpha_prev = liquidalpha;\r
744                         liquidcolor_prev = liquidcolor;\r
745                 }\r
746                 else\r
747                         contentfadetime = cvar("hud_contents_fadeouttime");\r
748                         \r
749                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
750                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
751 \r
752                 if(contentavgalpha)\r
753                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
754 \r
755                 if(cvar("hud_postprocessing"))\r
756                 {\r
757                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
758                         {\r
759                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
760                                 content_blurpostprocess_x = 1;\r
761                                 if(getstati(STAT_VORE_EATEN))\r
762                                 {\r
763                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
764                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
765                                 }\r
766                                 else\r
767                                 {\r
768                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
769                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
770                                 }\r
771                         }\r
772                         else\r
773                         {\r
774                                 content_blurpostprocess_x = 0;\r
775                                 content_blurpostprocess_y = 0;\r
776                                 content_blurpostprocess_z = 0;\r
777                         }\r
778                 }\r
779         }\r
780 \r
781         if(cvar("hud_damage"))\r
782         {\r
783                 splash_size_x = max(vid_conwidth, vid_conheight);\r
784                 splash_size_y = max(vid_conwidth, vid_conheight);\r
785                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
786                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
787 \r
788                 float myhealth_flash_temp;\r
789                 myhealth = getstati(STAT_HEALTH);\r
790 \r
791                 // fade out\r
792                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
793                 // add new damage\r
794                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
795 \r
796                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
797                 pain_threshold = cvar("hud_damage_pain_threshold");\r
798                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
799                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
800 \r
801                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
802                 {\r
803                         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
804                 }\r
805 \r
806                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
807 \r
808                 if(myhealth_prev < 1)\r
809                 {\r
810                         if(myhealth >= 1)\r
811                         {\r
812                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
813                                 myhealth_flash_temp = 0;\r
814                         }\r
815                         else\r
816                         {\r
817                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
818                         }\r
819                 }\r
820 \r
821                 if(spectatee_status == -1 || intermission)\r
822                 {\r
823                         myhealth_flash = 0; // observing, or match ended\r
824                         myhealth_flash_temp = 0;\r
825                 }\r
826 \r
827                 myhealth_prev = myhealth;\r
828 \r
829                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
830                 {\r
831                         if(cvar("cl_gentle_damage") == 2)\r
832                         {\r
833                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
834                                 {\r
835                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
836                                 }\r
837                         }\r
838                         else\r
839                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
840 \r
841                         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
842                 }\r
843                 else\r
844                         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
845 \r
846                 if(cvar("hud_postprocessing"))\r
847                 {\r
848                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
849                         {\r
850                                 damage_blurpostprocess_x = 1;\r
851                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
852                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
853                         }\r
854                         else\r
855                         {\r
856                                 damage_blurpostprocess_x = 0;\r
857                                 damage_blurpostprocess_y = 0;\r
858                                 damage_blurpostprocess_z = 0;\r
859                         }\r
860                 }\r
861         }\r
862 \r
863         if(cvar("hud_stomach"))\r
864         {\r
865                 if(getstati(STAT_VORE_EATEN))\r
866                 {\r
867                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
868                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
869                         else\r
870                                 stomachsplash_alpha = cvar("hud_stomach");\r
871                 }\r
872                 else if(getstati(STAT_HEALTH) > 0)\r
873                 {\r
874                         if(stomachsplash_alpha > 0)\r
875                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
876                         else\r
877                                 stomachsplash_alpha = 0;\r
878                 }\r
879 \r
880                 if(respawned)\r
881                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
882                 if(spectatee_status == -1)\r
883                         stomachsplash_alpha = 0;\r
884 \r
885                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
886                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
887         }\r
888 \r
889         if(cvar("hud_postprocessing"))\r
890         {\r
891                 // all of this should be done in the engine eventually\r
892 \r
893                 // disable damage blur when dead, but keep content blur\r
894                 if(getstati(STAT_HEALTH) <= 0)\r
895                         damage_blurpostprocess = '0 0 0';\r
896 \r
897                 // enable or disable rendering types if they are used or not\r
898                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
899                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
900                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_cartoon") != 0))\r
901                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_cartoon") != 0));\r
902 \r
903                 // lets apply the postprocess effects from the previous two functions if needed\r
904                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
905                 {\r
906                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
907                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
908                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
909                         {\r
910                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
911                                 old_blurradius = blurradius;\r
912                                 old_bluralpha = bluralpha;\r
913                         }\r
914                 }\r
915                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
916                 {\r
917                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
918                         old_blurradius = 0;\r
919                         old_bluralpha = 0;\r
920                 }\r
921 \r
922                 if(cvar("hud_cartoon"))\r
923                 {\r
924                         // When having the strength or invincible powerups, cartoon lines will be white instead of black.\r
925                         // As powerup time goes under 5 seconds (warning time), lines will fade from white to nothing then from nothing back to black.\r
926                         float cartoon_intensity, cartoon_powerup;\r
927                         cartoon_intensity = -cvar("hud_cartoon");\r
928                         cartoon_powerup = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 5) + bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 5);\r
929                         cartoon_powerup = bound(0, cartoon_powerup, 5);\r
930                         if (cartoon_powerup && cvar("chase_active") >= 0) // not while the event chase camera is active\r
931                                 cartoon_intensity *= 1 - cartoon_powerup / 2.5; // cycle between -1 and 1\r
932 \r
933                         if(cartoon_intensity != old_cartoon_intensity) // reduce cvar_set spam as much as possible\r
934                         {\r
935                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(cartoon_intensity), " ", cvar_string("hud_cartoon_tolerance"), " 0"));\r
936                                 old_cartoon_intensity = cartoon_intensity;\r
937                         }\r
938                 }\r
939                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
940                 {\r
941                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
942                         old_cartoon_intensity = 0;\r
943                 }\r
944         }\r
945 \r
946         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
947         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
948         {\r
949                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
950                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
951                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
952         }\r
953         if(cvar("hud_postprocessing") && !cvar("hud_cartoon"))\r
954         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
955         {\r
956                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
957                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
958                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
959         }\r
960 \r
961         if(cvar("hud_postprocessing"))\r
962         {\r
963                 // change saturation based on the amount of armor we have\r
964                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
965 \r
966                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
967                 {\r
968                         float saturation;\r
969                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
970                         saturation = bound(0, saturation, 1);\r
971 \r
972                         if(cvar("r_glsl_saturation") != saturation)\r
973                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
974                 }\r
975                 else if(cvar("r_glsl_saturation") != 1)\r
976                         cvar_set("r_glsl_saturation", "1");\r
977         }\r
978 \r
979         float target_volume;\r
980         if(cvar("cl_vore_cutvolume_sound") && frametime)\r
981         {\r
982                 // sound volume cutting\r
983                 target_volume = 0;\r
984                 if(getstatf(STAT_VORE_PROGRESS_PREY))\r
985                         target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
986                 else if(getstati(STAT_VORE_EATEN))\r
987                         target_volume = 1;\r
988                 target_volume = cvar("menu_volume") * (1 - target_volume * cvar("cl_vore_cutvolume_sound"));\r
989 \r
990                 if(cvar("volume") != target_volume) // reduce cvar_set spam as much as possible\r
991                         cvar_set("volume", ftos(target_volume));\r
992         }\r
993         if(cvar("cl_vore_cutvolume_music") && frametime)\r
994         {\r
995                 // music volume cutting\r
996                 target_volume = 0;\r
997                 if(getstatf(STAT_VORE_PROGRESS_PREY))\r
998                         target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
999                 else if(getstati(STAT_VORE_EATEN))\r
1000                         target_volume = 1;\r
1001                 target_volume = cvar("menu_bgmvolume") * (1 - target_volume * cvar("cl_vore_cutvolume_music"));\r
1002 \r
1003                 if(cvar("bgmvolume") != target_volume) // reduce cvar_set spam as much as possible\r
1004                         cvar_set("bgmvolume", ftos(target_volume));\r
1005         }\r
1006 \r
1007         // Draw the mouse cursor\r
1008         // NOTE: drawpic must happen after R_RenderScene for some reason\r
1009         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
1010         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
1011         //self = edict_num(player_localnum);\r
1012         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
1013         //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
1014         // as long as the ctf part isn't in, this is useless\r
1015         if(menu_visible)\r
1016                 menu_show();\r
1017 \r
1018         /*if(gametype == GAME_CTF)\r
1019           {\r
1020           ctf_view();\r
1021           } else */\r
1022 \r
1023         // draw 2D entities\r
1024         e = self;\r
1025         for(self = world; (self = nextent(self)); )\r
1026                 if(self.draw2d)\r
1027                         self.draw2d();\r
1028         self = e;\r
1029         Draw_ShowNames_All();\r
1030 \r
1031         // draw radar\r
1032         if(\r
1033                         ons_showmap\r
1034                         ||\r
1035                         (\r
1036                          !scoreboard_active\r
1037                          &&\r
1038                          cvar_string("cl_teamradar") != "0"\r
1039                          &&\r
1040                          (\r
1041                           cvar("cl_teamradar") == 2\r
1042                           ||\r
1043                           teamplay\r
1044                          )\r
1045                         )\r
1046           )\r
1047                 teamradar_view();\r
1048 \r
1049         // Draw artwork and play intermission music\r
1050         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
1051         {\r
1052                 if(cvar("cl_artwork"))\r
1053                 {\r
1054                         if(artwork_image == "")\r
1055                         {\r
1056                                 if(getstati(STAT_WINNING)) // we are the winner\r
1057                                 {\r
1058                                         if(cvar("cl_artwork_win"))\r
1059                                         {\r
1060                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1061                                                 artwork_image = strzone(artwork_image);\r
1062                                         }\r
1063                                 }\r
1064                                 else // we have lost\r
1065                                 {\r
1066                                         if(cvar("cl_artwork_lose"))\r
1067                                         {\r
1068                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1069                                                 artwork_image = strzone(artwork_image);\r
1070                                         }\r
1071                                 }\r
1072                         }\r
1073 \r
1074                         if(cvar("cl_artwork_stretch"))\r
1075                         {\r
1076                                 artwork_size_x = vid_conwidth;\r
1077                                 artwork_size_y = vid_conheight;\r
1078                                 artwork_pos_x = 0;\r
1079                                 artwork_pos_y = 0;\r
1080                         }\r
1081                         else\r
1082                         {\r
1083                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1084                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1085                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1086                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1087                         }\r
1088 \r
1089                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1090                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1091                         else\r
1092                                 artwork_fade = cvar("cl_artwork_alpha");\r
1093 \r
1094                         if(artwork_image != "")\r
1095                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1096                 }\r
1097 \r
1098                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1099                 {\r
1100                         if(getstati(STAT_WINNING))\r
1101                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1102                         else\r
1103                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1104                         if(intermission_song != "")\r
1105                         {\r
1106                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1107                                 intermission_song = strzone(intermission_song);\r
1108                         }\r
1109                 }\r
1110         }\r
1111         else\r
1112         {\r
1113                 artwork_fade = 0;\r
1114                 if(artwork_image != "")\r
1115                 {\r
1116                         strunzone(artwork_image);\r
1117                         artwork_image = "";\r
1118                 }\r
1119 \r
1120                 if(intermission_song != "")\r
1121                 {\r
1122                         strunzone(intermission_song);\r
1123                         intermission_song = "";\r
1124                 }\r
1125         }\r
1126 \r
1127         // draw sbar\r
1128         if(cvar("r_letterbox") == 0) {\r
1129                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1130                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1131                                 Sbar_DrawPressedKeys();\r
1132                 }\r
1133 \r
1134                 if (cvar("cl_showspeed"))\r
1135                         Sbar_ShowSpeed();\r
1136                 if (cvar("cl_showacceleration"))\r
1137                         Sbar_ShowAcceleration();\r
1138 \r
1139                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1140         }\r
1141 \r
1142         float weapon_clipload, weapon_clipsize, ring_scale;\r
1143 \r
1144         float swallow_indicator;\r
1145         if(cvar("crosshair_swallowindicator"))\r
1146                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1147 \r
1148         float hud;\r
1149         hud = getstati(STAT_HUD);\r
1150 \r
1151         if(cvar("r_letterbox") == 0)\r
1152                 if(cvar("viewsize") < 120)\r
1153                         CSQC_common_hud();\r
1154 \r
1155         if(cvar("cl_flash_pickup"))\r
1156         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1157         {\r
1158                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1159                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1160         }\r
1161         if(cvar("cl_flash_vore"))\r
1162         {\r
1163                 float vore_flash_state;\r
1164                 if(getstati(STAT_VORE_EATEN))\r
1165                         vore_flash_state = -1;\r
1166                 else\r
1167                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1168 \r
1169                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1170                 {\r
1171                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1172                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1173                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1174                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1175                 }\r
1176 \r
1177                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1178                 vore_flash_laststate = vore_flash_state;\r
1179         }\r
1180         if(cvar("cl_flash_respawn"))\r
1181         if(respawned)\r
1182                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1183 \r
1184         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1185         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
1186         {\r
1187                 // crosshair goes VERY LAST\r
1188                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1189                         // TrueAim check\r
1190                         float shottype;\r
1191                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1192                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1193                         wcross_origin_z = 0;\r
1194                         if(cvar("crosshair_hittest"))\r
1195                         if(!swallow_indicator)\r
1196                         {\r
1197                                 vector wcross_oldorigin;\r
1198                                 wcross_oldorigin = wcross_origin;\r
1199                                 shottype = TrueAimCheck();\r
1200                                 if(shottype == SHOTTYPE_HITWORLD)\r
1201                                 {\r
1202                                         v = wcross_origin - wcross_oldorigin;\r
1203                                         v_x /= vid_conwidth;\r
1204                                         v_y /= vid_conheight;\r
1205                                         if(vlen(v) > 0.01)\r
1206                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1207                                 }\r
1208                                 if(!cvar("crosshair_hittest_showimpact"))\r
1209                                         wcross_origin = wcross_oldorigin;\r
1210                         }\r
1211                         else\r
1212                                 shottype = SHOTTYPE_HITWORLD;\r
1213 \r
1214                         string wcross_style;\r
1215 \r
1216                         if(swallow_indicator  > 1)\r
1217                                 wcross_style = "_canswallow_team.tga";\r
1218                         else if(swallow_indicator > 0)\r
1219                                 wcross_style = "_canswallow.tga";\r
1220                         else if(swallow_indicator < 0)\r
1221                                 wcross_style = "_canswallow_no.tga";\r
1222                         else\r
1223                         {\r
1224                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1225                                 if(!activeweapon)\r
1226                                         wcross_style = cvar_string("crosshair");\r
1227                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1228                                         wcross_style = cvar_string("crosshair_secondary");\r
1229                                 else\r
1230                                         wcross_style = cvar_string("crosshair_primary");\r
1231                         }\r
1232 \r
1233                         if (wcross_style != "0") {\r
1234                                 vector wcross_color, wcross_size;\r
1235                                 string wcross_name;\r
1236                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1237 \r
1238                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1239                                 {\r
1240                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1241                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1242                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1243                                 }\r
1244                                 else if(cvar("crosshair_color_by_health"))\r
1245                                 {\r
1246                                         local float x = getstati(STAT_HEALTH);\r
1247                                         \r
1248                                         //x = red\r
1249                                         //y = green\r
1250                                         //z = blue\r
1251                                         \r
1252                                         wcross_color_z = 0;\r
1253                                         \r
1254                                         if(x > 200)\r
1255                                         {\r
1256                                                 wcross_color_x = 0;\r
1257                                                 wcross_color_y = 1;\r
1258                                         }\r
1259                                         else if(x > 150)\r
1260                                         {\r
1261                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1262                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1263                                         }\r
1264                                         else if(x > 100)\r
1265                                         {\r
1266                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1267                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1268                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1269                                         }\r
1270                                         else if(x > 50)\r
1271                                         {\r
1272                                                 wcross_color_x = 1;\r
1273                                                 wcross_color_y = 1;\r
1274                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1275                                         }\r
1276                                         else if(x > 20)\r
1277                                         {\r
1278                                                 wcross_color_x = 1;\r
1279                                                 wcross_color_y = (x-20)*90/27/100;\r
1280                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1281                                         }\r
1282                                         else\r
1283                                         {\r
1284                                                 wcross_color_x = 1;\r
1285                                                 wcross_color_y = 0;\r
1286                                         }\r
1287                                 }\r
1288                                 else\r
1289                                         wcross_color = stov(cvar_string("crosshair_color"));\r
1290                                 wcross_alpha = cvar("crosshair_alpha");\r
1291                                 wcross_resolution = cvar("crosshair_size");\r
1292 \r
1293                                 if(!activeweapon)\r
1294                                 if(!swallow_indicator)\r
1295                                 {\r
1296                                         if(cvar("crosshair_unarmed_dim_color"))\r
1297                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1298                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1299                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1300                                 }\r
1301 \r
1302                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1303 \r
1304                                 if(cvar("crosshair_effect_scalefade"))\r
1305                                 {\r
1306                                         wcross_scale = wcross_resolution;\r
1307                                         wcross_resolution = 1;\r
1308                                 }\r
1309                                 else\r
1310                                 {\r
1311                                         wcross_scale = 1;\r
1312                                 }\r
1313                                 if(swallow_indicator)\r
1314                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1315 \r
1316                                 if(cvar("crosshair_pickup"))\r
1317                                 {\r
1318                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1319                                         {\r
1320                                                 pickup_crosshair_size = 1;\r
1321                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1322                                         }\r
1323 \r
1324                                         if(pickup_crosshair_size > 0)\r
1325                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1326                                         else\r
1327                                                 pickup_crosshair_size = 0;\r
1328 \r
1329                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1330                                 }\r
1331 \r
1332                                 if(shottype == SHOTTYPE_HITENEMY)\r
1333                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1334                                 if(shottype == SHOTTYPE_HITTEAM)\r
1335                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1336 \r
1337                                 f = cvar("crosshair_effect_speed");\r
1338                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1339                                 {\r
1340                                         wcross_changedonetime = time + f;\r
1341                                 }\r
1342                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1343                                 {\r
1344                                         wcross_name_changestarttime = time;\r
1345                                         wcross_name_changedonetime = time + f;\r
1346                                         if(wcross_name_goal_prev_prev)\r
1347                                                 strunzone(wcross_name_goal_prev_prev);\r
1348                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1349                                         wcross_name_goal_prev = strzone(wcross_name);\r
1350                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1351                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1352                                         wcross_resolution_goal_prev = wcross_resolution;\r
1353                                 }\r
1354 \r
1355                                 wcross_scale_goal_prev = wcross_scale;\r
1356                                 wcross_alpha_goal_prev = wcross_alpha;\r
1357                                 wcross_color_goal_prev = wcross_color;\r
1358 \r
1359                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1360                                 {\r
1361                                         wcross_blur = 1;\r
1362                                         wcross_alpha *= 0.75;\r
1363                                 }\r
1364                                 else\r
1365                                         wcross_blur = 0;\r
1366                                 // *_prev is at time-frametime\r
1367                                 // * is at wcross_changedonetime+f\r
1368                                 // what do we have at time?\r
1369                                 if(time < wcross_changedonetime)\r
1370                                 {\r
1371                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1372                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1373                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1374                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1375                                 }\r
1376 \r
1377                                 wcross_scale_prev = wcross_scale;\r
1378                                 wcross_alpha_prev = wcross_alpha;\r
1379                                 wcross_color_prev = wcross_color;\r
1380 \r
1381                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1382                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1383 \r
1384 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1385                                 do \\r
1386                                 { \\r
1387                                         if(wcross_blur > 0) \\r
1388                                         { \\r
1389                                                 for(i = -2; i <= 2; ++i) \\r
1390                                                         for(j = -2; j <= 2; ++j) \\r
1391                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1392                                         } \\r
1393                                         else \\r
1394                                         { \\r
1395                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1396                                         } \\r
1397                                 } \\r
1398                                 while(0)\r
1399 \r
1400 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1401                                 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
1402 \r
1403 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1404                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1405 \r
1406                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1407                                 {\r
1408                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1409                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1410                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1411                                         f = 1 - f;\r
1412                                 }\r
1413                                 else\r
1414                                 {\r
1415                                         f = 1;\r
1416                                 }\r
1417 \r
1418                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1419                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1420                                 wcross_name_alpha_goal_prev = f;\r
1421 \r
1422                                 // ring around crosshair representing ammo left in weapon clip\r
1423                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1424                                 a = cvar("crosshair_ring_alpha");\r
1425                                 if (weapon_clipload && a)\r
1426                                 if (!swallow_indicator)\r
1427                                 {\r
1428                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1429                                         ring_scale = cvar("crosshair_ring_size");\r
1430                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1431                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1432                                 }\r
1433                         }\r
1434                 }\r
1435                 else\r
1436                 {\r
1437                         wcross_scale_prev = 0;\r
1438                         wcross_alpha_prev = 0;\r
1439                         wcross_scale_goal_prev = 0;\r
1440                         wcross_alpha_goal_prev = 0;\r
1441                         wcross_changedonetime = 0;\r
1442                         if(wcross_name_goal_prev)\r
1443                                 strunzone(wcross_name_goal_prev);\r
1444                         wcross_name_goal_prev = string_null;\r
1445                         if(wcross_name_goal_prev_prev)\r
1446                                 strunzone(wcross_name_goal_prev_prev);\r
1447                         wcross_name_goal_prev_prev = string_null;\r
1448                         wcross_name_changestarttime = 0;\r
1449                         wcross_name_changedonetime = 0;\r
1450                         wcross_name_alpha_goal_prev = 0;\r
1451                         wcross_name_alpha_goal_prev_prev = 0;\r
1452                         wcross_resolution_goal_prev = 0;\r
1453                         wcross_resolution_goal_prev_prev = 0;\r
1454                 }\r
1455         }\r
1456 \r
1457         if(NextFrameCommand)\r
1458         {\r
1459                 localcmd("\n", NextFrameCommand, "\n");\r
1460                 NextFrameCommand = string_null;\r
1461         }\r
1462 \r
1463         // we must do this check AFTER a frame was rendered, or it won't work\r
1464         if(cs_project_is_b0rked == 0)\r
1465         {\r
1466                 string w0, h0;\r
1467                 w0 = cvar_string("vid_conwidth");\r
1468                 h0 = cvar_string("vid_conheight");\r
1469                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1470                 //R_SetView(VF_FOV, '90 90 0');\r
1471                 R_SetView(VF_ORIGIN, '0 0 0');\r
1472                 R_SetView(VF_ANGLES, '0 0 0');\r
1473                 R_SetView(VF_PERSPECTIVE, 1);\r
1474                 makevectors('0 0 0');\r
1475                 vector v1, v2;\r
1476                 cvar_set("vid_conwidth", "800");\r
1477                 cvar_set("vid_conheight", "600");\r
1478                 v1 = cs_project(v_forward);\r
1479                 cvar_set("vid_conwidth", "640");\r
1480                 cvar_set("vid_conheight", "480");\r
1481                 v2 = cs_project(v_forward);\r
1482                 if(v1 == v2)\r
1483                         cs_project_is_b0rked = 1;\r
1484                 else\r
1485                         cs_project_is_b0rked = -1;\r
1486                 cvar_set("vid_conwidth", w0);\r
1487                 cvar_set("vid_conheight", h0);\r
1488         }\r
1489 \r
1490         // be safe against triggerbots until everyone has the fixed engine\r
1491         // this call is meant to overwrite the trace globals by something\r
1492         // unsuspicious\r
1493         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1494 \r
1495         // this cvar must be constantly updated on the server\r
1496         if(chase_active_old != cvar("chase_active"))\r
1497         {\r
1498                 localcmd("sendcvar chase_active\n");\r
1499                 chase_active_old = cvar("chase_active");\r
1500         }\r
1501 \r
1502         // update some stats to be detected next frame\r
1503         last_health = getstati(STAT_HEALTH);\r
1504         last_spectatee = spectatee_status;\r
1505 }\r
1506 \r
1507 void Sbar_Draw();\r
1508 \r
1509 void CSQC_common_hud(void)\r
1510 {\r
1511         // Sbar_SortFrags(); done in Sbar_Draw\r
1512         float hud;\r
1513         hud = getstati(STAT_HUD);\r
1514 \r
1515         //hud = 10;\r
1516         switch(hud)\r
1517         {\r
1518                 case HUD_NORMAL:\r
1519                         Sbar_Draw();\r
1520                         break;\r
1521         }\r
1522 }\r
1523 \r
1524 \r
1525 // following vectors must be global to allow seamless switching between camera modes\r
1526 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1527 void CSQC_Demo_Camera()\r
1528 {\r
1529         float speed, attenuation, dimensions;\r
1530         vector tmp, delta;\r
1531 \r
1532         if( cvar("camera_reset") || !camera_mode )\r
1533         {\r
1534                 camera_offset = '0 0 0';\r
1535                 current_angles = '0 0 0';\r
1536                 camera_direction = '0 0 0';\r
1537                 camera_offset_z += 30;\r
1538                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1539                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1540                 current_origin = view_origin;\r
1541                 current_camera_offset  = camera_offset;\r
1542                 cvar_set("camera_reset", "0");\r
1543                 camera_mode = CAMERA_CHASE;\r
1544         }\r
1545 \r
1546         // Camera angles\r
1547         if( camera_roll )\r
1548                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1549 \r
1550         if(cvar("camera_look_player"))\r
1551         {\r
1552                 local vector dir;\r
1553                 local float n;\r
1554 \r
1555                 dir = normalize(view_origin - current_position);\r
1556                 n = mouse_angles_z;\r
1557                 mouse_angles = vectoangles(dir);\r
1558                 mouse_angles_x = mouse_angles_x * -1;\r
1559                 mouse_angles_z = n;\r
1560         }\r
1561         else\r
1562         {\r
1563                 tmp = getmousepos() * 0.1;\r
1564                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1565                 {\r
1566                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1567                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1568                 }\r
1569         }\r
1570 \r
1571         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1572         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1573         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1574         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1575 \r
1576         // Fix difference when angles don't have the same sign\r
1577         delta = '0 0 0';\r
1578         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1579                 delta = '0 360 0';\r
1580         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1581                 delta = '0 -360 0';\r
1582 \r
1583         if(cvar("camera_look_player"))\r
1584                 attenuation = cvar("camera_look_attenuation");\r
1585         else\r
1586                 attenuation = cvar("camera_speed_attenuation");\r
1587 \r
1588         attenuation = 1 / max(1, attenuation);\r
1589         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1590 \r
1591         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1592         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1593         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1594         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1595 \r
1596         // Camera position\r
1597         tmp = '0 0 0';\r
1598         dimensions = 0;\r
1599 \r
1600         if( camera_direction_x )\r
1601         {\r
1602                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1603                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1604                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1605                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1606                 ++dimensions;\r
1607         }\r
1608 \r
1609         if( camera_direction_y )\r
1610         {\r
1611                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1612                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1613                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1614                 ++dimensions;\r
1615         }\r
1616 \r
1617         if( camera_direction_z )\r
1618         {\r
1619                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1620                 ++dimensions;\r
1621         }\r
1622 \r
1623         if(cvar("camera_free"))\r
1624                 speed = cvar("camera_speed_free");\r
1625         else\r
1626                 speed = cvar("camera_speed_chase");\r
1627 \r
1628         if(dimensions)\r
1629         {\r
1630                 speed = speed * sqrt(1 / dimensions);\r
1631                 camera_offset += tmp * speed;\r
1632         }\r
1633 \r
1634         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1635 \r
1636         // Camera modes\r
1637         if( cvar("camera_free") )\r
1638         {\r
1639                 if ( camera_mode == CAMERA_CHASE )\r
1640                 {\r
1641                         current_camera_offset = current_origin + current_camera_offset;\r
1642                         camera_offset = current_origin + camera_offset;\r
1643                 }\r
1644 \r
1645                 camera_mode = CAMERA_FREE;\r
1646                 current_position = current_camera_offset;\r
1647         }\r
1648         else\r
1649         {\r
1650                 if ( camera_mode == CAMERA_FREE )\r
1651                 {\r
1652                         current_origin = view_origin;\r
1653                         camera_offset = camera_offset - current_origin;\r
1654                         current_camera_offset = current_camera_offset - current_origin;\r
1655                 }\r
1656 \r
1657                 camera_mode = CAMERA_CHASE;\r
1658 \r
1659                 if(cvar("camera_chase_smoothly"))\r
1660                         current_origin += (view_origin - current_origin) * attenuation;\r
1661                 else\r
1662                         current_origin = view_origin;\r
1663 \r
1664                 current_position = current_origin + current_camera_offset;\r
1665         }\r
1666 \r
1667         R_SetView(VF_ANGLES, current_angles);\r
1668         R_SetView(VF_ORIGIN, current_position);\r
1669 }\r