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