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/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/nades/all.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
20 #include "../common/vehicles/all.qh"
21 #include "../common/weapons/all.qh"
22 #include "../common/viewloc.qh"
23 #include "../common/minigames/cl_minigames.qh"
24 #include "../common/minigames/cl_minigames_hud.qh"
26 #include "../csqcmodellib/cl_player.qh"
28 #include "../warpzonelib/client.qh"
29 #include "../warpzonelib/common.qh"
33 void Porto_Draw(entity this)
35 vector p, dir, ang, q, nextdir;
36 float portal_number, portal1_idx;
38 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
40 if(g_balance_porto_secondary)
46 if (getstati(STAT_HEALTH) <= 0)
51 if(angles_held_status)
53 makevectors(angles_held);
67 traceline(p, p + 65536 * dir, true, porto);
68 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
70 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
76 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
79 ang = vectoangles2(trace_plane_normal, dir);
82 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
84 if(portal_number == 1)
87 if(portal_number >= 2)
98 if(idx-1 >= portal1_idx)
100 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
104 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
113 porto.classname = "porto";
114 porto.draw = Porto_Draw;
115 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
120 vector GetCurrentFov(float fov)
122 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
123 float velocityzoom, curspeed;
126 zoomsensitivity = autocvar_cl_zoomsensitivity;
127 zoomfactor = autocvar_cl_zoomfactor;
128 if(zoomfactor < 1 || zoomfactor > 30)
130 zoomspeed = autocvar_cl_zoomspeed;
132 if(zoomspeed < 0.5 || zoomspeed > 16)
135 zoomdir = button_zoom;
136 if(hud == HUD_NORMAL)
137 if(switchweapon == activeweapon)
138 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
139 zoomdir += button_attack2;
140 if(spectatee_status > 0 || isdemo())
142 if(spectatorbutton_zoom)
149 // fteqcc failed twice here already, don't optimize this
152 if(zoomdir) { zoomin_effect = 0; }
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
158 else if(autocvar_cl_spawnzoom && zoomin_effect)
160 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
162 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
163 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
164 if(current_viewzoom == 1) { zoomin_effect = 0; }
168 if(zoomspeed < 0) // instant zoom
171 current_viewzoom = 1 / zoomfactor;
173 current_viewzoom = 1;
178 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
180 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
184 if(almost_equals(current_viewzoom, 1))
185 current_zoomfraction = 0;
186 else if(almost_equals(current_viewzoom, 1/zoomfactor))
187 current_zoomfraction = 1;
189 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
191 if(zoomsensitivity < 1)
192 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
194 setsensitivityscale(1);
196 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
198 if(intermission) { curspeed = 0; }
202 makevectors(view_angles);
205 v = csqcplayer.velocity;
207 switch(autocvar_cl_velocityzoom_type)
209 case 3: curspeed = max(0, v_forward * v); break;
210 case 2: curspeed = (v_forward * v); break;
211 case 1: default: curspeed = vlen(v); break;
215 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
216 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
217 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
219 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
224 float frustumx, frustumy, fovx, fovy;
225 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
226 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
227 fovx = atan2(frustumx, 1) / M_PI * 360.0;
228 fovy = atan2(frustumy, 1) / M_PI * 360.0;
230 return '1 0 0' * fovx + '0 1 0' * fovy;
233 vector GetViewLocationFOV(float fov)
235 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
236 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
237 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
238 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
239 return '1 0 0' * fovx + '0 1 0' * fovy;
242 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
245 float width = (ov_worldmax.x - ov_worldmin.x);
246 float height = (ov_worldmax.y - ov_worldmin.y);
247 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
248 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
249 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
250 return '1 0 0' * fovx + '0 1 0' * fovy;
253 // this function must match W_SetupShot!
254 float zoomscript_caught;
256 vector wcross_origin;
257 float wcross_scale_prev, wcross_alpha_prev;
258 vector wcross_color_prev;
259 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
260 vector wcross_color_goal_prev;
261 float wcross_changedonetime;
263 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
264 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
265 float wcross_name_changestarttime, wcross_name_changedonetime;
266 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
268 float wcross_ring_prev;
271 entity trueaim_rifle;
273 const float SHOTTYPE_HITTEAM = 1;
274 const float SHOTTYPE_HITOBSTRUCTION = 2;
275 const float SHOTTYPE_HITWORLD = 3;
276 const float SHOTTYPE_HITENEMY = 4;
281 trueaim.classname = "trueaim";
282 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
283 trueaim_rifle = spawn();
284 trueaim_rifle.classname = "trueaim_rifle";
285 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
288 float EnemyHitCheck()
291 wcross_origin = project_3d_to_2d(trace_endpos);
294 n = trace_ent.entnum;
296 n = trace_networkentity;
298 return SHOTTYPE_HITWORLD;
300 return SHOTTYPE_HITWORLD;
301 t = GetPlayerColor(n - 1);
304 return SHOTTYPE_HITTEAM;
305 if(t == NUM_SPECTATOR)
306 return SHOTTYPE_HITWORLD;
307 return SHOTTYPE_HITENEMY;
312 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?
313 vector vecs, trueaimpoint, w_shotorg;
321 mv = MOVE_NOMONSTERS;
323 switch(activeweapon) // WEAPONTODO
325 case WEP_TUBA.m_id: // no aim
326 case WEP_PORTO.m_id: // shoots from eye
327 case WEP_NEXBALL.m_id: // shoots from eye
328 case WEP_HOOK.m_id: // no trueaim
329 case WEP_MORTAR.m_id: // toss curve
330 return SHOTTYPE_HITWORLD;
331 case WEP_VORTEX.m_id:
332 case WEP_VAPORIZER.m_id:
338 if(zoomscript_caught)
340 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
341 return EnemyHitCheck();
344 case WEP_DEVASTATOR.m_id: // projectile has a size!
348 case WEP_FIREBALL.m_id: // projectile has a size!
352 case WEP_SEEKER.m_id: // projectile has a size!
356 case WEP_ELECTRO.m_id: // projectile has a size!
362 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
364 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
366 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
367 trueaimpoint = trace_endpos;
369 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
370 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
377 dv = view_right * vecs.y + view_up * vecs.z;
378 w_shotorg = traceorigin + dv;
380 // now move the vecs forward as much as requested if possible
381 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
382 w_shotorg = trace_endpos - view_forward * nudge;
384 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
385 shottype = EnemyHitCheck();
386 if(shottype != SHOTTYPE_HITWORLD)
390 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
391 // or rather, I know why, but see no fix
392 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
393 // 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
394 return SHOTTYPE_HITOBSTRUCTION;
397 return SHOTTYPE_HITWORLD;
400 void CSQC_common_hud(void);
403 void CSQC_Demo_Camera();
404 float HUD_WouldDrawScoreboard();
406 const float CAMERA_FREE = 1;
407 const float CAMERA_CHASE = 2;
409 string reticle_image;
410 string NextFrameCommand;
412 vector freeze_org, freeze_ang;
413 entity nightvision_noise, nightvision_noise2;
415 const float MAX_TIME_DIFF = 5;
416 float pickup_crosshair_time, pickup_crosshair_size;
417 float hitindication_crosshair_size;
418 float use_vortex_chargepool;
420 float myhealth, myhealth_prev;
421 float myhealth_flash;
423 float old_blurradius, old_bluralpha;
424 float old_sharpen_intensity;
426 vector myhealth_gentlergb;
428 float contentavgalpha, liquidalpha_prev;
429 vector liquidcolor_prev;
431 float eventchase_current_distance;
432 float eventchase_running;
433 bool WantEventchase()
435 if(autocvar_cl_orthoview)
441 if(spectatee_status >= 0)
443 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
445 if(MUTATOR_CALLHOOK(WantEventchase, self))
447 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
449 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
451 if(autocvar_cl_eventchase_death == 2)
453 // don't stop eventchase once it's started (even if velocity changes afterwards)
454 if(self.velocity == '0 0 0' || eventchase_running)
463 vector damage_blurpostprocess, content_blurpostprocess;
465 float unaccounted_damage = 0;
468 // accumulate damage with each stat update
469 static float damage_total_prev = 0;
470 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
471 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
472 damage_total_prev = damage_total;
474 static float damage_dealt_time_prev = 0;
475 float damage_dealt_time = getstatf(STAT_HIT_TIME);
476 if (damage_dealt_time != damage_dealt_time_prev)
478 unaccounted_damage += unaccounted_damage_new;
479 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
481 damage_dealt_time_prev = damage_dealt_time;
483 // prevent hitsound when switching spectatee
484 static float spectatee_status_prev = 0;
485 if (spectatee_status != spectatee_status_prev)
486 unaccounted_damage = 0;
487 spectatee_status_prev = spectatee_status;
490 void UpdateHitsound()
492 // varying sound pitch
494 static float hitsound_time_prev = 0;
495 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
496 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
497 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
499 if (autocvar_cl_hitsound && unaccounted_damage)
501 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
502 float a = autocvar_cl_hitsound_max_pitch;
503 float b = autocvar_cl_hitsound_min_pitch;
504 float c = autocvar_cl_hitsound_nom_damage;
505 float x = unaccounted_damage;
506 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
508 // if sound variation is disabled, set pitch_shift to 1
509 if (autocvar_cl_hitsound == 1)
512 // if pitch shift is reversed, mirror in (max-min)/2 + min
513 if (autocvar_cl_hitsound == 3)
515 float mirror_value = (a-b)/2 + b;
516 pitch_shift = mirror_value + (mirror_value - pitch_shift);
519 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
521 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
522 // todo: normalize sound pressure levels? seems unnecessary
524 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
526 unaccounted_damage = 0;
527 hitsound_time_prev = time;
530 static float typehit_time_prev = 0;
531 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
532 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
534 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
535 typehit_time_prev = typehit_time;
539 void UpdateCrosshair()
541 static float rainbow_last_flicker;
542 static vector rainbow_prev_color;
546 if(getstati(STAT_FROZEN))
547 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);
548 else if (getstatf(STAT_HEALING_ORB)>time)
549 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);
551 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
553 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);
554 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);
556 else if(getstatf(STAT_REVIVE_PROGRESS))
558 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);
559 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
562 if(autocvar_r_letterbox == 0)
563 if(autocvar_viewsize < 120)
566 // crosshair goes VERY LAST
567 if(!scoreboard_active && !camera_active && intermission != 2 &&
568 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
569 !HUD_MinigameMenu_IsOpened() )
571 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
575 float wcross_alpha, wcross_resolution;
576 wcross_style = autocvar_crosshair;
577 if (wcross_style == "0")
579 wcross_resolution = autocvar_crosshair_size;
580 if (wcross_resolution == 0)
582 wcross_alpha = autocvar_crosshair_alpha;
583 if (wcross_alpha == 0)
589 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
590 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
592 if(autocvar_crosshair_hittest)
594 vector wcross_oldorigin;
595 wcross_oldorigin = wcross_origin;
596 shottype = TrueAimCheck();
597 if(shottype == SHOTTYPE_HITWORLD)
599 v = wcross_origin - wcross_oldorigin;
601 v.y /= vid_conheight;
603 shottype = SHOTTYPE_HITOBSTRUCTION;
605 if(!autocvar_crosshair_hittest_showimpact)
606 wcross_origin = wcross_oldorigin;
609 shottype = SHOTTYPE_HITWORLD;
611 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
612 string wcross_name = "";
613 float wcross_scale, wcross_blur;
615 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
617 e = get_weaponinfo(switchingweapon);
620 if(autocvar_crosshair_per_weapon)
622 // WEAPONTODO: access these through some general settings (with non-balance config settings)
623 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
624 //if (wcross_resolution == 0)
627 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
628 wcross_resolution *= e.w_crosshair_size;
629 wcross_name = e.w_crosshair;
634 if(wcross_name == "")
635 wcross_name = strcat("gfx/crosshair", wcross_style);
637 // MAIN CROSSHAIR COLOR DECISION
638 switch(autocvar_crosshair_color_special)
640 case 1: // crosshair_color_per_weapon
644 wcross_color = e.wpcolor;
647 else { goto normalcolor; }
650 case 2: // crosshair_color_by_health
652 float x = getstati(STAT_HEALTH);
667 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
668 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
672 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
673 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
674 wcross_color.z = 1 - (x-100)*0.02;
680 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
685 wcross_color.y = (x-20)*90/27/100;
686 wcross_color.z = (x-20)*90/27/100 * 0.2;
696 case 3: // crosshair_color_rainbow
698 if(time >= rainbow_last_flicker)
700 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
701 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
703 wcross_color = rainbow_prev_color;
707 default: { wcross_color = stov(autocvar_crosshair_color); break; }
710 if(autocvar_crosshair_effect_scalefade)
712 wcross_scale = wcross_resolution;
713 wcross_resolution = 1;
720 if(autocvar_crosshair_pickup)
722 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
724 if(pickup_crosshair_time < stat_pickup_time)
726 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
727 pickup_crosshair_size = 1;
729 pickup_crosshair_time = stat_pickup_time;
732 if(pickup_crosshair_size > 0)
733 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
735 pickup_crosshair_size = 0;
737 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
740 // todo: make crosshair hit indication dependent on damage dealt
741 if(autocvar_crosshair_hitindication)
743 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
745 if(unaccounted_damage)
747 hitindication_crosshair_size = 1;
750 if(hitindication_crosshair_size > 0)
751 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
753 hitindication_crosshair_size = 0;
755 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
756 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
757 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
758 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
761 if(shottype == SHOTTYPE_HITENEMY)
762 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
763 if(shottype == SHOTTYPE_HITTEAM)
764 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
766 f = fabs(autocvar_crosshair_effect_time);
767 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
769 wcross_changedonetime = time + f;
771 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
773 wcross_name_changestarttime = time;
774 wcross_name_changedonetime = time + f;
775 if(wcross_name_goal_prev_prev)
776 strunzone(wcross_name_goal_prev_prev);
777 wcross_name_goal_prev_prev = wcross_name_goal_prev;
778 wcross_name_goal_prev = strzone(wcross_name);
779 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
780 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
781 wcross_resolution_goal_prev = wcross_resolution;
784 wcross_scale_goal_prev = wcross_scale;
785 wcross_alpha_goal_prev = wcross_alpha;
786 wcross_color_goal_prev = wcross_color;
788 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
791 wcross_alpha *= 0.75;
795 // *_prev is at time-frametime
796 // * is at wcross_changedonetime+f
797 // what do we have at time?
798 if(time < wcross_changedonetime)
800 f = frametime / (wcross_changedonetime - time + frametime);
801 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
802 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
803 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
806 wcross_scale_prev = wcross_scale;
807 wcross_alpha_prev = wcross_alpha;
808 wcross_color_prev = wcross_color;
810 MUTATOR_CALLHOOK(UpdateCrosshair);
812 wcross_scale *= 1 - autocvar__menu_alpha;
813 wcross_alpha *= 1 - autocvar__menu_alpha;
814 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
816 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
818 // crosshair rings for weapon stats
819 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
821 // declarations and stats
822 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
823 string ring_image = string_null, ring_inner_image = string_null;
824 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
826 ring_scale = autocvar_crosshair_ring_size;
828 float weapon_clipload, weapon_clipsize;
829 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
830 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
832 float ok_ammo_charge, ok_ammo_chargepool;
833 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
834 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
836 float vortex_charge, vortex_chargepool;
837 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
838 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
840 float arc_heat = getstatf(STAT_ARC_HEAT);
842 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
843 vortex_charge_movingavg = vortex_charge;
847 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
849 if (vortex_chargepool || use_vortex_chargepool) {
850 use_vortex_chargepool = 1;
851 ring_inner_value = vortex_chargepool;
853 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
854 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
857 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
858 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;
859 ring_inner_image = "gfx/crosshair_ring_inner.tga";
861 // draw the outer ring to show the current charge of the weapon
862 ring_value = vortex_charge;
863 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
864 ring_rgb = wcross_color;
865 ring_image = "gfx/crosshair_ring_nexgun.tga";
867 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
869 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.
870 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
871 ring_rgb = wcross_color;
872 ring_image = "gfx/crosshair_ring.tga";
874 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
876 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
877 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
878 ring_rgb = wcross_color;
879 ring_image = "gfx/crosshair_ring.tga";
881 else if (ok_ammo_charge)
883 ring_value = ok_ammo_chargepool;
884 ring_alpha = autocvar_crosshair_ring_reload_alpha;
885 ring_rgb = wcross_color;
886 ring_image = "gfx/crosshair_ring.tga";
888 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
890 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
891 ring_scale = autocvar_crosshair_ring_reload_size;
892 ring_alpha = autocvar_crosshair_ring_reload_alpha;
893 ring_rgb = wcross_color;
895 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
896 // if a new image for another weapon is added, add the code (and its respective file/value) here
897 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
898 ring_image = "gfx/crosshair_ring_rifle.tga";
900 ring_image = "gfx/crosshair_ring.tga";
902 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
904 ring_value = arc_heat;
905 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
906 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
907 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
908 ring_image = "gfx/crosshair_ring.tga";
911 // if in weapon switch animation, fade ring out/in
912 if(autocvar_crosshair_effect_time > 0)
914 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
917 wcross_ring_prev = ((ring_image) ? true : false);
923 ring_alpha *= fabs(1 - bound(0, f, 1));
928 ring_alpha *= bound(0, f, 1);
932 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
933 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
936 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
939 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
942 if(wcross_blur > 0) \
944 for(i = -2; i <= 2; ++i) \
945 for(j = -2; j <= 2; ++j) \
946 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
950 M(0,0,sz,wcross_name,wcross_alpha); \
955 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
956 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)
958 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
959 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
961 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
963 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
964 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
965 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
972 wcross_name_alpha_goal_prev = f;
974 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
975 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
977 if(autocvar_crosshair_dot)
979 vector wcross_color_old;
980 wcross_color_old = wcross_color;
982 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
983 wcross_color = stov(autocvar_crosshair_dot_color);
985 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
986 // FIXME why don't we use wcross_alpha here?cl_notice_run();
987 wcross_color = wcross_color_old;
993 wcross_scale_prev = 0;
994 wcross_alpha_prev = 0;
995 wcross_scale_goal_prev = 0;
996 wcross_alpha_goal_prev = 0;
997 wcross_changedonetime = 0;
998 if(wcross_name_goal_prev)
999 strunzone(wcross_name_goal_prev);
1000 wcross_name_goal_prev = string_null;
1001 if(wcross_name_goal_prev_prev)
1002 strunzone(wcross_name_goal_prev_prev);
1003 wcross_name_goal_prev_prev = string_null;
1004 wcross_name_changestarttime = 0;
1005 wcross_name_changedonetime = 0;
1006 wcross_name_alpha_goal_prev = 0;
1007 wcross_name_alpha_goal_prev_prev = 0;
1008 wcross_resolution_goal_prev = 0;
1009 wcross_resolution_goal_prev_prev = 0;
1014 float oldr_nearclip;
1015 float oldr_farclip_base;
1016 float oldr_farclip_world;
1018 float oldr_useportalculling;
1019 float oldr_useinfinitefarclip;
1021 const int BUTTON_3 = 4;
1022 const int BUTTON_4 = 8;
1023 float cl_notice_run();
1026 float vh_notice_time;
1027 void WaypointSprite_Load();
1028 void CSQC_UpdateView(float w, float h)
1033 vector vf_size, vf_min;
1036 execute_next_frame();
1040 hud = getstati(STAT_HUD);
1042 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1043 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1047 if(autocvar__hud_showbinds_reload) // menu can set this one
1050 binddb = db_create();
1051 cvar_set("_hud_showbinds_reload", "0");
1054 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1055 view_quality = getproperty(VF_MINFPS_QUALITY);
1059 button_attack2 = (input_buttons & BUTTON_3);
1060 button_zoom = (input_buttons & BUTTON_4);
1062 vf_size = getpropertyvec(VF_SIZE);
1063 vf_min = getpropertyvec(VF_MIN);
1064 vid_width = vf_size.x;
1065 vid_height = vf_size.y;
1067 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1068 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1070 WaypointSprite_Load();
1072 CSQCPlayer_SetCamera();
1074 if(player_localentnum <= maxclients) // is it a client?
1075 current_player = player_localentnum - 1;
1076 else // then player_localentnum is the vehicle I'm driving
1077 current_player = player_localnum;
1078 myteam = GetPlayerColor(current_player);
1080 if(myteam != prev_myteam)
1082 myteamcolors = colormapPaletteColor(myteam, 1);
1083 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1084 prev_myteam = myteam;
1087 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1089 float is_dead = (getstati(STAT_HEALTH) <= 0);
1091 // FIXME do we need this hack?
1094 // in demos, input_buttons do not work
1095 button_zoom = (autocvar__togglezoom == "-");
1098 && autocvar_cl_unpress_zoom_on_death
1099 && (spectatee_status >= 0)
1100 && (is_dead || intermission))
1102 // no zoom while dead or in intermission please
1103 localcmd("-zoom\n");
1104 button_zoom = false;
1107 // event chase camera
1108 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1110 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1111 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1117 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1126 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1128 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1130 eventchase_running = true;
1132 // 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.)
1133 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1134 if(ons_roundlost) { current_view_origin = gen.origin; }
1136 // detect maximum viewoffset and use it
1137 vector view_offset = autocvar_cl_eventchase_viewoffset;
1138 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1139 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1143 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1144 if(trace_fraction == 1) { current_view_origin += view_offset; }
1145 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1148 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1149 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1150 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1151 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1153 // make the camera smooth back
1154 float chase_distance = autocvar_cl_eventchase_distance;
1155 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1156 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1158 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1159 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1160 else if(eventchase_current_distance != chase_distance)
1161 eventchase_current_distance = chase_distance;
1163 makevectors(view_angles);
1165 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1166 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1168 // If the boxtrace fails, revert back to line tracing.
1170 if(trace_startsolid)
1172 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1173 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1174 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1176 else { setproperty(VF_ORIGIN, trace_endpos); }
1179 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1181 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1183 eventchase_running = false;
1184 cvar_set("chase_active", "0");
1185 eventchase_current_distance = 0; // start from 0 next time
1188 // workaround for camera stuck between player's legs when using chase_active 1
1189 // because the engine stops updating the chase_active camera when the game ends
1190 else if(intermission)
1192 cvar_settemp("chase_active", "-1");
1193 eventchase_current_distance = 0;
1196 // do lockview after event chase camera so that it still applies whenever necessary.
1197 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1199 setproperty(VF_ORIGIN, freeze_org);
1200 setproperty(VF_ANGLES, freeze_ang);
1204 freeze_org = getpropertyvec(VF_ORIGIN);
1205 freeze_ang = getpropertyvec(VF_ANGLES);
1209 //WarpZone_FixPMove();
1211 vector ov_org = '0 0 0';
1212 vector ov_mid = '0 0 0';
1213 vector ov_worldmin = '0 0 0';
1214 vector ov_worldmax = '0 0 0';
1215 if(autocvar_cl_orthoview)
1217 ov_worldmin = mi_picmin;
1218 ov_worldmax = mi_picmax;
1220 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1221 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1222 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1224 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1225 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1227 float ov_nearest = vlen(ov_org - vec3(
1228 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1229 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1230 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1233 float ov_furthest = 0;
1236 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1237 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1238 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1239 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1240 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1241 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1242 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1243 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1247 oldr_nearclip = cvar("r_nearclip");
1248 oldr_farclip_base = cvar("r_farclip_base");
1249 oldr_farclip_world = cvar("r_farclip_world");
1250 oldr_novis = cvar("r_novis");
1251 oldr_useportalculling = cvar("r_useportalculling");
1252 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1255 cvar_settemp("r_nearclip", ftos(ov_nearest));
1256 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1257 cvar_settemp("r_farclip_world", "0");
1258 cvar_settemp("r_novis", "1");
1259 cvar_settemp("r_useportalculling", "0");
1260 cvar_settemp("r_useinfinitefarclip", "0");
1262 setproperty(VF_ORIGIN, ov_org);
1263 setproperty(VF_ANGLES, '90 0 0');
1268 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1270 vtos(getpropertyvec(VF_ANGLES)),
1280 cvar_set("r_nearclip", ftos(oldr_nearclip));
1281 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1282 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1283 cvar_set("r_novis", ftos(oldr_novis));
1284 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1285 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1291 view_origin = getpropertyvec(VF_ORIGIN);
1292 view_angles = getpropertyvec(VF_ANGLES);
1293 makevectors(view_angles);
1294 view_forward = v_forward;
1295 view_right = v_right;
1299 if(time > blurtest_time0 && time < blurtest_time1)
1303 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1304 r = t * blurtest_radius;
1305 f = 1 / pow(t, blurtest_power) - 1;
1307 cvar_set("r_glsl_postprocess", "1");
1308 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1312 cvar_set("r_glsl_postprocess", "0");
1313 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1317 TargetMusic_Advance();
1321 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1323 drawframetime = bound(0.000001, time - drawtime, 1);
1326 // watch for gametype changes here...
1327 // in ParseStuffCMD the cmd isn't executed yet :/
1328 // might even be better to add the gametype to TE_CSQC_INIT...?
1332 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1334 if(calledhooks & HOOK_START)
1336 localcmd("\ncl_hook_gameend\n");
1337 calledhooks |= HOOK_END;
1346 if(!zoomscript_caught)
1348 localcmd("+button9\n");
1349 zoomscript_caught = 1;
1354 if(zoomscript_caught)
1356 localcmd("-button9\n");
1357 zoomscript_caught = 0;
1361 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1363 // next WANTED weapon (for HUD)
1364 switchweapon = getstati(STAT_SWITCHWEAPON);
1366 // currently switching-to weapon (for crosshair)
1367 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1369 // actually active weapon (for zoom)
1370 activeweapon = getstati(STAT_ACTIVEWEAPON);
1372 f = (serverflags & SERVERFLAG_TEAMPLAY);
1379 if(last_switchweapon != switchweapon)
1382 last_switchweapon = switchweapon;
1383 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1385 localcmd("-zoom\n");
1386 button_zoom = false;
1388 if(autocvar_cl_unpress_attack_on_weapon_switch)
1390 localcmd("-fire\n");
1391 localcmd("-fire2\n");
1392 button_attack2 = false;
1395 if(last_activeweapon != activeweapon)
1397 last_activeweapon = activeweapon;
1399 e = get_weaponinfo(activeweapon);
1401 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1403 localcmd("\ncl_hook_activeweapon none\n");
1406 // ALWAYS Clear Current Scene First
1409 setproperty(VF_ORIGIN, view_origin);
1410 setproperty(VF_ANGLES, view_angles);
1412 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1413 setproperty(VF_SIZE, vf_size);
1414 setproperty(VF_MIN, vf_min);
1416 // Assign Standard Viewflags
1417 // Draw the World (and sky)
1418 setproperty(VF_DRAWWORLD, 1);
1420 // Set the console size vars
1421 vid_conwidth = autocvar_vid_conwidth;
1422 vid_conheight = autocvar_vid_conheight;
1423 vid_pixelheight = autocvar_vid_pixelheight;
1425 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1426 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1427 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1429 // Camera for demo playback
1432 if(autocvar_camera_enable)
1436 cvar_set("chase_active", ftos(chase_active_backup));
1437 cvar_set("cl_demo_mousegrab", "0");
1438 camera_active = false;
1444 if(autocvar_camera_enable)
1446 if(autocvar_camera_enable && isdemo())
1449 // Enable required Darkplaces cvars
1450 chase_active_backup = autocvar_chase_active;
1451 cvar_set("chase_active", "2");
1452 cvar_set("cl_demo_mousegrab", "1");
1453 camera_active = true;
1454 camera_mode = false;
1458 // Draw the Crosshair
1459 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1461 // Draw the Engine Status Bar (the default Quake HUD)
1462 setproperty(VF_DRAWENGINESBAR, 0);
1464 // Update the mouse position
1466 mousepos_x = vid_conwidth;
1467 mousepos_y = vid_conheight;
1468 mousepos = mousepos*0.5 + getmousepos();
1471 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1472 WITH(entity, self, e, e.draw(e));
1475 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1478 // now switch to 2D drawing mode by calling a 2D drawing function
1479 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1480 // next R_RenderScene call
1481 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1483 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1484 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1486 // apply night vision effect
1487 vector tc_00, tc_01, tc_10, tc_11;
1488 vector rgb = '0 0 0';
1490 if(!nightvision_noise)
1492 nightvision_noise = spawn();
1493 nightvision_noise.classname = "nightvision_noise";
1495 if(!nightvision_noise2)
1497 nightvision_noise2 = spawn();
1498 nightvision_noise2.classname = "nightvision_noise2";
1501 // color tint in yellow
1502 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1505 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1507 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1508 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1509 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1510 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1511 tc_11 = tc_01 + tc_10 - tc_00;
1512 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1513 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1514 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1515 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1516 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1520 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1521 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1522 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1523 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1524 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1525 tc_11 = tc_01 + tc_10 - tc_00;
1526 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1527 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1528 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1529 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1530 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1534 if(autocvar_cl_reticle)
1536 Weapon wep = get_weaponinfo(activeweapon);
1537 // Draw the aiming reticle for weapons that use it
1538 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1539 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1540 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1541 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1543 // no zoom reticle while dead
1546 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1548 if(reticle_image != "") { reticle_type = 2; }
1549 else { reticle_type = 0; }
1551 else if(button_zoom || zoomscript_caught)
1559 if(autocvar_cl_reticle_stretch)
1561 reticle_size.x = vid_conwidth;
1562 reticle_size.y = vid_conheight;
1568 reticle_size.x = max(vid_conwidth, vid_conheight);
1569 reticle_size.y = max(vid_conwidth, vid_conheight);
1570 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1571 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1574 if(zoomscript_caught)
1577 f = current_zoomfraction;
1581 switch(reticle_type)
1583 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1584 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1591 if(reticle_type != 0) { reticle_type = 0; }
1595 // improved polyblend
1596 if(autocvar_hud_contents)
1598 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1601 switch(pointcontents(view_origin))
1604 liquidalpha = autocvar_hud_contents_water_alpha;
1605 liquidcolor = stov(autocvar_hud_contents_water_color);
1610 liquidalpha = autocvar_hud_contents_lava_alpha;
1611 liquidcolor = stov(autocvar_hud_contents_lava_color);
1616 liquidalpha = autocvar_hud_contents_slime_alpha;
1617 liquidcolor = stov(autocvar_hud_contents_slime_color);
1623 liquidcolor = '0 0 0';
1628 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1629 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1630 contentfadetime = autocvar_hud_contents_fadeintime;
1631 liquidalpha_prev = liquidalpha;
1632 liquidcolor_prev = liquidcolor;
1635 contentfadetime = autocvar_hud_contents_fadeouttime;
1637 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1638 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1641 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1643 if(autocvar_hud_postprocessing)
1645 if(autocvar_hud_contents_blur && contentavgalpha)
1647 content_blurpostprocess.x = 1;
1648 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1649 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1653 content_blurpostprocess.x = 0;
1654 content_blurpostprocess.y = 0;
1655 content_blurpostprocess.z = 0;
1660 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1662 splash_size.x = max(vid_conwidth, vid_conheight);
1663 splash_size.y = max(vid_conwidth, vid_conheight);
1664 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1665 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1667 float myhealth_flash_temp;
1668 myhealth = getstati(STAT_HEALTH);
1671 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1673 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1675 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1676 pain_threshold = autocvar_hud_damage_pain_threshold;
1677 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1678 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1680 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1682 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);
1685 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1687 if(myhealth_prev < 1)
1691 myhealth_flash = 0; // just spawned, clear the flash immediately
1692 myhealth_flash_temp = 0;
1696 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1700 if(spectatee_status == -1 || intermission)
1702 myhealth_flash = 0; // observing, or match ended
1703 myhealth_flash_temp = 0;
1706 myhealth_prev = myhealth;
1708 // IDEA: change damage color/picture based on player model for robot/alien species?
1709 // pro: matches model better
1710 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1711 // maybe different reddish pics?
1712 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1714 if(autocvar_cl_gentle_damage == 2)
1716 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1718 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1722 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1724 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);
1727 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1729 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.
1731 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1733 damage_blurpostprocess.x = 1;
1734 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1735 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1739 damage_blurpostprocess.x = 0;
1740 damage_blurpostprocess.y = 0;
1741 damage_blurpostprocess.z = 0;
1746 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1747 float e2 = (autocvar_hud_powerup != 0);
1748 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1750 // enable or disable rendering types if they are used or not
1751 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1752 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1754 // blur postprocess handling done first (used by hud_damage and hud_contents)
1755 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1757 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1758 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1759 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1761 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1762 old_blurradius = blurradius;
1763 old_bluralpha = bluralpha;
1766 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1768 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1773 // edge detection postprocess handling done second (used by hud_powerup)
1774 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1775 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1776 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1778 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.
1780 if(autocvar_hud_powerup && sharpen_intensity > 0)
1782 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1784 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1785 old_sharpen_intensity = sharpen_intensity;
1788 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1790 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1791 old_sharpen_intensity = 0;
1794 if(cvar("r_glsl_postprocess") == 0)
1795 cvar_set("r_glsl_postprocess", "2");
1797 else if(cvar("r_glsl_postprocess") == 2)
1798 cvar_set("r_glsl_postprocess", "0");
1803 /*if(gametype == MAPINFO_TYPE_CTF)
1809 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1810 WITH(entity, self, e, e.draw2d(e));
1812 Draw_ShowNames_All();
1814 scoreboard_active = HUD_WouldDrawScoreboard();
1820 if(NextFrameCommand)
1822 localcmd("\n", NextFrameCommand, "\n");
1823 NextFrameCommand = string_null;
1826 // we must do this check AFTER a frame was rendered, or it won't work
1827 if(cs_project_is_b0rked == 0)
1830 w0 = ftos(autocvar_vid_conwidth);
1831 h0 = ftos(autocvar_vid_conheight);
1832 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1833 //setproperty(VF_FOV, '90 90 0');
1834 setproperty(VF_ORIGIN, '0 0 0');
1835 setproperty(VF_ANGLES, '0 0 0');
1836 setproperty(VF_PERSPECTIVE, 1);
1837 makevectors('0 0 0');
1839 cvar_set("vid_conwidth", "800");
1840 cvar_set("vid_conheight", "600");
1841 v1 = cs_project(v_forward);
1842 cvar_set("vid_conwidth", "640");
1843 cvar_set("vid_conheight", "480");
1844 v2 = cs_project(v_forward);
1846 cs_project_is_b0rked = 1;
1848 cs_project_is_b0rked = -1;
1849 cvar_set("vid_conwidth", w0);
1850 cvar_set("vid_conheight", h0);
1853 if(autocvar__hud_configure)
1855 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1856 HUD_Minigame_Mouse();
1857 else if(QuickMenu_IsOpened())
1862 if(hud && !intermission)
1863 if(hud == HUD_BUMBLEBEE_GUN)
1864 CSQC_BUMBLE_GUN_HUD();
1866 Vehicle info = get_vehicleinfo(hud);
1872 // let's reset the view back to normal for the end
1873 setproperty(VF_MIN, '0 0 0');
1874 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1878 void CSQC_common_hud(void)
1880 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1881 Accuracy_LoadLevels();
1883 HUD_Main(); // always run these functions for alpha checks
1884 HUD_DrawScoreboard();
1886 // scoreboard/accuracy, map/gametype voting screen
1887 if (scoreboard_active || intermission == 2)
1892 // following vectors must be global to allow seamless switching between camera modes
1893 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1894 void CSQC_Demo_Camera()
1896 float speed, attenuation, dimensions;
1899 if( autocvar_camera_reset || !camera_mode )
1901 camera_offset = '0 0 0';
1902 current_angles = '0 0 0';
1903 camera_direction = '0 0 0';
1904 camera_offset.z += 30;
1905 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1906 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1907 current_origin = view_origin;
1908 current_camera_offset = camera_offset;
1909 cvar_set("camera_reset", "0");
1910 camera_mode = CAMERA_CHASE;
1915 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1917 if(autocvar_camera_look_player)
1922 dir = normalize(view_origin - current_position);
1924 mouse_angles = vectoangles(dir);
1925 mouse_angles.x = mouse_angles.x * -1;
1930 tmp = getmousepos() * 0.1;
1931 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1933 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1934 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1938 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1939 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1940 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1941 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1943 // Fix difference when angles don't have the same sign
1945 if(mouse_angles.y < -60 && current_angles.y > 60)
1947 if(mouse_angles.y > 60 && current_angles.y < -60)
1950 if(autocvar_camera_look_player)
1951 attenuation = autocvar_camera_look_attenuation;
1953 attenuation = autocvar_camera_speed_attenuation;
1955 attenuation = 1 / max(1, attenuation);
1956 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1958 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1959 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1960 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1961 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1967 if( camera_direction.x )
1969 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1970 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1971 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1972 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1976 if( camera_direction.y )
1978 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1979 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1980 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1984 if( camera_direction.z )
1986 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1990 if(autocvar_camera_free)
1991 speed = autocvar_camera_speed_free;
1993 speed = autocvar_camera_speed_chase;
1997 speed = speed * sqrt(1 / dimensions);
1998 camera_offset += tmp * speed;
2001 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2004 if( autocvar_camera_free )
2006 if ( camera_mode == CAMERA_CHASE )
2008 current_camera_offset = current_origin + current_camera_offset;
2009 camera_offset = current_origin + camera_offset;
2012 camera_mode = CAMERA_FREE;
2013 current_position = current_camera_offset;
2017 if ( camera_mode == CAMERA_FREE )
2019 current_origin = view_origin;
2020 camera_offset = camera_offset - current_origin;
2021 current_camera_offset = current_camera_offset - current_origin;
2024 camera_mode = CAMERA_CHASE;
2026 if(autocvar_camera_chase_smoothly)
2027 current_origin += (view_origin - current_origin) * attenuation;
2029 current_origin = view_origin;
2031 current_position = current_origin + current_camera_offset;
2034 setproperty(VF_ANGLES, current_angles);
2035 setproperty(VF_ORIGIN, current_position);