2 #include "announcer.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
9 #include "mutators/events.qh"
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
34 float autocvar_cl_viewmodel_scale;
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 1000;
44 float autocvar_cl_followmodel_highpass1 = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
48 float autocvar_cl_leanmodel;
49 float autocvar_cl_leanmodel_speed = 0.3;
50 float autocvar_cl_leanmodel_limit = 1000;
51 float autocvar_cl_leanmodel_highpass1 = 0.2;
52 float autocvar_cl_leanmodel_highpass = 0.2;
53 float autocvar_cl_leanmodel_lowpass = 0.05;
55 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
56 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
58 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
61 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
63 float __ignore; lowpass(value, frac, ref_store, __ignore); \
64 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
67 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
69 float __f = 0; lowpass(value, frac, ref_store, __f); \
70 ret = (value) - __f; \
73 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
75 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
76 ret = (value) - __f; \
79 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
81 lowpass(value.x, frac, ref_store.x, ref_out.x); \
82 lowpass(value.y, frac, ref_store.y, ref_out.y); \
85 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 highpass(value.x, frac, ref_store.x, ref_out.x); \
88 highpass(value.y, frac, ref_store.y, ref_out.y); \
91 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
93 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
94 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
97 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
99 lowpass(value.x, frac, ref_store.x, ref_out.x); \
100 lowpass(value.y, frac, ref_store.y, ref_out.y); \
101 lowpass(value.z, frac, ref_store.z, ref_out.z); \
104 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
106 highpass(value.x, frac, ref_store.x, ref_out.x); \
107 highpass(value.y, frac, ref_store.y, ref_out.y); \
108 highpass(value.z, frac, ref_store.z, ref_out.z); \
111 #define highpass3_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
113 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
114 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
115 highpass_limited(value.z, frac, limit, ref_store.z, ref_out.z); \
118 void viewmodel_animate(entity this)
120 static float prevtime;
121 float frametime = (time - prevtime);
124 if (autocvar_chase_active) return;
125 if (STAT(HEALTH) <= 0) return;
127 entity view = CSQCModel_server2csqc(player_localentnum - 1);
129 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
130 static bool oldonground;
131 static float hitgroundtime;
132 static float lastongroundtime;
135 float f = time; // cl.movecmd[0].time
138 lastongroundtime = f;
140 oldonground = clonground;
142 vector gunorg = '0 0 0', gunangles = '0 0 0';
143 static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
145 bool teleported = view.csqcmodel_teleported;
147 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
150 // try to fix the first highpass; result is NOT
151 // perfect! TODO find a better fix
152 gunangles_prev = view_angles;
153 gunorg_prev = view_origin;
157 static vector gunorg_highpass = '0 0 0';
159 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
160 gunorg_highpass += gunorg_prev;
161 frac = avg_factor(autocvar_cl_followmodel_highpass1);
162 highpass3_limited(view_origin, frac, autocvar_cl_followmodel_limit, gunorg_highpass, gunorg);
163 gunorg_prev = view_origin;
164 gunorg_highpass -= gunorg_prev;
166 static vector gunangles_highpass = '0 0 0';
168 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
169 gunangles_highpass += gunangles_prev;
170 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
171 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
172 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
173 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
174 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
175 gunangles_prev = view_angles;
176 gunangles_highpass -= gunangles_prev;
178 // 3. calculate the RAW adjustment vectors
179 gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
180 gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
181 gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
183 PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
184 YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
187 static vector gunorg_adjustment_highpass;
188 static vector gunorg_adjustment_lowpass;
189 static vector gunangles_adjustment_highpass;
190 static vector gunangles_adjustment_lowpass;
192 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
193 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
194 frac = avg_factor(autocvar_cl_followmodel_highpass);
195 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
196 frac = avg_factor(autocvar_cl_followmodel_lowpass);
197 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
199 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200 frac = avg_factor(autocvar_cl_leanmodel_highpass);
201 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
207 // vertical view bobbing code
210 // horizontal view bobbing code
214 // causes the view to swing down and back up when touching the ground
217 // gun model bobbing code
218 if (autocvar_cl_bobmodel)
220 // calculate for swinging gun model
221 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
222 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
223 // for the most part, but for some reason when you go through a message trigger or
224 // pick up an item or anything like that it will momentarily jolt the gun.
225 vector forward, right = '0 0 0', up = '0 0 0';
228 float s = time * autocvar_cl_bobmodel_speed;
231 if (time - hitgroundtime < 0.2)
233 // just hit the ground, speed the bob back up over the next 0.2 seconds
234 t = time - hitgroundtime;
235 t = bound(0, t, 0.2);
241 // recently left the ground, slow the bob down over the next 0.2 seconds
242 t = time - lastongroundtime;
243 t = 0.2 - bound(0, t, 0.2);
246 bspeed = xyspeed * 0.01;
247 MAKEVECTORS(makevectors, view_angles, forward, right, up);
248 float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
249 gunorg += bobr * right;
250 float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
253 vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
256 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
257 this.angles += gunangles;
260 .vector viewmodel_origin, viewmodel_angles;
261 .float weapon_nextthink;
262 .float weapon_eta_last;
263 .float weapon_switchdelay;
265 void viewmodel_draw(entity this)
267 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
268 float a = this.alpha;
269 static bool wasinvehicle;
270 bool invehicle = player_localentnum > maxclients;
271 if (invehicle) a = -1;
272 else if (wasinvehicle) a = 1;
273 wasinvehicle = invehicle;
274 Weapon wep = activeweapon;
275 int c = stof(getplayerkeyvalue(current_player, "colors"));
276 vector g = weaponentity_glowmod(wep, c);
277 entity me = CSQCModel_server2csqc(player_localentnum - 1);
278 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
280 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
281 for (entity e = this; e; e = e.weaponchild)
285 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
287 e.csqcmodel_effects = fx;
288 CSQCModel_Effects_Apply(e);
291 static string name_last;
292 string name = wep.mdl;
293 if (name != name_last)
296 CL_WeaponEntity_SetModel(this, name);
297 this.viewmodel_origin = this.origin;
298 this.viewmodel_angles = this.angles;
301 if (!this.animstate_override)
302 anim_set(this, this.anim_idle, true, false, false);
304 float f = 0; // 0..1; 0: fully active
305 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
306 if (eta <= 0) f = this.weapon_eta_last;
307 else switch (this.state)
311 f = eta / max(eta, this.weapon_switchdelay);
316 f = 1 - eta / max(eta, this.weapon_switchdelay);
325 this.weapon_eta_last = f;
326 this.origin = this.viewmodel_origin;
327 this.angles = this.viewmodel_angles;
328 this.angles_x = (-90 * f * f);
329 viewmodel_animate(this);
330 setorigin(this, this.origin);
334 STATIC_INIT(viewmodel) {
335 viewmodel = new(viewmodel);
336 make_pure(viewmodel);
337 viewmodel.draw = viewmodel_draw;
342 void Porto_Draw(entity this)
344 vector p, dir, ang, q, nextdir;
345 float portal_number, portal1_idx;
347 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
349 if(WEP_CVAR(porto, secondary))
351 if(intermission == 1)
353 if(intermission == 2)
355 if (STAT(HEALTH) <= 0)
360 if(angles_held_status)
362 makevectors(angles_held);
376 traceline(p, p + 65536 * dir, true, porto);
377 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
379 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
385 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
388 ang = vectoangles2(trace_plane_normal, dir);
391 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
393 if(portal_number == 1)
396 if(portal_number >= 2)
406 p = p - view_up * 16;
407 if(idx-1 >= portal1_idx)
409 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
413 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
423 porto.draw = Porto_Draw;
424 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
429 vector GetCurrentFov(float fov)
431 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
432 float velocityzoom, curspeed;
435 zoomsensitivity = autocvar_cl_zoomsensitivity;
436 zoomfactor = autocvar_cl_zoomfactor;
437 if(zoomfactor < 1 || zoomfactor > 30)
439 zoomspeed = autocvar_cl_zoomspeed;
441 if(zoomspeed < 0.5 || zoomspeed > 16)
444 zoomdir = button_zoom;
445 if(hud == HUD_NORMAL)
446 if(switchweapon == activeweapon)
447 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
448 zoomdir += button_attack2;
449 if(spectatee_status > 0 || isdemo())
451 if(spectatorbutton_zoom)
458 // fteqcc failed twice here already, don't optimize this
461 if(zoomdir) { zoomin_effect = 0; }
465 current_viewzoom = min(1, current_viewzoom + drawframetime);
467 else if(autocvar_cl_spawnzoom && zoomin_effect)
469 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
471 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
472 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
473 if(current_viewzoom == 1) { zoomin_effect = 0; }
477 if(zoomspeed < 0) // instant zoom
480 current_viewzoom = 1 / zoomfactor;
482 current_viewzoom = 1;
487 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
489 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
493 if(almost_equals(current_viewzoom, 1))
494 current_zoomfraction = 0;
495 else if(almost_equals(current_viewzoom, 1/zoomfactor))
496 current_zoomfraction = 1;
498 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
500 if(zoomsensitivity < 1)
501 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
503 setsensitivityscale(1);
505 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
507 if(intermission) { curspeed = 0; }
511 makevectors(view_angles);
514 v = csqcplayer.velocity;
516 switch(autocvar_cl_velocityzoom_type)
518 case 3: curspeed = max(0, v_forward * v); break;
519 case 2: curspeed = (v_forward * v); break;
520 case 1: default: curspeed = vlen(v); break;
524 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
525 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
526 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
528 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
533 float frustumx, frustumy, fovx, fovy;
534 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
535 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
536 fovx = atan2(frustumx, 1) / M_PI * 360.0;
537 fovy = atan2(frustumy, 1) / M_PI * 360.0;
539 return '1 0 0' * fovx + '0 1 0' * fovy;
542 vector GetViewLocationFOV(float fov)
544 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
545 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
546 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
547 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
548 return '1 0 0' * fovx + '0 1 0' * fovy;
551 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
554 float width = (ov_worldmax.x - ov_worldmin.x);
555 float height = (ov_worldmax.y - ov_worldmin.y);
556 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
557 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
558 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
559 return '1 0 0' * fovx + '0 1 0' * fovy;
562 // this function must match W_SetupShot!
563 float zoomscript_caught;
565 vector wcross_origin;
566 float wcross_scale_prev, wcross_alpha_prev;
567 vector wcross_color_prev;
568 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
569 vector wcross_color_goal_prev;
570 float wcross_changedonetime;
572 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
573 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
574 float wcross_name_changestarttime, wcross_name_changedonetime;
575 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
577 float wcross_ring_prev;
580 entity trueaim_rifle;
582 const float SHOTTYPE_HITTEAM = 1;
583 const float SHOTTYPE_HITOBSTRUCTION = 2;
584 const float SHOTTYPE_HITWORLD = 3;
585 const float SHOTTYPE_HITENEMY = 4;
589 trueaim = new(trueaim);
591 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
592 trueaim_rifle = new(trueaim_rifle);
593 make_pure(trueaim_rifle);
594 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
597 float EnemyHitCheck()
600 wcross_origin = project_3d_to_2d(trace_endpos);
603 n = trace_ent.entnum;
605 n = trace_networkentity;
607 return SHOTTYPE_HITWORLD;
609 return SHOTTYPE_HITWORLD;
610 t = entcs_GetTeam(n - 1);
613 return SHOTTYPE_HITTEAM;
614 if(t == NUM_SPECTATOR)
615 return SHOTTYPE_HITWORLD;
616 return SHOTTYPE_HITENEMY;
621 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?
622 vector vecs, trueaimpoint, w_shotorg;
630 mv = MOVE_NOMONSTERS;
632 switch(activeweapon) // WEAPONTODO
634 case WEP_TUBA: // no aim
635 case WEP_PORTO: // shoots from eye
636 case WEP_NEXBALL: // shoots from eye
637 case WEP_HOOK: // no trueaim
638 case WEP_MORTAR: // toss curve
639 return SHOTTYPE_HITWORLD;
647 if(zoomscript_caught)
649 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
650 return EnemyHitCheck();
653 case WEP_DEVASTATOR: // projectile has a size!
657 case WEP_FIREBALL: // projectile has a size!
661 case WEP_SEEKER: // projectile has a size!
665 case WEP_ELECTRO: // projectile has a size!
671 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
673 vecs = decompressShotOrigin(STAT(SHOTORG));
675 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
676 trueaimpoint = trace_endpos;
678 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
679 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
686 dv = view_right * vecs.y + view_up * vecs.z;
687 w_shotorg = traceorigin + dv;
689 // now move the vecs forward as much as requested if possible
690 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
691 w_shotorg = trace_endpos - view_forward * nudge;
693 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
694 shottype = EnemyHitCheck();
695 if(shottype != SHOTTYPE_HITWORLD)
699 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
700 // or rather, I know why, but see no fix
701 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
702 // 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
703 return SHOTTYPE_HITOBSTRUCTION;
706 return SHOTTYPE_HITWORLD;
710 void CSQC_Demo_Camera();
711 float HUD_WouldDrawScoreboard();
713 const float CAMERA_FREE = 1;
714 const float CAMERA_CHASE = 2;
716 string reticle_image;
717 string NextFrameCommand;
719 vector freeze_org, freeze_ang;
720 entity nightvision_noise, nightvision_noise2;
722 const float MAX_TIME_DIFF = 5;
723 float pickup_crosshair_time, pickup_crosshair_size;
724 float hitindication_crosshair_size;
725 float use_vortex_chargepool;
727 float myhealth, myhealth_prev;
728 float myhealth_flash;
730 float old_blurradius, old_bluralpha;
731 float old_sharpen_intensity;
733 vector myhealth_gentlergb;
735 float contentavgalpha, liquidalpha_prev;
736 vector liquidcolor_prev;
738 float eventchase_current_distance;
739 float eventchase_running;
740 bool WantEventchase(entity this)
742 if(autocvar_cl_orthoview)
748 if(spectatee_status >= 0)
750 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
752 if(MUTATOR_CALLHOOK(WantEventchase, this))
754 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
756 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
758 if(autocvar_cl_eventchase_death == 2)
760 // don't stop eventchase once it's started (even if velocity changes afterwards)
761 if(this.velocity == '0 0 0' || eventchase_running)
770 void HUD_Crosshair_Vehicle()
772 if(hud != HUD_BUMBLEBEE_GUN)
774 Vehicle info = Vehicles_from(hud);
775 info.vr_crosshair(info);
779 vector damage_blurpostprocess, content_blurpostprocess;
781 float unaccounted_damage = 0;
784 // accumulate damage with each stat update
785 static float damage_total_prev = 0;
786 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
787 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
788 damage_total_prev = damage_total;
790 static float damage_dealt_time_prev = 0;
791 float damage_dealt_time = STAT(HIT_TIME);
792 if (damage_dealt_time != damage_dealt_time_prev)
794 unaccounted_damage += unaccounted_damage_new;
795 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
797 damage_dealt_time_prev = damage_dealt_time;
799 // prevent hitsound when switching spectatee
800 static float spectatee_status_prev = 0;
801 if (spectatee_status != spectatee_status_prev)
802 unaccounted_damage = 0;
803 spectatee_status_prev = spectatee_status;
808 // varying sound pitch
810 static float hitsound_time_prev = 0;
811 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
812 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
813 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
815 if (autocvar_cl_hitsound && unaccounted_damage)
817 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
818 float a = autocvar_cl_hitsound_max_pitch;
819 float b = autocvar_cl_hitsound_min_pitch;
820 float c = autocvar_cl_hitsound_nom_damage;
821 float x = unaccounted_damage;
822 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
824 // if sound variation is disabled, set pitch_shift to 1
825 if (autocvar_cl_hitsound == 1)
828 // if pitch shift is reversed, mirror in (max-min)/2 + min
829 if (autocvar_cl_hitsound == 3)
831 float mirror_value = (a-b)/2 + b;
832 pitch_shift = mirror_value + (mirror_value - pitch_shift);
835 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
837 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
838 // todo: normalize sound pressure levels? seems unnecessary
840 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
842 unaccounted_damage = 0;
843 hitsound_time_prev = time;
846 static float typehit_time_prev = 0;
847 float typehit_time = STAT(TYPEHIT_TIME);
848 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
850 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
851 typehit_time_prev = typehit_time;
857 static float rainbow_last_flicker;
858 static vector rainbow_prev_color;
862 if(!scoreboard_active && !camera_active && intermission != 2 &&
863 spectatee_status != -1 && !csqcplayer.viewloc &&
864 !HUD_MinigameMenu_IsOpened() )
866 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
869 if (hud != HUD_NORMAL)
871 HUD_Crosshair_Vehicle();
876 float wcross_alpha, wcross_resolution;
877 wcross_style = autocvar_crosshair;
878 if (wcross_style == "0")
880 wcross_resolution = autocvar_crosshair_size;
881 if (wcross_resolution == 0)
883 wcross_alpha = autocvar_crosshair_alpha;
884 if (wcross_alpha == 0)
890 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
891 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
893 if(autocvar_crosshair_hittest)
895 vector wcross_oldorigin;
896 wcross_oldorigin = wcross_origin;
897 shottype = TrueAimCheck();
898 if(shottype == SHOTTYPE_HITWORLD)
900 v = wcross_origin - wcross_oldorigin;
902 v.y /= vid_conheight;
904 shottype = SHOTTYPE_HITOBSTRUCTION;
906 if(!autocvar_crosshair_hittest_showimpact)
907 wcross_origin = wcross_oldorigin;
910 shottype = SHOTTYPE_HITWORLD;
912 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
913 string wcross_name = "";
914 float wcross_scale, wcross_blur;
916 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
921 if(autocvar_crosshair_per_weapon)
923 // WEAPONTODO: access these through some general settings (with non-balance config settings)
924 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
925 //if (wcross_resolution == 0)
928 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
929 wcross_resolution *= e.w_crosshair_size;
930 wcross_name = e.w_crosshair;
935 if(wcross_name == "")
936 wcross_name = strcat("gfx/crosshair", wcross_style);
938 // MAIN CROSSHAIR COLOR DECISION
939 switch(autocvar_crosshair_color_special)
941 case 1: // crosshair_color_per_weapon
945 wcross_color = e.wpcolor;
948 else { goto normalcolor; }
951 case 2: // crosshair_color_by_health
953 float x = STAT(HEALTH);
968 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
969 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
973 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
974 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
975 wcross_color.z = 1 - (x-100)*0.02;
981 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
986 wcross_color.y = (x-20)*90/27/100;
987 wcross_color.z = (x-20)*90/27/100 * 0.2;
997 case 3: // crosshair_color_rainbow
999 if(time >= rainbow_last_flicker)
1001 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1002 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1004 wcross_color = rainbow_prev_color;
1008 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1011 if(autocvar_crosshair_effect_scalefade)
1013 wcross_scale = wcross_resolution;
1014 wcross_resolution = 1;
1021 if(autocvar_crosshair_pickup)
1023 float stat_pickup_time = STAT(LAST_PICKUP);
1025 if(pickup_crosshair_time < stat_pickup_time)
1027 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1028 pickup_crosshair_size = 1;
1030 pickup_crosshair_time = stat_pickup_time;
1033 if(pickup_crosshair_size > 0)
1034 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1036 pickup_crosshair_size = 0;
1038 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1041 // todo: make crosshair hit indication dependent on damage dealt
1042 if(autocvar_crosshair_hitindication)
1044 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1046 if(unaccounted_damage)
1048 hitindication_crosshair_size = 1;
1051 if(hitindication_crosshair_size > 0)
1052 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1054 hitindication_crosshair_size = 0;
1056 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1057 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1058 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1059 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1062 if(shottype == SHOTTYPE_HITENEMY)
1063 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1064 if(shottype == SHOTTYPE_HITTEAM)
1065 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1067 f = fabs(autocvar_crosshair_effect_time);
1068 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1070 wcross_changedonetime = time + f;
1072 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1074 wcross_name_changestarttime = time;
1075 wcross_name_changedonetime = time + f;
1076 if(wcross_name_goal_prev_prev)
1077 strunzone(wcross_name_goal_prev_prev);
1078 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1079 wcross_name_goal_prev = strzone(wcross_name);
1080 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1081 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1082 wcross_resolution_goal_prev = wcross_resolution;
1085 wcross_scale_goal_prev = wcross_scale;
1086 wcross_alpha_goal_prev = wcross_alpha;
1087 wcross_color_goal_prev = wcross_color;
1089 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1092 wcross_alpha *= 0.75;
1096 // *_prev is at time-frametime
1097 // * is at wcross_changedonetime+f
1098 // what do we have at time?
1099 if(time < wcross_changedonetime)
1101 f = frametime / (wcross_changedonetime - time + frametime);
1102 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1103 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1104 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1107 wcross_scale_prev = wcross_scale;
1108 wcross_alpha_prev = wcross_alpha;
1109 wcross_color_prev = wcross_color;
1111 MUTATOR_CALLHOOK(UpdateCrosshair);
1113 wcross_scale *= 1 - autocvar__menu_alpha;
1114 wcross_alpha *= 1 - autocvar__menu_alpha;
1115 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1117 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1119 // crosshair rings for weapon stats
1120 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1122 // declarations and stats
1123 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1124 string ring_image = string_null, ring_inner_image = string_null;
1125 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1127 ring_scale = autocvar_crosshair_ring_size;
1129 float weapon_clipload, weapon_clipsize;
1130 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1131 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1133 float ok_ammo_charge, ok_ammo_chargepool;
1134 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1135 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1137 float vortex_charge, vortex_chargepool;
1138 vortex_charge = STAT(VORTEX_CHARGE);
1139 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1141 float arc_heat = STAT(ARC_HEAT);
1143 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1144 vortex_charge_movingavg = vortex_charge;
1147 // handle the values
1148 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1150 if (vortex_chargepool || use_vortex_chargepool) {
1151 use_vortex_chargepool = 1;
1152 ring_inner_value = vortex_chargepool;
1154 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1155 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1158 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1159 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;
1160 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1162 // draw the outer ring to show the current charge of the weapon
1163 ring_value = vortex_charge;
1164 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1165 ring_rgb = wcross_color;
1166 ring_image = "gfx/crosshair_ring_nexgun.tga";
1168 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1170 ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1171 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1172 ring_rgb = wcross_color;
1173 ring_image = "gfx/crosshair_ring.tga";
1175 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1177 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1178 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1179 ring_rgb = wcross_color;
1180 ring_image = "gfx/crosshair_ring.tga";
1182 else if (ok_ammo_charge)
1184 ring_value = ok_ammo_chargepool;
1185 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1186 ring_rgb = wcross_color;
1187 ring_image = "gfx/crosshair_ring.tga";
1189 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1191 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1192 ring_scale = autocvar_crosshair_ring_reload_size;
1193 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1194 ring_rgb = wcross_color;
1196 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1197 // if a new image for another weapon is added, add the code (and its respective file/value) here
1198 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1199 ring_image = "gfx/crosshair_ring_rifle.tga";
1201 ring_image = "gfx/crosshair_ring.tga";
1203 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1205 ring_value = arc_heat;
1206 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1207 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1208 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1209 ring_image = "gfx/crosshair_ring.tga";
1212 // if in weapon switch animation, fade ring out/in
1213 if(autocvar_crosshair_effect_time > 0)
1215 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1218 wcross_ring_prev = ((ring_image) ? true : false);
1221 if(wcross_ring_prev)
1224 ring_alpha *= fabs(1 - bound(0, f, 1));
1229 ring_alpha *= bound(0, f, 1);
1233 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1234 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1237 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1240 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1242 if(wcross_blur > 0) \
1244 for(i = -2; i <= 2; ++i) \
1245 for(j = -2; j <= 2; ++j) \
1246 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1250 M(0,0,sz,wcross_name,wcross_alpha); \
1254 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1255 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)
1257 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1258 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1260 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1262 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1263 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1264 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1271 wcross_name_alpha_goal_prev = f;
1273 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1274 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1276 if(autocvar_crosshair_dot)
1278 vector wcross_color_old;
1279 wcross_color_old = wcross_color;
1281 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1282 wcross_color = stov(autocvar_crosshair_dot_color);
1284 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1285 // FIXME why don't we use wcross_alpha here?
1286 wcross_color = wcross_color_old;
1292 wcross_scale_prev = 0;
1293 wcross_alpha_prev = 0;
1294 wcross_scale_goal_prev = 0;
1295 wcross_alpha_goal_prev = 0;
1296 wcross_changedonetime = 0;
1297 if(wcross_name_goal_prev)
1298 strunzone(wcross_name_goal_prev);
1299 wcross_name_goal_prev = string_null;
1300 if(wcross_name_goal_prev_prev)
1301 strunzone(wcross_name_goal_prev_prev);
1302 wcross_name_goal_prev_prev = string_null;
1303 wcross_name_changestarttime = 0;
1304 wcross_name_changedonetime = 0;
1305 wcross_name_alpha_goal_prev = 0;
1306 wcross_name_alpha_goal_prev_prev = 0;
1307 wcross_resolution_goal_prev = 0;
1308 wcross_resolution_goal_prev_prev = 0;
1314 vector rgb = '0 0 0';
1316 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1318 rgb = MUTATOR_ARGV(0, vector);
1319 a = MUTATOR_ARGV(0, float);
1321 else if(STAT(FROZEN))
1323 rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
1325 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1327 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1329 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1330 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);
1332 else if(STAT(REVIVE_PROGRESS))
1334 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1335 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1338 if(autocvar_r_letterbox == 0)
1339 if(autocvar_viewsize < 120)
1341 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1342 Accuracy_LoadLevels();
1345 HUD_DrawScoreboard();
1348 // crosshair goes VERY LAST
1355 float oldr_nearclip;
1356 float oldr_farclip_base;
1357 float oldr_farclip_world;
1359 float oldr_useportalculling;
1360 float oldr_useinfinitefarclip;
1362 void cl_notice_run();
1365 float vh_notice_time;
1366 void WaypointSprite_Load();
1367 void CSQC_UpdateView(float w, float h)
1372 vector vf_size, vf_min;
1375 execute_next_frame();
1382 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1383 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1387 if(autocvar__hud_showbinds_reload) // menu can set this one
1390 binddb = db_create();
1391 cvar_set("_hud_showbinds_reload", "0");
1394 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1395 view_quality = getproperty(VF_MINFPS_QUALITY);
1399 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1400 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1402 vf_size = getpropertyvec(VF_SIZE);
1403 vf_min = getpropertyvec(VF_MIN);
1404 vid_width = vf_size.x;
1405 vid_height = vf_size.y;
1407 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1408 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1410 WaypointSprite_Load();
1412 CSQCPlayer_SetCamera();
1414 if(player_localentnum <= maxclients) // is it a client?
1415 current_player = player_localentnum - 1;
1416 else // then player_localentnum is the vehicle I'm driving
1417 current_player = player_localnum;
1418 myteam = entcs_GetTeam(current_player);
1420 if(myteam != prev_myteam)
1422 myteamcolors = colormapPaletteColor(myteam, 1);
1423 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1424 prev_myteam = myteam;
1427 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1429 float is_dead = (STAT(HEALTH) <= 0);
1431 // FIXME do we need this hack?
1434 // in demos, input_buttons do not work
1435 button_zoom = (autocvar__togglezoom == "-");
1438 && autocvar_cl_unpress_zoom_on_death
1439 && (spectatee_status >= 0)
1440 && (is_dead || intermission))
1442 // no zoom while dead or in intermission please
1443 localcmd("-zoom\n");
1444 button_zoom = false;
1447 // event chase camera
1448 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1450 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1451 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1454 float vehicle_viewdist = 0;
1455 vector vehicle_viewofs = '0 0 0';
1459 if(hud != HUD_BUMBLEBEE_GUN)
1461 Vehicle info = Vehicles_from(hud);
1462 vehicle_viewdist = info.height;
1463 vehicle_viewofs = info.view_ofs;
1469 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1474 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1476 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1478 eventchase_running = true;
1480 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1482 local_player = self; // fall back!
1484 // 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.)
1485 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1486 if(ons_roundlost) { current_view_origin = gen.origin; }
1488 // detect maximum viewoffset and use it
1489 vector view_offset = autocvar_cl_eventchase_viewoffset;
1493 view_offset = vehicle_viewofs;
1495 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1497 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1501 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1502 if(trace_fraction == 1) { current_view_origin += view_offset; }
1503 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1506 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1507 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1508 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1509 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1511 // make the camera smooth back
1512 float chase_distance = autocvar_cl_eventchase_distance;
1516 chase_distance = vehicle_viewdist;
1518 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1520 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1522 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1523 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1524 else if(eventchase_current_distance != chase_distance)
1525 eventchase_current_distance = chase_distance;
1527 makevectors(view_angles);
1529 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1530 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1532 // If the boxtrace fails, revert back to line tracing.
1533 if(!local_player.viewloc)
1534 if(trace_startsolid)
1536 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1537 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1538 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1540 else { setproperty(VF_ORIGIN, trace_endpos); }
1542 if(!local_player.viewloc)
1543 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1545 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1547 eventchase_running = false;
1548 cvar_set("chase_active", "0");
1549 eventchase_current_distance = 0; // start from 0 next time
1552 // workaround for camera stuck between player's legs when using chase_active 1
1553 // because the engine stops updating the chase_active camera when the game ends
1554 else if(intermission)
1556 cvar_settemp("chase_active", "-1");
1557 eventchase_current_distance = 0;
1560 // do lockview after event chase camera so that it still applies whenever necessary.
1561 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1563 setproperty(VF_ORIGIN, freeze_org);
1564 setproperty(VF_ANGLES, freeze_ang);
1568 freeze_org = getpropertyvec(VF_ORIGIN);
1569 freeze_ang = getpropertyvec(VF_ANGLES);
1573 //WarpZone_FixPMove();
1575 vector ov_org = '0 0 0';
1576 vector ov_mid = '0 0 0';
1577 vector ov_worldmin = '0 0 0';
1578 vector ov_worldmax = '0 0 0';
1579 if(autocvar_cl_orthoview)
1581 ov_worldmin = mi_picmin;
1582 ov_worldmax = mi_picmax;
1584 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1585 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1586 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1588 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1589 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1591 float ov_nearest = vlen(ov_org - vec3(
1592 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1593 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1594 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1597 float ov_furthest = 0;
1600 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1601 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1602 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1603 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1604 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1605 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1606 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1607 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1611 oldr_nearclip = cvar("r_nearclip");
1612 oldr_farclip_base = cvar("r_farclip_base");
1613 oldr_farclip_world = cvar("r_farclip_world");
1614 oldr_novis = cvar("r_novis");
1615 oldr_useportalculling = cvar("r_useportalculling");
1616 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1619 cvar_settemp("r_nearclip", ftos(ov_nearest));
1620 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1621 cvar_settemp("r_farclip_world", "0");
1622 cvar_settemp("r_novis", "1");
1623 cvar_settemp("r_useportalculling", "0");
1624 cvar_settemp("r_useinfinitefarclip", "0");
1626 setproperty(VF_ORIGIN, ov_org);
1627 setproperty(VF_ANGLES, '90 0 0');
1632 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1634 vtos(getpropertyvec(VF_ANGLES)),
1644 cvar_set("r_nearclip", ftos(oldr_nearclip));
1645 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1646 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1647 cvar_set("r_novis", ftos(oldr_novis));
1648 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1649 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1655 view_origin = getpropertyvec(VF_ORIGIN);
1656 view_angles = getpropertyvec(VF_ANGLES);
1657 makevectors(view_angles);
1658 view_forward = v_forward;
1659 view_right = v_right;
1663 if(time > blurtest_time0 && time < blurtest_time1)
1667 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1668 r = t * blurtest_radius;
1669 f = 1 / pow(t, blurtest_power) - 1;
1671 cvar_set("r_glsl_postprocess", "1");
1672 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1676 cvar_set("r_glsl_postprocess", "0");
1677 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1681 TargetMusic_Advance();
1685 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1687 drawframetime = bound(0.000001, time - drawtime, 1);
1690 // watch for gametype changes here...
1691 // in ParseStuffCMD the cmd isn't executed yet :/
1692 // might even be better to add the gametype to TE_CSQC_INIT...?
1696 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1698 if(calledhooks & HOOK_START)
1700 localcmd("\ncl_hook_gameend\n");
1701 calledhooks |= HOOK_END;
1710 if(!zoomscript_caught)
1712 localcmd("+button9\n");
1713 zoomscript_caught = 1;
1718 if(zoomscript_caught)
1720 localcmd("-button9\n");
1721 zoomscript_caught = 0;
1725 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1727 // currently switching-to weapon (for crosshair)
1728 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1730 // actually active weapon (for zoom)
1731 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1733 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1735 f = (serverflags & SERVERFLAG_TEAMPLAY);
1742 if(last_switchweapon != switchweapon)
1745 last_switchweapon = switchweapon;
1746 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1748 localcmd("-zoom\n");
1749 button_zoom = false;
1751 if(autocvar_cl_unpress_attack_on_weapon_switch)
1753 localcmd("-fire\n");
1754 localcmd("-fire2\n");
1755 button_attack2 = false;
1758 if(last_activeweapon != activeweapon)
1760 last_activeweapon = activeweapon;
1764 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1766 localcmd("\ncl_hook_activeweapon none\n");
1769 // ALWAYS Clear Current Scene First
1772 setproperty(VF_ORIGIN, view_origin);
1773 setproperty(VF_ANGLES, view_angles);
1775 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1776 setproperty(VF_SIZE, vf_size);
1777 setproperty(VF_MIN, vf_min);
1779 // Assign Standard Viewflags
1780 // Draw the World (and sky)
1781 setproperty(VF_DRAWWORLD, 1);
1783 // Set the console size vars
1784 vid_conwidth = autocvar_vid_conwidth;
1785 vid_conheight = autocvar_vid_conheight;
1786 vid_pixelheight = autocvar_vid_pixelheight;
1788 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1789 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1790 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1792 // Camera for demo playback
1795 if(autocvar_camera_enable)
1799 cvar_set("chase_active", ftos(chase_active_backup));
1800 cvar_set("cl_demo_mousegrab", "0");
1801 camera_active = false;
1807 if(autocvar_camera_enable)
1809 if(autocvar_camera_enable && isdemo())
1812 // Enable required Darkplaces cvars
1813 chase_active_backup = autocvar_chase_active;
1814 cvar_set("chase_active", "2");
1815 cvar_set("cl_demo_mousegrab", "1");
1816 camera_active = true;
1817 camera_mode = false;
1821 // Draw the Crosshair
1822 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1824 // Draw the Engine Status Bar (the default Quake HUD)
1825 setproperty(VF_DRAWENGINESBAR, 0);
1827 // Update the mouse position
1829 mousepos_x = vid_conwidth;
1830 mousepos_y = vid_conheight;
1831 mousepos = mousepos*0.5 + getmousepos();
1834 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1836 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1839 // now switch to 2D drawing mode by calling a 2D drawing function
1840 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1841 // next R_RenderScene call
1842 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1844 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1845 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1847 // apply night vision effect
1848 vector tc_00, tc_01, tc_10, tc_11;
1849 vector rgb = '0 0 0';
1851 if(!nightvision_noise)
1853 nightvision_noise = new(nightvision_noise);
1855 if(!nightvision_noise2)
1857 nightvision_noise2 = new(nightvision_noise2);
1860 // color tint in yellow
1861 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1864 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1866 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1867 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1868 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1869 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1870 tc_11 = tc_01 + tc_10 - tc_00;
1871 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1872 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1873 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1874 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1875 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1879 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1880 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1881 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1882 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1883 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1884 tc_11 = tc_01 + tc_10 - tc_00;
1885 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1886 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1887 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1888 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1889 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1893 if(autocvar_cl_reticle)
1895 Weapon wep = activeweapon;
1896 // Draw the aiming reticle for weapons that use it
1897 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1898 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1899 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1900 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1902 // no zoom reticle while dead
1905 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1907 if(reticle_image != "") { reticle_type = 2; }
1908 else { reticle_type = 0; }
1910 else if(button_zoom || zoomscript_caught)
1918 if(autocvar_cl_reticle_stretch)
1920 reticle_size.x = vid_conwidth;
1921 reticle_size.y = vid_conheight;
1927 reticle_size.x = max(vid_conwidth, vid_conheight);
1928 reticle_size.y = max(vid_conwidth, vid_conheight);
1929 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1930 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1933 if(zoomscript_caught)
1936 f = current_zoomfraction;
1940 switch(reticle_type)
1942 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1943 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1950 if(reticle_type != 0) { reticle_type = 0; }
1954 // improved polyblend
1955 if(autocvar_hud_contents)
1957 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1960 switch(pointcontents(view_origin))
1963 liquidalpha = autocvar_hud_contents_water_alpha;
1964 liquidcolor = stov(autocvar_hud_contents_water_color);
1969 liquidalpha = autocvar_hud_contents_lava_alpha;
1970 liquidcolor = stov(autocvar_hud_contents_lava_color);
1975 liquidalpha = autocvar_hud_contents_slime_alpha;
1976 liquidcolor = stov(autocvar_hud_contents_slime_color);
1982 liquidcolor = '0 0 0';
1987 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1988 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1989 contentfadetime = autocvar_hud_contents_fadeintime;
1990 liquidalpha_prev = liquidalpha;
1991 liquidcolor_prev = liquidcolor;
1994 contentfadetime = autocvar_hud_contents_fadeouttime;
1996 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1997 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2000 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2002 if(autocvar_hud_postprocessing)
2004 if(autocvar_hud_contents_blur && contentavgalpha)
2006 content_blurpostprocess.x = 1;
2007 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2008 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2012 content_blurpostprocess.x = 0;
2013 content_blurpostprocess.y = 0;
2014 content_blurpostprocess.z = 0;
2019 if(autocvar_hud_damage && !STAT(FROZEN))
2021 splash_size.x = max(vid_conwidth, vid_conheight);
2022 splash_size.y = max(vid_conwidth, vid_conheight);
2023 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2024 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2026 float myhealth_flash_temp;
2027 myhealth = STAT(HEALTH);
2030 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2032 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2034 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2035 pain_threshold = autocvar_hud_damage_pain_threshold;
2036 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2037 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2039 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2041 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);
2044 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2046 if(myhealth_prev < 1)
2050 myhealth_flash = 0; // just spawned, clear the flash immediately
2051 myhealth_flash_temp = 0;
2055 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2059 if(spectatee_status == -1 || intermission)
2061 myhealth_flash = 0; // observing, or match ended
2062 myhealth_flash_temp = 0;
2065 myhealth_prev = myhealth;
2067 // IDEA: change damage color/picture based on player model for robot/alien species?
2068 // pro: matches model better
2069 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2070 // maybe different reddish pics?
2071 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2073 if(autocvar_cl_gentle_damage == 2)
2075 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2076 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2079 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2081 if(myhealth_flash_temp > 0)
2082 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);
2084 else if(myhealth_flash_temp > 0)
2085 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2087 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.
2089 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2091 damage_blurpostprocess.x = 1;
2092 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2093 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2097 damage_blurpostprocess.x = 0;
2098 damage_blurpostprocess.y = 0;
2099 damage_blurpostprocess.z = 0;
2104 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2105 float e2 = (autocvar_hud_powerup != 0);
2106 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2108 // enable or disable rendering types if they are used or not
2109 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2110 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2112 // blur postprocess handling done first (used by hud_damage and hud_contents)
2113 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2115 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2116 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2117 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2119 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2120 old_blurradius = blurradius;
2121 old_bluralpha = bluralpha;
2124 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2126 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2131 // edge detection postprocess handling done second (used by hud_powerup)
2132 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2133 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2134 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2136 sharpen_intensity = bound(0, ((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.
2138 if(autocvar_hud_powerup && sharpen_intensity > 0)
2140 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2142 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2143 old_sharpen_intensity = sharpen_intensity;
2146 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2148 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2149 old_sharpen_intensity = 0;
2152 if(cvar("r_glsl_postprocess") == 0)
2153 cvar_set("r_glsl_postprocess", "2");
2155 else if(cvar("r_glsl_postprocess") == 2)
2156 cvar_set("r_glsl_postprocess", "0");
2158 /*if(gametype == MAPINFO_TYPE_CTF)
2164 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2165 Draw_ShowNames_All();
2168 scoreboard_active = HUD_WouldDrawScoreboard();
2172 if(NextFrameCommand)
2174 localcmd("\n", NextFrameCommand, "\n");
2175 NextFrameCommand = string_null;
2178 // we must do this check AFTER a frame was rendered, or it won't work
2179 if(cs_project_is_b0rked == 0)
2182 w0 = ftos(autocvar_vid_conwidth);
2183 h0 = ftos(autocvar_vid_conheight);
2184 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2185 //setproperty(VF_FOV, '90 90 0');
2186 setproperty(VF_ORIGIN, '0 0 0');
2187 setproperty(VF_ANGLES, '0 0 0');
2188 setproperty(VF_PERSPECTIVE, 1);
2189 makevectors('0 0 0');
2191 cvar_set("vid_conwidth", "800");
2192 cvar_set("vid_conheight", "600");
2193 v1 = cs_project(v_forward);
2194 cvar_set("vid_conwidth", "640");
2195 cvar_set("vid_conheight", "480");
2196 v2 = cs_project(v_forward);
2198 cs_project_is_b0rked = 1;
2200 cs_project_is_b0rked = -1;
2201 cvar_set("vid_conwidth", w0);
2202 cvar_set("vid_conheight", h0);
2205 if(autocvar__hud_configure)
2207 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2208 HUD_Minigame_Mouse();
2209 else if(QuickMenu_IsOpened())
2218 // let's reset the view back to normal for the end
2219 setproperty(VF_MIN, '0 0 0');
2220 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2224 // following vectors must be global to allow seamless switching between camera modes
2225 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2226 void CSQC_Demo_Camera()
2228 float speed, attenuation, dimensions;
2231 if( autocvar_camera_reset || !camera_mode )
2233 camera_offset = '0 0 0';
2234 current_angles = '0 0 0';
2235 camera_direction = '0 0 0';
2236 camera_offset.z += 30;
2237 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2238 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2239 current_origin = view_origin;
2240 current_camera_offset = camera_offset;
2241 cvar_set("camera_reset", "0");
2242 camera_mode = CAMERA_CHASE;
2247 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2249 if(autocvar_camera_look_player)
2254 dir = normalize(view_origin - current_position);
2256 mouse_angles = vectoangles(dir);
2257 mouse_angles.x = mouse_angles.x * -1;
2262 tmp = getmousepos() * 0.1;
2263 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2265 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2266 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2270 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2271 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2272 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2273 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2275 // Fix difference when angles don't have the same sign
2277 if(mouse_angles.y < -60 && current_angles.y > 60)
2279 if(mouse_angles.y > 60 && current_angles.y < -60)
2282 if(autocvar_camera_look_player)
2283 attenuation = autocvar_camera_look_attenuation;
2285 attenuation = autocvar_camera_speed_attenuation;
2287 attenuation = 1 / max(1, attenuation);
2288 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2290 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2291 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2292 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2293 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2299 if( camera_direction.x )
2301 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2302 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2303 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2304 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2308 if( camera_direction.y )
2310 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2311 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2312 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2316 if( camera_direction.z )
2318 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2322 if(autocvar_camera_free)
2323 speed = autocvar_camera_speed_free;
2325 speed = autocvar_camera_speed_chase;
2329 speed = speed * sqrt(1 / dimensions);
2330 camera_offset += tmp * speed;
2333 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2336 if( autocvar_camera_free )
2338 if ( camera_mode == CAMERA_CHASE )
2340 current_camera_offset = current_origin + current_camera_offset;
2341 camera_offset = current_origin + camera_offset;
2344 camera_mode = CAMERA_FREE;
2345 current_position = current_camera_offset;
2349 if ( camera_mode == CAMERA_FREE )
2351 current_origin = view_origin;
2352 camera_offset = camera_offset - current_origin;
2353 current_camera_offset = current_camera_offset - current_origin;
2356 camera_mode = CAMERA_CHASE;
2358 if(autocvar_camera_chase_smoothly)
2359 current_origin += (view_origin - current_origin) * attenuation;
2361 current_origin = view_origin;
2363 current_position = current_origin + current_camera_offset;
2366 setproperty(VF_ANGLES, current_angles);
2367 setproperty(VF_ORIGIN, current_position);