2 #include "announcer.qh"
5 #include "hud_config.qh"
6 #include "mapvoting.qh"
7 #include "scoreboard.qh"
8 #include "shownames.qh"
9 #include "quickmenu.qh"
11 #include "mutators/events.qh"
13 #include "../common/anim.qh"
14 #include "../common/constants.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/gamemodes/all.qh"
17 #include "../common/nades/all.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
22 #include "../common/vehicles/all.qh"
23 #include "../common/weapons/all.qh"
24 #include "../common/viewloc.qh"
25 #include "../common/minigames/cl_minigames.qh"
26 #include "../common/minigames/cl_minigames_hud.qh"
28 #include "../lib/csqcmodel/cl_player.qh"
30 #include "../lib/warpzone/client.qh"
31 #include "../lib/warpzone/common.qh"
33 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
35 void viewmodel_draw(entity this)
37 int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
39 int c = stof(getplayerkeyvalue(current_player, "colors"));
40 vector g = this.glowmod; // TODO: completely clientside: colormapPaletteColor(c & 0x0F, true) * 2;
41 entity me = CSQCModel_server2csqc(player_localentnum);
42 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
44 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
45 for (entity e = this; e; e = e.weaponchild)
51 e.csqcmodel_effects = fx;
52 WITH(entity, self, e, CSQCModel_Effects_Apply());
55 static string name_last;
56 string name = get_weaponinfo(activeweapon).mdl;
57 if (name != name_last)
60 CL_WeaponEntity_SetModel(this, name);
62 if (!this.animstate_override)
63 setanim(this, this.anim_idle, true, false, false);
66 float eta = (getstatf(STAT_WEAPON_NEXTTHINK) - time); // TODO: / W_WeaponRateFactor();
67 float f = 0; // 0..1; 0: fully active
72 // entity newwep = Weapons_from(activeweapon);
73 float delay = 0.2; // TODO: newwep.switchdelay_raise;
74 f = eta / max(eta, delay);
75 this.angles_x = -90 * f * f;
80 // entity oldwep = Weapons_from(activeweapon);
81 float delay = 0.2; // TODO: newwep.switchdelay_drop;
82 f = 1 - eta / max(eta, delay);
83 this.angles_x = -90 * f * f;
92 this.angles_x = -90 * f * f;
96 STATIC_INIT(viewmodel) {
97 viewmodel = new(viewmodel);
98 viewmodel.draw = viewmodel_draw;
103 void Porto_Draw(entity this)
105 vector p, dir, ang, q, nextdir;
106 float portal_number, portal1_idx;
108 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
110 if(g_balance_porto_secondary)
112 if(intermission == 1)
114 if(intermission == 2)
116 if (getstati(STAT_HEALTH) <= 0)
121 if(angles_held_status)
123 makevectors(angles_held);
137 traceline(p, p + 65536 * dir, true, porto);
138 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
140 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
146 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
149 ang = vectoangles2(trace_plane_normal, dir);
152 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
154 if(portal_number == 1)
157 if(portal_number >= 2)
167 p = p - view_up * 16;
168 if(idx-1 >= portal1_idx)
170 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
174 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
183 porto.classname = "porto";
184 porto.draw = Porto_Draw;
185 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
190 vector GetCurrentFov(float fov)
192 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
193 float velocityzoom, curspeed;
196 zoomsensitivity = autocvar_cl_zoomsensitivity;
197 zoomfactor = autocvar_cl_zoomfactor;
198 if(zoomfactor < 1 || zoomfactor > 30)
200 zoomspeed = autocvar_cl_zoomspeed;
202 if(zoomspeed < 0.5 || zoomspeed > 16)
205 zoomdir = button_zoom;
206 if(hud == HUD_NORMAL)
207 if(switchweapon == activeweapon)
208 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
209 zoomdir += button_attack2;
210 if(spectatee_status > 0 || isdemo())
212 if(spectatorbutton_zoom)
219 // fteqcc failed twice here already, don't optimize this
222 if(zoomdir) { zoomin_effect = 0; }
226 current_viewzoom = min(1, current_viewzoom + drawframetime);
228 else if(autocvar_cl_spawnzoom && zoomin_effect)
230 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
232 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
233 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
234 if(current_viewzoom == 1) { zoomin_effect = 0; }
238 if(zoomspeed < 0) // instant zoom
241 current_viewzoom = 1 / zoomfactor;
243 current_viewzoom = 1;
248 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
250 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
254 if(almost_equals(current_viewzoom, 1))
255 current_zoomfraction = 0;
256 else if(almost_equals(current_viewzoom, 1/zoomfactor))
257 current_zoomfraction = 1;
259 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
261 if(zoomsensitivity < 1)
262 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
264 setsensitivityscale(1);
266 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
268 if(intermission) { curspeed = 0; }
272 makevectors(view_angles);
275 v = csqcplayer.velocity;
277 switch(autocvar_cl_velocityzoom_type)
279 case 3: curspeed = max(0, v_forward * v); break;
280 case 2: curspeed = (v_forward * v); break;
281 case 1: default: curspeed = vlen(v); break;
285 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
286 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
287 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
289 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
294 float frustumx, frustumy, fovx, fovy;
295 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
296 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
297 fovx = atan2(frustumx, 1) / M_PI * 360.0;
298 fovy = atan2(frustumy, 1) / M_PI * 360.0;
300 return '1 0 0' * fovx + '0 1 0' * fovy;
303 vector GetViewLocationFOV(float fov)
305 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
306 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
307 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
308 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
309 return '1 0 0' * fovx + '0 1 0' * fovy;
312 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
315 float width = (ov_worldmax.x - ov_worldmin.x);
316 float height = (ov_worldmax.y - ov_worldmin.y);
317 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
318 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
319 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
320 return '1 0 0' * fovx + '0 1 0' * fovy;
323 // this function must match W_SetupShot!
324 float zoomscript_caught;
326 vector wcross_origin;
327 float wcross_scale_prev, wcross_alpha_prev;
328 vector wcross_color_prev;
329 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
330 vector wcross_color_goal_prev;
331 float wcross_changedonetime;
333 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
334 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
335 float wcross_name_changestarttime, wcross_name_changedonetime;
336 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
338 float wcross_ring_prev;
341 entity trueaim_rifle;
343 const float SHOTTYPE_HITTEAM = 1;
344 const float SHOTTYPE_HITOBSTRUCTION = 2;
345 const float SHOTTYPE_HITWORLD = 3;
346 const float SHOTTYPE_HITENEMY = 4;
351 trueaim.classname = "trueaim";
352 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
353 trueaim_rifle = spawn();
354 trueaim_rifle.classname = "trueaim_rifle";
355 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
358 float EnemyHitCheck()
361 wcross_origin = project_3d_to_2d(trace_endpos);
364 n = trace_ent.entnum;
366 n = trace_networkentity;
368 return SHOTTYPE_HITWORLD;
370 return SHOTTYPE_HITWORLD;
371 t = GetPlayerColor(n - 1);
374 return SHOTTYPE_HITTEAM;
375 if(t == NUM_SPECTATOR)
376 return SHOTTYPE_HITWORLD;
377 return SHOTTYPE_HITENEMY;
382 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?
383 vector vecs, trueaimpoint, w_shotorg;
391 mv = MOVE_NOMONSTERS;
393 switch(activeweapon) // WEAPONTODO
395 case WEP_TUBA.m_id: // no aim
396 case WEP_PORTO.m_id: // shoots from eye
397 case WEP_NEXBALL.m_id: // shoots from eye
398 case WEP_HOOK.m_id: // no trueaim
399 case WEP_MORTAR.m_id: // toss curve
400 return SHOTTYPE_HITWORLD;
401 case WEP_VORTEX.m_id:
402 case WEP_VAPORIZER.m_id:
408 if(zoomscript_caught)
410 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
411 return EnemyHitCheck();
414 case WEP_DEVASTATOR.m_id: // projectile has a size!
418 case WEP_FIREBALL.m_id: // projectile has a size!
422 case WEP_SEEKER.m_id: // projectile has a size!
426 case WEP_ELECTRO.m_id: // projectile has a size!
432 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
434 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
436 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
437 trueaimpoint = trace_endpos;
439 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
440 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
447 dv = view_right * vecs.y + view_up * vecs.z;
448 w_shotorg = traceorigin + dv;
450 // now move the vecs forward as much as requested if possible
451 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
452 w_shotorg = trace_endpos - view_forward * nudge;
454 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
455 shottype = EnemyHitCheck();
456 if(shottype != SHOTTYPE_HITWORLD)
460 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
461 // or rather, I know why, but see no fix
462 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
463 // 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
464 return SHOTTYPE_HITOBSTRUCTION;
467 return SHOTTYPE_HITWORLD;
471 void CSQC_Demo_Camera();
472 float HUD_WouldDrawScoreboard();
474 const float CAMERA_FREE = 1;
475 const float CAMERA_CHASE = 2;
477 string reticle_image;
478 string NextFrameCommand;
480 vector freeze_org, freeze_ang;
481 entity nightvision_noise, nightvision_noise2;
483 const float MAX_TIME_DIFF = 5;
484 float pickup_crosshair_time, pickup_crosshair_size;
485 float hitindication_crosshair_size;
486 float use_vortex_chargepool;
488 float myhealth, myhealth_prev;
489 float myhealth_flash;
491 float old_blurradius, old_bluralpha;
492 float old_sharpen_intensity;
494 vector myhealth_gentlergb;
496 float contentavgalpha, liquidalpha_prev;
497 vector liquidcolor_prev;
499 float eventchase_current_distance;
500 float eventchase_running;
501 bool WantEventchase()
503 if(autocvar_cl_orthoview)
509 if(spectatee_status >= 0)
511 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
513 if(MUTATOR_CALLHOOK(WantEventchase, self))
515 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
517 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
519 if(autocvar_cl_eventchase_death == 2)
521 // don't stop eventchase once it's started (even if velocity changes afterwards)
522 if(self.velocity == '0 0 0' || eventchase_running)
531 void HUD_Crosshair_Vehicle()
533 if(hud != HUD_BUMBLEBEE_GUN)
535 Vehicle info = get_vehicleinfo(hud);
536 info.vr_crosshair(info);
540 vector damage_blurpostprocess, content_blurpostprocess;
542 float unaccounted_damage = 0;
545 // accumulate damage with each stat update
546 static float damage_total_prev = 0;
547 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
548 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
549 damage_total_prev = damage_total;
551 static float damage_dealt_time_prev = 0;
552 float damage_dealt_time = getstatf(STAT_HIT_TIME);
553 if (damage_dealt_time != damage_dealt_time_prev)
555 unaccounted_damage += unaccounted_damage_new;
556 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
558 damage_dealt_time_prev = damage_dealt_time;
560 // prevent hitsound when switching spectatee
561 static float spectatee_status_prev = 0;
562 if (spectatee_status != spectatee_status_prev)
563 unaccounted_damage = 0;
564 spectatee_status_prev = spectatee_status;
569 // varying sound pitch
571 static float hitsound_time_prev = 0;
572 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
573 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
574 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
576 if (autocvar_cl_hitsound && unaccounted_damage)
578 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
579 float a = autocvar_cl_hitsound_max_pitch;
580 float b = autocvar_cl_hitsound_min_pitch;
581 float c = autocvar_cl_hitsound_nom_damage;
582 float x = unaccounted_damage;
583 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
585 // if sound variation is disabled, set pitch_shift to 1
586 if (autocvar_cl_hitsound == 1)
589 // if pitch shift is reversed, mirror in (max-min)/2 + min
590 if (autocvar_cl_hitsound == 3)
592 float mirror_value = (a-b)/2 + b;
593 pitch_shift = mirror_value + (mirror_value - pitch_shift);
596 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
598 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
599 // todo: normalize sound pressure levels? seems unnecessary
601 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
603 unaccounted_damage = 0;
604 hitsound_time_prev = time;
607 static float typehit_time_prev = 0;
608 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
609 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
611 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
612 typehit_time_prev = typehit_time;
618 static float rainbow_last_flicker;
619 static vector rainbow_prev_color;
623 if(!scoreboard_active && !camera_active && intermission != 2 &&
624 spectatee_status != -1 && !csqcplayer.viewloc &&
625 !HUD_MinigameMenu_IsOpened() )
627 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
630 if (hud != HUD_NORMAL)
632 HUD_Crosshair_Vehicle();
637 float wcross_alpha, wcross_resolution;
638 wcross_style = autocvar_crosshair;
639 if (wcross_style == "0")
641 wcross_resolution = autocvar_crosshair_size;
642 if (wcross_resolution == 0)
644 wcross_alpha = autocvar_crosshair_alpha;
645 if (wcross_alpha == 0)
651 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
652 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
654 if(autocvar_crosshair_hittest)
656 vector wcross_oldorigin;
657 wcross_oldorigin = wcross_origin;
658 shottype = TrueAimCheck();
659 if(shottype == SHOTTYPE_HITWORLD)
661 v = wcross_origin - wcross_oldorigin;
663 v.y /= vid_conheight;
665 shottype = SHOTTYPE_HITOBSTRUCTION;
667 if(!autocvar_crosshair_hittest_showimpact)
668 wcross_origin = wcross_oldorigin;
671 shottype = SHOTTYPE_HITWORLD;
673 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
674 string wcross_name = "";
675 float wcross_scale, wcross_blur;
677 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
679 e = get_weaponinfo(switchingweapon);
682 if(autocvar_crosshair_per_weapon)
684 // WEAPONTODO: access these through some general settings (with non-balance config settings)
685 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
686 //if (wcross_resolution == 0)
689 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
690 wcross_resolution *= e.w_crosshair_size;
691 wcross_name = e.w_crosshair;
696 if(wcross_name == "")
697 wcross_name = strcat("gfx/crosshair", wcross_style);
699 // MAIN CROSSHAIR COLOR DECISION
700 switch(autocvar_crosshair_color_special)
702 case 1: // crosshair_color_per_weapon
706 wcross_color = e.wpcolor;
709 else { goto normalcolor; }
712 case 2: // crosshair_color_by_health
714 float x = getstati(STAT_HEALTH);
729 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
730 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
734 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
735 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
736 wcross_color.z = 1 - (x-100)*0.02;
742 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
747 wcross_color.y = (x-20)*90/27/100;
748 wcross_color.z = (x-20)*90/27/100 * 0.2;
758 case 3: // crosshair_color_rainbow
760 if(time >= rainbow_last_flicker)
762 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
763 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
765 wcross_color = rainbow_prev_color;
769 default: { wcross_color = stov(autocvar_crosshair_color); break; }
772 if(autocvar_crosshair_effect_scalefade)
774 wcross_scale = wcross_resolution;
775 wcross_resolution = 1;
782 if(autocvar_crosshair_pickup)
784 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
786 if(pickup_crosshair_time < stat_pickup_time)
788 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
789 pickup_crosshair_size = 1;
791 pickup_crosshair_time = stat_pickup_time;
794 if(pickup_crosshair_size > 0)
795 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
797 pickup_crosshair_size = 0;
799 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
802 // todo: make crosshair hit indication dependent on damage dealt
803 if(autocvar_crosshair_hitindication)
805 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
807 if(unaccounted_damage)
809 hitindication_crosshair_size = 1;
812 if(hitindication_crosshair_size > 0)
813 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
815 hitindication_crosshair_size = 0;
817 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
818 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
819 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
820 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
823 if(shottype == SHOTTYPE_HITENEMY)
824 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
825 if(shottype == SHOTTYPE_HITTEAM)
826 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
828 f = fabs(autocvar_crosshair_effect_time);
829 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
831 wcross_changedonetime = time + f;
833 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
835 wcross_name_changestarttime = time;
836 wcross_name_changedonetime = time + f;
837 if(wcross_name_goal_prev_prev)
838 strunzone(wcross_name_goal_prev_prev);
839 wcross_name_goal_prev_prev = wcross_name_goal_prev;
840 wcross_name_goal_prev = strzone(wcross_name);
841 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
842 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
843 wcross_resolution_goal_prev = wcross_resolution;
846 wcross_scale_goal_prev = wcross_scale;
847 wcross_alpha_goal_prev = wcross_alpha;
848 wcross_color_goal_prev = wcross_color;
850 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
853 wcross_alpha *= 0.75;
857 // *_prev is at time-frametime
858 // * is at wcross_changedonetime+f
859 // what do we have at time?
860 if(time < wcross_changedonetime)
862 f = frametime / (wcross_changedonetime - time + frametime);
863 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
864 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
865 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
868 wcross_scale_prev = wcross_scale;
869 wcross_alpha_prev = wcross_alpha;
870 wcross_color_prev = wcross_color;
872 MUTATOR_CALLHOOK(UpdateCrosshair);
874 wcross_scale *= 1 - autocvar__menu_alpha;
875 wcross_alpha *= 1 - autocvar__menu_alpha;
876 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
878 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
880 // crosshair rings for weapon stats
881 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
883 // declarations and stats
884 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
885 string ring_image = string_null, ring_inner_image = string_null;
886 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
888 ring_scale = autocvar_crosshair_ring_size;
890 float weapon_clipload, weapon_clipsize;
891 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
892 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
894 float ok_ammo_charge, ok_ammo_chargepool;
895 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
896 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
898 float vortex_charge, vortex_chargepool;
899 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
900 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
902 float arc_heat = getstatf(STAT_ARC_HEAT);
904 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
905 vortex_charge_movingavg = vortex_charge;
909 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
911 if (vortex_chargepool || use_vortex_chargepool) {
912 use_vortex_chargepool = 1;
913 ring_inner_value = vortex_chargepool;
915 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
916 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
919 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
920 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;
921 ring_inner_image = "gfx/crosshair_ring_inner.tga";
923 // draw the outer ring to show the current charge of the weapon
924 ring_value = vortex_charge;
925 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
926 ring_rgb = wcross_color;
927 ring_image = "gfx/crosshair_ring_nexgun.tga";
929 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
931 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.
932 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
933 ring_rgb = wcross_color;
934 ring_image = "gfx/crosshair_ring.tga";
936 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
938 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
939 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
940 ring_rgb = wcross_color;
941 ring_image = "gfx/crosshair_ring.tga";
943 else if (ok_ammo_charge)
945 ring_value = ok_ammo_chargepool;
946 ring_alpha = autocvar_crosshair_ring_reload_alpha;
947 ring_rgb = wcross_color;
948 ring_image = "gfx/crosshair_ring.tga";
950 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
952 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
953 ring_scale = autocvar_crosshair_ring_reload_size;
954 ring_alpha = autocvar_crosshair_ring_reload_alpha;
955 ring_rgb = wcross_color;
957 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
958 // if a new image for another weapon is added, add the code (and its respective file/value) here
959 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
960 ring_image = "gfx/crosshair_ring_rifle.tga";
962 ring_image = "gfx/crosshair_ring.tga";
964 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
966 ring_value = arc_heat;
967 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
968 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
969 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
970 ring_image = "gfx/crosshair_ring.tga";
973 // if in weapon switch animation, fade ring out/in
974 if(autocvar_crosshair_effect_time > 0)
976 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
979 wcross_ring_prev = ((ring_image) ? true : false);
985 ring_alpha *= fabs(1 - bound(0, f, 1));
990 ring_alpha *= bound(0, f, 1);
994 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
995 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
998 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1001 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1004 if(wcross_blur > 0) \
1006 for(i = -2; i <= 2; ++i) \
1007 for(j = -2; j <= 2; ++j) \
1008 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1012 M(0,0,sz,wcross_name,wcross_alpha); \
1017 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1018 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)
1020 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1021 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1023 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1025 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1026 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1027 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1034 wcross_name_alpha_goal_prev = f;
1036 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1037 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1039 if(autocvar_crosshair_dot)
1041 vector wcross_color_old;
1042 wcross_color_old = wcross_color;
1044 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1045 wcross_color = stov(autocvar_crosshair_dot_color);
1047 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1048 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1049 wcross_color = wcross_color_old;
1055 wcross_scale_prev = 0;
1056 wcross_alpha_prev = 0;
1057 wcross_scale_goal_prev = 0;
1058 wcross_alpha_goal_prev = 0;
1059 wcross_changedonetime = 0;
1060 if(wcross_name_goal_prev)
1061 strunzone(wcross_name_goal_prev);
1062 wcross_name_goal_prev = string_null;
1063 if(wcross_name_goal_prev_prev)
1064 strunzone(wcross_name_goal_prev_prev);
1065 wcross_name_goal_prev_prev = string_null;
1066 wcross_name_changestarttime = 0;
1067 wcross_name_changedonetime = 0;
1068 wcross_name_alpha_goal_prev = 0;
1069 wcross_name_alpha_goal_prev_prev = 0;
1070 wcross_resolution_goal_prev = 0;
1071 wcross_resolution_goal_prev_prev = 0;
1077 if(getstati(STAT_FROZEN))
1078 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);
1079 else if (getstatf(STAT_HEALING_ORB)>time)
1080 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1082 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1084 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);
1085 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);
1087 else if(getstatf(STAT_REVIVE_PROGRESS))
1089 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);
1090 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1093 if(autocvar_r_letterbox == 0)
1094 if(autocvar_viewsize < 120)
1096 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1097 Accuracy_LoadLevels();
1100 HUD_DrawScoreboard();
1103 // crosshair goes VERY LAST
1110 float oldr_nearclip;
1111 float oldr_farclip_base;
1112 float oldr_farclip_world;
1114 float oldr_useportalculling;
1115 float oldr_useinfinitefarclip;
1117 const int BUTTON_3 = 4;
1118 const int BUTTON_4 = 8;
1119 float cl_notice_run();
1122 float vh_notice_time;
1123 void WaypointSprite_Load();
1124 void CSQC_UpdateView(float w, float h)
1129 vector vf_size, vf_min;
1132 execute_next_frame();
1136 hud = getstati(STAT_HUD);
1138 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1139 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1143 if(autocvar__hud_showbinds_reload) // menu can set this one
1146 binddb = db_create();
1147 cvar_set("_hud_showbinds_reload", "0");
1150 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1151 view_quality = getproperty(VF_MINFPS_QUALITY);
1155 button_attack2 = (input_buttons & BUTTON_3);
1156 button_zoom = (input_buttons & BUTTON_4);
1158 vf_size = getpropertyvec(VF_SIZE);
1159 vf_min = getpropertyvec(VF_MIN);
1160 vid_width = vf_size.x;
1161 vid_height = vf_size.y;
1163 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1164 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1166 WaypointSprite_Load();
1168 CSQCPlayer_SetCamera();
1170 if(player_localentnum <= maxclients) // is it a client?
1171 current_player = player_localentnum - 1;
1172 else // then player_localentnum is the vehicle I'm driving
1173 current_player = player_localnum;
1174 myteam = GetPlayerColor(current_player);
1176 if(myteam != prev_myteam)
1178 myteamcolors = colormapPaletteColor(myteam, 1);
1179 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1180 prev_myteam = myteam;
1183 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1185 float is_dead = (getstati(STAT_HEALTH) <= 0);
1187 // FIXME do we need this hack?
1190 // in demos, input_buttons do not work
1191 button_zoom = (autocvar__togglezoom == "-");
1194 && autocvar_cl_unpress_zoom_on_death
1195 && (spectatee_status >= 0)
1196 && (is_dead || intermission))
1198 // no zoom while dead or in intermission please
1199 localcmd("-zoom\n");
1200 button_zoom = false;
1203 // event chase camera
1204 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1206 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1207 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1213 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1222 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1224 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1226 eventchase_running = true;
1228 // 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.)
1229 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1230 if(ons_roundlost) { current_view_origin = gen.origin; }
1232 // detect maximum viewoffset and use it
1233 vector view_offset = autocvar_cl_eventchase_viewoffset;
1234 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1235 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1239 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1240 if(trace_fraction == 1) { current_view_origin += view_offset; }
1241 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1244 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1245 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1246 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1247 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1249 // make the camera smooth back
1250 float chase_distance = autocvar_cl_eventchase_distance;
1251 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1252 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1254 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1255 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1256 else if(eventchase_current_distance != chase_distance)
1257 eventchase_current_distance = chase_distance;
1259 makevectors(view_angles);
1261 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1262 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1264 // If the boxtrace fails, revert back to line tracing.
1266 if(trace_startsolid)
1268 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1269 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1270 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1272 else { setproperty(VF_ORIGIN, trace_endpos); }
1275 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1277 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1279 eventchase_running = false;
1280 cvar_set("chase_active", "0");
1281 eventchase_current_distance = 0; // start from 0 next time
1284 // workaround for camera stuck between player's legs when using chase_active 1
1285 // because the engine stops updating the chase_active camera when the game ends
1286 else if(intermission)
1288 cvar_settemp("chase_active", "-1");
1289 eventchase_current_distance = 0;
1292 // do lockview after event chase camera so that it still applies whenever necessary.
1293 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1295 setproperty(VF_ORIGIN, freeze_org);
1296 setproperty(VF_ANGLES, freeze_ang);
1300 freeze_org = getpropertyvec(VF_ORIGIN);
1301 freeze_ang = getpropertyvec(VF_ANGLES);
1305 //WarpZone_FixPMove();
1307 vector ov_org = '0 0 0';
1308 vector ov_mid = '0 0 0';
1309 vector ov_worldmin = '0 0 0';
1310 vector ov_worldmax = '0 0 0';
1311 if(autocvar_cl_orthoview)
1313 ov_worldmin = mi_picmin;
1314 ov_worldmax = mi_picmax;
1316 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1317 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1318 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1320 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1321 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1323 float ov_nearest = vlen(ov_org - vec3(
1324 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1325 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1326 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1329 float ov_furthest = 0;
1332 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1333 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1334 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1335 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1336 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1337 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1338 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1339 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1343 oldr_nearclip = cvar("r_nearclip");
1344 oldr_farclip_base = cvar("r_farclip_base");
1345 oldr_farclip_world = cvar("r_farclip_world");
1346 oldr_novis = cvar("r_novis");
1347 oldr_useportalculling = cvar("r_useportalculling");
1348 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1351 cvar_settemp("r_nearclip", ftos(ov_nearest));
1352 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1353 cvar_settemp("r_farclip_world", "0");
1354 cvar_settemp("r_novis", "1");
1355 cvar_settemp("r_useportalculling", "0");
1356 cvar_settemp("r_useinfinitefarclip", "0");
1358 setproperty(VF_ORIGIN, ov_org);
1359 setproperty(VF_ANGLES, '90 0 0');
1364 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1366 vtos(getpropertyvec(VF_ANGLES)),
1376 cvar_set("r_nearclip", ftos(oldr_nearclip));
1377 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1378 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1379 cvar_set("r_novis", ftos(oldr_novis));
1380 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1381 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1387 view_origin = getpropertyvec(VF_ORIGIN);
1388 view_angles = getpropertyvec(VF_ANGLES);
1389 makevectors(view_angles);
1390 view_forward = v_forward;
1391 view_right = v_right;
1395 if(time > blurtest_time0 && time < blurtest_time1)
1399 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1400 r = t * blurtest_radius;
1401 f = 1 / pow(t, blurtest_power) - 1;
1403 cvar_set("r_glsl_postprocess", "1");
1404 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1408 cvar_set("r_glsl_postprocess", "0");
1409 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1413 TargetMusic_Advance();
1417 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1419 drawframetime = bound(0.000001, time - drawtime, 1);
1422 // watch for gametype changes here...
1423 // in ParseStuffCMD the cmd isn't executed yet :/
1424 // might even be better to add the gametype to TE_CSQC_INIT...?
1428 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1430 if(calledhooks & HOOK_START)
1432 localcmd("\ncl_hook_gameend\n");
1433 calledhooks |= HOOK_END;
1442 if(!zoomscript_caught)
1444 localcmd("+button9\n");
1445 zoomscript_caught = 1;
1450 if(zoomscript_caught)
1452 localcmd("-button9\n");
1453 zoomscript_caught = 0;
1457 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1459 // next WANTED weapon (for HUD)
1460 switchweapon = getstati(STAT_SWITCHWEAPON);
1462 // currently switching-to weapon (for crosshair)
1463 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1465 // actually active weapon (for zoom)
1466 activeweapon = getstati(STAT_ACTIVEWEAPON);
1468 f = (serverflags & SERVERFLAG_TEAMPLAY);
1475 if(last_switchweapon != switchweapon)
1478 last_switchweapon = switchweapon;
1479 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1481 localcmd("-zoom\n");
1482 button_zoom = false;
1484 if(autocvar_cl_unpress_attack_on_weapon_switch)
1486 localcmd("-fire\n");
1487 localcmd("-fire2\n");
1488 button_attack2 = false;
1491 if(last_activeweapon != activeweapon)
1493 last_activeweapon = activeweapon;
1495 e = get_weaponinfo(activeweapon);
1497 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1499 localcmd("\ncl_hook_activeweapon none\n");
1502 // ALWAYS Clear Current Scene First
1505 setproperty(VF_ORIGIN, view_origin);
1506 setproperty(VF_ANGLES, view_angles);
1508 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1509 setproperty(VF_SIZE, vf_size);
1510 setproperty(VF_MIN, vf_min);
1512 // Assign Standard Viewflags
1513 // Draw the World (and sky)
1514 setproperty(VF_DRAWWORLD, 1);
1516 // Set the console size vars
1517 vid_conwidth = autocvar_vid_conwidth;
1518 vid_conheight = autocvar_vid_conheight;
1519 vid_pixelheight = autocvar_vid_pixelheight;
1521 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1522 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1523 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1525 // Camera for demo playback
1528 if(autocvar_camera_enable)
1532 cvar_set("chase_active", ftos(chase_active_backup));
1533 cvar_set("cl_demo_mousegrab", "0");
1534 camera_active = false;
1540 if(autocvar_camera_enable)
1542 if(autocvar_camera_enable && isdemo())
1545 // Enable required Darkplaces cvars
1546 chase_active_backup = autocvar_chase_active;
1547 cvar_set("chase_active", "2");
1548 cvar_set("cl_demo_mousegrab", "1");
1549 camera_active = true;
1550 camera_mode = false;
1554 // Draw the Crosshair
1555 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1557 // Draw the Engine Status Bar (the default Quake HUD)
1558 setproperty(VF_DRAWENGINESBAR, 0);
1560 // Update the mouse position
1562 mousepos_x = vid_conwidth;
1563 mousepos_y = vid_conheight;
1564 mousepos = mousepos*0.5 + getmousepos();
1567 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1568 WITH(entity, self, e, e.draw(e));
1571 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1574 // now switch to 2D drawing mode by calling a 2D drawing function
1575 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1576 // next R_RenderScene call
1577 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1579 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1580 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1582 // apply night vision effect
1583 vector tc_00, tc_01, tc_10, tc_11;
1584 vector rgb = '0 0 0';
1586 if(!nightvision_noise)
1588 nightvision_noise = spawn();
1589 nightvision_noise.classname = "nightvision_noise";
1591 if(!nightvision_noise2)
1593 nightvision_noise2 = spawn();
1594 nightvision_noise2.classname = "nightvision_noise2";
1597 // color tint in yellow
1598 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1601 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1603 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1604 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1605 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1606 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1607 tc_11 = tc_01 + tc_10 - tc_00;
1608 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1609 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1610 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1611 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1612 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1616 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1617 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1618 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1619 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1620 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1621 tc_11 = tc_01 + tc_10 - tc_00;
1622 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1623 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1624 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1625 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1626 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1630 if(autocvar_cl_reticle)
1632 Weapon wep = get_weaponinfo(activeweapon);
1633 // Draw the aiming reticle for weapons that use it
1634 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1635 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1636 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1637 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1639 // no zoom reticle while dead
1642 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1644 if(reticle_image != "") { reticle_type = 2; }
1645 else { reticle_type = 0; }
1647 else if(button_zoom || zoomscript_caught)
1655 if(autocvar_cl_reticle_stretch)
1657 reticle_size.x = vid_conwidth;
1658 reticle_size.y = vid_conheight;
1664 reticle_size.x = max(vid_conwidth, vid_conheight);
1665 reticle_size.y = max(vid_conwidth, vid_conheight);
1666 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1667 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1670 if(zoomscript_caught)
1673 f = current_zoomfraction;
1677 switch(reticle_type)
1679 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1680 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1687 if(reticle_type != 0) { reticle_type = 0; }
1691 // improved polyblend
1692 if(autocvar_hud_contents)
1694 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1697 switch(pointcontents(view_origin))
1700 liquidalpha = autocvar_hud_contents_water_alpha;
1701 liquidcolor = stov(autocvar_hud_contents_water_color);
1706 liquidalpha = autocvar_hud_contents_lava_alpha;
1707 liquidcolor = stov(autocvar_hud_contents_lava_color);
1712 liquidalpha = autocvar_hud_contents_slime_alpha;
1713 liquidcolor = stov(autocvar_hud_contents_slime_color);
1719 liquidcolor = '0 0 0';
1724 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1725 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1726 contentfadetime = autocvar_hud_contents_fadeintime;
1727 liquidalpha_prev = liquidalpha;
1728 liquidcolor_prev = liquidcolor;
1731 contentfadetime = autocvar_hud_contents_fadeouttime;
1733 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1734 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1737 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1739 if(autocvar_hud_postprocessing)
1741 if(autocvar_hud_contents_blur && contentavgalpha)
1743 content_blurpostprocess.x = 1;
1744 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1745 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1749 content_blurpostprocess.x = 0;
1750 content_blurpostprocess.y = 0;
1751 content_blurpostprocess.z = 0;
1756 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1758 splash_size.x = max(vid_conwidth, vid_conheight);
1759 splash_size.y = max(vid_conwidth, vid_conheight);
1760 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1761 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1763 float myhealth_flash_temp;
1764 myhealth = getstati(STAT_HEALTH);
1767 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1769 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1771 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1772 pain_threshold = autocvar_hud_damage_pain_threshold;
1773 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1774 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1776 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1778 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);
1781 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1783 if(myhealth_prev < 1)
1787 myhealth_flash = 0; // just spawned, clear the flash immediately
1788 myhealth_flash_temp = 0;
1792 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1796 if(spectatee_status == -1 || intermission)
1798 myhealth_flash = 0; // observing, or match ended
1799 myhealth_flash_temp = 0;
1802 myhealth_prev = myhealth;
1804 // IDEA: change damage color/picture based on player model for robot/alien species?
1805 // pro: matches model better
1806 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1807 // maybe different reddish pics?
1808 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1810 if(autocvar_cl_gentle_damage == 2)
1812 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1813 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1816 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1818 if(myhealth_flash_temp > 0)
1819 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);
1821 else if(myhealth_flash_temp > 0)
1822 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1824 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.
1826 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1828 damage_blurpostprocess.x = 1;
1829 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1830 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1834 damage_blurpostprocess.x = 0;
1835 damage_blurpostprocess.y = 0;
1836 damage_blurpostprocess.z = 0;
1841 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1842 float e2 = (autocvar_hud_powerup != 0);
1843 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1845 // enable or disable rendering types if they are used or not
1846 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1847 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1849 // blur postprocess handling done first (used by hud_damage and hud_contents)
1850 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1852 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1853 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1854 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1856 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1857 old_blurradius = blurradius;
1858 old_bluralpha = bluralpha;
1861 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1863 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1868 // edge detection postprocess handling done second (used by hud_powerup)
1869 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1870 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1871 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1873 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.
1875 if(autocvar_hud_powerup && sharpen_intensity > 0)
1877 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1879 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1880 old_sharpen_intensity = sharpen_intensity;
1883 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1885 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1886 old_sharpen_intensity = 0;
1889 if(cvar("r_glsl_postprocess") == 0)
1890 cvar_set("r_glsl_postprocess", "2");
1892 else if(cvar("r_glsl_postprocess") == 2)
1893 cvar_set("r_glsl_postprocess", "0");
1898 /*if(gametype == MAPINFO_TYPE_CTF)
1904 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1905 WITH(entity, self, e, e.draw2d(e));
1907 Draw_ShowNames_All();
1909 scoreboard_active = HUD_WouldDrawScoreboard();
1913 if(NextFrameCommand)
1915 localcmd("\n", NextFrameCommand, "\n");
1916 NextFrameCommand = string_null;
1919 // we must do this check AFTER a frame was rendered, or it won't work
1920 if(cs_project_is_b0rked == 0)
1923 w0 = ftos(autocvar_vid_conwidth);
1924 h0 = ftos(autocvar_vid_conheight);
1925 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1926 //setproperty(VF_FOV, '90 90 0');
1927 setproperty(VF_ORIGIN, '0 0 0');
1928 setproperty(VF_ANGLES, '0 0 0');
1929 setproperty(VF_PERSPECTIVE, 1);
1930 makevectors('0 0 0');
1932 cvar_set("vid_conwidth", "800");
1933 cvar_set("vid_conheight", "600");
1934 v1 = cs_project(v_forward);
1935 cvar_set("vid_conwidth", "640");
1936 cvar_set("vid_conheight", "480");
1937 v2 = cs_project(v_forward);
1939 cs_project_is_b0rked = 1;
1941 cs_project_is_b0rked = -1;
1942 cvar_set("vid_conwidth", w0);
1943 cvar_set("vid_conheight", h0);
1946 if(autocvar__hud_configure)
1948 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1949 HUD_Minigame_Mouse();
1950 else if(QuickMenu_IsOpened())
1957 // let's reset the view back to normal for the end
1958 setproperty(VF_MIN, '0 0 0');
1959 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1963 // following vectors must be global to allow seamless switching between camera modes
1964 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1965 void CSQC_Demo_Camera()
1967 float speed, attenuation, dimensions;
1970 if( autocvar_camera_reset || !camera_mode )
1972 camera_offset = '0 0 0';
1973 current_angles = '0 0 0';
1974 camera_direction = '0 0 0';
1975 camera_offset.z += 30;
1976 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1977 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1978 current_origin = view_origin;
1979 current_camera_offset = camera_offset;
1980 cvar_set("camera_reset", "0");
1981 camera_mode = CAMERA_CHASE;
1986 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1988 if(autocvar_camera_look_player)
1993 dir = normalize(view_origin - current_position);
1995 mouse_angles = vectoangles(dir);
1996 mouse_angles.x = mouse_angles.x * -1;
2001 tmp = getmousepos() * 0.1;
2002 if(vlen(tmp)>autocvar_camera_mouse_threshold)
2004 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2005 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2009 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2010 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2011 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2012 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2014 // Fix difference when angles don't have the same sign
2016 if(mouse_angles.y < -60 && current_angles.y > 60)
2018 if(mouse_angles.y > 60 && current_angles.y < -60)
2021 if(autocvar_camera_look_player)
2022 attenuation = autocvar_camera_look_attenuation;
2024 attenuation = autocvar_camera_speed_attenuation;
2026 attenuation = 1 / max(1, attenuation);
2027 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2029 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2030 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2031 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2032 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2038 if( camera_direction.x )
2040 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2041 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2042 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2043 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2047 if( camera_direction.y )
2049 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2050 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2051 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2055 if( camera_direction.z )
2057 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2061 if(autocvar_camera_free)
2062 speed = autocvar_camera_speed_free;
2064 speed = autocvar_camera_speed_chase;
2068 speed = speed * sqrt(1 / dimensions);
2069 camera_offset += tmp * speed;
2072 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2075 if( autocvar_camera_free )
2077 if ( camera_mode == CAMERA_CHASE )
2079 current_camera_offset = current_origin + current_camera_offset;
2080 camera_offset = current_origin + camera_offset;
2083 camera_mode = CAMERA_FREE;
2084 current_position = current_camera_offset;
2088 if ( camera_mode == CAMERA_FREE )
2090 current_origin = view_origin;
2091 camera_offset = camera_offset - current_origin;
2092 current_camera_offset = current_camera_offset - current_origin;
2095 camera_mode = CAMERA_CHASE;
2097 if(autocvar_camera_chase_smoothly)
2098 current_origin += (view_origin - current_origin) * attenuation;
2100 current_origin = view_origin;
2102 current_position = current_origin + current_camera_offset;
2105 setproperty(VF_ANGLES, current_angles);
2106 setproperty(VF_ORIGIN, current_position);