3 #include "announcer.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
8 #include "scoreboard.qh"
9 #include "shownames.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"
19 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
23 #include "../csqcmodellib/cl_player.qh"
25 #include "../warpzonelib/client.qh"
26 #include "../warpzonelib/common.qh"
30 void Porto_Draw(entity this)
32 vector p, dir, ang, q, nextdir;
33 float portal_number, portal1_idx;
35 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
37 if(g_balance_porto_secondary)
43 if (getstati(STAT_HEALTH) <= 0)
48 if(angles_held_status)
50 makevectors(angles_held);
64 traceline(p, p + 65536 * dir, true, porto);
65 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
67 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
73 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
76 ang = vectoangles2(trace_plane_normal, dir);
79 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
81 if(portal_number == 1)
84 if(portal_number >= 2)
95 if(idx-1 >= portal1_idx)
97 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
101 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
120 float velocityzoom, curspeed;
123 zoomsensitivity = autocvar_cl_zoomsensitivity;
124 zoomfactor = autocvar_cl_zoomfactor;
125 if(zoomfactor < 1 || zoomfactor > 30)
127 zoomspeed = autocvar_cl_zoomspeed;
129 if(zoomspeed < 0.5 || zoomspeed > 16)
132 zoomdir = button_zoom;
133 if(hud == HUD_NORMAL)
134 if(switchweapon == activeweapon)
135 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
136 zoomdir += button_attack2;
137 if(spectatee_status > 0 || isdemo())
139 if(spectatorbutton_zoom)
146 // fteqcc failed twice here already, don't optimize this
149 if(zoomdir) { zoomin_effect = 0; }
153 current_viewzoom = min(1, current_viewzoom + drawframetime);
155 else if(autocvar_cl_spawnzoom && zoomin_effect)
157 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
159 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
160 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
161 if(current_viewzoom == 1) { zoomin_effect = 0; }
165 if(zoomspeed < 0) // instant zoom
168 current_viewzoom = 1 / zoomfactor;
170 current_viewzoom = 1;
175 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
177 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
181 if(almost_equals(current_viewzoom, 1))
182 current_zoomfraction = 0;
183 else if(almost_equals(current_viewzoom, 1/zoomfactor))
184 current_zoomfraction = 1;
186 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
188 if(zoomsensitivity < 1)
189 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
191 setsensitivityscale(1);
193 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
195 if(intermission) { curspeed = 0; }
199 makevectors(view_angles);
202 v = csqcplayer.velocity;
204 switch(autocvar_cl_velocityzoom_type)
206 case 3: curspeed = max(0, v_forward * v); break;
207 case 2: curspeed = (v_forward * v); break;
208 case 1: default: curspeed = vlen(v); break;
212 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
213 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
214 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
216 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
221 float frustumx, frustumy, fovx, fovy;
222 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
223 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
224 fovx = atan2(frustumx, 1) / M_PI * 360.0;
225 fovy = atan2(frustumy, 1) / M_PI * 360.0;
227 return '1 0 0' * fovx + '0 1 0' * fovy;
230 vector GetViewLocationFOV(float fov)
232 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
233 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
234 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
235 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
236 return '1 0 0' * fovx + '0 1 0' * fovy;
239 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
242 float width = (ov_worldmax.x - ov_worldmin.x);
243 float height = (ov_worldmax.y - ov_worldmin.y);
244 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
245 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
246 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
247 return '1 0 0' * fovx + '0 1 0' * fovy;
250 // this function must match W_SetupShot!
251 float zoomscript_caught;
253 vector wcross_origin;
254 float wcross_scale_prev, wcross_alpha_prev;
255 vector wcross_color_prev;
256 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
257 vector wcross_color_goal_prev;
258 float wcross_changedonetime;
260 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
261 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
262 float wcross_name_changestarttime, wcross_name_changedonetime;
263 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
265 float wcross_ring_prev;
268 entity trueaim_rifle;
270 const float SHOTTYPE_HITTEAM = 1;
271 const float SHOTTYPE_HITOBSTRUCTION = 2;
272 const float SHOTTYPE_HITWORLD = 3;
273 const float SHOTTYPE_HITENEMY = 4;
278 trueaim.classname = "trueaim";
279 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
280 trueaim_rifle = spawn();
281 trueaim_rifle.classname = "trueaim_rifle";
282 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
285 float EnemyHitCheck()
288 wcross_origin = project_3d_to_2d(trace_endpos);
291 n = trace_ent.entnum;
293 n = trace_networkentity;
295 return SHOTTYPE_HITWORLD;
297 return SHOTTYPE_HITWORLD;
298 t = GetPlayerColor(n - 1);
301 return SHOTTYPE_HITTEAM;
302 if(t == NUM_SPECTATOR)
303 return SHOTTYPE_HITWORLD;
304 return SHOTTYPE_HITENEMY;
309 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?
310 vector vecs, trueaimpoint, w_shotorg;
318 mv = MOVE_NOMONSTERS;
320 switch(activeweapon) // WEAPONTODO
322 case WEP_TUBA.m_id: // no aim
323 case WEP_PORTO.m_id: // shoots from eye
324 case WEP_NEXBALL.m_id: // shoots from eye
325 case WEP_HOOK.m_id: // no trueaim
326 case WEP_MORTAR.m_id: // toss curve
327 return SHOTTYPE_HITWORLD;
328 case WEP_VORTEX.m_id:
329 case WEP_VAPORIZER.m_id:
335 if(zoomscript_caught)
337 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
338 return EnemyHitCheck();
341 case WEP_DEVASTATOR.m_id: // projectile has a size!
345 case WEP_FIREBALL.m_id: // projectile has a size!
349 case WEP_SEEKER.m_id: // projectile has a size!
353 case WEP_ELECTRO.m_id: // projectile has a size!
359 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
361 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
363 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
364 trueaimpoint = trace_endpos;
366 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
367 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
374 dv = view_right * vecs.y + view_up * vecs.z;
375 w_shotorg = traceorigin + dv;
377 // now move the vecs forward as much as requested if possible
378 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
379 w_shotorg = trace_endpos - view_forward * nudge;
381 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
382 shottype = EnemyHitCheck();
383 if(shottype != SHOTTYPE_HITWORLD)
387 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
388 // or rather, I know why, but see no fix
389 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
390 // 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
391 return SHOTTYPE_HITOBSTRUCTION;
394 return SHOTTYPE_HITWORLD;
398 void CSQC_Demo_Camera();
399 float HUD_WouldDrawScoreboard();
401 const float CAMERA_FREE = 1;
402 const float CAMERA_CHASE = 2;
404 string reticle_image;
405 string NextFrameCommand;
407 vector freeze_org, freeze_ang;
408 entity nightvision_noise, nightvision_noise2;
410 const float MAX_TIME_DIFF = 5;
411 float pickup_crosshair_time, pickup_crosshair_size;
412 float hitindication_crosshair_size;
413 float use_vortex_chargepool;
415 float myhealth, myhealth_prev;
416 float myhealth_flash;
418 float old_blurradius, old_bluralpha;
419 float old_sharpen_intensity;
421 vector myhealth_gentlergb;
423 float contentavgalpha, liquidalpha_prev;
424 vector liquidcolor_prev;
426 float eventchase_current_distance;
427 float eventchase_running;
428 bool WantEventchase()
430 if(autocvar_cl_orthoview)
436 if(spectatee_status >= 0)
438 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
440 if(MUTATOR_CALLHOOK(WantEventchase, self))
442 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
444 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
446 if(autocvar_cl_eventchase_death == 2)
448 // don't stop eventchase once it's started (even if velocity changes afterwards)
449 if(self.velocity == '0 0 0' || eventchase_running)
460 if(!hud || intermission)
463 if(hud == HUD_BUMBLEBEE_GUN)
464 CSQC_BUMBLE_GUN_HUD();
466 Vehicle info = get_vehicleinfo(hud);
471 void HUD_Crosshair_Vehicle()
473 if(!hud || intermission)
476 if(hud != HUD_BUMBLEBEE_GUN)
478 Vehicle info = get_vehicleinfo(hud);
479 info.vr_crosshair(info);
483 vector damage_blurpostprocess, content_blurpostprocess;
485 float unaccounted_damage = 0;
488 // accumulate damage with each stat update
489 static float damage_total_prev = 0;
490 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
491 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
492 damage_total_prev = damage_total;
494 static float damage_dealt_time_prev = 0;
495 float damage_dealt_time = getstatf(STAT_HIT_TIME);
496 if (damage_dealt_time != damage_dealt_time_prev)
498 unaccounted_damage += unaccounted_damage_new;
499 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
501 damage_dealt_time_prev = damage_dealt_time;
503 // prevent hitsound when switching spectatee
504 static float spectatee_status_prev = 0;
505 if (spectatee_status != spectatee_status_prev)
506 unaccounted_damage = 0;
507 spectatee_status_prev = spectatee_status;
512 // varying sound pitch
514 static float hitsound_time_prev = 0;
515 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
516 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
517 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
519 if (autocvar_cl_hitsound && unaccounted_damage)
521 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
522 float a = autocvar_cl_hitsound_max_pitch;
523 float b = autocvar_cl_hitsound_min_pitch;
524 float c = autocvar_cl_hitsound_nom_damage;
525 float x = unaccounted_damage;
526 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
528 // if sound variation is disabled, set pitch_shift to 1
529 if (autocvar_cl_hitsound == 1)
532 // if pitch shift is reversed, mirror in (max-min)/2 + min
533 if (autocvar_cl_hitsound == 3)
535 float mirror_value = (a-b)/2 + b;
536 pitch_shift = mirror_value + (mirror_value - pitch_shift);
539 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
541 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
542 // todo: normalize sound pressure levels? seems unnecessary
544 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
546 unaccounted_damage = 0;
547 hitsound_time_prev = time;
550 static float typehit_time_prev = 0;
551 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
552 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
554 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
555 typehit_time_prev = typehit_time;
561 static float rainbow_last_flicker;
562 static vector rainbow_prev_color;
566 if(!scoreboard_active && !camera_active && intermission != 2 &&
567 spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc &&
568 !HUD_MinigameMenu_IsOpened() )
570 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
574 float wcross_alpha, wcross_resolution;
575 wcross_style = autocvar_crosshair;
576 if (wcross_style == "0")
578 wcross_resolution = autocvar_crosshair_size;
579 if (wcross_resolution == 0)
581 wcross_alpha = autocvar_crosshair_alpha;
582 if (wcross_alpha == 0)
588 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
589 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
591 if(autocvar_crosshair_hittest)
593 vector wcross_oldorigin;
594 wcross_oldorigin = wcross_origin;
595 shottype = TrueAimCheck();
596 if(shottype == SHOTTYPE_HITWORLD)
598 v = wcross_origin - wcross_oldorigin;
600 v.y /= vid_conheight;
602 shottype = SHOTTYPE_HITOBSTRUCTION;
604 if(!autocvar_crosshair_hittest_showimpact)
605 wcross_origin = wcross_oldorigin;
608 shottype = SHOTTYPE_HITWORLD;
610 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
611 string wcross_name = "";
612 float wcross_scale, wcross_blur;
614 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
616 e = get_weaponinfo(switchingweapon);
619 if(autocvar_crosshair_per_weapon)
621 // WEAPONTODO: access these through some general settings (with non-balance config settings)
622 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
623 //if (wcross_resolution == 0)
626 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
627 wcross_resolution *= e.w_crosshair_size;
628 wcross_name = e.w_crosshair;
633 if(wcross_name == "")
634 wcross_name = strcat("gfx/crosshair", wcross_style);
636 // MAIN CROSSHAIR COLOR DECISION
637 switch(autocvar_crosshair_color_special)
639 case 1: // crosshair_color_per_weapon
643 wcross_color = e.wpcolor;
646 else { goto normalcolor; }
649 case 2: // crosshair_color_by_health
651 float x = getstati(STAT_HEALTH);
666 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
667 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
671 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
672 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
673 wcross_color.z = 1 - (x-100)*0.02;
679 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
684 wcross_color.y = (x-20)*90/27/100;
685 wcross_color.z = (x-20)*90/27/100 * 0.2;
695 case 3: // crosshair_color_rainbow
697 if(time >= rainbow_last_flicker)
699 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
700 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
702 wcross_color = rainbow_prev_color;
706 default: { wcross_color = stov(autocvar_crosshair_color); break; }
709 if(autocvar_crosshair_effect_scalefade)
711 wcross_scale = wcross_resolution;
712 wcross_resolution = 1;
719 if(autocvar_crosshair_pickup)
721 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
723 if(pickup_crosshair_time < stat_pickup_time)
725 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
726 pickup_crosshair_size = 1;
728 pickup_crosshair_time = stat_pickup_time;
731 if(pickup_crosshair_size > 0)
732 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
734 pickup_crosshair_size = 0;
736 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
739 // todo: make crosshair hit indication dependent on damage dealt
740 if(autocvar_crosshair_hitindication)
742 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
744 if(unaccounted_damage)
746 hitindication_crosshair_size = 1;
749 if(hitindication_crosshair_size > 0)
750 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
752 hitindication_crosshair_size = 0;
754 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
755 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
756 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
757 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
760 if(shottype == SHOTTYPE_HITENEMY)
761 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
762 if(shottype == SHOTTYPE_HITTEAM)
763 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
765 f = fabs(autocvar_crosshair_effect_time);
766 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
768 wcross_changedonetime = time + f;
770 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
772 wcross_name_changestarttime = time;
773 wcross_name_changedonetime = time + f;
774 if(wcross_name_goal_prev_prev)
775 strunzone(wcross_name_goal_prev_prev);
776 wcross_name_goal_prev_prev = wcross_name_goal_prev;
777 wcross_name_goal_prev = strzone(wcross_name);
778 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
779 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
780 wcross_resolution_goal_prev = wcross_resolution;
783 wcross_scale_goal_prev = wcross_scale;
784 wcross_alpha_goal_prev = wcross_alpha;
785 wcross_color_goal_prev = wcross_color;
787 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
790 wcross_alpha *= 0.75;
794 // *_prev is at time-frametime
795 // * is at wcross_changedonetime+f
796 // what do we have at time?
797 if(time < wcross_changedonetime)
799 f = frametime / (wcross_changedonetime - time + frametime);
800 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
801 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
802 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
805 wcross_scale_prev = wcross_scale;
806 wcross_alpha_prev = wcross_alpha;
807 wcross_color_prev = wcross_color;
809 MUTATOR_CALLHOOK(UpdateCrosshair);
811 wcross_scale *= 1 - autocvar__menu_alpha;
812 wcross_alpha *= 1 - autocvar__menu_alpha;
813 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
815 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
817 // crosshair rings for weapon stats
818 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
820 // declarations and stats
821 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
822 string ring_image = string_null, ring_inner_image = string_null;
823 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
825 ring_scale = autocvar_crosshair_ring_size;
827 float weapon_clipload, weapon_clipsize;
828 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
829 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
831 float ok_ammo_charge, ok_ammo_chargepool;
832 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
833 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
835 float vortex_charge, vortex_chargepool;
836 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
837 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
839 float arc_heat = getstatf(STAT_ARC_HEAT);
841 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
842 vortex_charge_movingavg = vortex_charge;
846 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
848 if (vortex_chargepool || use_vortex_chargepool) {
849 use_vortex_chargepool = 1;
850 ring_inner_value = vortex_chargepool;
852 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
853 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
856 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
857 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;
858 ring_inner_image = "gfx/crosshair_ring_inner.tga";
860 // draw the outer ring to show the current charge of the weapon
861 ring_value = vortex_charge;
862 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
863 ring_rgb = wcross_color;
864 ring_image = "gfx/crosshair_ring_nexgun.tga";
866 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
868 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.
869 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
870 ring_rgb = wcross_color;
871 ring_image = "gfx/crosshair_ring.tga";
873 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
875 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
876 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
877 ring_rgb = wcross_color;
878 ring_image = "gfx/crosshair_ring.tga";
880 else if (ok_ammo_charge)
882 ring_value = ok_ammo_chargepool;
883 ring_alpha = autocvar_crosshair_ring_reload_alpha;
884 ring_rgb = wcross_color;
885 ring_image = "gfx/crosshair_ring.tga";
887 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
889 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
890 ring_scale = autocvar_crosshair_ring_reload_size;
891 ring_alpha = autocvar_crosshair_ring_reload_alpha;
892 ring_rgb = wcross_color;
894 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
895 // if a new image for another weapon is added, add the code (and its respective file/value) here
896 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
897 ring_image = "gfx/crosshair_ring_rifle.tga";
899 ring_image = "gfx/crosshair_ring.tga";
901 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
903 ring_value = arc_heat;
904 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
905 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
906 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
907 ring_image = "gfx/crosshair_ring.tga";
910 // if in weapon switch animation, fade ring out/in
911 if(autocvar_crosshair_effect_time > 0)
913 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
916 wcross_ring_prev = ((ring_image) ? true : false);
922 ring_alpha *= fabs(1 - bound(0, f, 1));
927 ring_alpha *= bound(0, f, 1);
931 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
932 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
935 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
938 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
941 if(wcross_blur > 0) \
943 for(i = -2; i <= 2; ++i) \
944 for(j = -2; j <= 2; ++j) \
945 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
949 M(0,0,sz,wcross_name,wcross_alpha); \
954 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
955 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)
957 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
958 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
960 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
962 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
963 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
964 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
971 wcross_name_alpha_goal_prev = f;
973 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
974 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
976 if(autocvar_crosshair_dot)
978 vector wcross_color_old;
979 wcross_color_old = wcross_color;
981 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
982 wcross_color = stov(autocvar_crosshair_dot_color);
984 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
985 // FIXME why don't we use wcross_alpha here?cl_notice_run();
986 wcross_color = wcross_color_old;
992 wcross_scale_prev = 0;
993 wcross_alpha_prev = 0;
994 wcross_scale_goal_prev = 0;
995 wcross_alpha_goal_prev = 0;
996 wcross_changedonetime = 0;
997 if(wcross_name_goal_prev)
998 strunzone(wcross_name_goal_prev);
999 wcross_name_goal_prev = string_null;
1000 if(wcross_name_goal_prev_prev)
1001 strunzone(wcross_name_goal_prev_prev);
1002 wcross_name_goal_prev_prev = string_null;
1003 wcross_name_changestarttime = 0;
1004 wcross_name_changedonetime = 0;
1005 wcross_name_alpha_goal_prev = 0;
1006 wcross_name_alpha_goal_prev_prev = 0;
1007 wcross_resolution_goal_prev = 0;
1008 wcross_resolution_goal_prev_prev = 0;
1014 if(getstati(STAT_FROZEN))
1015 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);
1016 else if (getstatf(STAT_HEALING_ORB)>time)
1017 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);
1019 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1021 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);
1022 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);
1024 else if(getstatf(STAT_REVIVE_PROGRESS))
1026 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);
1027 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1030 if(autocvar_r_letterbox == 0)
1031 if(autocvar_viewsize < 120)
1033 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1034 Accuracy_LoadLevels();
1038 HUD_DrawScoreboard();
1040 if (scoreboard_active || intermission == 2)
1044 // crosshair goes VERY LAST
1047 HUD_Crosshair_Vehicle();
1052 float oldr_nearclip;
1053 float oldr_farclip_base;
1054 float oldr_farclip_world;
1056 float oldr_useportalculling;
1057 float oldr_useinfinitefarclip;
1059 const int BUTTON_3 = 4;
1060 const int BUTTON_4 = 8;
1061 float cl_notice_run();
1064 float vh_notice_time;
1065 void WaypointSprite_Load();
1066 void CSQC_UpdateView(float w, float h)
1071 vector vf_size, vf_min;
1074 execute_next_frame();
1078 hud = getstati(STAT_HUD);
1080 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1081 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1085 if(autocvar__hud_showbinds_reload) // menu can set this one
1088 binddb = db_create();
1089 cvar_set("_hud_showbinds_reload", "0");
1092 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1093 view_quality = getproperty(VF_MINFPS_QUALITY);
1097 button_attack2 = (input_buttons & BUTTON_3);
1098 button_zoom = (input_buttons & BUTTON_4);
1100 vf_size = getpropertyvec(VF_SIZE);
1101 vf_min = getpropertyvec(VF_MIN);
1102 vid_width = vf_size.x;
1103 vid_height = vf_size.y;
1105 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1106 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1108 WaypointSprite_Load();
1110 CSQCPlayer_SetCamera();
1112 if(player_localentnum <= maxclients) // is it a client?
1113 current_player = player_localentnum - 1;
1114 else // then player_localentnum is the vehicle I'm driving
1115 current_player = player_localnum;
1116 myteam = GetPlayerColor(current_player);
1118 if(myteam != prev_myteam)
1120 myteamcolors = colormapPaletteColor(myteam, 1);
1121 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1122 prev_myteam = myteam;
1125 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1127 float is_dead = (getstati(STAT_HEALTH) <= 0);
1129 // FIXME do we need this hack?
1132 // in demos, input_buttons do not work
1133 button_zoom = (autocvar__togglezoom == "-");
1136 && autocvar_cl_unpress_zoom_on_death
1137 && (spectatee_status >= 0)
1138 && (is_dead || intermission))
1140 // no zoom while dead or in intermission please
1141 localcmd("-zoom\n");
1142 button_zoom = false;
1145 // event chase camera
1146 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1148 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1149 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1155 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1164 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1166 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1168 eventchase_running = true;
1170 // 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.)
1171 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1172 if(ons_roundlost) { current_view_origin = gen.origin; }
1174 // detect maximum viewoffset and use it
1175 vector view_offset = autocvar_cl_eventchase_viewoffset;
1176 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1177 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1181 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1182 if(trace_fraction == 1) { current_view_origin += view_offset; }
1183 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1186 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1187 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1188 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1189 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1191 // make the camera smooth back
1192 float chase_distance = autocvar_cl_eventchase_distance;
1193 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1194 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1196 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1197 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1198 else if(eventchase_current_distance != chase_distance)
1199 eventchase_current_distance = chase_distance;
1201 makevectors(view_angles);
1203 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1204 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1206 // If the boxtrace fails, revert back to line tracing.
1208 if(trace_startsolid)
1210 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1211 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1212 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1214 else { setproperty(VF_ORIGIN, trace_endpos); }
1217 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1219 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1221 eventchase_running = false;
1222 cvar_set("chase_active", "0");
1223 eventchase_current_distance = 0; // start from 0 next time
1226 // workaround for camera stuck between player's legs when using chase_active 1
1227 // because the engine stops updating the chase_active camera when the game ends
1228 else if(intermission)
1230 cvar_settemp("chase_active", "-1");
1231 eventchase_current_distance = 0;
1234 // do lockview after event chase camera so that it still applies whenever necessary.
1235 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1237 setproperty(VF_ORIGIN, freeze_org);
1238 setproperty(VF_ANGLES, freeze_ang);
1242 freeze_org = getpropertyvec(VF_ORIGIN);
1243 freeze_ang = getpropertyvec(VF_ANGLES);
1247 //WarpZone_FixPMove();
1249 vector ov_org = '0 0 0';
1250 vector ov_mid = '0 0 0';
1251 vector ov_worldmin = '0 0 0';
1252 vector ov_worldmax = '0 0 0';
1253 if(autocvar_cl_orthoview)
1255 ov_worldmin = mi_picmin;
1256 ov_worldmax = mi_picmax;
1258 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1259 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1260 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1262 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1263 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1265 float ov_nearest = vlen(ov_org - vec3(
1266 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1267 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1268 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1271 float ov_furthest = 0;
1274 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1275 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1276 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1277 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1278 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1279 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1280 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1281 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1285 oldr_nearclip = cvar("r_nearclip");
1286 oldr_farclip_base = cvar("r_farclip_base");
1287 oldr_farclip_world = cvar("r_farclip_world");
1288 oldr_novis = cvar("r_novis");
1289 oldr_useportalculling = cvar("r_useportalculling");
1290 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1293 cvar_settemp("r_nearclip", ftos(ov_nearest));
1294 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1295 cvar_settemp("r_farclip_world", "0");
1296 cvar_settemp("r_novis", "1");
1297 cvar_settemp("r_useportalculling", "0");
1298 cvar_settemp("r_useinfinitefarclip", "0");
1300 setproperty(VF_ORIGIN, ov_org);
1301 setproperty(VF_ANGLES, '90 0 0');
1306 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1308 vtos(getpropertyvec(VF_ANGLES)),
1318 cvar_set("r_nearclip", ftos(oldr_nearclip));
1319 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1320 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1321 cvar_set("r_novis", ftos(oldr_novis));
1322 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1323 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1329 view_origin = getpropertyvec(VF_ORIGIN);
1330 view_angles = getpropertyvec(VF_ANGLES);
1331 makevectors(view_angles);
1332 view_forward = v_forward;
1333 view_right = v_right;
1337 if(time > blurtest_time0 && time < blurtest_time1)
1341 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1342 r = t * blurtest_radius;
1343 f = 1 / pow(t, blurtest_power) - 1;
1345 cvar_set("r_glsl_postprocess", "1");
1346 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1350 cvar_set("r_glsl_postprocess", "0");
1351 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1355 TargetMusic_Advance();
1359 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1361 drawframetime = bound(0.000001, time - drawtime, 1);
1364 // watch for gametype changes here...
1365 // in ParseStuffCMD the cmd isn't executed yet :/
1366 // might even be better to add the gametype to TE_CSQC_INIT...?
1370 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1372 if(calledhooks & HOOK_START)
1374 localcmd("\ncl_hook_gameend\n");
1375 calledhooks |= HOOK_END;
1384 if(!zoomscript_caught)
1386 localcmd("+button9\n");
1387 zoomscript_caught = 1;
1392 if(zoomscript_caught)
1394 localcmd("-button9\n");
1395 zoomscript_caught = 0;
1399 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1401 // next WANTED weapon (for HUD)
1402 switchweapon = getstati(STAT_SWITCHWEAPON);
1404 // currently switching-to weapon (for crosshair)
1405 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1407 // actually active weapon (for zoom)
1408 activeweapon = getstati(STAT_ACTIVEWEAPON);
1410 f = (serverflags & SERVERFLAG_TEAMPLAY);
1417 if(last_switchweapon != switchweapon)
1420 last_switchweapon = switchweapon;
1421 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1423 localcmd("-zoom\n");
1424 button_zoom = false;
1426 if(autocvar_cl_unpress_attack_on_weapon_switch)
1428 localcmd("-fire\n");
1429 localcmd("-fire2\n");
1430 button_attack2 = false;
1433 if(last_activeweapon != activeweapon)
1435 last_activeweapon = activeweapon;
1437 e = get_weaponinfo(activeweapon);
1439 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1441 localcmd("\ncl_hook_activeweapon none\n");
1444 // ALWAYS Clear Current Scene First
1447 setproperty(VF_ORIGIN, view_origin);
1448 setproperty(VF_ANGLES, view_angles);
1450 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1451 setproperty(VF_SIZE, vf_size);
1452 setproperty(VF_MIN, vf_min);
1454 // Assign Standard Viewflags
1455 // Draw the World (and sky)
1456 setproperty(VF_DRAWWORLD, 1);
1458 // Set the console size vars
1459 vid_conwidth = autocvar_vid_conwidth;
1460 vid_conheight = autocvar_vid_conheight;
1461 vid_pixelheight = autocvar_vid_pixelheight;
1463 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1464 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1465 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1467 // Camera for demo playback
1470 if(autocvar_camera_enable)
1474 cvar_set("chase_active", ftos(chase_active_backup));
1475 cvar_set("cl_demo_mousegrab", "0");
1476 camera_active = false;
1482 if(autocvar_camera_enable)
1484 if(autocvar_camera_enable && isdemo())
1487 // Enable required Darkplaces cvars
1488 chase_active_backup = autocvar_chase_active;
1489 cvar_set("chase_active", "2");
1490 cvar_set("cl_demo_mousegrab", "1");
1491 camera_active = true;
1492 camera_mode = false;
1496 // Draw the Crosshair
1497 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1499 // Draw the Engine Status Bar (the default Quake HUD)
1500 setproperty(VF_DRAWENGINESBAR, 0);
1502 // Update the mouse position
1504 mousepos_x = vid_conwidth;
1505 mousepos_y = vid_conheight;
1506 mousepos = mousepos*0.5 + getmousepos();
1509 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1510 WITH(entity, self, e, e.draw(e));
1513 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1516 // now switch to 2D drawing mode by calling a 2D drawing function
1517 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1518 // next R_RenderScene call
1519 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1521 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1522 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1524 // apply night vision effect
1525 vector tc_00, tc_01, tc_10, tc_11;
1526 vector rgb = '0 0 0';
1528 if(!nightvision_noise)
1530 nightvision_noise = spawn();
1531 nightvision_noise.classname = "nightvision_noise";
1533 if(!nightvision_noise2)
1535 nightvision_noise2 = spawn();
1536 nightvision_noise2.classname = "nightvision_noise2";
1539 // color tint in yellow
1540 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1543 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1545 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1546 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1547 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1548 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1549 tc_11 = tc_01 + tc_10 - tc_00;
1550 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1551 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1552 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1553 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1554 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1558 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1559 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1560 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1561 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1562 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1563 tc_11 = tc_01 + tc_10 - tc_00;
1564 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1565 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1566 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1567 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1568 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1572 if(autocvar_cl_reticle)
1574 Weapon wep = get_weaponinfo(activeweapon);
1575 // Draw the aiming reticle for weapons that use it
1576 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1577 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1578 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1579 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1581 // no zoom reticle while dead
1584 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1586 if(reticle_image != "") { reticle_type = 2; }
1587 else { reticle_type = 0; }
1589 else if(button_zoom || zoomscript_caught)
1597 if(autocvar_cl_reticle_stretch)
1599 reticle_size.x = vid_conwidth;
1600 reticle_size.y = vid_conheight;
1606 reticle_size.x = max(vid_conwidth, vid_conheight);
1607 reticle_size.y = max(vid_conwidth, vid_conheight);
1608 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1609 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1612 if(zoomscript_caught)
1615 f = current_zoomfraction;
1619 switch(reticle_type)
1621 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1622 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1629 if(reticle_type != 0) { reticle_type = 0; }
1633 // improved polyblend
1634 if(autocvar_hud_contents)
1636 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1639 switch(pointcontents(view_origin))
1642 liquidalpha = autocvar_hud_contents_water_alpha;
1643 liquidcolor = stov(autocvar_hud_contents_water_color);
1648 liquidalpha = autocvar_hud_contents_lava_alpha;
1649 liquidcolor = stov(autocvar_hud_contents_lava_color);
1654 liquidalpha = autocvar_hud_contents_slime_alpha;
1655 liquidcolor = stov(autocvar_hud_contents_slime_color);
1661 liquidcolor = '0 0 0';
1666 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1667 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1668 contentfadetime = autocvar_hud_contents_fadeintime;
1669 liquidalpha_prev = liquidalpha;
1670 liquidcolor_prev = liquidcolor;
1673 contentfadetime = autocvar_hud_contents_fadeouttime;
1675 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1676 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1679 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1681 if(autocvar_hud_postprocessing)
1683 if(autocvar_hud_contents_blur && contentavgalpha)
1685 content_blurpostprocess.x = 1;
1686 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1687 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1691 content_blurpostprocess.x = 0;
1692 content_blurpostprocess.y = 0;
1693 content_blurpostprocess.z = 0;
1698 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1700 splash_size.x = max(vid_conwidth, vid_conheight);
1701 splash_size.y = max(vid_conwidth, vid_conheight);
1702 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1703 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1705 float myhealth_flash_temp;
1706 myhealth = getstati(STAT_HEALTH);
1709 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1711 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1713 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1714 pain_threshold = autocvar_hud_damage_pain_threshold;
1715 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1716 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1718 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1720 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);
1723 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1725 if(myhealth_prev < 1)
1729 myhealth_flash = 0; // just spawned, clear the flash immediately
1730 myhealth_flash_temp = 0;
1734 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1738 if(spectatee_status == -1 || intermission)
1740 myhealth_flash = 0; // observing, or match ended
1741 myhealth_flash_temp = 0;
1744 myhealth_prev = myhealth;
1746 // IDEA: change damage color/picture based on player model for robot/alien species?
1747 // pro: matches model better
1748 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1749 // maybe different reddish pics?
1750 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1752 if(autocvar_cl_gentle_damage == 2)
1754 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1756 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1760 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1762 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);
1765 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1767 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.
1769 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1771 damage_blurpostprocess.x = 1;
1772 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1773 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1777 damage_blurpostprocess.x = 0;
1778 damage_blurpostprocess.y = 0;
1779 damage_blurpostprocess.z = 0;
1784 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1785 float e2 = (autocvar_hud_powerup != 0);
1786 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1788 // enable or disable rendering types if they are used or not
1789 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1790 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1792 // blur postprocess handling done first (used by hud_damage and hud_contents)
1793 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1795 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1796 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1797 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1799 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1800 old_blurradius = blurradius;
1801 old_bluralpha = bluralpha;
1804 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1806 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1811 // edge detection postprocess handling done second (used by hud_powerup)
1812 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1813 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1814 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1816 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.
1818 if(autocvar_hud_powerup && sharpen_intensity > 0)
1820 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1822 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1823 old_sharpen_intensity = sharpen_intensity;
1826 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1828 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1829 old_sharpen_intensity = 0;
1832 if(cvar("r_glsl_postprocess") == 0)
1833 cvar_set("r_glsl_postprocess", "2");
1835 else if(cvar("r_glsl_postprocess") == 2)
1836 cvar_set("r_glsl_postprocess", "0");
1841 /*if(gametype == MAPINFO_TYPE_CTF)
1847 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
1848 WITH(entity, self, e, e.draw2d(e));
1850 Draw_ShowNames_All();
1852 scoreboard_active = HUD_WouldDrawScoreboard();
1856 if(NextFrameCommand)
1858 localcmd("\n", NextFrameCommand, "\n");
1859 NextFrameCommand = string_null;
1862 // we must do this check AFTER a frame was rendered, or it won't work
1863 if(cs_project_is_b0rked == 0)
1866 w0 = ftos(autocvar_vid_conwidth);
1867 h0 = ftos(autocvar_vid_conheight);
1868 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1869 //setproperty(VF_FOV, '90 90 0');
1870 setproperty(VF_ORIGIN, '0 0 0');
1871 setproperty(VF_ANGLES, '0 0 0');
1872 setproperty(VF_PERSPECTIVE, 1);
1873 makevectors('0 0 0');
1875 cvar_set("vid_conwidth", "800");
1876 cvar_set("vid_conheight", "600");
1877 v1 = cs_project(v_forward);
1878 cvar_set("vid_conwidth", "640");
1879 cvar_set("vid_conheight", "480");
1880 v2 = cs_project(v_forward);
1882 cs_project_is_b0rked = 1;
1884 cs_project_is_b0rked = -1;
1885 cvar_set("vid_conwidth", w0);
1886 cvar_set("vid_conheight", h0);
1889 if(autocvar__hud_configure)
1891 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
1892 HUD_Minigame_Mouse();
1893 else if(QuickMenu_IsOpened())
1900 // let's reset the view back to normal for the end
1901 setproperty(VF_MIN, '0 0 0');
1902 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1906 // following vectors must be global to allow seamless switching between camera modes
1907 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1908 void CSQC_Demo_Camera()
1910 float speed, attenuation, dimensions;
1913 if( autocvar_camera_reset || !camera_mode )
1915 camera_offset = '0 0 0';
1916 current_angles = '0 0 0';
1917 camera_direction = '0 0 0';
1918 camera_offset.z += 30;
1919 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1920 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1921 current_origin = view_origin;
1922 current_camera_offset = camera_offset;
1923 cvar_set("camera_reset", "0");
1924 camera_mode = CAMERA_CHASE;
1929 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1931 if(autocvar_camera_look_player)
1936 dir = normalize(view_origin - current_position);
1938 mouse_angles = vectoangles(dir);
1939 mouse_angles.x = mouse_angles.x * -1;
1944 tmp = getmousepos() * 0.1;
1945 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1947 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1948 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1952 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1953 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1954 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1955 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1957 // Fix difference when angles don't have the same sign
1959 if(mouse_angles.y < -60 && current_angles.y > 60)
1961 if(mouse_angles.y > 60 && current_angles.y < -60)
1964 if(autocvar_camera_look_player)
1965 attenuation = autocvar_camera_look_attenuation;
1967 attenuation = autocvar_camera_speed_attenuation;
1969 attenuation = 1 / max(1, attenuation);
1970 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1972 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1973 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1974 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1975 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1981 if( camera_direction.x )
1983 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1984 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1985 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1986 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1990 if( camera_direction.y )
1992 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1993 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1994 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1998 if( camera_direction.z )
2000 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2004 if(autocvar_camera_free)
2005 speed = autocvar_camera_speed_free;
2007 speed = autocvar_camera_speed_chase;
2011 speed = speed * sqrt(1 / dimensions);
2012 camera_offset += tmp * speed;
2015 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2018 if( autocvar_camera_free )
2020 if ( camera_mode == CAMERA_CHASE )
2022 current_camera_offset = current_origin + current_camera_offset;
2023 camera_offset = current_origin + camera_offset;
2026 camera_mode = CAMERA_FREE;
2027 current_position = current_camera_offset;
2031 if ( camera_mode == CAMERA_FREE )
2033 current_origin = view_origin;
2034 camera_offset = camera_offset - current_origin;
2035 current_camera_offset = current_camera_offset - current_origin;
2038 camera_mode = CAMERA_CHASE;
2040 if(autocvar_camera_chase_smoothly)
2041 current_origin += (view_origin - current_origin) * attenuation;
2043 current_origin = view_origin;
2045 current_position = current_origin + current_camera_offset;
2048 setproperty(VF_ANGLES, current_angles);
2049 setproperty(VF_ORIGIN, current_position);