5 vector p, dir, ang, q, nextdir;
6 float idx, portal_number, portal1_idx;
8 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
10 if(g_balance_porto_secondary)
16 if (getstati(STAT_HEALTH) <= 0)
21 if(angles_held_status)
23 makevectors(angles_held);
37 traceline(p, p + 65536 * dir, TRUE, porto);
38 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
49 ang = vectoangles2(trace_plane_normal, dir);
52 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
54 if(portal_number == 1)
57 if(portal_number >= 2)
68 if(idx-1 >= portal1_idx)
70 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
83 porto.classname = "porto";
84 porto.draw = Porto_Draw;
85 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
90 vector GetCurrentFov(float fov)
92 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93 float velocityzoom, curspeed;
96 zoomsensitivity = autocvar_cl_zoomsensitivity;
97 zoomfactor = autocvar_cl_zoomfactor;
98 if(zoomfactor < 1 || zoomfactor > 16)
100 zoomspeed = autocvar_cl_zoomspeed;
102 if(zoomspeed < 0.5 || zoomspeed > 16)
105 zoomdir = button_zoom;
106 if(hud == HUD_NORMAL)
107 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108 zoomdir += button_attack2;
109 if(spectatee_status > 0 || isdemo())
111 if(spectatorbutton_zoom)
118 // fteqcc failed twice here already, don't optimize this
121 if(zoomdir) { zoomin_effect = 0; }
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
127 else if(autocvar_cl_spawnzoom && zoomin_effect)
129 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
131 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133 if(current_viewzoom == 1) { zoomin_effect = 0; }
137 if(zoomspeed < 0) // instant zoom
140 current_viewzoom = 1 / zoomfactor;
142 current_viewzoom = 1;
147 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
149 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
153 if(almost_equals(current_viewzoom, 1))
154 current_zoomfraction = 0;
155 else if(almost_equals(current_viewzoom, 1/zoomfactor))
156 current_zoomfraction = 1;
158 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
160 if(zoomsensitivity < 1)
161 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
163 setsensitivityscale(1);
165 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
167 if(intermission) { curspeed = 0; }
171 makevectors(view_angles);
174 v = csqcplayer.velocity;
176 switch(autocvar_cl_velocityzoom_type)
178 case 3: curspeed = max(0, v_forward * v); break;
179 case 2: curspeed = (v_forward * v); break;
180 case 1: default: curspeed = vlen(v); break;
184 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
193 float frustumx, frustumy, fovx, fovy;
194 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196 fovx = atan2(frustumx, 1) / M_PI * 360.0;
197 fovy = atan2(frustumy, 1) / M_PI * 360.0;
199 return '1 0 0' * fovx + '0 1 0' * fovy;
202 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
205 float width = (ov_worldmax_x - ov_worldmin_x);
206 float height = (ov_worldmax_y - ov_worldmin_y);
207 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
208 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
209 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
210 return '1 0 0' * fovx + '0 1 0' * fovy;
213 // this function must match W_SetupShot!
214 float zoomscript_caught;
216 vector wcross_origin;
217 float wcross_scale_prev, wcross_alpha_prev;
218 vector wcross_color_prev;
219 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
220 vector wcross_color_goal_prev;
221 float wcross_changedonetime;
223 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
224 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
225 float wcross_name_changestarttime, wcross_name_changedonetime;
226 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
228 float wcross_ring_prev;
231 entity trueaim_rifle;
233 #define SHOTTYPE_HITTEAM 1
234 #define SHOTTYPE_HITOBSTRUCTION 2
235 #define SHOTTYPE_HITWORLD 3
236 #define SHOTTYPE_HITENEMY 4
241 trueaim.classname = "trueaim";
242 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243 trueaim_rifle = spawn();
244 trueaim_rifle.classname = "trueaim_rifle";
245 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
248 float EnemyHitCheck()
251 wcross_origin = project_3d_to_2d(trace_endpos);
254 n = trace_ent.entnum;
256 n = trace_networkentity;
258 return SHOTTYPE_HITWORLD;
260 return SHOTTYPE_HITWORLD;
261 t = GetPlayerColor(n - 1);
264 return SHOTTYPE_HITTEAM;
265 if(t == NUM_SPECTATOR)
266 return SHOTTYPE_HITWORLD;
267 return SHOTTYPE_HITENEMY;
272 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
273 vector vecs, trueaimpoint, w_shotorg;
281 mv = MOVE_NOMONSTERS;
283 switch(activeweapon) // WEAPONTODO
285 case WEP_TUBA: // no aim
286 case WEP_PORTO: // shoots from eye
287 case WEP_HOOK: // no trueaim
288 case WEP_MORTAR: // toss curve
289 return SHOTTYPE_HITWORLD;
297 if(zoomscript_caught)
299 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
300 return EnemyHitCheck();
303 case WEP_DEVASTATOR: // projectile has a size!
307 case WEP_FIREBALL: // projectile has a size!
311 case WEP_SEEKER: // projectile has a size!
315 case WEP_ELECTRO: // projectile has a size!
321 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
323 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
325 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
326 trueaimpoint = trace_endpos;
328 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
329 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
336 dv = view_right * vecs_y + view_up * vecs_z;
337 w_shotorg = traceorigin + dv;
339 // now move the vecs forward as much as requested if possible
340 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
341 w_shotorg = trace_endpos - view_forward * nudge;
343 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
344 shottype = EnemyHitCheck();
345 if(shottype != SHOTTYPE_HITWORLD)
349 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
350 // or rather, I know why, but see no fix
351 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
352 // 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
353 return SHOTTYPE_HITOBSTRUCTION;
356 return SHOTTYPE_HITWORLD;
359 void CSQC_common_hud(void);
362 void CSQC_Demo_Camera();
363 float HUD_WouldDrawScoreboard();
365 const float CAMERA_FREE = 1;
366 const float CAMERA_CHASE = 2;
368 string reticle_image;
369 string NextFrameCommand;
370 void CSQC_SPIDER_HUD();
371 void CSQC_RAPTOR_HUD();
373 vector freeze_org, freeze_ang;
374 entity nightvision_noise, nightvision_noise2;
376 #define MAX_TIME_DIFF 5
377 float pickup_crosshair_time, pickup_crosshair_size;
378 float hitsound_time_prev;
379 float spectatee_status_prev; // for preventing hitsound when switching spectatee
380 float damage_dealt_total, damage_dealt_total_prev;
381 float typehit_time, typehit_time_prev;
382 float hitindication_crosshair_size;
383 float use_vortex_chargepool;
385 float myhealth, myhealth_prev;
386 float myhealth_flash;
388 float old_blurradius, old_bluralpha;
389 float old_sharpen_intensity;
391 vector myhealth_gentlergb;
393 float contentavgalpha, liquidalpha_prev;
394 vector liquidcolor_prev;
396 float eventchase_current_distance;
397 float WantEventchase()
399 if(autocvar_cl_orthoview)
403 if(spectatee_status >= 0)
405 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
407 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
413 vector damage_blurpostprocess, content_blurpostprocess;
417 float rainbow_last_flicker;
418 vector rainbow_prev_color;
422 float cl_notice_run();
424 void CSQC_UpdateView(float w, float h)
430 vector vf_size, vf_min;
433 execute_next_frame();
437 hud = getstati(STAT_HUD);
439 if(autocvar__hud_showbinds_reload) // menu can set this one
442 binddb = db_create();
443 cvar_set("_hud_showbinds_reload", "0");
446 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
447 view_quality = getproperty(VF_MINFPS_QUALITY);
451 button_attack2 = (input_buttons & BUTTON_3);
452 button_zoom = (input_buttons & BUTTON_4);
454 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
455 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
456 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
457 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
458 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
459 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
460 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
461 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
463 vf_size = getpropertyvec(VF_SIZE);
464 vf_min = getpropertyvec(VF_MIN);
465 vid_width = vf_size_x;
466 vid_height = vf_size_y;
468 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
469 vector splash_pos = '0 0 0', splash_size = '0 0 0';
471 WaypointSprite_Load();
473 CSQCPlayer_SetCamera();
475 #ifdef COMPAT_XON050_ENGINE
477 myteam = GetPlayerColor(spectatee_status - 1);
480 myteam = GetPlayerColor(player_localentnum - 1);
482 if(myteam != prev_myteam)
484 myteamcolors = colormapPaletteColor(myteam, 1);
485 for(i = 0; i < HUD_PANEL_NUM; ++i)
486 hud_panel[i].update_time = time;
487 prev_myteam = myteam;
490 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
492 float is_dead = (getstati(STAT_HEALTH) <= 0);
494 // FIXME do we need this hack?
497 // in demos, input_buttons do not work
498 button_zoom = (autocvar__togglezoom == "-");
501 && autocvar_cl_unpress_zoom_on_death
502 && (spectatee_status >= 0)
503 && (is_dead || intermission))
505 // no zoom while dead or in intermission please
510 // event chase camera
511 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
515 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
516 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
518 // detect maximum viewoffset and use it
519 if(autocvar_cl_eventchase_viewoffset)
521 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
522 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
523 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
526 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
527 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
528 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
529 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
531 // make the camera smooth back
532 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
533 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
534 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
535 eventchase_current_distance = autocvar_cl_eventchase_distance;
537 makevectors(view_angles);
539 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
540 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
542 // If the boxtrace fails, revert back to line tracing.
545 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
546 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
547 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
549 else { setproperty(VF_ORIGIN, trace_endpos); }
551 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
553 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
555 cvar_set("chase_active", "0");
556 eventchase_current_distance = 0; // start from 0 next time
559 // workaround for camera stuck between player's legs when using chase_active 1
560 // because the engine stops updating the chase_active camera when the game ends
561 else if(intermission)
563 cvar_settemp("chase_active", "-1");
564 eventchase_current_distance = 0;
567 // do lockview after event chase camera so that it still applies whenever necessary.
568 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
570 setproperty(VF_ORIGIN, freeze_org);
571 setproperty(VF_ANGLES, freeze_ang);
575 freeze_org = getpropertyvec(VF_ORIGIN);
576 freeze_ang = getpropertyvec(VF_ANGLES);
580 //WarpZone_FixPMove();
582 vector ov_org = '0 0 0';
583 vector ov_mid = '0 0 0';
584 vector ov_worldmin = '0 0 0';
585 vector ov_worldmax = '0 0 0';
586 if(autocvar_cl_orthoview)
588 ov_worldmin = mi_picmin;
589 ov_worldmax = mi_picmax;
591 float ov_width = (ov_worldmax_x - ov_worldmin_x);
592 float ov_height = (ov_worldmax_y - ov_worldmin_y);
593 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
595 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
596 ov_org = vec3(ov_mid_x, ov_mid_y, (ov_mid_z + ov_distance));
598 float ov_nearest = vlen(ov_org - vec3(
599 bound(ov_worldmin_x, ov_org_x, ov_worldmax_x),
600 bound(ov_worldmin_y, ov_org_y, ov_worldmax_y),
601 bound(ov_worldmin_z, ov_org_z, ov_worldmax_z)
604 float ov_furthest = 0;
607 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
608 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
609 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
610 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
611 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
612 if((dist = vlen(vec3(ov_worldmin_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
613 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmin_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
614 if((dist = vlen(vec3(ov_worldmax_x, ov_worldmax_y, ov_worldmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
616 cvar_settemp("r_nearclip", ftos(ov_nearest));
617 cvar_settemp("r_farclip_base", ftos(ov_furthest));
618 cvar_settemp("r_farclip_world", "0");
619 cvar_settemp("r_novis", "1");
620 cvar_settemp("r_useportalculling", "0");
621 cvar_settemp("r_useinfinitefarclip", "0");
623 setproperty(VF_ORIGIN, ov_org);
624 setproperty(VF_ANGLES, '90 0 0');
627 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
629 vtos(getpropertyvec(VF_ANGLES)),
637 view_origin = getpropertyvec(VF_ORIGIN);
638 view_angles = getpropertyvec(VF_ANGLES);
639 makevectors(view_angles);
640 view_forward = v_forward;
641 view_right = v_right;
645 if(time > blurtest_time0 && time < blurtest_time1)
649 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
650 r = t * blurtest_radius;
651 f = 1 / pow(t, blurtest_power) - 1;
653 cvar_set("r_glsl_postprocess", "1");
654 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
658 cvar_set("r_glsl_postprocess", "0");
659 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
663 TargetMusic_Advance();
667 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
669 drawframetime = bound(0.000001, time - drawtime, 1);
672 // watch for gametype changes here...
673 // in ParseStuffCMD the cmd isn't executed yet :/
674 // might even be better to add the gametype to TE_CSQC_INIT...?
678 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
680 if(calledhooks & HOOK_START)
682 localcmd("\ncl_hook_gameend\n");
683 calledhooks |= HOOK_END;
692 if(!zoomscript_caught)
694 localcmd("+button9\n");
695 zoomscript_caught = 1;
700 if(zoomscript_caught)
702 localcmd("-button9\n");
703 zoomscript_caught = 0;
707 ColorTranslateMode = autocvar_cl_stripcolorcodes;
709 // next WANTED weapon (for HUD)
710 switchweapon = getstati(STAT_SWITCHWEAPON);
712 // currently switching-to weapon (for crosshair)
713 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
715 // actually active weapon (for zoom)
716 activeweapon = getstati(STAT_ACTIVEWEAPON);
718 f = (serverflags & SERVERFLAG_TEAMPLAY);
725 if(last_switchweapon != switchweapon)
728 last_switchweapon = switchweapon;
729 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
734 if(autocvar_cl_unpress_attack_on_weapon_switch)
737 localcmd("-fire2\n");
738 button_attack2 = FALSE;
741 if(last_activeweapon != activeweapon)
743 last_activeweapon = activeweapon;
745 e = get_weaponinfo(activeweapon);
747 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
749 localcmd("\ncl_hook_activeweapon none\n");
752 // ALWAYS Clear Current Scene First
754 #ifdef WORKAROUND_XON010
755 if(checkextension("DP_CSQC_ROTATEMOVES"))
758 setproperty(VF_ORIGIN, view_origin);
759 setproperty(VF_ANGLES, view_angles);
760 #ifdef WORKAROUND_XON010
764 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
765 setproperty(VF_SIZE, vf_size);
766 setproperty(VF_MIN, vf_min);
768 // Assign Standard Viewflags
769 // Draw the World (and sky)
770 setproperty(VF_DRAWWORLD, 1);
772 // Set the console size vars
773 vid_conwidth = autocvar_vid_conwidth;
774 vid_conheight = autocvar_vid_conheight;
775 vid_pixelheight = autocvar_vid_pixelheight;
777 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
778 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
780 // Camera for demo playback
783 if(autocvar_camera_enable)
787 cvar_set("chase_active", ftos(chase_active_backup));
788 cvar_set("cl_demo_mousegrab", "0");
789 camera_active = FALSE;
793 else if(autocvar_camera_enable)
795 else if(autocvar_camera_enable && isdemo())
798 // Enable required Darkplaces cvars
799 chase_active_backup = autocvar_chase_active;
800 cvar_set("chase_active", "2");
801 cvar_set("cl_demo_mousegrab", "1");
802 camera_active = TRUE;
806 // Draw the Crosshair
807 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
809 // Draw the Engine Status Bar (the default Quake HUD)
810 setproperty(VF_DRAWENGINESBAR, 0);
812 // Update the mouse position
814 mousepos_x = vid_conwidth;
815 mousepos_y = vid_conheight;
816 mousepos = mousepos*0.5 + getmousepos();
820 for(self = world; (self = nextent(self)); )
825 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
828 // now switch to 2D drawing mode by calling a 2D drawing function
829 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
830 // next R_RenderScene call
831 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
833 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
834 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
836 // apply night vision effect
837 vector tc_00, tc_01, tc_10, tc_11;
838 vector rgb = '0 0 0';
840 if(!nightvision_noise)
842 nightvision_noise = spawn();
843 nightvision_noise.classname = "nightvision_noise";
845 if(!nightvision_noise2)
847 nightvision_noise2 = spawn();
848 nightvision_noise2.classname = "nightvision_noise2";
851 // color tint in yellow
852 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
855 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
857 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
858 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
859 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
860 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
861 tc_11 = tc_01 + tc_10 - tc_00;
862 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
863 R_PolygonVertex('0 0 0', tc_00, rgb, a);
864 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
865 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
866 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
870 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
871 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
872 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
873 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
874 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
875 tc_11 = tc_01 + tc_10 - tc_00;
876 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
877 R_PolygonVertex('0 0 0', tc_00, rgb, a);
878 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
879 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
880 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
884 if(autocvar_cl_reticle)
886 // Draw the aiming reticle for weapons that use it
887 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
888 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
889 // the view to go back to normal, so reticle_type would become 0 as we fade out)
890 if(spectatee_status || is_dead || hud != HUD_NORMAL)
892 // no zoom reticle while dead
895 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
897 if(reticle_image != "") { reticle_type = 2; }
898 else { reticle_type = 0; }
900 else if(button_zoom || zoomscript_caught)
908 if(autocvar_cl_reticle_stretch)
910 reticle_size_x = vid_conwidth;
911 reticle_size_y = vid_conheight;
917 reticle_size_x = max(vid_conwidth, vid_conheight);
918 reticle_size_y = max(vid_conwidth, vid_conheight);
919 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
920 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
923 if(zoomscript_caught)
926 f = current_zoomfraction;
932 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
933 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
940 if(reticle_type != 0) { reticle_type = 0; }
944 // improved polyblend
945 if(autocvar_hud_contents)
947 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
950 switch(pointcontents(view_origin))
953 liquidalpha = autocvar_hud_contents_water_alpha;
954 liquidcolor = stov(autocvar_hud_contents_water_color);
959 liquidalpha = autocvar_hud_contents_lava_alpha;
960 liquidcolor = stov(autocvar_hud_contents_lava_color);
965 liquidalpha = autocvar_hud_contents_slime_alpha;
966 liquidcolor = stov(autocvar_hud_contents_slime_color);
972 liquidcolor = '0 0 0';
977 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
978 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
979 contentfadetime = autocvar_hud_contents_fadeintime;
980 liquidalpha_prev = liquidalpha;
981 liquidcolor_prev = liquidcolor;
984 contentfadetime = autocvar_hud_contents_fadeouttime;
986 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
987 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
990 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
992 if(autocvar_hud_postprocessing)
994 if(autocvar_hud_contents_blur && contentavgalpha)
996 content_blurpostprocess_x = 1;
997 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
998 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1002 content_blurpostprocess_x = 0;
1003 content_blurpostprocess_y = 0;
1004 content_blurpostprocess_z = 0;
1009 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1011 splash_size_x = max(vid_conwidth, vid_conheight);
1012 splash_size_y = max(vid_conwidth, vid_conheight);
1013 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
1014 splash_pos_y = (vid_conheight - splash_size_y) / 2;
1016 float myhealth_flash_temp;
1017 myhealth = getstati(STAT_HEALTH);
1020 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1022 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1024 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1025 pain_threshold = autocvar_hud_damage_pain_threshold;
1026 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1027 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1029 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1031 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);
1034 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1036 if(myhealth_prev < 1)
1040 myhealth_flash = 0; // just spawned, clear the flash immediately
1041 myhealth_flash_temp = 0;
1045 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1049 if(spectatee_status == -1 || intermission)
1051 myhealth_flash = 0; // observing, or match ended
1052 myhealth_flash_temp = 0;
1055 myhealth_prev = myhealth;
1057 // IDEA: change damage color/picture based on player model for robot/alien species?
1058 // pro: matches model better
1059 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1060 // maybe different reddish pics?
1061 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1063 if(autocvar_cl_gentle_damage == 2)
1065 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1067 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1071 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1073 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);
1076 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1078 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
1080 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1082 damage_blurpostprocess_x = 1;
1083 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1084 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1088 damage_blurpostprocess_x = 0;
1089 damage_blurpostprocess_y = 0;
1090 damage_blurpostprocess_z = 0;
1095 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1096 float e2 = (autocvar_hud_powerup != 0);
1097 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1099 // enable or disable rendering types if they are used or not
1100 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1101 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1103 // blur postprocess handling done first (used by hud_damage and hud_contents)
1104 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1106 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1107 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1108 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1110 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1111 old_blurradius = blurradius;
1112 old_bluralpha = bluralpha;
1115 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1117 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1122 // edge detection postprocess handling done second (used by hud_powerup)
1123 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1124 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1125 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1127 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1129 if(autocvar_hud_powerup && sharpen_intensity > 0)
1131 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1133 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1134 old_sharpen_intensity = sharpen_intensity;
1137 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1139 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1140 old_sharpen_intensity = 0;
1143 if(cvar("r_glsl_postprocess") == 0)
1144 cvar_set("r_glsl_postprocess", "2");
1146 else if(cvar("r_glsl_postprocess") == 2)
1147 cvar_set("r_glsl_postprocess", "0");
1152 /*if(gametype == MAPINFO_TYPE_CTF)
1159 for(self = world; (self = nextent(self)); )
1163 Draw_ShowNames_All();
1165 scoreboard_active = HUD_WouldDrawScoreboard();
1167 // varying sound pitch
1168 damage_dealt_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
1170 // detect overflow on server side
1171 if (damage_dealt_total < damage_dealt_total_prev)
1173 dprint("resetting dmg total: ", ftos(damage_dealt_total), " prev: ", ftos(damage_dealt_total_prev), "\n");
1174 damage_dealt_total_prev = 0;
1177 // prevent hitsound when switching spectatee
1178 if (spectatee_status != spectatee_status_prev)
1180 damage_dealt_total_prev = damage_dealt_total;
1182 spectatee_status_prev = spectatee_status;
1184 // amount of damage since last hit sound
1185 float unaccounted_damage = damage_dealt_total - damage_dealt_total_prev;
1188 if (autocvar_cl_hitsound == 1)
1190 if ( time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time )
1191 if ( damage_dealt_total > 0 )
1193 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
1194 hitsound_time_prev = time;
1197 else if (unaccounted_damage > 0 && autocvar_cl_hitsound > 0 && time - hitsound_time_prev > autocvar_cl_hitsound_antispam_time)
1199 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
1201 a = autocvar_cl_hitsound_max_pitch;
1202 b = autocvar_cl_hitsound_min_pitch;
1203 c = autocvar_cl_hitsound_nom_damage;
1204 x = unaccounted_damage;
1205 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
1207 // if sound variation is disabled, set pitch_shift to 1
1208 if (autocvar_cl_hitsound == 1)
1213 // if pitch shift is reversed, mirror in (max-min)/2 + min
1214 if (autocvar_cl_hitsound == 3)
1216 float mirror_value = (a-b)/2 + b;
1217 pitch_shift = mirror_value + (mirror_value - pitch_shift);
1220 dprint("dmg total (dmg): ", ftos(damage_dealt_total), " (+", ftos(unaccounted_damage), "), pitch shift: ", ftos(pitch_shift), "\n");
1222 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
1223 // todo: normalize sound pressure levels? seems unnecessary
1225 // scale to fit function interface
1226 float param_pitch_shift = pitch_shift * 100;
1229 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, param_pitch_shift, 0);
1231 // track damage accounted for
1232 damage_dealt_total_prev = damage_dealt_total;
1234 // remember when this sound was played to prevent sound spam
1235 hitsound_time_prev = time;
1237 else if (autocvar_cl_hitsound == 0)
1239 // forget the damage to prevent hitsound when enabling it
1240 damage_dealt_total_prev = damage_dealt_total;
1243 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1244 if(typehit_time - typehit_time_prev > autocvar_cl_hitsound_antispam_time)
1246 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1247 typehit_time_prev = typehit_time;
1252 if(getstati(STAT_FROZEN))
1253 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1254 else if (getstatf(STAT_HEALING_ORB)>time)
1255 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1257 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1259 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1260 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1262 else if(getstatf(STAT_REVIVE_PROGRESS))
1264 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);
1265 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1268 if(autocvar_r_letterbox == 0)
1269 if(autocvar_viewsize < 120)
1272 // crosshair goes VERY LAST
1273 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1275 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1278 string wcross_style;
1279 float wcross_alpha, wcross_resolution;
1280 wcross_style = autocvar_crosshair;
1281 if (wcross_style == "0")
1283 wcross_resolution = autocvar_crosshair_size;
1284 if (wcross_resolution == 0)
1286 wcross_alpha = autocvar_crosshair_alpha;
1287 if (wcross_alpha == 0)
1293 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1294 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1295 wcross_origin_z = 0;
1296 if(autocvar_crosshair_hittest)
1298 vector wcross_oldorigin;
1299 wcross_oldorigin = wcross_origin;
1300 shottype = TrueAimCheck();
1301 if(shottype == SHOTTYPE_HITWORLD)
1303 v = wcross_origin - wcross_oldorigin;
1304 v_x /= vid_conwidth;
1305 v_y /= vid_conheight;
1307 shottype = SHOTTYPE_HITOBSTRUCTION;
1309 if(!autocvar_crosshair_hittest_showimpact)
1310 wcross_origin = wcross_oldorigin;
1313 shottype = SHOTTYPE_HITWORLD;
1315 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1316 string wcross_name = "";
1317 float wcross_scale, wcross_blur;
1319 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1321 e = get_weaponinfo(switchingweapon);
1324 if(autocvar_crosshair_per_weapon)
1326 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1327 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1328 //if (wcross_resolution == 0)
1331 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1332 wcross_resolution *= e.w_crosshair_size;
1333 wcross_name = e.w_crosshair;
1338 if(wcross_name == "")
1339 wcross_name = strcat("gfx/crosshair", wcross_style);
1341 // MAIN CROSSHAIR COLOR DECISION
1342 switch(autocvar_crosshair_color_special)
1344 case 1: // crosshair_color_per_weapon
1348 wcross_color = e.wpcolor;
1351 else { goto normalcolor; }
1354 case 2: // crosshair_color_by_health
1356 float x = getstati(STAT_HEALTH);
1371 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1372 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1376 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1377 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1378 wcross_color_z = 1 - (x-100)*0.02;
1384 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1389 wcross_color_y = (x-20)*90/27/100;
1390 wcross_color_z = (x-20)*90/27/100 * 0.2;
1400 case 3: // crosshair_color_rainbow
1402 if(time >= rainbow_last_flicker)
1404 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1405 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1407 wcross_color = rainbow_prev_color;
1411 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1414 if(autocvar_crosshair_effect_scalefade)
1416 wcross_scale = wcross_resolution;
1417 wcross_resolution = 1;
1424 if(autocvar_crosshair_pickup)
1426 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1428 if(pickup_crosshair_time < stat_pickup_time)
1430 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1431 pickup_crosshair_size = 1;
1433 pickup_crosshair_time = stat_pickup_time;
1436 if(pickup_crosshair_size > 0)
1437 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1439 pickup_crosshair_size = 0;
1441 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1444 // todo: make crosshair hit indication dependent on damage dealt
1445 if(autocvar_crosshair_hitindication)
1447 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1449 if(unaccounted_damage)
1451 hitindication_crosshair_size = 1;
1454 if(hitindication_crosshair_size > 0)
1455 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1457 hitindication_crosshair_size = 0;
1459 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1460 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1461 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1462 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1465 if(shottype == SHOTTYPE_HITENEMY)
1466 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1467 if(shottype == SHOTTYPE_HITTEAM)
1468 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1470 f = fabs(autocvar_crosshair_effect_time);
1471 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1473 wcross_changedonetime = time + f;
1475 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1477 wcross_name_changestarttime = time;
1478 wcross_name_changedonetime = time + f;
1479 if(wcross_name_goal_prev_prev)
1480 strunzone(wcross_name_goal_prev_prev);
1481 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1482 wcross_name_goal_prev = strzone(wcross_name);
1483 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1484 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1485 wcross_resolution_goal_prev = wcross_resolution;
1488 wcross_scale_goal_prev = wcross_scale;
1489 wcross_alpha_goal_prev = wcross_alpha;
1490 wcross_color_goal_prev = wcross_color;
1492 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1495 wcross_alpha *= 0.75;
1499 // *_prev is at time-frametime
1500 // * is at wcross_changedonetime+f
1501 // what do we have at time?
1502 if(time < wcross_changedonetime)
1504 f = frametime / (wcross_changedonetime - time + frametime);
1505 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1506 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1507 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1510 wcross_scale_prev = wcross_scale;
1511 wcross_alpha_prev = wcross_alpha;
1512 wcross_color_prev = wcross_color;
1514 wcross_scale *= 1 - autocvar__menu_alpha;
1515 wcross_alpha *= 1 - autocvar__menu_alpha;
1516 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1518 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1520 // crosshair rings for weapon stats
1521 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1523 // declarations and stats
1524 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1525 string ring_image = string_null, ring_inner_image = string_null;
1526 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1528 ring_scale = autocvar_crosshair_ring_size;
1530 float weapon_clipload, weapon_clipsize;
1531 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1532 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1534 float vortex_charge, vortex_chargepool;
1535 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
1536 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
1538 float arc_heat = getstatf(STAT_ARC_HEAT);
1540 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1541 vortex_charge_movingavg = vortex_charge;
1544 // handle the values
1545 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1547 if (vortex_chargepool || use_vortex_chargepool) {
1548 use_vortex_chargepool = 1;
1549 ring_inner_value = vortex_chargepool;
1551 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1552 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1555 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1556 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1557 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1559 // draw the outer ring to show the current charge of the weapon
1560 ring_value = vortex_charge;
1561 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1562 ring_rgb = wcross_color;
1563 ring_image = "gfx/crosshair_ring_nexgun.tga";
1565 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1567 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1568 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1569 ring_rgb = wcross_color;
1570 ring_image = "gfx/crosshair_ring.tga";
1572 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1574 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1575 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1576 ring_rgb = wcross_color;
1577 ring_image = "gfx/crosshair_ring.tga";
1580 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1582 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1583 ring_scale = autocvar_crosshair_ring_reload_size;
1584 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1585 ring_rgb = wcross_color;
1587 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1588 // if a new image for another weapon is added, add the code (and its respective file/value) here
1589 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1590 ring_image = "gfx/crosshair_ring_rifle.tga";
1592 ring_image = "gfx/crosshair_ring.tga";
1594 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1596 ring_value = arc_heat;
1597 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1598 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1599 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1600 ring_image = "gfx/crosshair_ring.tga";
1603 // if in weapon switch animation, fade ring out/in
1604 if(autocvar_crosshair_effect_time > 0)
1606 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1609 wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1612 if(wcross_ring_prev)
1615 ring_alpha *= fabs(1 - bound(0, f, 1));
1620 ring_alpha *= bound(0, f, 1);
1624 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1625 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1628 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1631 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1634 if(wcross_blur > 0) \
1636 for(i = -2; i <= 2; ++i) \
1637 for(j = -2; j <= 2; ++j) \
1638 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1642 M(0,0,sz,wcross_name,wcross_alpha); \
1647 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1648 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)
1650 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1651 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1653 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1655 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1656 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1657 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1664 wcross_name_alpha_goal_prev = f;
1666 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1667 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1669 if(autocvar_crosshair_dot)
1671 vector wcross_color_old;
1672 wcross_color_old = wcross_color;
1674 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1675 wcross_color = stov(autocvar_crosshair_dot_color);
1677 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1678 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1679 wcross_color = wcross_color_old;
1685 wcross_scale_prev = 0;
1686 wcross_alpha_prev = 0;
1687 wcross_scale_goal_prev = 0;
1688 wcross_alpha_goal_prev = 0;
1689 wcross_changedonetime = 0;
1690 if(wcross_name_goal_prev)
1691 strunzone(wcross_name_goal_prev);
1692 wcross_name_goal_prev = string_null;
1693 if(wcross_name_goal_prev_prev)
1694 strunzone(wcross_name_goal_prev_prev);
1695 wcross_name_goal_prev_prev = string_null;
1696 wcross_name_changestarttime = 0;
1697 wcross_name_changedonetime = 0;
1698 wcross_name_alpha_goal_prev = 0;
1699 wcross_name_alpha_goal_prev_prev = 0;
1700 wcross_resolution_goal_prev = 0;
1701 wcross_resolution_goal_prev_prev = 0;
1705 if(NextFrameCommand)
1707 localcmd("\n", NextFrameCommand, "\n");
1708 NextFrameCommand = string_null;
1711 // we must do this check AFTER a frame was rendered, or it won't work
1712 if(cs_project_is_b0rked == 0)
1715 w0 = ftos(autocvar_vid_conwidth);
1716 h0 = ftos(autocvar_vid_conheight);
1717 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1718 //setproperty(VF_FOV, '90 90 0');
1719 setproperty(VF_ORIGIN, '0 0 0');
1720 setproperty(VF_ANGLES, '0 0 0');
1721 setproperty(VF_PERSPECTIVE, 1);
1722 makevectors('0 0 0');
1724 cvar_set("vid_conwidth", "800");
1725 cvar_set("vid_conheight", "600");
1726 v1 = cs_project(v_forward);
1727 cvar_set("vid_conwidth", "640");
1728 cvar_set("vid_conheight", "480");
1729 v2 = cs_project(v_forward);
1731 cs_project_is_b0rked = 1;
1733 cs_project_is_b0rked = -1;
1734 cvar_set("vid_conwidth", w0);
1735 cvar_set("vid_conheight", h0);
1738 if(autocvar__hud_configure)
1741 if(hud && !intermission)
1743 if(hud == HUD_SPIDERBOT)
1745 else if(hud == HUD_WAKIZASHI)
1746 CSQC_WAKIZASHI_HUD();
1747 else if(hud == HUD_RAPTOR)
1749 else if(hud == HUD_BUMBLEBEE)
1751 else if(hud == HUD_BUMBLEBEE_GUN)
1752 CSQC_BUMBLE_GUN_HUD();
1757 // let's reset the view back to normal for the end
1758 setproperty(VF_MIN, '0 0 0');
1759 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1763 void CSQC_common_hud(void)
1765 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1766 Accuracy_LoadLevels();
1768 HUD_Main(); // always run these functions for alpha checks
1769 HUD_DrawScoreboard();
1771 if (scoreboard_active) // scoreboard/accuracy
1773 else if (intermission == 2) // map voting screen
1781 // following vectors must be global to allow seamless switching between camera modes
1782 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1783 void CSQC_Demo_Camera()
1785 float speed, attenuation, dimensions;
1788 if( autocvar_camera_reset || !camera_mode )
1790 camera_offset = '0 0 0';
1791 current_angles = '0 0 0';
1792 camera_direction = '0 0 0';
1793 camera_offset_z += 30;
1794 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1795 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1796 current_origin = view_origin;
1797 current_camera_offset = camera_offset;
1798 cvar_set("camera_reset", "0");
1799 camera_mode = CAMERA_CHASE;
1804 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1806 if(autocvar_camera_look_player)
1811 dir = normalize(view_origin - current_position);
1813 mouse_angles = vectoangles(dir);
1814 mouse_angles_x = mouse_angles_x * -1;
1819 tmp = getmousepos() * 0.1;
1820 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1822 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1823 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1827 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1828 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1829 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1830 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1832 // Fix difference when angles don't have the same sign
1834 if(mouse_angles_y < -60 && current_angles_y > 60)
1836 if(mouse_angles_y > 60 && current_angles_y < -60)
1839 if(autocvar_camera_look_player)
1840 attenuation = autocvar_camera_look_attenuation;
1842 attenuation = autocvar_camera_speed_attenuation;
1844 attenuation = 1 / max(1, attenuation);
1845 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1847 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1848 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1849 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1850 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1856 if( camera_direction_x )
1858 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1859 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1860 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1861 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1865 if( camera_direction_y )
1867 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1868 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1869 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1873 if( camera_direction_z )
1875 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1879 if(autocvar_camera_free)
1880 speed = autocvar_camera_speed_free;
1882 speed = autocvar_camera_speed_chase;
1886 speed = speed * sqrt(1 / dimensions);
1887 camera_offset += tmp * speed;
1890 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1893 if( autocvar_camera_free )
1895 if ( camera_mode == CAMERA_CHASE )
1897 current_camera_offset = current_origin + current_camera_offset;
1898 camera_offset = current_origin + camera_offset;
1901 camera_mode = CAMERA_FREE;
1902 current_position = current_camera_offset;
1906 if ( camera_mode == CAMERA_FREE )
1908 current_origin = view_origin;
1909 camera_offset = camera_offset - current_origin;
1910 current_camera_offset = current_camera_offset - current_origin;
1913 camera_mode = CAMERA_CHASE;
1915 if(autocvar_camera_chase_smoothly)
1916 current_origin += (view_origin - current_origin) * attenuation;
1918 current_origin = view_origin;
1920 current_position = current_origin + current_camera_offset;
1923 setproperty(VF_ANGLES, current_angles);
1924 setproperty(VF_ORIGIN, current_position);