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/", cvar_string("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 = cvar("cl_zoomsensitivity");
131 zoomfactor = cvar("cl_zoomfactor");
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = cvar("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_CAMPINGRIFLE && campingrifle_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, cvar_or("cl_velocityzoomtime", 0.3)), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " 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_CAMPINGRIFLE:
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_charge_pool;
355 float myhealth, myhealth_prev;
356 float myhealth_flash;
358 void CSQC_UpdateView(float w, float h)
364 vector vf_size, vf_min;
367 vf_size = R_SetView3fv(VF_SIZE);
368 vf_min = R_SetView3fv(VF_MIN);
369 vid_width = vf_size_x;
370 vid_height = vf_size_y;
372 vector reticle_pos, reticle_size;
374 WaypointSprite_Load();
377 myteam = GetPlayerColor(spectatee_status - 1);
379 myteam = GetPlayerColor(player_localentnum - 1);
381 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
382 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
384 warpzone_fixview_origin = pmove_org + vo;
385 warpzone_fixview_cl_viewangles = input_angles;
386 warpzone_fixview_angles = view_angles;
388 pmove_org = warpzone_fixview_origin - vo;
389 input_angles = warpzone_fixview_cl_viewangles;
390 view_angles = warpzone_fixview_angles;
392 if(cvar("cl_lockview") || (autocvar__hud_configure && spectatee_status <= 0))
394 pmove_org = freeze_pmove_org;
395 input_angles = view_angles = freeze_input_angles;
396 R_SetView(VF_ORIGIN, pmove_org + vo);
397 R_SetView(VF_ANGLES, view_angles);
398 //R_SetView(VF_CL_VIEWANGLES, input_angles);
400 freeze_pmove_org = pmove_org;
401 freeze_input_angles = input_angles;
404 if(!intermission || !view_set)
406 view_origin = pmove_org + vo;
407 view_angles = input_angles;
408 makevectors(view_angles);
409 view_forward = v_forward;
410 view_right = v_right;
416 if(time > blurtest_time0 && time < blurtest_time1)
420 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
421 r = t * blurtest_radius;
422 f = 1 / pow(t, blurtest_power) - 1;
424 cvar_set("r_glsl_postprocess", "1");
425 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
429 cvar_set("r_glsl_postprocess", "0");
430 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
434 TargetMusic_Advance();
437 drawframetime = max(0.000001, time - drawtime);
440 // watch for gametype changes here...
441 // in ParseStuffCMD the cmd isn't executed yet :/
442 // might even be better to add the gametype to TE_CSQC_INIT...?
446 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
447 if(calledhooks & HOOK_START)
449 localcmd("\ncl_hook_gameend\n");
450 calledhooks |= HOOK_END;
453 CheckForGamestartChange();
459 if(button_zoom || fov <= 59.5)
461 if(!zoomscript_caught)
463 localcmd("+button4\n");
464 zoomscript_caught = 1;
465 ignore_plus_zoom += 1;
470 if(zoomscript_caught)
472 localcmd("-button4\n");
473 zoomscript_caught = 0;
474 ignore_minus_zoom += 1;
478 ColorTranslateMode = cvar("cl_stripcolorcodes");
479 activeweapon = getstati(STAT_SWITCHWEAPON);
480 f = cvar("teamplay");
487 if(last_weapon != activeweapon) {
489 last_weapon = activeweapon;
491 e = get_weaponinfo(activeweapon);
493 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
495 localcmd("\ncl_hook_activeweapon none\n");
498 // ALWAYS Clear Current Scene First
501 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
502 R_SetView(VF_SIZE, vf_size);
503 R_SetView(VF_MIN, vf_min);
505 // Assign Standard Viewflags
506 // Draw the World (and sky)
507 R_SetView(VF_DRAWWORLD, 1);
509 // Set the console size vars
510 vid_conwidth = cvar("vid_conwidth");
511 vid_conheight = cvar("vid_conheight");
512 vid_pixelheight = cvar("vid_pixelheight");
514 R_SetView(VF_FOV, GetCurrentFov(fov));
516 // Camera for demo playback
519 if(cvar("camera_enable"))
523 cvar_set("chase_active", ftos(chase_active_backup));
524 cvar_set("cl_demo_mousegrab", "0");
525 camera_active = FALSE;
529 else if(cvar("camera_enable"))
531 else if(cvar("camera_enable") && isdemo())
534 // Enable required Darkplaces cvars
535 chase_active_backup = cvar("chase_active");
536 cvar_set("chase_active", "2");
537 cvar_set("cl_demo_mousegrab", "1");
538 camera_active = TRUE;
542 // Draw the Crosshair
543 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
545 // Draw the Engine Status Bar (the default Quake HUD)
546 R_SetView(VF_DRAWENGINEHUD, 0);
548 // fetch this one only once per frame
549 hud_showbinds = cvar("hud_showbinds");
550 hud_showbinds_limit = cvar("hud_showbinds_limit");
552 // Update the mouse position
554 mousepos_x = vid_conwidth;
555 mousepos_y = vid_conheight;
556 mousepos = mousepos*0.5 + getmousepos();
560 for(self = world; (self = nextent(self)); )
565 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
568 // now switch to 2D drawing mode by calling a 2D drawing function
569 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
570 // next R_RenderScene call
571 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
573 if(cvar("r_fakelight") >= 2 || cvar("r_fullbright") >= 1)
574 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
576 // apply night vision effect
577 vector rgb, tc_00, tc_01, tc_10, tc_11;
579 if(!nightvision_noise)
581 nightvision_noise = spawn();
582 nightvision_noise.classname = "nightvision_noise";
584 if(!nightvision_noise2)
586 nightvision_noise2 = spawn();
587 nightvision_noise2.classname = "nightvision_noise2";
590 // color tint in yellow
591 drawfill('0 0 0', cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
594 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
596 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
597 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
598 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
599 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
600 tc_11 = tc_01 + tc_10 - tc_00;
601 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
602 R_PolygonVertex('0 0 0', tc_00, rgb, a);
603 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
604 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
605 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
609 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
610 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
611 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
612 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
613 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
614 tc_11 = tc_01 + tc_10 - tc_00;
615 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
616 R_PolygonVertex('0 0 0', tc_00, rgb, a);
617 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0', tc_10, rgb, a);
618 R_PolygonVertex(cvar("vid_conwidth") * '1 0 0' + cvar("vid_conheight") * '0 1 0', tc_11, rgb, a);
619 R_PolygonVertex(cvar("vid_conheight") * '0 1 0', tc_01, rgb, a);
623 // Draw the aiming reticle for weapons that use it
624 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
625 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
626 // the view to go back to normal, so reticle_type would become 0 as we fade out)
627 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
628 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
629 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_CAMPINGRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
630 reticle_type = 2; // nex zoom
631 else if(button_zoom || zoomscript_caught)
632 reticle_type = 1; // normal zoom
633 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_CAMPINGRIFLE && button_attack2)
634 reticle_type = 2; // nex zoom
636 if(cvar("cl_reticle_stretch"))
638 reticle_size_x = vid_conwidth;
639 reticle_size_y = vid_conheight;
645 reticle_size_x = max(vid_conwidth, vid_conheight);
646 reticle_size_y = max(vid_conwidth, vid_conheight);
647 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
648 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
651 f = current_zoomfraction;
652 if(zoomscript_caught)
654 if(cvar("cl_reticle_item_normal"))
656 precache_pic("gfx/reticle_normal");
657 if(reticle_type == 1 && f)
658 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);
660 if(cvar("cl_reticle_item_nex"))
662 precache_pic("gfx/reticle_nex");
663 if(reticle_type == 2 && f)
664 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * cvar("cl_reticle_item_nex"), DRAWFLAG_NORMAL);
667 // improved polyblend
668 if(cvar("hud_damage"))
670 float myhealth_flash_temp;
671 myhealth = getstati(STAT_HEALTH);
674 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);
676 myhealth_flash = bound(0, myhealth_flash + max(0, myhealth_prev - myhealth) * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));
678 float pain_treshold, pain_treshold_lower, pain_treshold_lower_health;
679 pain_treshold = cvar("hud_damage_pain_treshold");
680 pain_treshold_lower = cvar("hud_damage_pain_treshold_lower");
681 pain_treshold_lower_health = cvar("hud_damage_pain_treshold_lower_health");
683 if(pain_treshold_lower && myhealth < pain_treshold_lower_health)
685 pain_treshold = pain_treshold - max(cvar("hud_damage_pain_treshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_treshold_pulsating_period")))) * pain_treshold_lower * (1 - max(0, myhealth)/pain_treshold_lower_health);
688 myhealth_flash_temp = bound(0, myhealth_flash - pain_treshold, 1);
690 if(myhealth_prev < 1)
694 myhealth_flash = 0; // just spawned, clear the flash immediately
695 myhealth_flash_temp = 0;
699 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead
703 if(spectatee_status == -1 || intermission)
705 myhealth_flash = 0; // observing, or match ended
706 myhealth_flash_temp = 0;
709 myhealth_prev = myhealth;
711 drawpic(reticle_pos, "gfx/blood", reticle_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1), DRAWFLAG_NORMAL);
714 // Draw the mouse cursor
715 // NOTE: drawpic must happen after R_RenderScene for some reason
716 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
717 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
718 //self = edict_num(player_localnum);
719 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
720 //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);
721 // as long as the ctf part isn't in, this is useless
725 /*if(gametype == GAME_CTF)
732 for(self = world; (self = nextent(self)); )
737 scoreboard_active = HUD_WouldDrawScoreboard();
740 hud = getstati(STAT_HUD);
741 if(hud == HUD_SPIDERBOT)
743 else if(hud == HUD_WAKIZASHI)
744 CSQC_WAKIZASHI_HUD();
745 else if(hud == HUD_RAPTOR)
749 if(cvar("r_letterbox") == 0)
750 if(cvar("viewsize") < 120)
753 // crosshair goes VERY LAST
754 if(!scoreboard_active && !camera_active && intermission != 2) {
756 float wcross_alpha, wcross_resolution;
757 wcross_style = cvar_string("crosshair");
758 if (wcross_style == "0")
760 wcross_resolution = cvar("crosshair_size");
761 if (wcross_resolution == 0)
763 wcross_alpha = cvar("crosshair_alpha");
764 if (wcross_alpha == 0)
769 float bullets, ring_scale;
770 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
771 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
773 if(cvar("crosshair_hittest"))
775 vector wcross_oldorigin;
776 wcross_oldorigin = wcross_origin;
777 shottype = TrueAimCheck();
778 if(shottype == SHOTTYPE_HITWORLD)
780 v = wcross_origin - wcross_oldorigin;
782 v_y /= vid_conheight;
784 shottype = SHOTTYPE_HITOBSTRUCTION;
786 if(!cvar("crosshair_hittest_showimpact"))
787 wcross_origin = wcross_oldorigin;
790 shottype = SHOTTYPE_HITWORLD;
792 vector wcross_color, wcross_size;
793 string wcross_wep, wcross_name;
794 float wcross_scale, wcross_blur;
796 if (cvar("crosshair_per_weapon") || cvar("crosshair_color_per_weapon")) {
797 e = get_weaponinfo(activeweapon);
798 if (e && e.netname != "")
800 wcross_wep = e.netname;
801 if(cvar("crosshair_per_weapon"))
803 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
804 if (wcross_resolution == 0)
806 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
807 if (wcross_alpha == 0)
810 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
811 if(wcross_style == "" || wcross_style == "0")
812 wcross_style = wcross_wep;
816 if(wcross_wep != "" && cvar("crosshair_color_per_weapon"))
817 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
819 wcross_color = stov(cvar_string("crosshair_color"));
821 wcross_name = strcat("gfx/crosshair", wcross_style);
823 if(cvar("crosshair_effect_scalefade"))
825 wcross_scale = wcross_resolution;
826 wcross_resolution = 1;
833 if(cvar("crosshair_pickup"))
835 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
837 pickup_crosshair_size = 1;
838 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
841 if(pickup_crosshair_size > 0)
842 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;
844 pickup_crosshair_size = 0;
846 wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");
849 if(shottype == SHOTTYPE_HITENEMY)
850 wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0
851 if(shottype == SHOTTYPE_HITTEAM)
852 wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0
854 f = cvar("crosshair_effect_speed");
856 f *= -2 * g_weaponswitchdelay;
857 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
859 wcross_changedonetime = time + f;
861 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
863 wcross_name_changestarttime = time;
864 wcross_name_changedonetime = time + f;
865 if(wcross_name_goal_prev_prev)
866 strunzone(wcross_name_goal_prev_prev);
867 wcross_name_goal_prev_prev = wcross_name_goal_prev;
868 wcross_name_goal_prev = strzone(wcross_name);
869 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
870 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
871 wcross_resolution_goal_prev = wcross_resolution;
874 wcross_scale_goal_prev = wcross_scale;
875 wcross_alpha_goal_prev = wcross_alpha;
876 wcross_color_goal_prev = wcross_color;
878 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))
881 wcross_alpha *= 0.75;
885 // *_prev is at time-frametime
886 // * is at wcross_changedonetime+f
887 // what do we have at time?
888 if(time < wcross_changedonetime)
890 f = frametime / (wcross_changedonetime - time + frametime);
891 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
892 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
893 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
896 wcross_scale_prev = wcross_scale;
897 wcross_alpha_prev = wcross_alpha;
898 wcross_color_prev = wcross_color;
900 wcross_scale *= 1 - cvar("_menu_alpha");
901 wcross_alpha *= 1 - cvar("_menu_alpha");
903 ring_scale = cvar("crosshair_ring_size");
905 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
907 float nex_charge, nex_charge_pool;
908 nex_charge = getstatf(STAT_NEX_CHARGE);
909 nex_charge_pool = getstatf(STAT_NEX_CHARGEPOOL);
911 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
912 nex_charge_movingavg = nex_charge;
914 // ring around crosshair representing bullets left in camping rifle clip
915 if (activeweapon == WEP_CAMPINGRIFLE && cr_maxbullets)
917 bullets = getstati(STAT_BULLETS_LOADED);
918 f = bound(0, bullets / cr_maxbullets, 1);
920 a = cvar("crosshair_ring_campingrifle_alpha");
921 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
923 else if (activeweapon == WEP_NEX && nex_charge) // ring around crosshair representing velocity-dependent damage for the nex
926 if(nex_charge_pool || use_nex_charge_pool)
928 use_nex_charge_pool = 1;
930 a = cvar("crosshair_ring_nex_inner_alpha");
931 rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
932 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", nex_charge_pool, rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
936 // indicate how much we're charging right now with an inner circle
937 a = cvar("crosshair_ring_nex_inner_alpha");
938 nex_charge_movingavg = (1 - cvar("crosshair_ring_nex_currentcharge_movingavg_rate")) * nex_charge_movingavg + cvar("crosshair_ring_nex_currentcharge_movingavg_rate") * nex_charge;
940 rgb = eX * cvar("crosshair_ring_nex_inner_color_red") + eY * cvar("crosshair_ring_nex_inner_color_green") + eZ * cvar("crosshair_ring_nex_inner_color_blue");
941 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring_inner.tga", bound(0, cvar("crosshair_ring_nex_currentcharge_scale") * (nex_charge - nex_charge_movingavg), 1), rgb, wcross_alpha * a, DRAWFLAG_ADDITIVE);
945 a = cvar("crosshair_ring_nex_outer_alpha");
946 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", nex_charge, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);
949 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
952 if(wcross_blur > 0) \
954 for(i = -2; i <= 2; ++i) \
955 for(j = -2; j <= 2; ++j) \
956 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
960 M(0,0,sz,wcross_name,wcross_alpha); \
965 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
966 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)
968 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
969 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
971 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
973 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
974 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
975 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
983 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
984 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
986 if(cvar("crosshair_dot"))
987 CROSSHAIR_DRAW(wcross_resolution * cvar("crosshair_dot_size"), "gfx/crosshairdot.tga", wcross_alpha * f * cvar("crosshair_dot_alpha"));
989 wcross_name_alpha_goal_prev = f;
993 wcross_scale_prev = 0;
994 wcross_alpha_prev = 0;
995 wcross_scale_goal_prev = 0;
996 wcross_alpha_goal_prev = 0;
997 wcross_changedonetime = 0;
998 if(wcross_name_goal_prev)
999 strunzone(wcross_name_goal_prev);
1000 wcross_name_goal_prev = string_null;
1001 if(wcross_name_goal_prev_prev)
1002 strunzone(wcross_name_goal_prev_prev);
1003 wcross_name_goal_prev_prev = string_null;
1004 wcross_name_changestarttime = 0;
1005 wcross_name_changedonetime = 0;
1006 wcross_name_alpha_goal_prev = 0;
1007 wcross_name_alpha_goal_prev_prev = 0;
1008 wcross_resolution_goal_prev = 0;
1009 wcross_resolution_goal_prev_prev = 0;
1013 if(NextFrameCommand)
1015 localcmd("\n", NextFrameCommand, "\n");
1016 NextFrameCommand = string_null;
1019 // we must do this check AFTER a frame was rendered, or it won't work
1020 if(cs_project_is_b0rked == 0)
1023 w0 = cvar_string("vid_conwidth");
1024 h0 = cvar_string("vid_conheight");
1025 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1026 //R_SetView(VF_FOV, '90 90 0');
1027 R_SetView(VF_ORIGIN, '0 0 0');
1028 R_SetView(VF_ANGLES, '0 0 0');
1029 R_SetView(VF_PERSPECTIVE, 1);
1030 makevectors('0 0 0');
1032 cvar_set("vid_conwidth", "800");
1033 cvar_set("vid_conheight", "600");
1034 v1 = cs_project(v_forward);
1035 cvar_set("vid_conwidth", "640");
1036 cvar_set("vid_conheight", "480");
1037 v2 = cs_project(v_forward);
1039 cs_project_is_b0rked = 1;
1041 cs_project_is_b0rked = -1;
1042 cvar_set("vid_conwidth", w0);
1043 cvar_set("vid_conheight", h0);
1046 if(autocvar__hud_configure)
1049 // let's reset the view back to normal for the end
1050 R_SetView(VF_MIN, '0 0 0');
1051 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1054 #define spider_h "gfx/vehicles/hud_bg.tga"
1055 #define spider_b "gfx/vehicles/sbot.tga"
1056 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1057 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1058 #define spider_s "gfx/vehicles/shiled.tga"
1059 #define spider_a1 "gfx/hud/sb_rocket.tga"
1060 #define spider_a2 "gfx/sb_bullets.tga"
1062 void CSQC_SPIDER_HUD()
1064 float rockets, reload, heat, hp, shield;
1065 vector picsize, hudloc;
1067 // Fetch health & ammo stats
1068 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1069 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1070 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1071 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1072 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1074 // Draw the crosshairs
1075 picsize = drawgetimagesize(SPIDER_CROSS);
1076 picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1077 picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1078 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1083 picsize = drawgetimagesize(spider_h) * 0.5;
1084 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1086 picsize = drawgetimagesize(spider_a2) * 0.5;
1087 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1089 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1090 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1091 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1093 picsize = drawgetimagesize(spider_a1) * 0.85;
1096 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1097 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1101 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1102 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1105 picsize = drawgetimagesize(spider_b) * 0.5;
1109 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1110 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1111 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1112 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1117 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1118 p = p + '0 1 0' * vid_conheight - '0 32 0';
1119 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1120 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1122 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1124 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1126 // Draw minigun heat indicator
1127 p = '0.5 0 0' * (vid_conwidth - 256);
1128 p = p + '0 1 0' * vid_conheight - '0 34 0';
1129 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1130 p_x += 256 * (1-heat);
1131 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1134 // Draw rocket icons for loaded/empty tubes.
1135 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1136 pp += '0 1 0' * vid_conheight - '0 64 0';
1137 for(i = 0; i < 8; ++i)
1139 p = pp + '1 0 0' * (rkt_size * i);
1142 if(floor(reload * 8) == i)
1144 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1146 else if(i < reload * 8)
1147 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1149 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1154 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1156 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1161 if (scoreboard_showscores)
1163 HUD_DrawScoreboard();
1164 HUD_DrawCenterPrint();
1169 #define raptor_h "gfx/vehicles/hud_bg.tga"
1170 #define raptor_b "gfx/vehicles/raptor.tga"
1171 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1172 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1173 #define raptor_s "gfx/vehicles/shiled.tga"
1175 void CSQC_RAPTOR_HUD()
1177 float reload, hp, shield, energy;
1178 vector picsize, hudloc;
1180 // Fetch health & ammo stats
1181 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1182 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1183 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1184 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1186 // Draw the crosshairs
1187 picsize = drawgetimagesize(SPIDER_CROSS);
1188 picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1189 picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1190 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1195 picsize = drawgetimagesize(raptor_h) * 0.5;
1196 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1198 picsize = drawgetimagesize(spider_a2) * 0.5;
1199 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1201 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1202 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1203 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1206 picsize = drawgetimagesize(spider_a1) * 0.85;
1209 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1210 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1214 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1215 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1218 picsize = drawgetimagesize(raptor_b) * 0.5;
1222 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1223 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1224 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1225 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1228 if (scoreboard_showscores)
1230 HUD_DrawScoreboard();
1231 HUD_DrawCenterPrint();
1236 #define waki_h "gfx/vehicles/hud_bg.tga"
1237 #define waki_b "gfx/vehicles/waki.tga"
1238 #define waki_e "gfx/vehicles/waki_e.tga"
1239 #define waki_g "gfx/vehicles/waki_guns.tga"
1240 #define waki_r "gfx/vehicles/waki_rockets.tga"
1241 #define waki_s "gfx/vehicles/shiled.tga"
1243 #define waki_a1 "gfx/hud/sb_rocket.tga"
1244 #define waki_a2 "gfx/sb_cells.tga"
1246 void CSQC_WAKIZASHI_HUD()
1248 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1249 float health, shield, energy, rockets;
1250 vector picsize, hudloc;
1252 picsize = drawgetimagesize(SPIDER_CROSS);
1253 picsize_x *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1254 picsize_y *= cvar_or("cl_vehicle_spiderbot_cross_size", 1);
1255 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
1258 const float STAT_VEHICLESTAT_HEALTH = 60;
1259 const float STAT_VEHICLESTAT_SHIELD = 61;
1260 const float STAT_VEHICLESTAT_ENERGY = 62;
1261 const float STAT_VEHICLESTAT_AMMO1 = 63;
1262 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1263 const float STAT_VEHICLESTAT_AMMO2 = 65;
1264 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1266 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1267 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1268 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1269 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1274 picsize = drawgetimagesize(waki_h) * 0.5;
1275 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1277 picsize = drawgetimagesize(waki_a2) * 0.7;
1278 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1281 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1282 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1284 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1286 picsize = drawgetimagesize(waki_a1) * 0.75;
1289 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1290 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1294 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1295 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1296 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1299 picsize = drawgetimagesize(waki_b) * 0.5;
1303 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1304 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1305 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1306 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1311 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1312 p = p + '0 1 0' * vid_conheight - '0 32 0';
1316 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1317 p_x += 256 * health;
1318 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1321 p_x -= 256 * health;
1323 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1326 //p_x -= 256 * health;
1328 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1332 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1338 if (scoreboard_showscores)
1340 HUD_DrawScoreboard();
1341 HUD_DrawCenterPrint();
1347 void CSQC_common_hud(void)
1349 // HUD_SortFrags(); done in HUD_Draw
1351 hud = getstati(STAT_HUD);
1357 // do some accuracy var caching
1359 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1361 if(cvar_string("accuracy_color_levels") != acc_color_levels)
1363 if(acc_color_levels)
1364 strunzone(acc_color_levels);
1365 acc_color_levels = strzone(cvar_string("accuracy_color_levels"));
1366 acc_levels = tokenize(acc_color_levels);
1367 if (acc_levels > MAX_ACCURACY_LEVELS)
1368 acc_levels = MAX_ACCURACY_LEVELS;
1370 for (i = 0; i < acc_levels; ++i)
1371 acc_lev[i] = stof(argv(i));
1373 // let know that acc_col[] needs to be loaded
1377 HUD_Main(); // always run these functions for alpha checks
1378 HUD_DrawScoreboard();
1380 if (scoreboard_active) // scoreboard/accuracy
1383 // HUD_DrawScoreboard takes care of centerprint_start
1385 else if (intermission == 2) // map voting screen
1387 HUD_FinaleOverlay();
1390 centerprint_start_x = 0;
1391 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1395 centerprint_start_x = 0;
1396 centerprint_start_y = cvar("scr_centerpos") * vid_conheight;
1399 HUD_DrawCenterPrint();
1407 CSQC_WAKIZASHI_HUD();
1413 // following vectors must be global to allow seamless switching between camera modes
1414 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1415 void CSQC_Demo_Camera()
1417 float speed, attenuation, dimensions;
1420 if( cvar("camera_reset") || !camera_mode )
1422 camera_offset = '0 0 0';
1423 current_angles = '0 0 0';
1424 camera_direction = '0 0 0';
1425 camera_offset_z += 30;
1426 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1427 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1428 current_origin = view_origin;
1429 current_camera_offset = camera_offset;
1430 cvar_set("camera_reset", "0");
1431 camera_mode = CAMERA_CHASE;
1436 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
1438 if(cvar("camera_look_player"))
1443 dir = normalize(view_origin - current_position);
1445 mouse_angles = vectoangles(dir);
1446 mouse_angles_x = mouse_angles_x * -1;
1451 tmp = getmousepos() * 0.1;
1452 if(vlen(tmp)>cvar("camera_mouse_treshold"))
1454 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1455 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1459 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1460 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1461 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1462 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1464 // Fix difference when angles don't have the same sign
1466 if(mouse_angles_y < -60 && current_angles_y > 60)
1468 if(mouse_angles_y > 60 && current_angles_y < -60)
1471 if(cvar("camera_look_player"))
1472 attenuation = cvar("camera_look_attenuation");
1474 attenuation = cvar("camera_speed_attenuation");
1476 attenuation = 1 / max(1, attenuation);
1477 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1479 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1480 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1481 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1482 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1488 if( camera_direction_x )
1490 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1491 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1492 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
1493 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1497 if( camera_direction_y )
1499 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1500 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1501 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1505 if( camera_direction_z )
1507 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1511 if(cvar("camera_free"))
1512 speed = cvar("camera_speed_free");
1514 speed = cvar("camera_speed_chase");
1518 speed = speed * sqrt(1 / dimensions);
1519 camera_offset += tmp * speed;
1522 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1525 if( cvar("camera_free") )
1527 if ( camera_mode == CAMERA_CHASE )
1529 current_camera_offset = current_origin + current_camera_offset;
1530 camera_offset = current_origin + camera_offset;
1533 camera_mode = CAMERA_FREE;
1534 current_position = current_camera_offset;
1538 if ( camera_mode == CAMERA_FREE )
1540 current_origin = view_origin;
1541 camera_offset = camera_offset - current_origin;
1542 current_camera_offset = current_camera_offset - current_origin;
1545 camera_mode = CAMERA_CHASE;
1547 if(cvar("camera_chase_smoothly"))
1548 current_origin += (view_origin - current_origin) * attenuation;
1550 current_origin = view_origin;
1552 current_position = current_origin + current_camera_offset;
1555 R_SetView(VF_ANGLES, current_angles);
1556 R_SetView(VF_ORIGIN, current_position);