1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = autocvar_cl_zoomsensitivity;
131 zoomfactor = autocvar_cl_zoomfactor;
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = autocvar_cl_zoomspeed;
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
277 case WEP_SNIPERRIFLE:
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_SEEKER: // projectile has a size!
298 case WEP_ELECTRO: // projectile has a size!
304 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
306 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307 trueaimpoint = trace_endpos;
314 dv = view_right * vecs_y + view_up * vecs_z;
315 w_shotorg = view_origin + dv;
317 // now move the vecs forward as much as requested if possible
318 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
319 w_shotorg = trace_endpos - view_forward * nudge;
321 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322 shottype = EnemyHitCheck();
323 if(shottype != SHOTTYPE_HITWORLD)
327 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328 // or rather, I know why, but see no fix
329 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330 // 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
331 return SHOTTYPE_HITOBSTRUCTION;
334 return SHOTTYPE_HITWORLD;
337 void CSQC_common_hud(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
345 string NextFrameCommand;
346 void CSQC_SPIDER_HUD();
347 void CSQC_RAPTOR_HUD();
349 vector freeze_pmove_org, freeze_input_angles;
350 entity nightvision_noise, nightvision_noise2;
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float use_nex_chargepool;
355 float myhealth, myhealth_prev;
356 float myhealth_flash;
358 vector myhealth_gentlergb;
360 float contentavgalpha;
362 void CSQC_UpdateView(float w, float h)
368 vector vf_size, vf_min;
371 vf_size = R_SetView3fv(VF_SIZE);
372 vf_min = R_SetView3fv(VF_MIN);
373 vid_width = vf_size_x;
374 vid_height = vf_size_y;
376 vector reticle_pos, reticle_size;
378 WaypointSprite_Load();
381 myteam = GetPlayerColor(spectatee_status - 1);
383 myteam = GetPlayerColor(player_localentnum - 1);
385 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
386 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
388 warpzone_fixview_origin = pmove_org + vo;
389 warpzone_fixview_cl_viewangles = input_angles;
390 warpzone_fixview_angles = view_angles;
392 pmove_org = warpzone_fixview_origin - vo;
393 input_angles = warpzone_fixview_cl_viewangles;
394 view_angles = warpzone_fixview_angles;
396 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
398 pmove_org = freeze_pmove_org;
399 input_angles = view_angles = freeze_input_angles;
400 R_SetView(VF_ORIGIN, pmove_org + vo);
401 R_SetView(VF_ANGLES, view_angles);
402 //R_SetView(VF_CL_VIEWANGLES, input_angles);
404 freeze_pmove_org = pmove_org;
405 freeze_input_angles = input_angles;
408 if(!intermission || !view_set)
410 view_origin = pmove_org + vo;
411 view_angles = input_angles;
412 makevectors(view_angles);
413 view_forward = v_forward;
414 view_right = v_right;
420 if(time > blurtest_time0 && time < blurtest_time1)
424 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
425 r = t * blurtest_radius;
426 f = 1 / pow(t, blurtest_power) - 1;
428 cvar_set("r_glsl_postprocess", "1");
429 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
433 cvar_set("r_glsl_postprocess", "0");
434 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
438 TargetMusic_Advance();
441 drawframetime = max(0.000001, time - drawtime);
444 // watch for gametype changes here...
445 // in ParseStuffCMD the cmd isn't executed yet :/
446 // might even be better to add the gametype to TE_CSQC_INIT...?
450 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
451 if(calledhooks & HOOK_START)
453 localcmd("\ncl_hook_gameend\n");
454 calledhooks |= HOOK_END;
457 CheckForGamestartChange();
463 if(button_zoom || fov <= 59.5)
465 if(!zoomscript_caught)
467 localcmd("+button4\n");
468 zoomscript_caught = 1;
469 ignore_plus_zoom += 1;
474 if(zoomscript_caught)
476 localcmd("-button4\n");
477 zoomscript_caught = 0;
478 ignore_minus_zoom += 1;
482 ColorTranslateMode = autocvar_cl_stripcolorcodes;
483 activeweapon = getstati(STAT_SWITCHWEAPON);
484 f = (serverflags & SERVERFLAG_TEAMPLAY);
491 if(last_weapon != activeweapon) {
493 last_weapon = activeweapon;
495 e = get_weaponinfo(activeweapon);
497 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
499 localcmd("\ncl_hook_activeweapon none\n");
502 // ALWAYS Clear Current Scene First
505 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
506 R_SetView(VF_SIZE, vf_size);
507 R_SetView(VF_MIN, vf_min);
509 // Assign Standard Viewflags
510 // Draw the World (and sky)
511 R_SetView(VF_DRAWWORLD, 1);
513 // Set the console size vars
514 vid_conwidth = autocvar_vid_conwidth;
515 vid_conheight = autocvar_vid_conheight;
516 vid_pixelheight = autocvar_vid_pixelheight;
518 R_SetView(VF_FOV, GetCurrentFov(fov));
520 // Camera for demo playback
523 if(autocvar_camera_enable)
527 cvar_set("chase_active", ftos(chase_active_backup));
528 cvar_set("cl_demo_mousegrab", "0");
529 camera_active = FALSE;
533 else if(autocvar_camera_enable)
535 else if(autocvar_camera_enable && isdemo())
538 // Enable required Darkplaces cvars
539 chase_active_backup = autocvar_chase_active;
540 cvar_set("chase_active", "2");
541 cvar_set("cl_demo_mousegrab", "1");
542 camera_active = TRUE;
546 // Draw the Crosshair
547 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
549 // Draw the Engine Status Bar (the default Quake HUD)
550 R_SetView(VF_DRAWENGINEHUD, 0);
552 // fetch this one only once per frame
553 hud_showbinds = autocvar_hud_showbinds;
554 hud_showbinds_limit = autocvar_hud_showbinds_limit;
556 // Update the mouse position
558 mousepos_x = vid_conwidth;
559 mousepos_y = vid_conheight;
560 mousepos = mousepos*0.5 + getmousepos();
564 for(self = world; (self = nextent(self)); )
569 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
572 // now switch to 2D drawing mode by calling a 2D drawing function
573 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
574 // next R_RenderScene call
575 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
577 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
578 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
580 // apply night vision effect
581 vector rgb, tc_00, tc_01, tc_10, tc_11;
583 if(!nightvision_noise)
585 nightvision_noise = spawn();
586 nightvision_noise.classname = "nightvision_noise";
588 if(!nightvision_noise2)
590 nightvision_noise2 = spawn();
591 nightvision_noise2.classname = "nightvision_noise2";
594 // color tint in yellow
595 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
598 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
600 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
601 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
602 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
603 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
604 tc_11 = tc_01 + tc_10 - tc_00;
605 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
606 R_PolygonVertex('0 0 0', tc_00, rgb, a);
607 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
608 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
609 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
613 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
614 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
615 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
616 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
617 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
618 tc_11 = tc_01 + tc_10 - tc_00;
619 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
620 R_PolygonVertex('0 0 0', tc_00, rgb, a);
621 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
622 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
623 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
627 // Draw the aiming reticle for weapons that use it
628 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
629 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
630 // the view to go back to normal, so reticle_type would become 0 as we fade out)
631 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
632 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
633 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
634 reticle_type = 2; // nex zoom
635 else if(button_zoom || zoomscript_caught)
636 reticle_type = 1; // normal zoom
637 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
638 reticle_type = 2; // nex zoom
640 if(autocvar_cl_reticle_stretch)
642 reticle_size_x = vid_conwidth;
643 reticle_size_y = vid_conheight;
649 reticle_size_x = max(vid_conwidth, vid_conheight);
650 reticle_size_y = max(vid_conwidth, vid_conheight);
651 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
652 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
655 f = current_zoomfraction;
656 if(zoomscript_caught)
658 if(autocvar_cl_reticle_item_normal)
660 precache_pic("gfx/reticle_normal");
661 if(reticle_type == 1 && f)
662 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
664 if(autocvar_cl_reticle_item_nex)
666 precache_pic("gfx/reticle_nex");
667 if(reticle_type == 2 && f)
668 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
671 // improved polyblend with post processing effects
673 vector damage_blurpostprocess;
674 vector content_blurpostprocess;
675 if(autocvar_hud_contents)
677 float contentalpha_temp, incontent, liquidalpha;
680 switch(pointcontents(view_origin))
683 liquidalpha = autocvar_hud_contents_water_alpha;
684 liquidcolor = stov(autocvar_hud_contents_water_color);
689 liquidalpha = autocvar_hud_contents_lava_alpha;
690 liquidcolor = stov(autocvar_hud_contents_lava_color);
695 liquidalpha = autocvar_hud_contents_slime_alpha;
696 liquidcolor = stov(autocvar_hud_contents_slime_color);
702 liquidcolor = '0 0 0';
707 contentalpha_temp = bound(0, drawframetime / max(0.0001, autocvar_hud_contents_fadetime), 1);
708 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
709 //contentalpha_temp = contentavgalpha;
712 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor, contentavgalpha * liquidalpha, DRAWFLAG_NORMAL);
714 if(autocvar_hud_postprocessing)
716 if(autocvar_hud_contents_blur)
718 content_blurpostprocess_x = 1;
719 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
720 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
724 content_blurpostprocess_x = 0;
725 content_blurpostprocess_y = 0;
726 content_blurpostprocess_z = 0;
731 if(autocvar_hud_damage)
733 float myhealth_flash_temp;
734 myhealth = getstati(STAT_HEALTH);
737 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
739 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
741 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
742 pain_threshold = autocvar_hud_damage_pain_threshold;
743 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
744 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
746 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
748 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
751 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
753 if(myhealth_prev < 1)
757 myhealth_flash = 0; // just spawned, clear the flash immediately
758 myhealth_flash_temp = 0;
762 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
766 if(spectatee_status == -1 || intermission)
768 myhealth_flash = 0; // observing, or match ended
769 myhealth_flash_temp = 0;
772 myhealth_prev = myhealth;
774 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
776 if(autocvar_cl_gentle_damage == 2)
778 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
780 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
784 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
786 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
788 else if(autocvar_hud_damage_image)
789 drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
791 if(autocvar_hud_postprocessing)
793 if(autocvar_hud_damage_blur)
795 damage_blurpostprocess_x = 1;
796 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
797 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
801 damage_blurpostprocess_x = 0;
802 damage_blurpostprocess_y = 0;
803 damage_blurpostprocess_z = 0;
808 if(autocvar_hud_postprocessing)
809 { // lets apply the postprocess effects from the previous two functions if needed
810 if(damage_blurpostprocess_x || content_blurpostprocess_x)
812 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
813 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
814 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
815 cvar_set("r_glsl_postprocess_uservec1_enable", "1");
819 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
820 cvar_set("r_glsl_postprocess_uservec1_enable", "0");
825 // Draw the mouse cursor
826 // NOTE: drawpic must happen after R_RenderScene for some reason
827 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
828 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
829 //self = edict_num(player_localnum);
830 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
831 //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);
832 // as long as the ctf part isn't in, this is useless
836 /*if(gametype == GAME_CTF)
843 for(self = world; (self = nextent(self)); )
848 scoreboard_active = HUD_WouldDrawScoreboard();
851 hud = getstati(STAT_HUD);
852 if(hud == HUD_SPIDERBOT)
854 else if(hud == HUD_WAKIZASHI)
855 CSQC_WAKIZASHI_HUD();
856 else if(hud == HUD_RAPTOR)
860 if(gametype == GAME_FREEZETAG)
862 if(getstati(STAT_FROZEN))
863 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
864 if(getstatf(STAT_REVIVE_PROGRESS))
866 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
867 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
871 if(autocvar_r_letterbox == 0)
872 if(autocvar_viewsize < 120)
875 // crosshair goes VERY LAST
876 if(!scoreboard_active && !camera_active && intermission != 2) {
878 float wcross_alpha, wcross_resolution;
879 wcross_style = autocvar_crosshair;
880 if (wcross_style == "0")
882 wcross_resolution = autocvar_crosshair_size;
883 if (wcross_resolution == 0)
885 wcross_alpha = autocvar_crosshair_alpha;
886 if (wcross_alpha == 0)
891 float bullets, ring_scale;
892 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
893 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
895 if(autocvar_crosshair_hittest)
897 vector wcross_oldorigin;
898 wcross_oldorigin = wcross_origin;
899 shottype = TrueAimCheck();
900 if(shottype == SHOTTYPE_HITWORLD)
902 v = wcross_origin - wcross_oldorigin;
904 v_y /= vid_conheight;
906 shottype = SHOTTYPE_HITOBSTRUCTION;
908 if(!autocvar_crosshair_hittest_showimpact)
909 wcross_origin = wcross_oldorigin;
912 shottype = SHOTTYPE_HITWORLD;
914 vector wcross_color, wcross_size;
915 string wcross_wep, wcross_name;
916 float wcross_scale, wcross_blur;
918 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
919 e = get_weaponinfo(activeweapon);
920 if (e && e.netname != "")
922 wcross_wep = e.netname;
923 if(autocvar_crosshair_per_weapon)
925 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
926 if (wcross_resolution == 0)
928 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
929 if (wcross_alpha == 0)
932 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
933 if(wcross_style == "" || wcross_style == "0")
934 wcross_style = wcross_wep;
938 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
939 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
941 wcross_color = stov(autocvar_crosshair_color);
943 wcross_name = strcat("gfx/crosshair", wcross_style);
945 if(autocvar_crosshair_effect_scalefade)
947 wcross_scale = wcross_resolution;
948 wcross_resolution = 1;
955 if(autocvar_crosshair_pickup)
957 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
959 pickup_crosshair_size = 1;
960 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
963 if(pickup_crosshair_size > 0)
964 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
966 pickup_crosshair_size = 0;
968 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
971 if(shottype == SHOTTYPE_HITENEMY)
972 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
973 if(shottype == SHOTTYPE_HITTEAM)
974 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
976 f = autocvar_crosshair_effect_speed;
978 f *= -2 * g_weaponswitchdelay;
979 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
981 wcross_changedonetime = time + f;
983 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
985 wcross_name_changestarttime = time;
986 wcross_name_changedonetime = time + f;
987 if(wcross_name_goal_prev_prev)
988 strunzone(wcross_name_goal_prev_prev);
989 wcross_name_goal_prev_prev = wcross_name_goal_prev;
990 wcross_name_goal_prev = strzone(wcross_name);
991 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
992 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
993 wcross_resolution_goal_prev = wcross_resolution;
996 wcross_scale_goal_prev = wcross_scale;
997 wcross_alpha_goal_prev = wcross_alpha;
998 wcross_color_goal_prev = wcross_color;
1000 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1003 wcross_alpha *= 0.75;
1007 // *_prev is at time-frametime
1008 // * is at wcross_changedonetime+f
1009 // what do we have at time?
1010 if(time < wcross_changedonetime)
1012 f = frametime / (wcross_changedonetime - time + frametime);
1013 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1014 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1015 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1018 wcross_scale_prev = wcross_scale;
1019 wcross_alpha_prev = wcross_alpha;
1020 wcross_color_prev = wcross_color;
1022 wcross_scale *= 1 - autocvar__menu_alpha;
1023 wcross_alpha *= 1 - autocvar__menu_alpha;
1025 ring_scale = autocvar_crosshair_ring_size;
1027 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1029 float nex_charge, nex_chargepool;
1030 nex_charge = getstatf(STAT_NEX_CHARGE);
1031 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1033 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1034 nex_charge_movingavg = nex_charge;
1036 // ring around crosshair representing bullets left in camping rifle clip
1037 if (activeweapon == WEP_SNIPERRIFLE && cr_maxbullets)
1039 bullets = getstati(STAT_BULLETS_LOADED);
1040 f = bound(0, bullets / cr_maxbullets, 1);
1042 a = autocvar_crosshair_ring_sniperrifle_alpha;
1043 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1045 else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
1047 if(nex_chargepool || use_nex_chargepool)
1049 use_nex_chargepool = 1;
1051 a = autocvar_crosshair_ring_nex_inner_alpha;
1052 rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1053 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_chargepool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1057 // indicate how much we're charging right now with an inner circle
1058 a = autocvar_crosshair_ring_nex_inner_alpha;
1059 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1061 rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1062 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1066 a = autocvar_crosshair_ring_nex_outer_alpha;
1067 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
1070 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1073 if(wcross_blur > 0) \
1075 for(i = -2; i <= 2; ++i) \
1076 for(j = -2; j <= 2; ++j) \
1077 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1081 M(0,0,sz,wcross_name,wcross_alpha); \
1086 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1087 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)
1089 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1090 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1092 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1094 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1095 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1096 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1104 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1105 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1107 if(autocvar_crosshair_dot)
1109 vector wcross_color_old;
1110 wcross_color_old = wcross_color;
1111 if(autocvar_crosshair_dot_color != "0")
1112 wcross_color = stov(autocvar_crosshair_dot_color);
1113 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1114 wcross_color = wcross_color_old;
1117 wcross_name_alpha_goal_prev = f;
1121 wcross_scale_prev = 0;
1122 wcross_alpha_prev = 0;
1123 wcross_scale_goal_prev = 0;
1124 wcross_alpha_goal_prev = 0;
1125 wcross_changedonetime = 0;
1126 if(wcross_name_goal_prev)
1127 strunzone(wcross_name_goal_prev);
1128 wcross_name_goal_prev = string_null;
1129 if(wcross_name_goal_prev_prev)
1130 strunzone(wcross_name_goal_prev_prev);
1131 wcross_name_goal_prev_prev = string_null;
1132 wcross_name_changestarttime = 0;
1133 wcross_name_changedonetime = 0;
1134 wcross_name_alpha_goal_prev = 0;
1135 wcross_name_alpha_goal_prev_prev = 0;
1136 wcross_resolution_goal_prev = 0;
1137 wcross_resolution_goal_prev_prev = 0;
1141 if(NextFrameCommand)
1143 localcmd("\n", NextFrameCommand, "\n");
1144 NextFrameCommand = string_null;
1147 // we must do this check AFTER a frame was rendered, or it won't work
1148 if(cs_project_is_b0rked == 0)
1151 w0 = ftos(autocvar_vid_conwidth);
1152 h0 = ftos(autocvar_vid_conheight);
1153 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1154 //R_SetView(VF_FOV, '90 90 0');
1155 R_SetView(VF_ORIGIN, '0 0 0');
1156 R_SetView(VF_ANGLES, '0 0 0');
1157 R_SetView(VF_PERSPECTIVE, 1);
1158 makevectors('0 0 0');
1160 cvar_set("vid_conwidth", "800");
1161 cvar_set("vid_conheight", "600");
1162 v1 = cs_project(v_forward);
1163 cvar_set("vid_conwidth", "640");
1164 cvar_set("vid_conheight", "480");
1165 v2 = cs_project(v_forward);
1167 cs_project_is_b0rked = 1;
1169 cs_project_is_b0rked = -1;
1170 cvar_set("vid_conwidth", w0);
1171 cvar_set("vid_conheight", h0);
1174 if(autocvar__hud_configure)
1177 // let's reset the view back to normal for the end
1178 R_SetView(VF_MIN, '0 0 0');
1179 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1182 #define spider_h "gfx/vehicles/hud_bg.tga"
1183 #define spider_b "gfx/vehicles/sbot.tga"
1184 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1185 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1186 #define spider_s "gfx/vehicles/shiled.tga"
1187 #define spider_a1 "gfx/hud/sb_rocket.tga"
1188 #define spider_a2 "gfx/sb_bullets.tga"
1190 void CSQC_SPIDER_HUD()
1192 float rockets, reload, heat, hp, shield;
1193 vector picsize, hudloc;
1195 // Fetch health & ammo stats
1196 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1197 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1198 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1199 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1200 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1202 // Draw the crosshairs
1203 picsize = drawgetimagesize(SPIDER_CROSS);
1204 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1205 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1206 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1211 picsize = drawgetimagesize(spider_h) * 0.5;
1212 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1214 picsize = drawgetimagesize(spider_a2) * 0.5;
1215 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1217 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1218 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1219 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1221 picsize = drawgetimagesize(spider_a1) * 0.85;
1224 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1225 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1229 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1230 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1233 picsize = drawgetimagesize(spider_b) * 0.5;
1237 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1238 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1239 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1240 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1245 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1246 p = p + '0 1 0' * vid_conheight - '0 32 0';
1247 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1248 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1250 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1252 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1254 // Draw minigun heat indicator
1255 p = '0.5 0 0' * (vid_conwidth - 256);
1256 p = p + '0 1 0' * vid_conheight - '0 34 0';
1257 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1258 p_x += 256 * (1-heat);
1259 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1262 // Draw rocket icons for loaded/empty tubes.
1263 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1264 pp += '0 1 0' * vid_conheight - '0 64 0';
1265 for(i = 0; i < 8; ++i)
1267 p = pp + '1 0 0' * (rkt_size * i);
1270 if(floor(reload * 8) == i)
1272 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1274 else if(i < reload * 8)
1275 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1277 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1282 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1284 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1289 if (scoreboard_showscores)
1291 HUD_DrawScoreboard();
1292 HUD_DrawCenterPrint();
1297 #define raptor_h "gfx/vehicles/hud_bg.tga"
1298 #define raptor_b "gfx/vehicles/raptor.tga"
1299 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1300 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1301 #define raptor_s "gfx/vehicles/shiled.tga"
1303 void CSQC_RAPTOR_HUD()
1305 float reload, hp, shield, energy;
1306 vector picsize, hudloc;
1308 // Fetch health & ammo stats
1309 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1310 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1311 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1312 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1314 // Draw the crosshairs
1315 picsize = drawgetimagesize(SPIDER_CROSS);
1316 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1317 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1318 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1323 picsize = drawgetimagesize(raptor_h) * 0.5;
1324 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1326 picsize = drawgetimagesize(spider_a2) * 0.5;
1327 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1329 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1330 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1331 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1334 picsize = drawgetimagesize(spider_a1) * 0.85;
1337 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1338 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1342 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1343 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1346 picsize = drawgetimagesize(raptor_b) * 0.5;
1350 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1351 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1352 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1353 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1356 if (scoreboard_showscores)
1358 HUD_DrawScoreboard();
1359 HUD_DrawCenterPrint();
1364 #define waki_h "gfx/vehicles/hud_bg.tga"
1365 #define waki_b "gfx/vehicles/waki.tga"
1366 #define waki_e "gfx/vehicles/waki_e.tga"
1367 #define waki_g "gfx/vehicles/waki_guns.tga"
1368 #define waki_r "gfx/vehicles/waki_rockets.tga"
1369 #define waki_s "gfx/vehicles/shiled.tga"
1371 #define waki_a1 "gfx/hud/sb_rocket.tga"
1372 #define waki_a2 "gfx/sb_cells.tga"
1374 void CSQC_WAKIZASHI_HUD()
1376 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1377 float health, shield, energy, rockets;
1378 vector picsize, hudloc;
1380 picsize = drawgetimagesize(SPIDER_CROSS);
1381 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1382 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1383 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1386 const float STAT_VEHICLESTAT_HEALTH = 60;
1387 const float STAT_VEHICLESTAT_SHIELD = 61;
1388 const float STAT_VEHICLESTAT_ENERGY = 62;
1389 const float STAT_VEHICLESTAT_AMMO1 = 63;
1390 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1391 const float STAT_VEHICLESTAT_AMMO2 = 65;
1392 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1394 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1395 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1396 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1397 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1402 picsize = drawgetimagesize(waki_h) * 0.5;
1403 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1405 picsize = drawgetimagesize(waki_a2) * 0.7;
1406 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1409 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1410 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1412 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1414 picsize = drawgetimagesize(waki_a1) * 0.75;
1417 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1418 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1422 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1423 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1424 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1427 picsize = drawgetimagesize(waki_b) * 0.5;
1431 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1432 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1433 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1434 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1439 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1440 p = p + '0 1 0' * vid_conheight - '0 32 0';
1444 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1445 p_x += 256 * health;
1446 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1449 p_x -= 256 * health;
1451 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1454 //p_x -= 256 * health;
1456 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1460 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1466 if (scoreboard_showscores)
1468 HUD_DrawScoreboard();
1469 HUD_DrawCenterPrint();
1475 void CSQC_common_hud(void)
1477 // HUD_SortFrags(); done in HUD_Draw
1479 hud = getstati(STAT_HUD);
1485 // do some accuracy var caching
1487 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1489 if(autocvar_accuracy_color_levels != acc_color_levels)
1491 if(acc_color_levels)
1492 strunzone(acc_color_levels);
1493 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1494 acc_levels = tokenize(acc_color_levels);
1495 if (acc_levels > MAX_ACCURACY_LEVELS)
1496 acc_levels = MAX_ACCURACY_LEVELS;
1498 for (i = 0; i < acc_levels; ++i)
1499 acc_lev[i] = stof(argv(i)) / 100.0;
1501 // let know that acc_col[] needs to be loaded
1505 HUD_Main(); // always run these functions for alpha checks
1506 HUD_DrawScoreboard();
1508 if (scoreboard_active) // scoreboard/accuracy
1511 // HUD_DrawScoreboard takes care of centerprint_start
1513 else if (intermission == 2) // map voting screen
1515 HUD_FinaleOverlay();
1518 centerprint_start_x = 0;
1519 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1523 centerprint_start_x = 0;
1524 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1527 HUD_DrawCenterPrint();
1535 CSQC_WAKIZASHI_HUD();
1541 // following vectors must be global to allow seamless switching between camera modes
1542 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1543 void CSQC_Demo_Camera()
1545 float speed, attenuation, dimensions;
1548 if( autocvar_camera_reset || !camera_mode )
1550 camera_offset = '0 0 0';
1551 current_angles = '0 0 0';
1552 camera_direction = '0 0 0';
1553 camera_offset_z += 30;
1554 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1555 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1556 current_origin = view_origin;
1557 current_camera_offset = camera_offset;
1558 cvar_set("camera_reset", "0");
1559 camera_mode = CAMERA_CHASE;
1564 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1566 if(autocvar_camera_look_player)
1571 dir = normalize(view_origin - current_position);
1573 mouse_angles = vectoangles(dir);
1574 mouse_angles_x = mouse_angles_x * -1;
1579 tmp = getmousepos() * 0.1;
1580 if(vlen(tmp)>autocvar_camera_mouse_treshold)
1582 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1583 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1587 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1588 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1589 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1590 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1592 // Fix difference when angles don't have the same sign
1594 if(mouse_angles_y < -60 && current_angles_y > 60)
1596 if(mouse_angles_y > 60 && current_angles_y < -60)
1599 if(autocvar_camera_look_player)
1600 attenuation = autocvar_camera_look_attenuation;
1602 attenuation = autocvar_camera_speed_attenuation;
1604 attenuation = 1 / max(1, attenuation);
1605 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1607 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1608 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1609 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1610 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1616 if( camera_direction_x )
1618 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1619 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1620 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1621 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1625 if( camera_direction_y )
1627 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1628 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1629 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1633 if( camera_direction_z )
1635 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1639 if(autocvar_camera_free)
1640 speed = autocvar_camera_speed_free;
1642 speed = autocvar_camera_speed_chase;
1646 speed = speed * sqrt(1 / dimensions);
1647 camera_offset += tmp * speed;
1650 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1653 if( autocvar_camera_free )
1655 if ( camera_mode == CAMERA_CHASE )
1657 current_camera_offset = current_origin + current_camera_offset;
1658 camera_offset = current_origin + camera_offset;
1661 camera_mode = CAMERA_FREE;
1662 current_position = current_camera_offset;
1666 if ( camera_mode == CAMERA_FREE )
1668 current_origin = view_origin;
1669 camera_offset = camera_offset - current_origin;
1670 current_camera_offset = current_camera_offset - current_origin;
1673 camera_mode = CAMERA_CHASE;
1675 if(autocvar_camera_chase_smoothly)
1676 current_origin += (view_origin - current_origin) * attenuation;
1678 current_origin = view_origin;
1680 current_position = current_origin + current_camera_offset;
1683 R_SetView(VF_ANGLES, current_angles);
1684 R_SetView(VF_ORIGIN, current_position);