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