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