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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         // screen effects\r
463         if(cvar("hud_contents"))\r
464         {\r
465                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
466                 vector liquidcolor;\r
467 \r
468                 if (getstati(STAT_VORE_EATEN))\r
469                 {\r
470                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
471                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
472                         incontent = 1;\r
473                 }\r
474                 else\r
475                 {\r
476                         switch(pointcontents(view_origin))\r
477                         {\r
478                                 case CONTENT_WATER:\r
479                                         liquidalpha = cvar("hud_contents_water_alpha");\r
480                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
481                                         incontent = 1;\r
482                                         break;\r
483                                         \r
484                                 case CONTENT_LAVA:\r
485                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
486                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
487                                         incontent = 1;\r
488                                         break;  \r
489                                                                 \r
490                                 case CONTENT_SLIME:\r
491                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
492                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
493                                         incontent = 1;\r
494                                         break;\r
495                                         \r
496                                 default:\r
497                                         liquidalpha = 0;\r
498                                         liquidcolor = '0 0 0';\r
499                                         incontent = 0;\r
500                                         break;\r
501                         }\r
502                 }\r
503                 \r
504                 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
505                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
506                         contentfadetime = cvar("hud_contents_fadeintime");\r
507                         liquidalpha_prev = liquidalpha;\r
508                         liquidcolor_prev = liquidcolor;\r
509                 }\r
510                 else\r
511                         contentfadetime = cvar("hud_contents_fadeouttime");\r
512                         \r
513                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
514                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
515                 \r
516                 if(contentavgalpha)\r
517                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
518 \r
519                 if(cvar("hud_postprocessing"))\r
520                 {\r
521                         if(cvar("hud_contents_liquid_blur"))\r
522                         {\r
523                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
524                                 content_blurpostprocess_x = 1;\r
525                                 if(getstati(STAT_VORE_EATEN))\r
526                                 {\r
527                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
528                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
529                                 }\r
530                                 else\r
531                                 {\r
532                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
533                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
534                                 }\r
535                         }\r
536                         else\r
537                         {\r
538                                 content_blurpostprocess_x = 0;\r
539                                 content_blurpostprocess_y = 0;\r
540                                 content_blurpostprocess_z = 0;\r
541                         }\r
542                 }\r
543         }\r
544 \r
545         if(cvar("hud_damage"))\r
546         {\r
547                 float myhealth_flash_temp;\r
548                 myhealth = getstati(STAT_HEALTH);\r
549 \r
550                 // fade out\r
551                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
552                 // add new damage\r
553                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
554 \r
555                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
556                 pain_threshold = cvar("hud_damage_pain_threshold");\r
557                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
558                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
559 \r
560                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
561                 {\r
562                         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
563                 }\r
564 \r
565                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
566 \r
567                 if(myhealth_prev < 1)\r
568                 {\r
569                         if(myhealth >= 1)\r
570                         {\r
571                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
572                                 myhealth_flash_temp = 0;\r
573                         }\r
574                         else\r
575                         {\r
576                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
577                         }\r
578                 }\r
579 \r
580                 if(spectatee_status == -1 || intermission)\r
581                 {\r
582                         myhealth_flash = 0; // observing, or match ended\r
583                         myhealth_flash_temp = 0;\r
584                 }\r
585 \r
586                 myhealth_prev = myhealth;\r
587 \r
588                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
589                 {\r
590                         if(cvar("cl_gentle_damage") == 2)\r
591                         {\r
592                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
593                                 {\r
594                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
595                                 }\r
596                         }\r
597                         else\r
598                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
599 \r
600                         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
601                 }\r
602                 else\r
603                         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
604 \r
605                 if(cvar("hud_postprocessing"))\r
606                 {\r
607                         if(cvar("hud_damage_blur"))\r
608                         {\r
609                                 damage_blurpostprocess_x = 1;\r
610                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
611                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
612                         }\r
613                         else\r
614                         {\r
615                                 damage_blurpostprocess_x = 0;\r
616                                 damage_blurpostprocess_y = 0;\r
617                                 damage_blurpostprocess_z = 0;\r
618                         }\r
619                 }\r
620         }\r
621 \r
622         if(cvar("hud_stomach"))\r
623         {\r
624                 if(getstati(STAT_VORE_EATEN))\r
625                 {\r
626                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
627                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
628                         else\r
629                                 stomachsplash_alpha = cvar("hud_stomach");\r
630                 }\r
631                 else if(getstati(STAT_HEALTH) > 0)\r
632                 {\r
633                         if(stomachsplash_alpha > 0)\r
634                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
635                         else\r
636                                 stomachsplash_alpha = 0;\r
637                 }\r
638                 if(getstati(STAT_HEALTH) <= 0)\r
639                         stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
640 \r
641                 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
642                         stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
643                 if(spectatee_status == -1)\r
644                         stomachsplash_alpha = 0;\r
645 \r
646                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
647                 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
648         }\r
649 \r
650         if(cvar("hud_postprocessing"))\r
651         {\r
652                 // lets apply the postprocess effects from the previous two functions if needed\r
653                 if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
654                 {\r
655                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
656                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
657                         cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
658                         cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
659                 }\r
660                 else\r
661                 {\r
662                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
663                         cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
664                 }\r
665 \r
666                 if(cvar("hud_powerup"))\r
667                 {\r
668                         float sharpen_intensity;\r
669                         if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
670                                 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
671                         if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
672                                 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
673                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
674 \r
675                         if(sharpen_intensity > 0)\r
676                         {\r
677                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
678                                 cvar_set("r_glsl_postprocess_uservec2_enable", "1");\r
679                         }\r
680                         else\r
681                         {\r
682                                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
683                                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
684                         }\r
685                 }\r
686         }\r
687 \r
688         if not(cvar("hud_damage") && cvar("hud_postprocessing"))\r
689         {\r
690                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
691                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
692                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
693         }\r
694         if not(cvar("hud_powerup") && cvar("hud_postprocessing"))\r
695         {\r
696                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
697                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
698                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
699         }\r
700 \r
701         // volume cutting\r
702         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
703         {\r
704                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
705 \r
706                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
707                 {\r
708                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
709                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
710                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
711 \r
712                         volume_modify_default_1 = cvar("menu_volume");\r
713                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
714 \r
715                         volume_modify_changed_1 = cvar("menu_volume");\r
716                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
717                 }\r
718                 else\r
719                 {\r
720                         if(spectatee_status == -1 || intermission)\r
721                         {\r
722                                 volume_modify_1_target = volume_modify_default_1;\r
723                                 volume_modify_2_target = volume_modify_default_2;\r
724                         }\r
725                         else if(getstati(STAT_VORE_EATEN))\r
726                         {\r
727                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
728                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
729                         }\r
730                         else\r
731                         {\r
732                                 volume_modify_1_target = volume_modify_default_1;\r
733                                 volume_modify_2_target = volume_modify_default_2;\r
734                         }\r
735                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
736 \r
737                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
738                         {\r
739                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
740                                         volume_modify_1 -= volume_modify_fade;\r
741                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
742                                         volume_modify_1 += volume_modify_fade;\r
743                                 else\r
744                                         volume_modify_1 = volume_modify_1_target;\r
745 \r
746                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
747                                         volume_modify_2 -= volume_modify_fade;\r
748                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
749                                         volume_modify_2 += volume_modify_fade;\r
750                                 else\r
751                                         volume_modify_2 = volume_modify_2_target;\r
752 \r
753                                 cvar_set("volume", ftos(volume_modify_1));\r
754                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
755                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
756                         }\r
757                 }\r
758         }\r
759 \r
760         // Draw the mouse cursor\r
761         // NOTE: drawpic must happen after R_RenderScene for some reason\r
762         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
763         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
764         //self = edict_num(player_localnum);\r
765         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
766         //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
767         // as long as the ctf part isn't in, this is useless\r
768         if(menu_visible)\r
769                 menu_show();\r
770 \r
771         /*if(gametype == GAME_CTF)\r
772           {\r
773           ctf_view();\r
774           } else */\r
775 \r
776         // draw 2D entities\r
777         e = self;\r
778         for(self = world; (self = nextent(self)); )\r
779                 if(self.draw2d)\r
780                         self.draw2d();\r
781         self = e;\r
782 \r
783         // draw radar\r
784         if(\r
785                         ons_showmap\r
786                         ||\r
787                         (\r
788                          !scoreboard_active\r
789                          &&\r
790                          cvar_string("cl_teamradar") != "0"\r
791                          &&\r
792                          (\r
793                           cvar("cl_teamradar") == 2\r
794                           ||\r
795                           teamplay\r
796                          )\r
797                         )\r
798           )\r
799                 teamradar_view();\r
800 \r
801         // Draw artwork and play intermission music\r
802         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
803         {\r
804                 if(cvar("cl_artwork"))\r
805                 {\r
806                         if(artwork_image == "")\r
807                         {\r
808                                 if(getstati(STAT_WINNING)) // we are the winner\r
809                                 {\r
810                                         if(cvar("cl_artwork_win"))\r
811                                         {\r
812                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
813                                                 artwork_image = strzone(artwork_image);\r
814                                         }\r
815                                 }\r
816                                 else // we have lost\r
817                                 {\r
818                                         if(cvar("cl_artwork_lose"))\r
819                                         {\r
820                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
821                                                 artwork_image = strzone(artwork_image);\r
822                                         }\r
823                                 }\r
824                         }\r
825 \r
826                         if(cvar("cl_artwork_stretch"))\r
827                         {\r
828                                 artwork_size_x = vid_conwidth;\r
829                                 artwork_size_y = vid_conheight;\r
830                                 artwork_pos_x = 0;\r
831                                 artwork_pos_y = 0;\r
832                         }\r
833                         else\r
834                         {\r
835                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
836                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
837                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
838                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
839                         }\r
840 \r
841                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
842                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
843                         else\r
844                                 artwork_fade = cvar("cl_artwork_alpha");\r
845 \r
846                         if(artwork_image != "")\r
847                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
848                 }\r
849 \r
850                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
851                 {\r
852                         if(getstati(STAT_WINNING))\r
853                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
854                         else\r
855                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
856                         if(intermission_song != "")\r
857                         {\r
858                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
859                                 intermission_song = strzone(intermission_song);\r
860                         }\r
861                 }\r
862         }\r
863         else\r
864         {\r
865                 artwork_fade = 0;\r
866                 if(artwork_image != "")\r
867                 {\r
868                         strunzone(artwork_image);\r
869                         artwork_image = "";\r
870                 }\r
871 \r
872                 if(intermission_song != "")\r
873                 {\r
874                         strunzone(intermission_song);\r
875                         intermission_song = "";\r
876                 }\r
877         }\r
878 \r
879         // draw sbar\r
880         if(cvar("r_letterbox") == 0) {\r
881                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
882                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
883                                 Sbar_DrawPressedKeys();\r
884                 }\r
885 \r
886                 if (cvar("cl_showspeed"))\r
887                         Sbar_ShowSpeed();\r
888                 if (cvar("cl_showacceleration"))\r
889                         Sbar_ShowAcceleration();\r
890 \r
891                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
892         }\r
893 \r
894         float hud;\r
895         hud = getstati(STAT_HUD);\r
896 \r
897         if(cvar("r_letterbox") == 0)\r
898                 if(cvar("viewsize") < 120)\r
899                         CSQC_common_hud();\r
900 \r
901         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
902         {\r
903                 // crosshair goes VERY LAST\r
904                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
905                         // TrueAim check\r
906                         float shottype;\r
907                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
908                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
909                         wcross_origin_z = 0;\r
910                         if(cvar("crosshair_hittest"))\r
911                         {\r
912                                 vector wcross_oldorigin;\r
913                                 wcross_oldorigin = wcross_origin;\r
914                                 shottype = TrueAimCheck();\r
915                                 if(shottype == SHOTTYPE_HITWORLD)\r
916                                 {\r
917                                         v = wcross_origin - wcross_oldorigin;\r
918                                         v_x /= vid_conwidth;\r
919                                         v_y /= vid_conheight;\r
920                                         if(vlen(v) > 0.01)\r
921                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
922                                 }\r
923                                 if(!cvar("crosshair_hittest_showimpact"))\r
924                                         wcross_origin = wcross_oldorigin;\r
925                         }\r
926                         else\r
927                                 shottype = SHOTTYPE_HITWORLD;\r
928 \r
929                         string wcross_style;\r
930                         wcross_style = cvar_string("crosshair");\r
931 \r
932                         if (wcross_style != "0") {\r
933                                 vector wcross_color, wcross_size;\r
934                                 string wcross_name;\r
935                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
936 \r
937                                 wcross_color_x = cvar("crosshair_color_red");\r
938                                 wcross_color_y = cvar("crosshair_color_green");\r
939                                 wcross_color_z = cvar("crosshair_color_blue");\r
940                                 wcross_alpha = cvar("crosshair_color_alpha");\r
941                                 wcross_resolution = cvar("crosshair_size");\r
942 \r
943                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
944 \r
945                                 if(cvar("crosshair_effect_scalefade"))\r
946                                 {\r
947                                         wcross_scale = wcross_resolution;\r
948                                         wcross_resolution = 1;\r
949                                 }\r
950                                 else\r
951                                 {\r
952                                         wcross_scale = 1;\r
953                                 }\r
954 \r
955                                 if(cvar("crosshair_pickup"))\r
956                                 {\r
957                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
958                                         {\r
959                                                 pickup_crosshair_size = 1;\r
960                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
961                                         }\r
962 \r
963                                         if(pickup_crosshair_size > 0)\r
964                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
965                                         else\r
966                                                 pickup_crosshair_size = 0;\r
967 \r
968                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
969                                 }\r
970 \r
971                                 if(shottype == SHOTTYPE_HITENEMY)\r
972                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
973                                 if(shottype == SHOTTYPE_HITTEAM)\r
974                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
975 \r
976                                 f = cvar("crosshair_effect_speed");\r
977                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
978                                 {\r
979                                         wcross_changedonetime = time + f;\r
980                                 }\r
981                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
982                                 {\r
983                                         wcross_name_changestarttime = time;\r
984                                         wcross_name_changedonetime = time + f;\r
985                                         if(wcross_name_goal_prev_prev)\r
986                                                 strunzone(wcross_name_goal_prev_prev);\r
987                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
988                                         wcross_name_goal_prev = strzone(wcross_name);\r
989                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
990                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
991                                         wcross_resolution_goal_prev = wcross_resolution;\r
992                                 }\r
993 \r
994                                 wcross_scale_goal_prev = wcross_scale;\r
995                                 wcross_alpha_goal_prev = wcross_alpha;\r
996                                 wcross_color_goal_prev = wcross_color;\r
997 \r
998                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
999                                 {\r
1000                                         wcross_blur = 1;\r
1001                                         wcross_alpha *= 0.75;\r
1002                                 }\r
1003                                 else\r
1004                                         wcross_blur = 0;\r
1005                                 // *_prev is at time-frametime\r
1006                                 // * is at wcross_changedonetime+f\r
1007                                 // what do we have at time?\r
1008                                 if(time < wcross_changedonetime)\r
1009                                 {\r
1010                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1011                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1012                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1013                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1014                                 }\r
1015 \r
1016                                 wcross_scale_prev = wcross_scale;\r
1017                                 wcross_alpha_prev = wcross_alpha;\r
1018                                 wcross_color_prev = wcross_color;\r
1019 \r
1020                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1021                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1022 \r
1023 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1024                                 do \\r
1025                                 { \\r
1026                                         if(wcross_blur > 0) \\r
1027                                         { \\r
1028                                                 for(i = -2; i <= 2; ++i) \\r
1029                                                         for(j = -2; j <= 2; ++j) \\r
1030                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1031                                         } \\r
1032                                         else \\r
1033                                         { \\r
1034                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1035                                         } \\r
1036                                 } \\r
1037                                 while(0)\r
1038 \r
1039 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1040                                 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
1041 \r
1042 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1043                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1044 \r
1045                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1046                                 {\r
1047                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1048                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1049                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1050                                         f = 1 - f;\r
1051                                 }\r
1052                                 else\r
1053                                 {\r
1054                                         f = 1;\r
1055                                 }\r
1056 \r
1057                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1058                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1059                                 wcross_name_alpha_goal_prev = f;\r
1060                         }\r
1061                 }\r
1062                 else\r
1063                 {\r
1064                         wcross_scale_prev = 0;\r
1065                         wcross_alpha_prev = 0;\r
1066                         wcross_scale_goal_prev = 0;\r
1067                         wcross_alpha_goal_prev = 0;\r
1068                         wcross_changedonetime = 0;\r
1069                         if(wcross_name_goal_prev)\r
1070                                 strunzone(wcross_name_goal_prev);\r
1071                         wcross_name_goal_prev = string_null;\r
1072                         if(wcross_name_goal_prev_prev)\r
1073                                 strunzone(wcross_name_goal_prev_prev);\r
1074                         wcross_name_goal_prev_prev = string_null;\r
1075                         wcross_name_changestarttime = 0;\r
1076                         wcross_name_changedonetime = 0;\r
1077                         wcross_name_alpha_goal_prev = 0;\r
1078                         wcross_name_alpha_goal_prev_prev = 0;\r
1079                         wcross_resolution_goal_prev = 0;\r
1080                         wcross_resolution_goal_prev_prev = 0;\r
1081                 }\r
1082         }\r
1083 \r
1084         if(NextFrameCommand)\r
1085         {\r
1086                 localcmd("\n", NextFrameCommand, "\n");\r
1087                 NextFrameCommand = string_null;\r
1088         }\r
1089 \r
1090         // we must do this check AFTER a frame was rendered, or it won't work\r
1091         if(cs_project_is_b0rked == 0)\r
1092         {\r
1093                 string w0, h0;\r
1094                 w0 = cvar_string("vid_conwidth");\r
1095                 h0 = cvar_string("vid_conheight");\r
1096                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1097                 //R_SetView(VF_FOV, '90 90 0');\r
1098                 R_SetView(VF_ORIGIN, '0 0 0');\r
1099                 R_SetView(VF_ANGLES, '0 0 0');\r
1100                 R_SetView(VF_PERSPECTIVE, 1);\r
1101                 makevectors('0 0 0');\r
1102                 vector v1, v2;\r
1103                 cvar_set("vid_conwidth", "800");\r
1104                 cvar_set("vid_conheight", "600");\r
1105                 v1 = cs_project(v_forward);\r
1106                 cvar_set("vid_conwidth", "640");\r
1107                 cvar_set("vid_conheight", "480");\r
1108                 v2 = cs_project(v_forward);\r
1109                 if(v1 == v2)\r
1110                         cs_project_is_b0rked = 1;\r
1111                 else\r
1112                         cs_project_is_b0rked = -1;\r
1113                 cvar_set("vid_conwidth", w0);\r
1114                 cvar_set("vid_conheight", h0);\r
1115         }\r
1116 \r
1117         // be safe against triggerbots until everyone has the fixed engine\r
1118         // this call is meant to overwrite the trace globals by something\r
1119         // unsuspicious\r
1120         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1121 \r
1122         // this cvar must be constantly updated on the server\r
1123         if(chase_active_old != cvar("chase_active"))\r
1124         {\r
1125                 localcmd("sendcvar chase_active\n");\r
1126                 chase_active_old = cvar("chase_active");\r
1127         }\r
1128 }\r
1129 \r
1130 void Sbar_Draw();\r
1131 \r
1132 void CSQC_common_hud(void)\r
1133 {\r
1134         // Sbar_SortFrags(); done in Sbar_Draw\r
1135         float hud;\r
1136         hud = getstati(STAT_HUD);\r
1137 \r
1138         //hud = 10;\r
1139         switch(hud)\r
1140         {\r
1141                 case HUD_NORMAL:\r
1142                         Sbar_Draw();\r
1143                         break;\r
1144         }\r
1145 }\r
1146 \r
1147 \r
1148 // following vectors must be global to allow seamless switching between camera modes\r
1149 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1150 void CSQC_Demo_Camera()\r
1151 {\r
1152         float speed, attenuation, dimensions;\r
1153         vector tmp, delta;\r
1154 \r
1155         if( cvar("camera_reset") || !camera_mode )\r
1156         {\r
1157                 camera_offset = '0 0 0';\r
1158                 current_angles = '0 0 0';\r
1159                 camera_direction = '0 0 0';\r
1160                 camera_offset_z += 30;\r
1161                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1162                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1163                 current_origin = view_origin;\r
1164                 current_camera_offset  = camera_offset;\r
1165                 cvar_set("camera_reset", "0");\r
1166                 camera_mode = CAMERA_CHASE;\r
1167         }\r
1168 \r
1169         // Camera angles\r
1170         if( camera_roll )\r
1171                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1172 \r
1173         if(cvar("camera_look_player"))\r
1174         {\r
1175                 local vector dir;\r
1176                 local float n;\r
1177 \r
1178                 dir = normalize(view_origin - current_position);\r
1179                 n = mouse_angles_z;\r
1180                 mouse_angles = vectoangles(dir);\r
1181                 mouse_angles_x = mouse_angles_x * -1;\r
1182                 mouse_angles_z = n;\r
1183         }\r
1184         else\r
1185         {\r
1186                 tmp = getmousepos() * 0.1;\r
1187                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1188                 {\r
1189                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1190                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1191                 }\r
1192         }\r
1193 \r
1194         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1195         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1196         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1197         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1198 \r
1199         // Fix difference when angles don't have the same sign\r
1200         delta = '0 0 0';\r
1201         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1202                 delta = '0 360 0';\r
1203         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1204                 delta = '0 -360 0';\r
1205 \r
1206         if(cvar("camera_look_player"))\r
1207                 attenuation = cvar("camera_look_attenuation");\r
1208         else\r
1209                 attenuation = cvar("camera_speed_attenuation");\r
1210 \r
1211         attenuation = 1 / max(1, attenuation);\r
1212         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1213 \r
1214         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1215         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1216         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1217         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1218 \r
1219         // Camera position\r
1220         tmp = '0 0 0';\r
1221         dimensions = 0;\r
1222 \r
1223         if( camera_direction_x )\r
1224         {\r
1225                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1226                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1227                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1228                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1229                 ++dimensions;\r
1230         }\r
1231 \r
1232         if( camera_direction_y )\r
1233         {\r
1234                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1235                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1236                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1237                 ++dimensions;\r
1238         }\r
1239 \r
1240         if( camera_direction_z )\r
1241         {\r
1242                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1243                 ++dimensions;\r
1244         }\r
1245 \r
1246         if(cvar("camera_free"))\r
1247                 speed = cvar("camera_speed_free");\r
1248         else\r
1249                 speed = cvar("camera_speed_chase");\r
1250 \r
1251         if(dimensions)\r
1252         {\r
1253                 speed = speed * sqrt(1 / dimensions);\r
1254                 camera_offset += tmp * speed;\r
1255         }\r
1256 \r
1257         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1258 \r
1259         // Camera modes\r
1260         if( cvar("camera_free") )\r
1261         {\r
1262                 if ( camera_mode == CAMERA_CHASE )\r
1263                 {\r
1264                         current_camera_offset = current_origin + current_camera_offset;\r
1265                         camera_offset = current_origin + camera_offset;\r
1266                 }\r
1267 \r
1268                 camera_mode = CAMERA_FREE;\r
1269                 current_position = current_camera_offset;\r
1270         }\r
1271         else\r
1272         {\r
1273                 if ( camera_mode == CAMERA_FREE )\r
1274                 {\r
1275                         current_origin = view_origin;\r
1276                         camera_offset = camera_offset - current_origin;\r
1277                         current_camera_offset = current_camera_offset - current_origin;\r
1278                 }\r
1279 \r
1280                 camera_mode = CAMERA_CHASE;\r
1281 \r
1282                 if(cvar("camera_chase_smoothly"))\r
1283                         current_origin += (view_origin - current_origin) * attenuation;\r
1284                 else\r
1285                         current_origin = view_origin;\r
1286 \r
1287                 current_position = current_origin + current_camera_offset;\r
1288         }\r
1289 \r
1290         R_SetView(VF_ANGLES, current_angles);\r
1291         R_SetView(VF_ORIGIN, current_position);\r
1292 }\r