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 = 135;
44 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
47 bool autocvar_cl_followmodel_velocity_absolute;
49 float autocvar_cl_leanmodel;
50 float autocvar_cl_leanmodel_speed = 0.3;
51 float autocvar_cl_leanmodel_limit = 30;
52 float autocvar_cl_leanmodel_highpass1 = 0.2;
53 float autocvar_cl_leanmodel_highpass = 0.2;
54 float autocvar_cl_leanmodel_lowpass = 0.05;
56 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
57 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
59 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
62 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
64 float __ignore; lowpass(value, frac, ref_store, __ignore); \
65 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
68 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
70 float __f = 0; lowpass(value, frac, ref_store, __f); \
71 ret = (value) - __f; \
74 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
77 ret = (value) - __f; \
80 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
82 lowpass(value.x, frac, ref_store.x, ref_out.x); \
83 lowpass(value.y, frac, ref_store.y, ref_out.y); \
86 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
88 highpass(value.x, frac, ref_store.x, ref_out.x); \
89 highpass(value.y, frac, ref_store.y, ref_out.y); \
92 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
94 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
95 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 lowpass(value.x, frac, ref_store.x, ref_out.x); \
101 lowpass(value.y, frac, ref_store.y, ref_out.y); \
102 lowpass(value.z, frac, ref_store.z, ref_out.z); \
105 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 highpass(value.x, frac, ref_store.x, ref_out.x); \
108 highpass(value.y, frac, ref_store.y, ref_out.y); \
109 highpass(value.z, frac, ref_store.z, ref_out.z); \
112 void viewmodel_animate(entity this)
114 static float prevtime;
115 float frametime = (time - prevtime);
118 if (autocvar_chase_active) return;
119 if (STAT(HEALTH) <= 0) return;
121 entity view = CSQCModel_server2csqc(player_localentnum - 1);
123 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
124 static bool oldonground;
125 static float hitgroundtime;
126 static float lastongroundtime;
129 float f = time; // cl.movecmd[0].time
132 lastongroundtime = f;
134 oldonground = clonground;
137 bool teleported = view.csqcmodel_teleported;
140 if(autocvar_cl_followmodel)
142 vector gunorg = '0 0 0';
143 static vector vel_average;
144 static vector gunorg_prev = '0 0 0';
145 static vector gunorg_adjustment_highpass;
146 static vector gunorg_adjustment_lowpass;
149 if(autocvar_cl_followmodel_velocity_absolute)
153 vector forward, right = '0 0 0', up = '0 0 0';
154 MAKEVECTORS(makevectors, view_angles, forward, right, up);
155 vel.x = view.velocity * forward;
156 vel.y = view.velocity * right * -1;
157 vel.z = view.velocity * up;
160 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
161 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
162 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
164 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
165 lowpass3(vel, frac, vel_average, gunorg);
167 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
169 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
170 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
171 frac = avg_factor(autocvar_cl_followmodel_highpass);
172 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
173 frac = avg_factor(autocvar_cl_followmodel_lowpass);
174 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
176 if(autocvar_cl_followmodel_velocity_absolute)
179 vector forward, right = '0 0 0', up = '0 0 0';
180 MAKEVECTORS(makevectors, view_angles, forward, right, up);
181 fixed_gunorg.x = gunorg * forward;
182 fixed_gunorg.y = gunorg * right * -1;
183 fixed_gunorg.z = gunorg * up;
184 gunorg = fixed_gunorg;
187 this.origin += gunorg;
190 if(autocvar_cl_leanmodel)
192 vector gunangles = '0 0 0';
193 static vector gunangles_prev = '0 0 0';
194 static vector gunangles_highpass = '0 0 0';
195 static vector gunangles_adjustment_highpass;
196 static vector gunangles_adjustment_lowpass;
199 gunangles_prev = view_angles;
201 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
202 gunangles_highpass += gunangles_prev;
203 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
204 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
205 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
206 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
207 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
208 gunangles_prev = view_angles;
209 gunangles_highpass -= gunangles_prev;
211 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
212 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
214 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
215 frac = avg_factor(autocvar_cl_leanmodel_highpass);
216 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
217 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
218 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
220 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
221 this.angles += gunangles;
224 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
226 // vertical view bobbing code
229 // horizontal view bobbing code
233 // causes the view to swing down and back up when touching the ground
236 // gun model bobbing code
237 if (autocvar_cl_bobmodel)
239 // calculate for swinging gun model
240 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
241 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
242 // for the most part, but for some reason when you go through a message trigger or
243 // pick up an item or anything like that it will momentarily jolt the gun.
246 float s = time * autocvar_cl_bobmodel_speed;
249 if (time - hitgroundtime < 0.2)
251 // just hit the ground, speed the bob back up over the next 0.2 seconds
252 t = time - hitgroundtime;
253 t = bound(0, t, 0.2);
259 // recently left the ground, slow the bob down over the next 0.2 seconds
260 t = time - lastongroundtime;
261 t = 0.2 - bound(0, t, 0.2);
264 bspeed = xyspeed * 0.01;
265 vector gunorg = '0 0 0';
266 gunorg.y += bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
267 gunorg.z += bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
269 this.origin += gunorg;
273 .vector viewmodel_origin, viewmodel_angles;
274 .float weapon_nextthink;
275 .float weapon_eta_last;
276 .float weapon_switchdelay;
278 void viewmodel_draw(entity this)
282 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
283 float a = this.alpha;
284 static bool wasinvehicle;
285 bool invehicle = player_localentnum > maxclients;
286 if (invehicle) a = -1;
287 else if (wasinvehicle) a = 1;
288 wasinvehicle = invehicle;
289 Weapon wep = activeweapon;
290 int c = stof(getplayerkeyvalue(current_player, "colors"));
291 vector g = weaponentity_glowmod(wep, c);
292 entity me = CSQCModel_server2csqc(player_localentnum - 1);
293 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
295 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
296 for (entity e = this; e; e = e.weaponchild)
300 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
302 e.csqcmodel_effects = fx;
303 CSQCModel_Effects_Apply(e);
306 static string name_last;
307 string name = wep.mdl;
308 if (name != name_last)
311 CL_WeaponEntity_SetModel(this, name);
312 this.viewmodel_origin = this.origin;
313 this.viewmodel_angles = this.angles;
316 if (!this.animstate_override)
317 anim_set(this, this.anim_idle, true, false, false);
319 float f = 0; // 0..1; 0: fully active
320 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
321 if (eta <= 0) f = this.weapon_eta_last;
322 else switch (this.state)
326 f = eta / max(eta, this.weapon_switchdelay);
331 f = 1 - eta / max(eta, this.weapon_switchdelay);
340 this.weapon_eta_last = f;
341 this.origin = this.viewmodel_origin;
342 this.angles = this.viewmodel_angles;
343 this.angles_x = (-90 * f * f);
344 viewmodel_animate(this);
345 setorigin(this, this.origin);
349 STATIC_INIT(viewmodel) {
350 viewmodel = new(viewmodel);
351 make_pure(viewmodel);
356 void Porto_Draw(entity this)
358 vector p, dir, ang, q, nextdir;
359 float portal_number, portal1_idx;
361 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
363 if(WEP_CVAR(porto, secondary))
365 if(intermission == 1)
367 if(intermission == 2)
369 if (STAT(HEALTH) <= 0)
374 if(angles_held_status)
376 makevectors(angles_held);
390 traceline(p, p + 65536 * dir, true, porto);
391 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
393 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
399 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
402 ang = vectoangles2(trace_plane_normal, dir);
405 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
407 if(portal_number == 1)
410 if(portal_number >= 2)
420 p = p - view_up * 16;
421 if(idx-1 >= portal1_idx)
423 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
427 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
437 porto.draw = Porto_Draw;
438 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
443 vector GetCurrentFov(float fov)
445 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
446 float velocityzoom, curspeed;
449 zoomsensitivity = autocvar_cl_zoomsensitivity;
450 zoomfactor = autocvar_cl_zoomfactor;
451 if(zoomfactor < 1 || zoomfactor > 30)
453 zoomspeed = autocvar_cl_zoomspeed;
455 if(zoomspeed < 0.5 || zoomspeed > 16)
458 zoomdir = button_zoom;
459 if(hud == HUD_NORMAL)
460 if(switchweapon == activeweapon)
461 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
462 zoomdir += button_attack2;
463 if(spectatee_status > 0 || isdemo())
465 if(spectatorbutton_zoom)
472 // fteqcc failed twice here already, don't optimize this
475 if(zoomdir) { zoomin_effect = 0; }
479 current_viewzoom = min(1, current_viewzoom + drawframetime);
481 else if(autocvar_cl_spawnzoom && zoomin_effect)
483 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
485 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
486 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
487 if(current_viewzoom == 1) { zoomin_effect = 0; }
491 if(zoomspeed < 0) // instant zoom
494 current_viewzoom = 1 / zoomfactor;
496 current_viewzoom = 1;
501 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
503 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
507 if(almost_equals(current_viewzoom, 1))
508 current_zoomfraction = 0;
509 else if(almost_equals(current_viewzoom, 1/zoomfactor))
510 current_zoomfraction = 1;
512 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
514 if(zoomsensitivity < 1)
515 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
517 setsensitivityscale(1);
519 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
521 if(intermission) { curspeed = 0; }
525 makevectors(view_angles);
528 v = csqcplayer.velocity;
530 switch(autocvar_cl_velocityzoom_type)
532 case 3: curspeed = max(0, v_forward * v); break;
533 case 2: curspeed = (v_forward * v); break;
534 case 1: default: curspeed = vlen(v); break;
538 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
539 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
540 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
542 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
547 float frustumx, frustumy, fovx, fovy;
548 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
549 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
550 fovx = atan2(frustumx, 1) / M_PI * 360.0;
551 fovy = atan2(frustumy, 1) / M_PI * 360.0;
553 return '1 0 0' * fovx + '0 1 0' * fovy;
556 vector GetViewLocationFOV(float fov)
558 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
559 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
560 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
561 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
562 return '1 0 0' * fovx + '0 1 0' * fovy;
565 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
568 float width = (ov_worldmax.x - ov_worldmin.x);
569 float height = (ov_worldmax.y - ov_worldmin.y);
570 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
571 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
572 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
573 return '1 0 0' * fovx + '0 1 0' * fovy;
576 // this function must match W_SetupShot!
577 float zoomscript_caught;
579 vector wcross_origin;
580 float wcross_scale_prev, wcross_alpha_prev;
581 vector wcross_color_prev;
582 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
583 vector wcross_color_goal_prev;
584 float wcross_changedonetime;
586 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
587 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
588 float wcross_name_changestarttime, wcross_name_changedonetime;
589 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
591 float wcross_ring_prev;
594 entity trueaim_rifle;
596 const float SHOTTYPE_HITTEAM = 1;
597 const float SHOTTYPE_HITOBSTRUCTION = 2;
598 const float SHOTTYPE_HITWORLD = 3;
599 const float SHOTTYPE_HITENEMY = 4;
603 trueaim = new(trueaim);
605 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
606 trueaim_rifle = new(trueaim_rifle);
607 make_pure(trueaim_rifle);
608 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
611 float EnemyHitCheck()
614 wcross_origin = project_3d_to_2d(trace_endpos);
617 n = trace_ent.entnum;
619 n = trace_networkentity;
621 return SHOTTYPE_HITWORLD;
623 return SHOTTYPE_HITWORLD;
624 t = entcs_GetTeam(n - 1);
627 return SHOTTYPE_HITTEAM;
628 if(t == NUM_SPECTATOR)
629 return SHOTTYPE_HITWORLD;
630 return SHOTTYPE_HITENEMY;
635 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?
636 vector vecs, trueaimpoint, w_shotorg;
644 mv = MOVE_NOMONSTERS;
646 switch(activeweapon) // WEAPONTODO
648 case WEP_TUBA: // no aim
649 case WEP_PORTO: // shoots from eye
650 case WEP_NEXBALL: // shoots from eye
651 case WEP_HOOK: // no trueaim
652 case WEP_MORTAR: // toss curve
653 return SHOTTYPE_HITWORLD;
661 if(zoomscript_caught)
663 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
664 return EnemyHitCheck();
667 case WEP_DEVASTATOR: // projectile has a size!
671 case WEP_FIREBALL: // projectile has a size!
675 case WEP_SEEKER: // projectile has a size!
679 case WEP_ELECTRO: // projectile has a size!
685 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
687 vecs = decompressShotOrigin(STAT(SHOTORG));
689 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
690 trueaimpoint = trace_endpos;
692 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
693 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
700 dv = view_right * vecs.y + view_up * vecs.z;
701 w_shotorg = traceorigin + dv;
703 // now move the vecs forward as much as requested if possible
704 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
705 w_shotorg = trace_endpos - view_forward * nudge;
707 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
708 shottype = EnemyHitCheck();
709 if(shottype != SHOTTYPE_HITWORLD)
713 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
714 // or rather, I know why, but see no fix
715 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
716 // 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
717 return SHOTTYPE_HITOBSTRUCTION;
720 return SHOTTYPE_HITWORLD;
724 void CSQC_Demo_Camera();
725 float HUD_WouldDrawScoreboard();
727 const float CAMERA_FREE = 1;
728 const float CAMERA_CHASE = 2;
730 string reticle_image;
731 string NextFrameCommand;
733 vector freeze_org, freeze_ang;
734 entity nightvision_noise, nightvision_noise2;
736 const float MAX_TIME_DIFF = 5;
737 float pickup_crosshair_time, pickup_crosshair_size;
738 float hitindication_crosshair_size;
739 float use_vortex_chargepool;
741 float myhealth, myhealth_prev;
742 float myhealth_flash;
744 float old_blurradius, old_bluralpha;
745 float old_sharpen_intensity;
747 vector myhealth_gentlergb;
749 float contentavgalpha, liquidalpha_prev;
750 vector liquidcolor_prev;
752 float eventchase_current_distance;
753 float eventchase_running;
754 bool WantEventchase(entity this)
756 if(autocvar_cl_orthoview)
762 if(spectatee_status >= 0)
764 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
766 if(MUTATOR_CALLHOOK(WantEventchase, this))
768 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
770 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
772 if(autocvar_cl_eventchase_death == 2)
774 // don't stop eventchase once it's started (even if velocity changes afterwards)
775 if(this.velocity == '0 0 0' || eventchase_running)
784 void HUD_Crosshair_Vehicle()
786 if(hud != HUD_BUMBLEBEE_GUN)
788 Vehicle info = Vehicles_from(hud);
789 info.vr_crosshair(info);
793 vector damage_blurpostprocess, content_blurpostprocess;
795 float unaccounted_damage = 0;
798 // accumulate damage with each stat update
799 static float damage_total_prev = 0;
800 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
801 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
802 damage_total_prev = damage_total;
804 static float damage_dealt_time_prev = 0;
805 float damage_dealt_time = STAT(HIT_TIME);
806 if (damage_dealt_time != damage_dealt_time_prev)
808 unaccounted_damage += unaccounted_damage_new;
809 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
811 damage_dealt_time_prev = damage_dealt_time;
813 // prevent hitsound when switching spectatee
814 static float spectatee_status_prev = 0;
815 if (spectatee_status != spectatee_status_prev)
816 unaccounted_damage = 0;
817 spectatee_status_prev = spectatee_status;
822 // varying sound pitch
824 static float hitsound_time_prev = 0;
825 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
826 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
827 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
829 if (autocvar_cl_hitsound && unaccounted_damage)
831 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
832 float a = autocvar_cl_hitsound_max_pitch;
833 float b = autocvar_cl_hitsound_min_pitch;
834 float c = autocvar_cl_hitsound_nom_damage;
835 float x = unaccounted_damage;
836 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
838 // if sound variation is disabled, set pitch_shift to 1
839 if (autocvar_cl_hitsound == 1)
842 // if pitch shift is reversed, mirror in (max-min)/2 + min
843 if (autocvar_cl_hitsound == 3)
845 float mirror_value = (a-b)/2 + b;
846 pitch_shift = mirror_value + (mirror_value - pitch_shift);
849 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
851 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
852 // todo: normalize sound pressure levels? seems unnecessary
854 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
856 unaccounted_damage = 0;
857 hitsound_time_prev = time;
860 static float typehit_time_prev = 0;
861 float typehit_time = STAT(TYPEHIT_TIME);
862 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
864 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
865 typehit_time_prev = typehit_time;
871 static float rainbow_last_flicker;
872 static vector rainbow_prev_color;
876 if(!scoreboard_active && !camera_active && intermission != 2 &&
877 spectatee_status != -1 && !csqcplayer.viewloc &&
878 !HUD_MinigameMenu_IsOpened() )
880 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
883 if (hud != HUD_NORMAL)
885 HUD_Crosshair_Vehicle();
890 float wcross_alpha, wcross_resolution;
891 wcross_style = autocvar_crosshair;
892 if (wcross_style == "0")
894 wcross_resolution = autocvar_crosshair_size;
895 if (wcross_resolution == 0)
897 wcross_alpha = autocvar_crosshair_alpha;
898 if (wcross_alpha == 0)
904 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
905 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
907 if(autocvar_crosshair_hittest)
909 vector wcross_oldorigin;
910 wcross_oldorigin = wcross_origin;
911 shottype = TrueAimCheck();
912 if(shottype == SHOTTYPE_HITWORLD)
914 v = wcross_origin - wcross_oldorigin;
916 v.y /= vid_conheight;
918 shottype = SHOTTYPE_HITOBSTRUCTION;
920 if(!autocvar_crosshair_hittest_showimpact)
921 wcross_origin = wcross_oldorigin;
924 shottype = SHOTTYPE_HITWORLD;
926 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
927 string wcross_name = "";
928 float wcross_scale, wcross_blur;
930 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
935 if(autocvar_crosshair_per_weapon)
937 // WEAPONTODO: access these through some general settings (with non-balance config settings)
938 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
939 //if (wcross_resolution == 0)
942 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
943 wcross_resolution *= e.w_crosshair_size;
944 wcross_name = e.w_crosshair;
949 if(wcross_name == "")
950 wcross_name = strcat("gfx/crosshair", wcross_style);
952 // MAIN CROSSHAIR COLOR DECISION
953 switch(autocvar_crosshair_color_special)
955 case 1: // crosshair_color_per_weapon
959 wcross_color = e.wpcolor;
962 else { goto normalcolor; }
965 case 2: // crosshair_color_by_health
967 float x = STAT(HEALTH);
982 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
983 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
987 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
988 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
989 wcross_color.z = 1 - (x-100)*0.02;
995 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
1000 wcross_color.y = (x-20)*90/27/100;
1001 wcross_color.z = (x-20)*90/27/100 * 0.2;
1011 case 3: // crosshair_color_rainbow
1013 if(time >= rainbow_last_flicker)
1015 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1016 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1018 wcross_color = rainbow_prev_color;
1022 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1025 if(autocvar_crosshair_effect_scalefade)
1027 wcross_scale = wcross_resolution;
1028 wcross_resolution = 1;
1035 if(autocvar_crosshair_pickup)
1037 float stat_pickup_time = STAT(LAST_PICKUP);
1039 if(pickup_crosshair_time < stat_pickup_time)
1041 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1042 pickup_crosshair_size = 1;
1044 pickup_crosshair_time = stat_pickup_time;
1047 if(pickup_crosshair_size > 0)
1048 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1050 pickup_crosshair_size = 0;
1052 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1055 // todo: make crosshair hit indication dependent on damage dealt
1056 if(autocvar_crosshair_hitindication)
1058 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1060 if(unaccounted_damage)
1062 hitindication_crosshair_size = 1;
1065 if(hitindication_crosshair_size > 0)
1066 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1068 hitindication_crosshair_size = 0;
1070 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1071 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1072 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1073 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1076 if(shottype == SHOTTYPE_HITENEMY)
1077 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1078 if(shottype == SHOTTYPE_HITTEAM)
1079 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1081 f = fabs(autocvar_crosshair_effect_time);
1082 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1084 wcross_changedonetime = time + f;
1086 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1088 wcross_name_changestarttime = time;
1089 wcross_name_changedonetime = time + f;
1090 if(wcross_name_goal_prev_prev)
1091 strunzone(wcross_name_goal_prev_prev);
1092 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1093 wcross_name_goal_prev = strzone(wcross_name);
1094 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1095 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1096 wcross_resolution_goal_prev = wcross_resolution;
1099 wcross_scale_goal_prev = wcross_scale;
1100 wcross_alpha_goal_prev = wcross_alpha;
1101 wcross_color_goal_prev = wcross_color;
1103 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1106 wcross_alpha *= 0.75;
1110 // *_prev is at time-frametime
1111 // * is at wcross_changedonetime+f
1112 // what do we have at time?
1113 if(time < wcross_changedonetime)
1115 f = frametime / (wcross_changedonetime - time + frametime);
1116 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1117 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1118 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1121 wcross_scale_prev = wcross_scale;
1122 wcross_alpha_prev = wcross_alpha;
1123 wcross_color_prev = wcross_color;
1125 MUTATOR_CALLHOOK(UpdateCrosshair);
1127 wcross_scale *= 1 - autocvar__menu_alpha;
1128 wcross_alpha *= 1 - autocvar__menu_alpha;
1129 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1131 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1133 // crosshair rings for weapon stats
1134 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1136 // declarations and stats
1137 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1138 string ring_image = string_null, ring_inner_image = string_null;
1139 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1141 ring_scale = autocvar_crosshair_ring_size;
1143 float weapon_clipload, weapon_clipsize;
1144 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1145 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1147 float ok_ammo_charge, ok_ammo_chargepool;
1148 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1149 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1151 float vortex_charge, vortex_chargepool;
1152 vortex_charge = STAT(VORTEX_CHARGE);
1153 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1155 float arc_heat = STAT(ARC_HEAT);
1157 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1158 vortex_charge_movingavg = vortex_charge;
1161 // handle the values
1162 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1164 if (vortex_chargepool || use_vortex_chargepool) {
1165 use_vortex_chargepool = 1;
1166 ring_inner_value = vortex_chargepool;
1168 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1169 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1172 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1173 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;
1174 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1176 // draw the outer ring to show the current charge of the weapon
1177 ring_value = vortex_charge;
1178 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1179 ring_rgb = wcross_color;
1180 ring_image = "gfx/crosshair_ring_nexgun.tga";
1182 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1184 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.
1185 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1186 ring_rgb = wcross_color;
1187 ring_image = "gfx/crosshair_ring.tga";
1189 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1191 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1192 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1193 ring_rgb = wcross_color;
1194 ring_image = "gfx/crosshair_ring.tga";
1196 else if (ok_ammo_charge)
1198 ring_value = ok_ammo_chargepool;
1199 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1200 ring_rgb = wcross_color;
1201 ring_image = "gfx/crosshair_ring.tga";
1203 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1205 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1206 ring_scale = autocvar_crosshair_ring_reload_size;
1207 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1208 ring_rgb = wcross_color;
1210 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1211 // if a new image for another weapon is added, add the code (and its respective file/value) here
1212 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1213 ring_image = "gfx/crosshair_ring_rifle.tga";
1215 ring_image = "gfx/crosshair_ring.tga";
1217 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1219 ring_value = arc_heat;
1220 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1221 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1222 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1223 ring_image = "gfx/crosshair_ring.tga";
1226 // if in weapon switch animation, fade ring out/in
1227 if(autocvar_crosshair_effect_time > 0)
1229 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1232 wcross_ring_prev = ((ring_image) ? true : false);
1235 if(wcross_ring_prev)
1238 ring_alpha *= fabs(1 - bound(0, f, 1));
1243 ring_alpha *= bound(0, f, 1);
1247 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1248 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1251 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1254 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1256 if(wcross_blur > 0) \
1258 for(i = -2; i <= 2; ++i) \
1259 for(j = -2; j <= 2; ++j) \
1260 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1264 M(0,0,sz,wcross_name,wcross_alpha); \
1268 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1269 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)
1271 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1272 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1274 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1276 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1277 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1278 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1285 wcross_name_alpha_goal_prev = f;
1287 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1288 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1290 if(autocvar_crosshair_dot)
1292 vector wcross_color_old;
1293 wcross_color_old = wcross_color;
1295 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1296 wcross_color = stov(autocvar_crosshair_dot_color);
1298 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1299 // FIXME why don't we use wcross_alpha here?
1300 wcross_color = wcross_color_old;
1306 wcross_scale_prev = 0;
1307 wcross_alpha_prev = 0;
1308 wcross_scale_goal_prev = 0;
1309 wcross_alpha_goal_prev = 0;
1310 wcross_changedonetime = 0;
1311 if(wcross_name_goal_prev)
1312 strunzone(wcross_name_goal_prev);
1313 wcross_name_goal_prev = string_null;
1314 if(wcross_name_goal_prev_prev)
1315 strunzone(wcross_name_goal_prev_prev);
1316 wcross_name_goal_prev_prev = string_null;
1317 wcross_name_changestarttime = 0;
1318 wcross_name_changedonetime = 0;
1319 wcross_name_alpha_goal_prev = 0;
1320 wcross_name_alpha_goal_prev_prev = 0;
1321 wcross_resolution_goal_prev = 0;
1322 wcross_resolution_goal_prev_prev = 0;
1328 vector rgb = '0 0 0';
1330 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1332 rgb = MUTATOR_ARGV(0, vector);
1333 a = MUTATOR_ARGV(0, float);
1335 else if(STAT(FROZEN))
1337 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');
1339 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1341 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1343 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);
1344 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);
1346 else if(STAT(REVIVE_PROGRESS))
1348 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);
1349 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1352 if(autocvar_r_letterbox == 0)
1353 if(autocvar_viewsize < 120)
1355 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1356 Accuracy_LoadLevels();
1359 HUD_DrawScoreboard();
1362 // crosshair goes VERY LAST
1369 float oldr_nearclip;
1370 float oldr_farclip_base;
1371 float oldr_farclip_world;
1373 float oldr_useportalculling;
1374 float oldr_useinfinitefarclip;
1376 void cl_notice_run();
1379 float vh_notice_time;
1380 void WaypointSprite_Load();
1381 void CSQC_UpdateView(float w, float h)
1386 vector vf_size, vf_min;
1389 execute_next_frame();
1396 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1397 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1401 if(autocvar__hud_showbinds_reload) // menu can set this one
1404 binddb = db_create();
1405 cvar_set("_hud_showbinds_reload", "0");
1408 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1409 view_quality = getproperty(VF_MINFPS_QUALITY);
1413 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1414 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1416 vf_size = getpropertyvec(VF_SIZE);
1417 vf_min = getpropertyvec(VF_MIN);
1418 vid_width = vf_size.x;
1419 vid_height = vf_size.y;
1421 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1422 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1424 WaypointSprite_Load();
1426 CSQCPlayer_SetCamera();
1428 if(player_localentnum <= maxclients) // is it a client?
1429 current_player = player_localentnum - 1;
1430 else // then player_localentnum is the vehicle I'm driving
1431 current_player = player_localnum;
1432 myteam = entcs_GetTeam(current_player);
1434 if(myteam != prev_myteam)
1436 myteamcolors = colormapPaletteColor(myteam, 1);
1437 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1438 prev_myteam = myteam;
1441 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1443 float is_dead = (STAT(HEALTH) <= 0);
1445 // FIXME do we need this hack?
1448 // in demos, input_buttons do not work
1449 button_zoom = (autocvar__togglezoom == "-");
1452 && autocvar_cl_unpress_zoom_on_death
1453 && (spectatee_status >= 0)
1454 && (is_dead || intermission))
1456 // no zoom while dead or in intermission please
1457 localcmd("-zoom\n");
1458 button_zoom = false;
1461 // event chase camera
1462 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1464 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1465 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1468 float vehicle_viewdist = 0;
1469 vector vehicle_viewofs = '0 0 0';
1473 if(hud != HUD_BUMBLEBEE_GUN)
1475 Vehicle info = Vehicles_from(hud);
1476 vehicle_viewdist = info.height;
1477 vehicle_viewofs = info.view_ofs;
1483 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1488 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1490 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1492 eventchase_running = true;
1494 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1496 local_player = self; // fall back!
1498 // 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.)
1499 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1500 if(ons_roundlost) { current_view_origin = gen.origin; }
1502 // detect maximum viewoffset and use it
1503 vector view_offset = autocvar_cl_eventchase_viewoffset;
1507 view_offset = vehicle_viewofs;
1509 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1511 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1515 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1516 if(trace_fraction == 1) { current_view_origin += view_offset; }
1517 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1520 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1521 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1522 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1523 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1525 // make the camera smooth back
1526 float chase_distance = autocvar_cl_eventchase_distance;
1530 chase_distance = vehicle_viewdist;
1532 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1534 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1536 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1537 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1538 else if(eventchase_current_distance != chase_distance)
1539 eventchase_current_distance = chase_distance;
1541 makevectors(view_angles);
1543 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1544 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1546 // If the boxtrace fails, revert back to line tracing.
1547 if(!local_player.viewloc)
1548 if(trace_startsolid)
1550 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1551 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1552 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1554 else { setproperty(VF_ORIGIN, trace_endpos); }
1556 if(!local_player.viewloc)
1557 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1559 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1561 eventchase_running = false;
1562 cvar_set("chase_active", "0");
1563 eventchase_current_distance = 0; // start from 0 next time
1566 // workaround for camera stuck between player's legs when using chase_active 1
1567 // because the engine stops updating the chase_active camera when the game ends
1568 else if(intermission)
1570 cvar_settemp("chase_active", "-1");
1571 eventchase_current_distance = 0;
1574 // do lockview after event chase camera so that it still applies whenever necessary.
1575 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1577 setproperty(VF_ORIGIN, freeze_org);
1578 setproperty(VF_ANGLES, freeze_ang);
1582 freeze_org = getpropertyvec(VF_ORIGIN);
1583 freeze_ang = getpropertyvec(VF_ANGLES);
1587 //WarpZone_FixPMove();
1589 vector ov_org = '0 0 0';
1590 vector ov_mid = '0 0 0';
1591 vector ov_worldmin = '0 0 0';
1592 vector ov_worldmax = '0 0 0';
1593 if(autocvar_cl_orthoview)
1595 ov_worldmin = mi_picmin;
1596 ov_worldmax = mi_picmax;
1598 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1599 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1600 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1602 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1603 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1605 float ov_nearest = vlen(ov_org - vec3(
1606 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1607 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1608 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1611 float ov_furthest = 0;
1614 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1615 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1616 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1617 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1618 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1619 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1620 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1621 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1625 oldr_nearclip = cvar("r_nearclip");
1626 oldr_farclip_base = cvar("r_farclip_base");
1627 oldr_farclip_world = cvar("r_farclip_world");
1628 oldr_novis = cvar("r_novis");
1629 oldr_useportalculling = cvar("r_useportalculling");
1630 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1633 cvar_settemp("r_nearclip", ftos(ov_nearest));
1634 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1635 cvar_settemp("r_farclip_world", "0");
1636 cvar_settemp("r_novis", "1");
1637 cvar_settemp("r_useportalculling", "0");
1638 cvar_settemp("r_useinfinitefarclip", "0");
1640 setproperty(VF_ORIGIN, ov_org);
1641 setproperty(VF_ANGLES, '90 0 0');
1646 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1648 vtos(getpropertyvec(VF_ANGLES)),
1658 cvar_set("r_nearclip", ftos(oldr_nearclip));
1659 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1660 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1661 cvar_set("r_novis", ftos(oldr_novis));
1662 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1663 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1668 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1669 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1670 viewmodel_draw(viewmodel);
1673 view_origin = getpropertyvec(VF_ORIGIN);
1674 view_angles = getpropertyvec(VF_ANGLES);
1675 makevectors(view_angles);
1676 view_forward = v_forward;
1677 view_right = v_right;
1681 if(time > blurtest_time0 && time < blurtest_time1)
1685 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1686 r = t * blurtest_radius;
1687 f = 1 / pow(t, blurtest_power) - 1;
1689 cvar_set("r_glsl_postprocess", "1");
1690 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1694 cvar_set("r_glsl_postprocess", "0");
1695 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1699 TargetMusic_Advance();
1703 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1705 drawframetime = bound(0.000001, time - drawtime, 1);
1708 // watch for gametype changes here...
1709 // in ParseStuffCMD the cmd isn't executed yet :/
1710 // might even be better to add the gametype to TE_CSQC_INIT...?
1714 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1716 if(calledhooks & HOOK_START)
1718 localcmd("\ncl_hook_gameend\n");
1719 calledhooks |= HOOK_END;
1728 if(!zoomscript_caught)
1730 localcmd("+button9\n");
1731 zoomscript_caught = 1;
1736 if(zoomscript_caught)
1738 localcmd("-button9\n");
1739 zoomscript_caught = 0;
1743 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1745 // currently switching-to weapon (for crosshair)
1746 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1748 // actually active weapon (for zoom)
1749 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1751 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1753 f = (serverflags & SERVERFLAG_TEAMPLAY);
1760 if(last_switchweapon != switchweapon)
1763 last_switchweapon = switchweapon;
1764 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1766 localcmd("-zoom\n");
1767 button_zoom = false;
1769 if(autocvar_cl_unpress_attack_on_weapon_switch)
1771 localcmd("-fire\n");
1772 localcmd("-fire2\n");
1773 button_attack2 = false;
1776 if(last_activeweapon != activeweapon)
1778 last_activeweapon = activeweapon;
1782 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1784 localcmd("\ncl_hook_activeweapon none\n");
1787 // ALWAYS Clear Current Scene First
1790 setproperty(VF_ORIGIN, view_origin);
1791 setproperty(VF_ANGLES, view_angles);
1793 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1794 setproperty(VF_SIZE, vf_size);
1795 setproperty(VF_MIN, vf_min);
1797 // Assign Standard Viewflags
1798 // Draw the World (and sky)
1799 setproperty(VF_DRAWWORLD, 1);
1801 // Set the console size vars
1802 vid_conwidth = autocvar_vid_conwidth;
1803 vid_conheight = autocvar_vid_conheight;
1804 vid_pixelheight = autocvar_vid_pixelheight;
1806 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1807 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1808 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1810 // Camera for demo playback
1813 if(autocvar_camera_enable)
1817 cvar_set("chase_active", ftos(chase_active_backup));
1818 cvar_set("cl_demo_mousegrab", "0");
1819 camera_active = false;
1825 if(autocvar_camera_enable)
1827 if(autocvar_camera_enable && isdemo())
1830 // Enable required Darkplaces cvars
1831 chase_active_backup = autocvar_chase_active;
1832 cvar_set("chase_active", "2");
1833 cvar_set("cl_demo_mousegrab", "1");
1834 camera_active = true;
1835 camera_mode = false;
1839 // Draw the Crosshair
1840 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1842 // Draw the Engine Status Bar (the default Quake HUD)
1843 setproperty(VF_DRAWENGINESBAR, 0);
1845 // Update the mouse position
1847 mousepos_x = vid_conwidth;
1848 mousepos_y = vid_conheight;
1849 mousepos = mousepos*0.5 + getmousepos();
1852 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1854 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1857 // now switch to 2D drawing mode by calling a 2D drawing function
1858 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1859 // next R_RenderScene call
1860 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1862 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1863 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1865 // apply night vision effect
1866 vector tc_00, tc_01, tc_10, tc_11;
1867 vector rgb = '0 0 0';
1869 if(!nightvision_noise)
1871 nightvision_noise = new(nightvision_noise);
1873 if(!nightvision_noise2)
1875 nightvision_noise2 = new(nightvision_noise2);
1878 // color tint in yellow
1879 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1882 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1884 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1885 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1886 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1887 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1888 tc_11 = tc_01 + tc_10 - tc_00;
1889 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1890 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1891 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1892 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1893 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1897 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1898 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1899 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1900 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1901 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1902 tc_11 = tc_01 + tc_10 - tc_00;
1903 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1904 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1905 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1906 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1907 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1911 if(autocvar_cl_reticle)
1913 Weapon wep = activeweapon;
1914 // Draw the aiming reticle for weapons that use it
1915 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1916 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1917 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1918 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1920 // no zoom reticle while dead
1923 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1925 if(reticle_image != "") { reticle_type = 2; }
1926 else { reticle_type = 0; }
1928 else if(button_zoom || zoomscript_caught)
1936 if(autocvar_cl_reticle_stretch)
1938 reticle_size.x = vid_conwidth;
1939 reticle_size.y = vid_conheight;
1945 reticle_size.x = max(vid_conwidth, vid_conheight);
1946 reticle_size.y = max(vid_conwidth, vid_conheight);
1947 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1948 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1951 if(zoomscript_caught)
1954 f = current_zoomfraction;
1958 switch(reticle_type)
1960 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1961 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1968 if(reticle_type != 0) { reticle_type = 0; }
1972 // improved polyblend
1973 if(autocvar_hud_contents)
1975 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1978 switch(pointcontents(view_origin))
1981 liquidalpha = autocvar_hud_contents_water_alpha;
1982 liquidcolor = stov(autocvar_hud_contents_water_color);
1987 liquidalpha = autocvar_hud_contents_lava_alpha;
1988 liquidcolor = stov(autocvar_hud_contents_lava_color);
1993 liquidalpha = autocvar_hud_contents_slime_alpha;
1994 liquidcolor = stov(autocvar_hud_contents_slime_color);
2000 liquidcolor = '0 0 0';
2005 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2006 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2007 contentfadetime = autocvar_hud_contents_fadeintime;
2008 liquidalpha_prev = liquidalpha;
2009 liquidcolor_prev = liquidcolor;
2012 contentfadetime = autocvar_hud_contents_fadeouttime;
2014 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2015 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2018 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2020 if(autocvar_hud_postprocessing)
2022 if(autocvar_hud_contents_blur && contentavgalpha)
2024 content_blurpostprocess.x = 1;
2025 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2026 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2030 content_blurpostprocess.x = 0;
2031 content_blurpostprocess.y = 0;
2032 content_blurpostprocess.z = 0;
2037 if(autocvar_hud_damage && !STAT(FROZEN))
2039 splash_size.x = max(vid_conwidth, vid_conheight);
2040 splash_size.y = max(vid_conwidth, vid_conheight);
2041 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2042 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2044 float myhealth_flash_temp;
2045 myhealth = STAT(HEALTH);
2048 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2050 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2052 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2053 pain_threshold = autocvar_hud_damage_pain_threshold;
2054 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2055 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2057 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2059 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);
2062 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2064 if(myhealth_prev < 1)
2068 myhealth_flash = 0; // just spawned, clear the flash immediately
2069 myhealth_flash_temp = 0;
2073 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2077 if(spectatee_status == -1 || intermission)
2079 myhealth_flash = 0; // observing, or match ended
2080 myhealth_flash_temp = 0;
2083 myhealth_prev = myhealth;
2085 // IDEA: change damage color/picture based on player model for robot/alien species?
2086 // pro: matches model better
2087 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2088 // maybe different reddish pics?
2089 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2091 if(autocvar_cl_gentle_damage == 2)
2093 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2094 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2097 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2099 if(myhealth_flash_temp > 0)
2100 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);
2102 else if(myhealth_flash_temp > 0)
2103 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2105 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.
2107 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2109 damage_blurpostprocess.x = 1;
2110 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2111 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2115 damage_blurpostprocess.x = 0;
2116 damage_blurpostprocess.y = 0;
2117 damage_blurpostprocess.z = 0;
2122 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2123 float e2 = (autocvar_hud_powerup != 0);
2124 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2126 // enable or disable rendering types if they are used or not
2127 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2128 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2130 // blur postprocess handling done first (used by hud_damage and hud_contents)
2131 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2133 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2134 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2135 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2137 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2138 old_blurradius = blurradius;
2139 old_bluralpha = bluralpha;
2142 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2144 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2149 // edge detection postprocess handling done second (used by hud_powerup)
2150 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2151 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2152 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2154 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.
2156 if(autocvar_hud_powerup && sharpen_intensity > 0)
2158 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2160 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2161 old_sharpen_intensity = sharpen_intensity;
2164 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2166 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2167 old_sharpen_intensity = 0;
2170 if(cvar("r_glsl_postprocess") == 0)
2171 cvar_set("r_glsl_postprocess", "2");
2173 else if(cvar("r_glsl_postprocess") == 2)
2174 cvar_set("r_glsl_postprocess", "0");
2176 /*if(gametype == MAPINFO_TYPE_CTF)
2182 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2183 Draw_ShowNames_All();
2186 scoreboard_active = HUD_WouldDrawScoreboard();
2190 if(NextFrameCommand)
2192 localcmd("\n", NextFrameCommand, "\n");
2193 NextFrameCommand = string_null;
2196 // we must do this check AFTER a frame was rendered, or it won't work
2197 if(cs_project_is_b0rked == 0)
2200 w0 = ftos(autocvar_vid_conwidth);
2201 h0 = ftos(autocvar_vid_conheight);
2202 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2203 //setproperty(VF_FOV, '90 90 0');
2204 setproperty(VF_ORIGIN, '0 0 0');
2205 setproperty(VF_ANGLES, '0 0 0');
2206 setproperty(VF_PERSPECTIVE, 1);
2207 makevectors('0 0 0');
2209 cvar_set("vid_conwidth", "800");
2210 cvar_set("vid_conheight", "600");
2211 v1 = cs_project(v_forward);
2212 cvar_set("vid_conwidth", "640");
2213 cvar_set("vid_conheight", "480");
2214 v2 = cs_project(v_forward);
2216 cs_project_is_b0rked = 1;
2218 cs_project_is_b0rked = -1;
2219 cvar_set("vid_conwidth", w0);
2220 cvar_set("vid_conheight", h0);
2223 if(autocvar__hud_configure)
2225 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2226 HUD_Minigame_Mouse();
2227 else if(QuickMenu_IsOpened())
2236 // let's reset the view back to normal for the end
2237 setproperty(VF_MIN, '0 0 0');
2238 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2242 // following vectors must be global to allow seamless switching between camera modes
2243 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2244 void CSQC_Demo_Camera()
2246 float speed, attenuation, dimensions;
2249 if( autocvar_camera_reset || !camera_mode )
2251 camera_offset = '0 0 0';
2252 current_angles = '0 0 0';
2253 camera_direction = '0 0 0';
2254 camera_offset.z += 30;
2255 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2256 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2257 current_origin = view_origin;
2258 current_camera_offset = camera_offset;
2259 cvar_set("camera_reset", "0");
2260 camera_mode = CAMERA_CHASE;
2265 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2267 if(autocvar_camera_look_player)
2272 dir = normalize(view_origin - current_position);
2274 mouse_angles = vectoangles(dir);
2275 mouse_angles.x = mouse_angles.x * -1;
2280 tmp = getmousepos() * 0.1;
2281 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2283 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2284 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2288 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2289 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2290 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2291 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2293 // Fix difference when angles don't have the same sign
2295 if(mouse_angles.y < -60 && current_angles.y > 60)
2297 if(mouse_angles.y > 60 && current_angles.y < -60)
2300 if(autocvar_camera_look_player)
2301 attenuation = autocvar_camera_look_attenuation;
2303 attenuation = autocvar_camera_speed_attenuation;
2305 attenuation = 1 / max(1, attenuation);
2306 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2308 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2309 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2310 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2311 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2317 if( camera_direction.x )
2319 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2320 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2321 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2322 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2326 if( camera_direction.y )
2328 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2329 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2330 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2334 if( camera_direction.z )
2336 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2340 if(autocvar_camera_free)
2341 speed = autocvar_camera_speed_free;
2343 speed = autocvar_camera_speed_chase;
2347 speed = speed * sqrt(1 / dimensions);
2348 camera_offset += tmp * speed;
2351 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2354 if( autocvar_camera_free )
2356 if ( camera_mode == CAMERA_CHASE )
2358 current_camera_offset = current_origin + current_camera_offset;
2359 camera_offset = current_origin + camera_offset;
2362 camera_mode = CAMERA_FREE;
2363 current_position = current_camera_offset;
2367 if ( camera_mode == CAMERA_FREE )
2369 current_origin = view_origin;
2370 camera_offset = camera_offset - current_origin;
2371 current_camera_offset = current_camera_offset - current_origin;
2374 camera_mode = CAMERA_CHASE;
2376 if(autocvar_camera_chase_smoothly)
2377 current_origin += (view_origin - current_origin) * attenuation;
2379 current_origin = view_origin;
2381 current_position = current_origin + current_camera_offset;
2384 setproperty(VF_ANGLES, current_angles);
2385 setproperty(VF_ORIGIN, current_position);