]> de.git.xonotic.org Git - voretournament/voretournament.git/blob - data/qcsrc/client/View.qc
Several other fixes to the blur / sharpen effects
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         switch(activeweapon)\r
207         {\r
208                 case WEP_GRABBER: // no trueaim\r
209         }\r
210 \r
211         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
212 \r
213         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
214         trueaimpoint = trace_endpos;\r
215 \r
216         if(vecs_x > 0)\r
217                 vecs_y = -vecs_y;\r
218         else\r
219                 vecs = '0 0 0';\r
220 \r
221         dv = view_right * vecs_y + view_up * vecs_z;\r
222         w_shotorg = view_origin + dv;\r
223 \r
224         // now move the vecs forward as much as requested if possible\r
225         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc\r
226         w_shotorg = trace_endpos - view_forward * nudge;\r
227 \r
228         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
229         shottype = EnemyHitCheck();\r
230         if(shottype != SHOTTYPE_HITWORLD)\r
231                 return shottype;\r
232 \r
233 #if 0\r
234         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
235         // or rather, I know why, but see no fix\r
236         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
237                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace\r
238                 return SHOTTYPE_HITOBSTRUCTION;\r
239 #endif\r
240 \r
241         return SHOTTYPE_HITWORLD;\r
242 }\r
243 \r
244 void CSQC_common_hud(void);\r
245 \r
246 void CSQC_kh_hud(void);\r
247 void CSQC_ctf_hud(void);\r
248 void PostInit(void);\r
249 void CSQC_Demo_Camera();\r
250 float Sbar_WouldDrawScoreboard ();\r
251 float view_set;\r
252 float camera_mode;\r
253 float reticle_type;\r
254 float chase_active_old;\r
255 float artwork_fade;\r
256 float pickup_crosshair_time, pickup_crosshair_size;\r
257 float myhealth, myhealth_prev, myhealth_flash;\r
258 float contentavgalpha, liquidalpha_prev;\r
259 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
260 float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
261 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
262 float volume_modify_changed_1, volume_modify_changed_2;\r
263 vector myhealth_gentlergb;\r
264 vector liquidcolor_prev;\r
265 vector damage_blurpostprocess, content_blurpostprocess;\r
266 string artwork_image;\r
267 string intermission_song;\r
268 string NextFrameCommand;\r
269 void CSQC_UpdateView(float w, float h)\r
270 {\r
271         entity e;\r
272         float fov;\r
273         float f, i, j;\r
274         vector v, vo;\r
275         float a;\r
276 \r
277         vector reticle_pos, reticle_size;\r
278         vector artwork_pos, artwork_size;\r
279 \r
280         WaypointSprite_Load();\r
281 \r
282         if(spectatee_status)\r
283                 myteam = GetPlayerColor(spectatee_status - 1);\r
284         else\r
285                 myteam = GetPlayerColor(player_localentnum - 1);\r
286 \r
287         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
288         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
289 \r
290         warpzone_fixview_origin = pmove_org + vo;\r
291         warpzone_fixview_angles = input_angles;\r
292         WarpZone_FixView();\r
293         pmove_org = warpzone_fixview_origin - vo;\r
294         input_angles = warpzone_fixview_angles;\r
295 \r
296         // Render the Scene\r
297         if(!intermission || !view_set)\r
298         {\r
299                 view_origin = pmove_org + vo;\r
300                 view_angles = input_angles;\r
301                 makevectors(view_angles);\r
302                 view_forward = v_forward;\r
303                 view_right = v_right;\r
304                 view_up = v_up;\r
305                 view_set = 1;\r
306         }\r
307 \r
308         vid_width = w;\r
309         vid_height = h;\r
310 \r
311 #ifdef BLURTEST\r
312         if(time > blurtest_time0 && time < blurtest_time1)\r
313         {\r
314                 float r, t;\r
315 \r
316                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
317                 r = t * blurtest_radius;\r
318                 f = 1 / pow(t, blurtest_power) - 1;\r
319 \r
320                 cvar_set("r_glsl_postprocess", "1");\r
321                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
322         }\r
323         else\r
324         {\r
325                 cvar_set("r_glsl_postprocess", "0");\r
326                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
327         }\r
328 #endif\r
329 \r
330         TargetMusic_Advance();\r
331         Fog_Force();\r
332 \r
333         drawframetime = max(0.000001, time - drawtime);\r
334         drawtime = time;\r
335 \r
336         // watch for gametype changes here...\r
337         // in ParseStuffCMD the cmd isn't executed yet :/\r
338         // might even be better to add the gametype to TE_CSQC_INIT...?\r
339         if(!postinit)\r
340                 PostInit();\r
341 \r
342         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
343                 if(calledhooks & HOOK_START)\r
344                 {\r
345                         localcmd("\ncl_hook_gameend;");\r
346                         if(g_campaign)\r
347                                 localcmd("\ncl_hook_campaign_gameend;");\r
348                         calledhooks |= HOOK_END;\r
349                 }\r
350 \r
351         CheckForGamestartChange();\r
352         serverAnnouncer();\r
353         maptimeAnnouncer();\r
354         carrierAnnouncer();\r
355 \r
356         fov = cvar("fov");\r
357         if(button_zoom || fov <= 59.5)\r
358         {\r
359                 if(!zoomscript_caught)\r
360                 {\r
361                         localcmd("+button4\n");\r
362                         zoomscript_caught = 1;\r
363                         ignore_plus_zoom += 1;\r
364                 }\r
365         }\r
366         else\r
367         {\r
368                 if(zoomscript_caught)\r
369                 {\r
370                         localcmd("-button4\n");\r
371                         zoomscript_caught = 0;\r
372                         ignore_minus_zoom += 1;\r
373                 }\r
374         }\r
375 \r
376         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
377         sbar_hudselector = cvar("sbar_hudselector");\r
378         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
379         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
380         activeweapon = getstati(STAT_SWITCHWEAPON);\r
381         f = cvar("teamplay");\r
382         if(f != teamplay)\r
383         {\r
384                 teamplay = f;\r
385                 Sbar_InitScores();\r
386         }\r
387 \r
388         if(last_weapon != activeweapon) {\r
389                 weapontime = time;\r
390                 last_weapon = activeweapon;\r
391         }\r
392 \r
393         // ALWAYS Clear Current Scene First\r
394         R_ClearScene();\r
395 \r
396         // Assign Standard Viewflags\r
397         // Draw the World (and sky)\r
398         R_SetView(VF_DRAWWORLD, 1);\r
399 \r
400         // Set the console size vars\r
401         vid_conwidth = cvar("vid_conwidth");\r
402         vid_conheight = cvar("vid_conheight");\r
403         vid_pixelheight = cvar("vid_pixelheight");\r
404 \r
405         R_SetView(VF_FOV, GetCurrentFov(fov));\r
406 \r
407         // Camera for demo playback\r
408         if(camera_active)\r
409         {\r
410                 if(cvar("camera_enable"))\r
411                         CSQC_Demo_Camera();\r
412                 else\r
413                 {\r
414                         cvar_set("chase_active", ftos(chase_active_backup));\r
415                         cvar_set("cl_demo_mousegrab", "0");\r
416                         camera_active = FALSE;\r
417                 }\r
418         }\r
419 #ifdef CAMERATEST\r
420         else if(cvar("camera_enable"))\r
421 #else\r
422         else if(cvar("camera_enable") && isdemo())\r
423 #endif\r
424         {\r
425                 // Enable required Darkplaces cvars\r
426                 chase_active_backup = cvar("chase_active");\r
427                 cvar_set("chase_active", "2");\r
428                 cvar_set("cl_demo_mousegrab", "1");\r
429                 camera_active = TRUE;\r
430                 camera_mode = FALSE;\r
431         }\r
432 \r
433         // Draw the Crosshair\r
434         float scoreboard_active;\r
435         scoreboard_active = Sbar_WouldDrawScoreboard();\r
436         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
437 \r
438         // Draw the Engine Status Bar (the default Quake HUD)\r
439         R_SetView(VF_DRAWENGINESBAR, 0);\r
440 \r
441         // fetch this one only once per frame\r
442         sbar_showbinds = cvar("sbar_showbinds");\r
443         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
444 \r
445         // Update the mouse position\r
446         /*\r
447            mousepos_x = vid_conwidth;\r
448            mousepos_y = vid_conheight;\r
449            mousepos = mousepos*0.5 + getmousepos();\r
450          */\r
451 \r
452         e = self;\r
453         for(self = world; (self = nextent(self)); )\r
454                 if(self.draw)\r
455                         self.draw();\r
456         self = e;\r
457 \r
458         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
459         R_RenderScene();\r
460 \r
461         // now switch to 2D drawing mode by calling a 2D drawing function\r
462         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
463         // next R_RenderScene call\r
464         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
465 \r
466         // Draw the aiming reticle for weapons that use it\r
467         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
468         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
469         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
470         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
471                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
472         else if(activeweapon && (button_zoom || zoomscript_caught))\r
473                 reticle_type = 2; // weapon zoom\r
474         else if(button_zoom || zoomscript_caught)\r
475                 reticle_type = 1; // normal zoom\r
476 \r
477         if(cvar("cl_reticle_stretch"))\r
478         {\r
479                 reticle_size_x = vid_conwidth;\r
480                 reticle_size_y = vid_conheight;\r
481                 reticle_pos_x = 0;\r
482                 reticle_pos_y = 0;\r
483         }\r
484         else\r
485         {\r
486                 reticle_size_x = max(vid_conwidth, vid_conheight);\r
487                 reticle_size_y = max(vid_conwidth, vid_conheight);\r
488                 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
489                 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
490         }\r
491 \r
492         f = current_zoomfraction;\r
493         if(zoomscript_caught)\r
494                 f = 1;\r
495         if(cvar("cl_reticle_item_normal"))\r
496         {\r
497                 precache_pic("gfx/reticle_normal");\r
498                 if(reticle_type == 1 && f)\r
499                         drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
500         }\r
501         if(cvar("cl_reticle_item_weapon"))\r
502         {\r
503                 precache_pic("gfx/reticle_weapon");\r
504                 if(reticle_type == 2 && f)\r
505                         drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
506         }\r
507 \r
508         // screen effects\r
509         if(cvar("hud_contents"))\r
510         {\r
511                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
512                 vector liquidcolor;\r
513 \r
514                 if (getstati(STAT_VORE_EATEN))\r
515                 {\r
516                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
517                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
518                         incontent = 1;\r
519                 }\r
520                 else\r
521                 {\r
522                         switch(pointcontents(view_origin))\r
523                         {\r
524                                 case CONTENT_WATER:\r
525                                         liquidalpha = cvar("hud_contents_water_alpha");\r
526                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
527                                         incontent = 1;\r
528                                         break;\r
529                                         \r
530                                 case CONTENT_LAVA:\r
531                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
532                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
533                                         incontent = 1;\r
534                                         break;  \r
535                                                                 \r
536                                 case CONTENT_SLIME:\r
537                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
538                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
539                                         incontent = 1;\r
540                                         break;\r
541                                         \r
542                                 default:\r
543                                         liquidalpha = 0;\r
544                                         liquidcolor = '0 0 0';\r
545                                         incontent = 0;\r
546                                         break;\r
547                         }\r
548                 }\r
549                 \r
550                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
551                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
552                         contentfadetime = cvar("hud_contents_fadeintime");\r
553                         liquidalpha_prev = liquidalpha;\r
554                         liquidcolor_prev = liquidcolor;\r
555                 }\r
556                 else\r
557                         contentfadetime = cvar("hud_contents_fadeouttime");\r
558                         \r
559                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
560                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
561                 \r
562                 if(contentavgalpha)\r
563                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
564 \r
565                 if(cvar("hud_postprocessing"))\r
566                 {\r
567                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
568                         {\r
569                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
570                                 content_blurpostprocess_x = 1;\r
571                                 if(getstati(STAT_VORE_EATEN))\r
572                                 {\r
573                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
574                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
575                                 }\r
576                                 else\r
577                                 {\r
578                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
579                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
580                                 }\r
581                         }\r
582                         else\r
583                         {\r
584                                 content_blurpostprocess_x = 0;\r
585                                 content_blurpostprocess_y = 0;\r
586                                 content_blurpostprocess_z = 0;\r
587                         }\r
588                 }\r
589         }\r
590 \r
591         if(cvar("hud_damage"))\r
592         {\r
593                 float myhealth_flash_temp;\r
594                 myhealth = getstati(STAT_HEALTH);\r
595 \r
596                 // fade out\r
597                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
598                 // add new damage\r
599                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
600 \r
601                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
602                 pain_threshold = cvar("hud_damage_pain_threshold");\r
603                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
604                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
605 \r
606                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
607                 {\r
608                         pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
609                 }\r
610 \r
611                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
612 \r
613                 if(myhealth_prev < 1)\r
614                 {\r
615                         if(myhealth >= 1)\r
616                         {\r
617                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
618                                 myhealth_flash_temp = 0;\r
619                         }\r
620                         else\r
621                         {\r
622                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
623                         }\r
624                 }\r
625 \r
626                 if(spectatee_status == -1 || intermission)\r
627                 {\r
628                         myhealth_flash = 0; // observing, or match ended\r
629                         myhealth_flash_temp = 0;\r
630                 }\r
631 \r
632                 myhealth_prev = myhealth;\r
633 \r
634                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
635                 {\r
636                         if(cvar("cl_gentle_damage") == 2)\r
637                         {\r
638                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
639                                 {\r
640                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
641                                 }\r
642                         }\r
643                         else\r
644                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
645 \r
646                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
647                 }\r
648                 else\r
649                         drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
650 \r
651                 if(cvar("hud_postprocessing"))\r
652                 {\r
653                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
654                         {\r
655                                 damage_blurpostprocess_x = 1;\r
656                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
657                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
658                         }\r
659                         else\r
660                         {\r
661                                 damage_blurpostprocess_x = 0;\r
662                                 damage_blurpostprocess_y = 0;\r
663                                 damage_blurpostprocess_z = 0;\r
664                         }\r
665                 }\r
666         }\r
667 \r
668         if(cvar("hud_stomach"))\r
669         {\r
670                 if(getstati(STAT_VORE_EATEN))\r
671                 {\r
672                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
673                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
674                         else\r
675                                 stomachsplash_alpha = cvar("hud_stomach");\r
676                 }\r
677                 else if(getstati(STAT_HEALTH) > 0)\r
678                 {\r
679                         if(stomachsplash_alpha > 0)\r
680                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
681                         else\r
682                                 stomachsplash_alpha = 0;\r
683                 }\r
684                 if(getstati(STAT_HEALTH) <= 0)\r
685                         stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
686 \r
687                 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
688                         stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
689                 if(spectatee_status == -1)\r
690                         stomachsplash_alpha = 0;\r
691 \r
692                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
693                 drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
694         }\r
695 \r
696         if(cvar("hud_postprocessing"))\r
697         {\r
698                 // lets apply the postprocess effects from the previous two functions if needed\r
699                 if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
700                 {\r
701                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
702                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
703                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
704                         {\r
705                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
706                                 cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
707                                 old_blurradius = blurradius;\r
708                                 old_bluralpha = bluralpha;\r
709                         }\r
710                 }\r
711                 else if(cvar("r_glsl_postprocess_uservec1_enable")) // reduce cvar_set spam as much as possible\r
712                 {\r
713                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
714                         cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
715                         old_blurradius = 0;\r
716                         old_bluralpha = 0;\r
717                 }\r
718 \r
719                 float sharpen_intensity;\r
720                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
721                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
722                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
723                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
724 \r
725                 if(cvar("hud_powerup") && sharpen_intensity > 0)\r
726                 {\r
727                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
728 \r
729                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
730                         {\r
731                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
732                                 cvar_set("r_glsl_postprocess_uservec2_enable", "1");\r
733                                 old_sharpen_intensity = sharpen_intensity;\r
734                         }\r
735                 }\r
736                 else if(cvar("r_glsl_postprocess_uservec2_enable")) // reduce cvar_set spam as much as possible\r
737                 {\r
738                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
739                         cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
740                         old_sharpen_intensity = 0;\r
741                 }\r
742         }\r
743 \r
744         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
745         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
746         {\r
747                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
748                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
749                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
750         }\r
751         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
752         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
753         {\r
754                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
755                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
756                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
757         }\r
758 \r
759         // volume cutting\r
760         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
761         {\r
762                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
763 \r
764                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
765                 {\r
766                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
767                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
768                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
769 \r
770                         volume_modify_default_1 = cvar("menu_volume");\r
771                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
772 \r
773                         volume_modify_changed_1 = cvar("menu_volume");\r
774                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
775                 }\r
776                 else\r
777                 {\r
778                         if(spectatee_status == -1 || intermission)\r
779                         {\r
780                                 volume_modify_1_target = volume_modify_default_1;\r
781                                 volume_modify_2_target = volume_modify_default_2;\r
782                         }\r
783                         else if(getstati(STAT_VORE_EATEN))\r
784                         {\r
785                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
786                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
787                         }\r
788                         else\r
789                         {\r
790                                 volume_modify_1_target = volume_modify_default_1;\r
791                                 volume_modify_2_target = volume_modify_default_2;\r
792                         }\r
793                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
794 \r
795                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
796                         {\r
797                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
798                                         volume_modify_1 -= volume_modify_fade;\r
799                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
800                                         volume_modify_1 += volume_modify_fade;\r
801                                 else\r
802                                         volume_modify_1 = volume_modify_1_target;\r
803 \r
804                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
805                                         volume_modify_2 -= volume_modify_fade;\r
806                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
807                                         volume_modify_2 += volume_modify_fade;\r
808                                 else\r
809                                         volume_modify_2 = volume_modify_2_target;\r
810 \r
811                                 cvar_set("volume", ftos(volume_modify_1));\r
812                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
813                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
814                         }\r
815                 }\r
816         }\r
817 \r
818         // Draw the mouse cursor\r
819         // NOTE: drawpic must happen after R_RenderScene for some reason\r
820         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
821         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
822         //self = edict_num(player_localnum);\r
823         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
824         //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
825         // as long as the ctf part isn't in, this is useless\r
826         if(menu_visible)\r
827                 menu_show();\r
828 \r
829         /*if(gametype == GAME_CTF)\r
830           {\r
831           ctf_view();\r
832           } else */\r
833 \r
834         // draw 2D entities\r
835         e = self;\r
836         for(self = world; (self = nextent(self)); )\r
837                 if(self.draw2d)\r
838                         self.draw2d();\r
839         self = e;\r
840 \r
841         // draw radar\r
842         if(\r
843                         ons_showmap\r
844                         ||\r
845                         (\r
846                          !scoreboard_active\r
847                          &&\r
848                          cvar_string("cl_teamradar") != "0"\r
849                          &&\r
850                          (\r
851                           cvar("cl_teamradar") == 2\r
852                           ||\r
853                           teamplay\r
854                          )\r
855                         )\r
856           )\r
857                 teamradar_view();\r
858 \r
859         // Draw artwork and play intermission music\r
860         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
861         {\r
862                 if(cvar("cl_artwork"))\r
863                 {\r
864                         if(artwork_image == "")\r
865                         {\r
866                                 if(getstati(STAT_WINNING)) // we are the winner\r
867                                 {\r
868                                         if(cvar("cl_artwork_win"))\r
869                                         {\r
870                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
871                                                 artwork_image = strzone(artwork_image);\r
872                                         }\r
873                                 }\r
874                                 else // we have lost\r
875                                 {\r
876                                         if(cvar("cl_artwork_lose"))\r
877                                         {\r
878                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
879                                                 artwork_image = strzone(artwork_image);\r
880                                         }\r
881                                 }\r
882                         }\r
883 \r
884                         if(cvar("cl_artwork_stretch"))\r
885                         {\r
886                                 artwork_size_x = vid_conwidth;\r
887                                 artwork_size_y = vid_conheight;\r
888                                 artwork_pos_x = 0;\r
889                                 artwork_pos_y = 0;\r
890                         }\r
891                         else\r
892                         {\r
893                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
894                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
895                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
896                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
897                         }\r
898 \r
899                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
900                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
901                         else\r
902                                 artwork_fade = cvar("cl_artwork_alpha");\r
903 \r
904                         if(artwork_image != "")\r
905                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
906                 }\r
907 \r
908                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
909                 {\r
910                         if(getstati(STAT_WINNING))\r
911                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
912                         else\r
913                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
914                         if(intermission_song != "")\r
915                         {\r
916                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
917                                 intermission_song = strzone(intermission_song);\r
918                         }\r
919                 }\r
920         }\r
921         else\r
922         {\r
923                 artwork_fade = 0;\r
924                 if(artwork_image != "")\r
925                 {\r
926                         strunzone(artwork_image);\r
927                         artwork_image = "";\r
928                 }\r
929 \r
930                 if(intermission_song != "")\r
931                 {\r
932                         strunzone(intermission_song);\r
933                         intermission_song = "";\r
934                 }\r
935         }\r
936 \r
937         // draw sbar\r
938         if(cvar("r_letterbox") == 0) {\r
939                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
940                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
941                                 Sbar_DrawPressedKeys();\r
942                 }\r
943 \r
944                 if (cvar("cl_showspeed"))\r
945                         Sbar_ShowSpeed();\r
946                 if (cvar("cl_showacceleration"))\r
947                         Sbar_ShowAcceleration();\r
948 \r
949                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
950         }\r
951 \r
952         float weapon_clipload, weapon_clipsize, ring_scale;\r
953 \r
954         float swallow_indicator;\r
955         if(cvar("crosshair_swallowindicator"))\r
956                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
957 \r
958         float hud;\r
959         hud = getstati(STAT_HUD);\r
960 \r
961         if(cvar("r_letterbox") == 0)\r
962                 if(cvar("viewsize") < 120)\r
963                         CSQC_common_hud();\r
964 \r
965         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
966         {\r
967                 // crosshair goes VERY LAST\r
968                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
969                         // TrueAim check\r
970                         float shottype;\r
971                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
972                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
973                         wcross_origin_z = 0;\r
974                         if(cvar("crosshair_hittest"))\r
975                         if(!swallow_indicator)\r
976                         {\r
977                                 vector wcross_oldorigin;\r
978                                 wcross_oldorigin = wcross_origin;\r
979                                 shottype = TrueAimCheck();\r
980                                 if(shottype == SHOTTYPE_HITWORLD)\r
981                                 {\r
982                                         v = wcross_origin - wcross_oldorigin;\r
983                                         v_x /= vid_conwidth;\r
984                                         v_y /= vid_conheight;\r
985                                         if(vlen(v) > 0.01)\r
986                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
987                                 }\r
988                                 if(!cvar("crosshair_hittest_showimpact"))\r
989                                         wcross_origin = wcross_oldorigin;\r
990                         }\r
991                         else\r
992                                 shottype = SHOTTYPE_HITWORLD;\r
993 \r
994                         string wcross_style;\r
995 \r
996                         if(swallow_indicator  > 1)\r
997                                 wcross_style = "_canswallow_team.tga";\r
998                         else if(swallow_indicator > 0)\r
999                                 wcross_style = "_canswallow.tga";\r
1000                         else\r
1001                                 wcross_style = cvar_string("crosshair");\r
1002 \r
1003                         if (wcross_style != "0") {\r
1004                                 vector wcross_color, wcross_size;\r
1005                                 string wcross_name;\r
1006                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1007 \r
1008                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1009                                 {\r
1010                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1011                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1012                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1013                                 }\r
1014                                 else if(cvar("crosshair_color_by_health"))\r
1015                                 {\r
1016                                         local float x = getstati(STAT_HEALTH);\r
1017                                         \r
1018                                         //x = red\r
1019                                         //y = green\r
1020                                         //z = blue\r
1021                                         \r
1022                                         wcross_color_z = 0;\r
1023                                         \r
1024                                         if(x > 200)\r
1025                                         {\r
1026                                                 wcross_color_x = 0;\r
1027                                                 wcross_color_y = 1;\r
1028                                         }\r
1029                                         else if(x > 150)\r
1030                                         {\r
1031                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1032                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1033                                         }\r
1034                                         else if(x > 100)\r
1035                                         {\r
1036                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1037                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1038                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1039                                         }\r
1040                                         else if(x > 50)\r
1041                                         {\r
1042                                                 wcross_color_x = 1;\r
1043                                                 wcross_color_y = 1;\r
1044                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1045                                         }\r
1046                                         else if(x > 20)\r
1047                                         {\r
1048                                                 wcross_color_x = 1;\r
1049                                                 wcross_color_y = (x-20)*90/27/100;\r
1050                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1051                                         }\r
1052                                         else\r
1053                                         {\r
1054                                                 wcross_color_x = 1;\r
1055                                                 wcross_color_y = 0;\r
1056                                         }\r
1057                                 }\r
1058                                 else\r
1059                                 {\r
1060                                         wcross_color_x = cvar("crosshair_color_red");\r
1061                                         wcross_color_y = cvar("crosshair_color_green");\r
1062                                         wcross_color_z = cvar("crosshair_color_blue");\r
1063                                 }\r
1064                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1065                                 wcross_resolution = cvar("crosshair_size");\r
1066 \r
1067                                 if(!activeweapon)\r
1068                                 if(!swallow_indicator)\r
1069                                 {\r
1070                                         if(cvar("crosshair_unarmed_dim_color"))\r
1071                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1072                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1073                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1074                                 }\r
1075 \r
1076                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1077 \r
1078                                 if(cvar("crosshair_effect_scalefade"))\r
1079                                 {\r
1080                                         wcross_scale = wcross_resolution;\r
1081                                         wcross_resolution = 1;\r
1082                                 }\r
1083                                 else\r
1084                                 {\r
1085                                         wcross_scale = 1;\r
1086                                 }\r
1087                                 if(swallow_indicator)\r
1088                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1089 \r
1090                                 if(cvar("crosshair_pickup"))\r
1091                                 {\r
1092                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1093                                         {\r
1094                                                 pickup_crosshair_size = 1;\r
1095                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1096                                         }\r
1097 \r
1098                                         if(pickup_crosshair_size > 0)\r
1099                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1100                                         else\r
1101                                                 pickup_crosshair_size = 0;\r
1102 \r
1103                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1104                                 }\r
1105 \r
1106                                 if(shottype == SHOTTYPE_HITENEMY)\r
1107                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1108                                 if(shottype == SHOTTYPE_HITTEAM)\r
1109                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1110 \r
1111                                 f = cvar("crosshair_effect_speed");\r
1112                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1113                                 {\r
1114                                         wcross_changedonetime = time + f;\r
1115                                 }\r
1116                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1117                                 {\r
1118                                         wcross_name_changestarttime = time;\r
1119                                         wcross_name_changedonetime = time + f;\r
1120                                         if(wcross_name_goal_prev_prev)\r
1121                                                 strunzone(wcross_name_goal_prev_prev);\r
1122                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1123                                         wcross_name_goal_prev = strzone(wcross_name);\r
1124                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1125                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1126                                         wcross_resolution_goal_prev = wcross_resolution;\r
1127                                 }\r
1128 \r
1129                                 wcross_scale_goal_prev = wcross_scale;\r
1130                                 wcross_alpha_goal_prev = wcross_alpha;\r
1131                                 wcross_color_goal_prev = wcross_color;\r
1132 \r
1133                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1134                                 {\r
1135                                         wcross_blur = 1;\r
1136                                         wcross_alpha *= 0.75;\r
1137                                 }\r
1138                                 else\r
1139                                         wcross_blur = 0;\r
1140                                 // *_prev is at time-frametime\r
1141                                 // * is at wcross_changedonetime+f\r
1142                                 // what do we have at time?\r
1143                                 if(time < wcross_changedonetime)\r
1144                                 {\r
1145                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1146                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1147                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1148                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1149                                 }\r
1150 \r
1151                                 wcross_scale_prev = wcross_scale;\r
1152                                 wcross_alpha_prev = wcross_alpha;\r
1153                                 wcross_color_prev = wcross_color;\r
1154 \r
1155                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1156                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1157 \r
1158 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1159                                 do \\r
1160                                 { \\r
1161                                         if(wcross_blur > 0) \\r
1162                                         { \\r
1163                                                 for(i = -2; i <= 2; ++i) \\r
1164                                                         for(j = -2; j <= 2; ++j) \\r
1165                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1166                                         } \\r
1167                                         else \\r
1168                                         { \\r
1169                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1170                                         } \\r
1171                                 } \\r
1172                                 while(0)\r
1173 \r
1174 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1175                                 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
1176 \r
1177 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1178                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1179 \r
1180                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1181                                 {\r
1182                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1183                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1184                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1185                                         f = 1 - f;\r
1186                                 }\r
1187                                 else\r
1188                                 {\r
1189                                         f = 1;\r
1190                                 }\r
1191 \r
1192                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1193                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1194                                 wcross_name_alpha_goal_prev = f;\r
1195 \r
1196                                 // ring around crosshair representing bullets left in weapon clip\r
1197                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1198                                 a = cvar("crosshair_ring_alpha");\r
1199                                 if (weapon_clipload && a)\r
1200                                 if (!swallow_indicator)\r
1201                                 {\r
1202                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1203                                         ring_scale = cvar("crosshair_ring_size");\r
1204                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1205                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1206                                 }\r
1207                         }\r
1208                 }\r
1209                 else\r
1210                 {\r
1211                         wcross_scale_prev = 0;\r
1212                         wcross_alpha_prev = 0;\r
1213                         wcross_scale_goal_prev = 0;\r
1214                         wcross_alpha_goal_prev = 0;\r
1215                         wcross_changedonetime = 0;\r
1216                         if(wcross_name_goal_prev)\r
1217                                 strunzone(wcross_name_goal_prev);\r
1218                         wcross_name_goal_prev = string_null;\r
1219                         if(wcross_name_goal_prev_prev)\r
1220                                 strunzone(wcross_name_goal_prev_prev);\r
1221                         wcross_name_goal_prev_prev = string_null;\r
1222                         wcross_name_changestarttime = 0;\r
1223                         wcross_name_changedonetime = 0;\r
1224                         wcross_name_alpha_goal_prev = 0;\r
1225                         wcross_name_alpha_goal_prev_prev = 0;\r
1226                         wcross_resolution_goal_prev = 0;\r
1227                         wcross_resolution_goal_prev_prev = 0;\r
1228                 }\r
1229         }\r
1230 \r
1231         if(NextFrameCommand)\r
1232         {\r
1233                 localcmd("\n", NextFrameCommand, "\n");\r
1234                 NextFrameCommand = string_null;\r
1235         }\r
1236 \r
1237         // we must do this check AFTER a frame was rendered, or it won't work\r
1238         if(cs_project_is_b0rked == 0)\r
1239         {\r
1240                 string w0, h0;\r
1241                 w0 = cvar_string("vid_conwidth");\r
1242                 h0 = cvar_string("vid_conheight");\r
1243                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1244                 //R_SetView(VF_FOV, '90 90 0');\r
1245                 R_SetView(VF_ORIGIN, '0 0 0');\r
1246                 R_SetView(VF_ANGLES, '0 0 0');\r
1247                 R_SetView(VF_PERSPECTIVE, 1);\r
1248                 makevectors('0 0 0');\r
1249                 vector v1, v2;\r
1250                 cvar_set("vid_conwidth", "800");\r
1251                 cvar_set("vid_conheight", "600");\r
1252                 v1 = cs_project(v_forward);\r
1253                 cvar_set("vid_conwidth", "640");\r
1254                 cvar_set("vid_conheight", "480");\r
1255                 v2 = cs_project(v_forward);\r
1256                 if(v1 == v2)\r
1257                         cs_project_is_b0rked = 1;\r
1258                 else\r
1259                         cs_project_is_b0rked = -1;\r
1260                 cvar_set("vid_conwidth", w0);\r
1261                 cvar_set("vid_conheight", h0);\r
1262         }\r
1263 \r
1264         // be safe against triggerbots until everyone has the fixed engine\r
1265         // this call is meant to overwrite the trace globals by something\r
1266         // unsuspicious\r
1267         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1268 \r
1269         // this cvar must be constantly updated on the server\r
1270         if(chase_active_old != cvar("chase_active"))\r
1271         {\r
1272                 localcmd("sendcvar chase_active\n");\r
1273                 chase_active_old = cvar("chase_active");\r
1274         }\r
1275 }\r
1276 \r
1277 void Sbar_Draw();\r
1278 \r
1279 void CSQC_common_hud(void)\r
1280 {\r
1281         // Sbar_SortFrags(); done in Sbar_Draw\r
1282         float hud;\r
1283         hud = getstati(STAT_HUD);\r
1284 \r
1285         //hud = 10;\r
1286         switch(hud)\r
1287         {\r
1288                 case HUD_NORMAL:\r
1289                         Sbar_Draw();\r
1290                         break;\r
1291         }\r
1292 }\r
1293 \r
1294 \r
1295 // following vectors must be global to allow seamless switching between camera modes\r
1296 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1297 void CSQC_Demo_Camera()\r
1298 {\r
1299         float speed, attenuation, dimensions;\r
1300         vector tmp, delta;\r
1301 \r
1302         if( cvar("camera_reset") || !camera_mode )\r
1303         {\r
1304                 camera_offset = '0 0 0';\r
1305                 current_angles = '0 0 0';\r
1306                 camera_direction = '0 0 0';\r
1307                 camera_offset_z += 30;\r
1308                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1309                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1310                 current_origin = view_origin;\r
1311                 current_camera_offset  = camera_offset;\r
1312                 cvar_set("camera_reset", "0");\r
1313                 camera_mode = CAMERA_CHASE;\r
1314         }\r
1315 \r
1316         // Camera angles\r
1317         if( camera_roll )\r
1318                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1319 \r
1320         if(cvar("camera_look_player"))\r
1321         {\r
1322                 local vector dir;\r
1323                 local float n;\r
1324 \r
1325                 dir = normalize(view_origin - current_position);\r
1326                 n = mouse_angles_z;\r
1327                 mouse_angles = vectoangles(dir);\r
1328                 mouse_angles_x = mouse_angles_x * -1;\r
1329                 mouse_angles_z = n;\r
1330         }\r
1331         else\r
1332         {\r
1333                 tmp = getmousepos() * 0.1;\r
1334                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1335                 {\r
1336                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1337                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1338                 }\r
1339         }\r
1340 \r
1341         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1342         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1343         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1344         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1345 \r
1346         // Fix difference when angles don't have the same sign\r
1347         delta = '0 0 0';\r
1348         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1349                 delta = '0 360 0';\r
1350         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1351                 delta = '0 -360 0';\r
1352 \r
1353         if(cvar("camera_look_player"))\r
1354                 attenuation = cvar("camera_look_attenuation");\r
1355         else\r
1356                 attenuation = cvar("camera_speed_attenuation");\r
1357 \r
1358         attenuation = 1 / max(1, attenuation);\r
1359         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1360 \r
1361         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1362         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1363         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1364         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1365 \r
1366         // Camera position\r
1367         tmp = '0 0 0';\r
1368         dimensions = 0;\r
1369 \r
1370         if( camera_direction_x )\r
1371         {\r
1372                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1373                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1374                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1375                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1376                 ++dimensions;\r
1377         }\r
1378 \r
1379         if( camera_direction_y )\r
1380         {\r
1381                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1382                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1383                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1384                 ++dimensions;\r
1385         }\r
1386 \r
1387         if( camera_direction_z )\r
1388         {\r
1389                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1390                 ++dimensions;\r
1391         }\r
1392 \r
1393         if(cvar("camera_free"))\r
1394                 speed = cvar("camera_speed_free");\r
1395         else\r
1396                 speed = cvar("camera_speed_chase");\r
1397 \r
1398         if(dimensions)\r
1399         {\r
1400                 speed = speed * sqrt(1 / dimensions);\r
1401                 camera_offset += tmp * speed;\r
1402         }\r
1403 \r
1404         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1405 \r
1406         // Camera modes\r
1407         if( cvar("camera_free") )\r
1408         {\r
1409                 if ( camera_mode == CAMERA_CHASE )\r
1410                 {\r
1411                         current_camera_offset = current_origin + current_camera_offset;\r
1412                         camera_offset = current_origin + camera_offset;\r
1413                 }\r
1414 \r
1415                 camera_mode = CAMERA_FREE;\r
1416                 current_position = current_camera_offset;\r
1417         }\r
1418         else\r
1419         {\r
1420                 if ( camera_mode == CAMERA_FREE )\r
1421                 {\r
1422                         current_origin = view_origin;\r
1423                         camera_offset = camera_offset - current_origin;\r
1424                         current_camera_offset = current_camera_offset - current_origin;\r
1425                 }\r
1426 \r
1427                 camera_mode = CAMERA_CHASE;\r
1428 \r
1429                 if(cvar("camera_chase_smoothly"))\r
1430                         current_origin += (view_origin - current_origin) * attenuation;\r
1431                 else\r
1432                         current_origin = view_origin;\r
1433 \r
1434                 current_position = current_origin + current_camera_offset;\r
1435         }\r
1436 \r
1437         R_SetView(VF_ANGLES, current_angles);\r
1438         R_SetView(VF_ORIGIN, current_position);\r
1439 }\r