X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=4b8bc4899a788de78152dec7a1990b56a1de01c0;hp=a992d36a4858a114a8934df8dad348c275095726;hb=HEAD;hpb=ff9c47640acec145722fc409cdb6d03b966b0420 diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index a992d36a48..5173a16455 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1,54 +1,47 @@ #include "view.qh" -#include "autocvars.qh" -#include "miscfunctions.qh" -#include "announcer.qh" -#include "hud/_mod.qh" -#include "mapvoting.qh" -#include "shownames.qh" -#include "hud/panel/scoreboard.qh" -#include "hud/panel/quickmenu.qh" - +#include +#include +#include +#include +#include +#include +#include #include - +#include +#include #include +#include #include +#include #include -#include -#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include #include #include -#include -#include -#include #include #include -#include #include -#include - -#include - #include -#include -#include -#include #include -#include -#include -#include - -#include +#include +#include +#include #include -#include "csqcmodel_hooks.qh" - +#include #include #include -#define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT) - float autocvar_cl_viewmodel_scale; -float autocvar_cl_viewmodel_alpha; +float autocvar_cl_viewmodel_alpha = 1; bool autocvar_cl_bobmodel; float autocvar_cl_bobmodel_speed; @@ -133,8 +126,8 @@ void calc_followmodel_ofs(entity view) vel = view.velocity; else { - vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; - MAKEVECTORS(makevectors, view_angles, forward, right, up); + vector forward, right, up; + MAKE_VECTORS(view_angles, forward, right, up); vel.x = view.velocity * forward; vel.y = view.velocity * right * -1; vel.z = view.velocity * up; @@ -159,8 +152,8 @@ void calc_followmodel_ofs(entity view) if (autocvar_cl_followmodel_velocity_absolute) { vector fixed_gunorg; - vector forward = '0 0 0', right = '0 0 0', up = '0 0 0'; - MAKEVECTORS(makevectors, view_angles, forward, right, up); + vector forward, right, up; + MAKE_VECTORS(view_angles, forward, right, up); fixed_gunorg.x = gunorg * forward; fixed_gunorg.y = gunorg * right * -1; fixed_gunorg.z = gunorg * up; @@ -249,8 +242,7 @@ vector bobmodel_ofs(entity view) void viewmodel_animate(entity this) { - if (autocvar_chase_active) return; - if (STAT(HEALTH) <= 0) return; + if (autocvar_chase_active || STAT(HEALTH) <= 0) return; entity view = CSQCModel_server2csqc(player_localentnum - 1); @@ -278,7 +270,6 @@ void viewmodel_animate(entity this) this.origin += bobmodel_ofs(view); } -.vector viewmodel_origin, viewmodel_angles; .float weapon_nextthink; .float weapon_eta_last; .float weapon_switchdelay; @@ -287,8 +278,6 @@ void viewmodel_animate(entity this) void viewmodel_draw(entity this) { - if(!this.activeweapon || !autocvar_r_drawviewmodel) - return; int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL; float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha); int wepskin = this.m_skin; @@ -296,7 +285,7 @@ void viewmodel_draw(entity this) if (invehicle) a = -1; Weapon wep = this.activeweapon; int c = entcs_GetClientColors(current_player); - vector g = weaponentity_glowmod(wep, NULL, c, this); + vector g = weaponentity_glowmod(wep, c, this); entity me = CSQCModel_server2csqc(player_localentnum - 1); int fx = ((me.csqcmodel_effects & EFMASK_CHEAP) | EF_NODEPTHTEST) @@ -322,8 +311,7 @@ void viewmodel_draw(entity this) { this.name_last = name; CL_WeaponEntity_SetModel(this, name, swap); - this.viewmodel_origin = this.origin; - this.viewmodel_angles = this.angles; + this.origin += autocvar_cl_gunoffset; } anim_update(this); if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime) @@ -352,8 +340,6 @@ void viewmodel_draw(entity this) } } this.weapon_eta_last = f; - this.origin = this.viewmodel_origin; - this.angles = this.viewmodel_angles; this.angles_x = (-90 * f * f); viewmodel_animate(this); MUTATOR_CALLHOOK(DrawViewModel, this); @@ -365,7 +351,28 @@ STATIC_INIT(viewmodel) { viewmodels[slot] = new(viewmodel); } -float showfps_prevfps; +vector project_3d_to_2d(vector vec) +{ + vec = cs_project(vec); + return vec; +} + +bool projected_on_screen(vector screen_pos) +{ + return screen_pos.z >= 0 + && screen_pos.x >= 0 + && screen_pos.y >= 0 + && screen_pos.x < vid_conwidth + && screen_pos.y < vid_conheight; +} + +void update_mousepos() +{ + mousepos += getmousepos() * autocvar_menu_mouse_speed; + mousepos.x = bound(0, mousepos.x, vid_conwidth); + mousepos.y = bound(0, mousepos.y, vid_conheight); +} + float showfps_prevfps_time; int showfps_framecounter; @@ -374,27 +381,27 @@ void fpscounter_update() if(!STAT(SHOWFPS)) return; - float currentTime = gettime(GETTIME_REALTIME); + float currentTime = gettime(GETTIME_FRAMESTART); + showfps_framecounter += 1; if(currentTime - showfps_prevfps_time > STAT(SHOWFPS)) { - showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time); + float fps = showfps_framecounter / (currentTime - showfps_prevfps_time); showfps_framecounter = 0; showfps_prevfps_time = currentTime; int channel = MSG_C2S; WriteHeader(channel, fpsreport); - WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values + WriteShort(channel, bound(0, rint(fps), 32767)); // prevent insane fps values } } STATIC_INIT(fpscounter_init) { - float currentTime = gettime(GETTIME_REALTIME); + float currentTime = gettime(GETTIME_FRAMESTART); showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending } -float drawtime; float avgspeed; vector GetCurrentFov(float fov) { @@ -475,7 +482,7 @@ vector GetCurrentFov(float fov) } } - if(almost_equals(current_viewzoom, 1)) + if(zoomfactor == 1 || current_viewzoom > 0.999) // zoomfactor check prevents a division by 0 current_zoomfraction = 0; else if(almost_equals(current_viewzoom, 1/zoomfactor)) current_zoomfraction = 1; @@ -487,21 +494,22 @@ vector GetCurrentFov(float fov) else setsensitivityscale(1); - if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too + if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too { if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)) curspeed = 0; else { - makevectors(view_angles); + vector forward, right, up; + MAKE_VECTORS(view_angles, forward, right, up); v = pmove_vel; if(csqcplayer) v = csqcplayer.velocity; switch(autocvar_cl_velocityzoom_type) { - case 3: curspeed = max(0, v_forward * v); break; - case 2: curspeed = (v_forward * v); break; + case 3: curspeed = max(0, forward * v); break; + case 2: curspeed = (forward * v); break; case 1: default: curspeed = vlen(v); break; } } @@ -545,162 +553,17 @@ vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, ve } // this function must match W_SetupShot! -float zoomscript_caught; bool minigame_wasactive; -vector wcross_origin; -float wcross_scale_prev, wcross_alpha_prev; -vector wcross_color_prev; -float wcross_scale_goal_prev, wcross_alpha_goal_prev; -vector wcross_color_goal_prev; -float wcross_changedonetime; - -string wcross_name_goal_prev, wcross_name_goal_prev_prev; -float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev; -float wcross_name_changestarttime, wcross_name_changedonetime; -float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev; - -float wcross_ring_prev; - -entity trueaim; -entity trueaim_rifle; - -const float SHOTTYPE_HITTEAM = 1; -const float SHOTTYPE_HITOBSTRUCTION = 2; -const float SHOTTYPE_HITWORLD = 3; -const float SHOTTYPE_HITENEMY = 4; - -void TrueAim_Init() -{ - (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; - (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; -} - -float EnemyHitCheck() -{ - float t, n; - wcross_origin = project_3d_to_2d(trace_endpos); - wcross_origin.z = 0; - if(trace_ent) - n = trace_ent.entnum; - else - n = trace_networkentity; - if(n < 1) - return SHOTTYPE_HITWORLD; - if(n > maxclients) - return SHOTTYPE_HITWORLD; - t = entcs_GetTeam(n - 1); - if(teamplay) - if(t == myteam) - return SHOTTYPE_HITTEAM; - if(t == NUM_SPECTATOR) - return SHOTTYPE_HITWORLD; - return SHOTTYPE_HITENEMY; -} - -float TrueAimCheck(entity wepent) -{ - if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM) - return SHOTTYPE_HITWORLD; - - 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? - vector vecs, trueaimpoint, w_shotorg; - vector mi, ma, dv; - float shottype; - entity ta; - float mv; - - mi = ma = '0 0 0'; - ta = trueaim; - mv = MOVE_NOMONSTERS; - - switch(wepent.activeweapon) // WEAPONTODO - { - case WEP_VORTEX: - case WEP_OVERKILL_NEX: - case WEP_VAPORIZER: - mv = MOVE_NORMAL; - break; - case WEP_RIFLE: - ta = trueaim_rifle; - mv = MOVE_NORMAL; - if(zoomscript_caught) - { - tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta); - return EnemyHitCheck(); - } - break; - case WEP_DEVASTATOR: // projectile has a size! - mi = '-3 -3 -3'; - ma = '3 3 3'; - break; - case WEP_FIREBALL: // projectile has a size! - mi = '-16 -16 -16'; - ma = '16 16 16'; - break; - case WEP_SEEKER: // projectile has a size! - mi = '-2 -2 -2'; - ma = '2 2 2'; - break; - case WEP_ELECTRO: // projectile has a size! - mi = '0 0 -3'; - ma = '0 0 -3'; - break; - } - - vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT)); - - vecs = decompressShotOrigin(STAT(SHOTORG)); - - traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta); - trueaimpoint = trace_endpos; - - if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange)) - trueaimpoint = traceorigin + view_forward * g_trueaim_minrange; - - if(vecs.x > 0) - vecs.y = -vecs.y; - else - vecs = '0 0 0'; - - dv = view_right * vecs.y + view_up * vecs.z; - w_shotorg = traceorigin + dv; - - // now move the vecs forward as much as requested if possible - 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 - w_shotorg = trace_endpos - view_forward * nudge; - - tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta); - shottype = EnemyHitCheck(); - if(shottype != SHOTTYPE_HITWORLD) - return shottype; - -#if 0 - // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER? - // or rather, I know why, but see no fix - if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1) - // 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 - return SHOTTYPE_HITOBSTRUCTION; -#endif - - return SHOTTYPE_HITWORLD; -} - float camera_mode; const float CAMERA_FREE = 1; const float CAMERA_CHASE = 2; -float reticle_type; string NextFrameCommand; vector freeze_org, freeze_ang; entity nightvision_noise, nightvision_noise2; -const float MAX_TIME_DIFF = 5; -float pickup_crosshair_time, pickup_crosshair_size; -float hitindication_crosshair_size; -float use_vortex_chargepool; - float myhealth, myhealth_prev; float myhealth_flash; @@ -751,23 +614,169 @@ int WantEventchase(entity this, bool want_vehiclechase) return 0; } -void HUD_Crosshair_Vehicle(entity this) +bool waiting_CAMERA_SPECTATOR_update; +void View_EventChase(entity this) { - if(hud != HUD_BUMBLEBEE_GUN) + if(spectatee_status > 0 && autocvar_chase_active > 0) + { + // if chase_active is enabled by the user, spectator camera never switches to 1st person + // that means CAMERA_SPECTATOR 1 behaves as 0 and is redundant, so we forcedly skip it + if (STAT(CAMERA_SPECTATOR) == 1) + { + if (!waiting_CAMERA_SPECTATOR_update) + { + Impulse_Send(IMP_weapon_drop); // switch to CAMERA_SPECTATOR 2 + waiting_CAMERA_SPECTATOR_update = true; + } + } + else waiting_CAMERA_SPECTATOR_update = false; + } + + // event chase camera + if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped + { + if(STAT(CAMERA_SPECTATOR)) + { + if(spectatee_status > 0) + { + if(!autocvar_chase_active) + { + cvar_set("chase_active", "-2"); + return; + } + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + + if(autocvar_chase_active == -2) + return; + } + else if(autocvar_chase_active == -2) + cvar_set("chase_active", "0"); + + bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); + + float vehicle_viewdist = 0; + vector vehicle_viewofs = '0 0 0'; + + if(vehicle_chase) + { + if(hud != HUD_BUMBLEBEE_GUN) + { + Vehicle info = REGISTRY_GET(Vehicles, hud); + vehicle_viewdist = info.height; + vehicle_viewofs = info.view_ofs; + if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots) + vehicle_chase = false; + } + else + vehicle_chase = false; + } + + int eventchase = WantEventchase(this, vehicle_chase); + if (eventchase) + { + vector current_view_origin_override = '0 0 0'; + vector view_offset_override = '0 0 0'; + float chase_distance_override = 0; + bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); + if(custom_eventchase) + { + current_view_origin_override = M_ARGV(0, vector); + view_offset_override = M_ARGV(1, vector); + chase_distance_override = M_ARGV(0, float); + } + eventchase_running = true; + + // 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.) + vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org); + if (custom_eventchase) + current_view_origin = current_view_origin_override; + + // detect maximum viewoffset and use it + vector view_offset = autocvar_cl_eventchase_viewoffset; + if(vehicle_chase) + { + if(vehicle_viewofs) + view_offset = vehicle_viewofs; + else + view_offset = autocvar_cl_eventchase_vehicle_viewoffset; + } + if (custom_eventchase) + view_offset = view_offset_override; + + if(view_offset) + { + WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this); + if(trace_fraction == 1) { current_view_origin += view_offset; } + else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); } + } + + // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). + // Ideally, there should be another way to enable third person cameras, such as through setproperty() + // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1) + if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); } + + // make the camera smooth back + float chase_distance = autocvar_cl_eventchase_distance; + if(vehicle_chase) + { + if(vehicle_viewofs) + chase_distance = vehicle_viewdist; + else + chase_distance = autocvar_cl_eventchase_vehicle_distance; + } + if (custom_eventchase) + chase_distance = chase_distance_override; + + if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) + eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get + else if(eventchase_current_distance != chase_distance) + eventchase_current_distance = chase_distance; + + vector forward, right, up; + MAKE_VECTORS(view_angles, forward, right, up); + + vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance)); + WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this); + + // If the boxtrace fails, revert back to line tracing. + if(!this.viewloc) + if(trace_startsolid) + { + eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance)); + WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this); + setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z))); + } + else { setproperty(VF_ORIGIN, trace_endpos); } + + if(!this.viewloc) + setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); + } + + if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code + { + eventchase_running = false; + cvar_set("chase_active", "0"); + eventchase_current_distance = 0; // start from 0 next time + } + } + // workaround for camera stuck between player's legs when using chase_active 1 + // because the engine stops updating the chase_active camera when the game ends + else if(intermission) { - Vehicle info = Vehicles_from(hud); - info.vr_crosshair(info, this); + cvar_settemp("chase_active", "-1"); + eventchase_current_distance = 0; } } vector damage_blurpostprocess, content_blurpostprocess; -float unaccounted_damage = 0; void UpdateDamage() { // accumulate damage with each stat update static float damage_total_prev = 0; - float damage_total = STAT(DAMAGE_DEALT_TOTAL); + float damage_total = STAT(HITSOUND_DAMAGE_DEALT_TOTAL); float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev); damage_total_prev = damage_total; @@ -776,7 +785,7 @@ void UpdateDamage() if (damage_dealt_time != damage_dealt_time_prev) { unaccounted_damage += unaccounted_damage_new; - LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")"); + //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")"); } damage_dealt_time_prev = damage_dealt_time; @@ -807,25 +816,25 @@ void HitSound() { if (autocvar_cl_hitsound && unaccounted_damage) { - // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b - float a = autocvar_cl_hitsound_max_pitch; - float b = autocvar_cl_hitsound_min_pitch; - float c = autocvar_cl_hitsound_nom_damage; - float d = unaccounted_damage; - float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b)); - - // if sound variation is disabled, set pitch_shift to 1 - if (autocvar_cl_hitsound == 1) - pitch_shift = 1; - - // if pitch shift is reversed, mirror in (max-min)/2 + min - if (autocvar_cl_hitsound == 3) + float pitch_shift = 1; + if (autocvar_cl_hitsound == 2 || autocvar_cl_hitsound == 3) { - float mirror_value = (a-b)/2 + b; - pitch_shift = mirror_value + (mirror_value - pitch_shift); + // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b + float a = autocvar_cl_hitsound_max_pitch; + float b = autocvar_cl_hitsound_min_pitch; + float c = autocvar_cl_hitsound_nom_damage; + float d = unaccounted_damage; + pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b)); + + // if pitch shift is reversed, mirror in (max-min)/2 + min + if (autocvar_cl_hitsound == 3) + { + float mirror_value = (a-b)/2 + b; + pitch_shift = mirror_value + (mirror_value - pitch_shift); + } } - LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift)); + //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift)); // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary // todo: normalize sound pressure levels? seems unnecessary @@ -853,630 +862,76 @@ void HitSound() } } -vector crosshair_getcolor(entity this, float health_stat) +void HUD_Draw(entity this) { - static float rainbow_last_flicker; - static vector rainbow_prev_color; - vector wcross_color = '0 0 0'; - switch(autocvar_crosshair_color_special) + // if we don't know gametype and scores yet avoid drawing the scoreboard + // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all + // e.g. since initial player's health is 0 hud would display the hud_damage effect, + // cl_deathscoreboard would show the scoreboard and so on + if(!gametype) + return; + + Hud_Dynamic_Frame(); + + if(!intermission) { - case 1: // crosshair_color_per_weapon + if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) { - if(this != WEP_Null && hud == HUD_NORMAL) - { - wcross_color = this.wpcolor; - break; - } - else { goto normalcolor; } + vector col = M_ARGV(0, vector); + float alpha_multipl = M_ARGV(1, float); + if (alpha_multipl > 0) + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_multipl, DRAWFLAG_ADDITIVE); } - - case 2: // crosshair_color_by_health + else if(STAT(FROZEN)) { - vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id); - float hp = floor(v.x + 1); - - //x = red - //y = green - //z = blue - - wcross_color.z = 0; - - if(hp > 200) - { - wcross_color.x = 0; - wcross_color.y = 1; - } - else if(hp > 150) - { - wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4; - wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1; - } - else if(hp > 100) - { - wcross_color.x = 1 - (hp-100)*0.02 * 0.6; - wcross_color.y = 1 - (hp-100)*0.02 * 0.1; - wcross_color.z = 1 - (hp-100)*0.02; - } - else if(hp > 50) - { - wcross_color.x = 1; - wcross_color.y = 1; - wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8; - } - else if(hp > 20) - { - wcross_color.x = 1; - wcross_color.y = (hp-20)*90/27/100; - wcross_color.z = (hp-20)*90/27/100 * 0.2; - } - else - { - wcross_color.x = 1; - wcross_color.y = 0; - } - break; + vector col = '0.25 0.90 1'; + float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1); + float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3)); + if(col_fade) + col += vec3(col_fade, -col_fade, -col_fade); + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE); } + } - case 3: // crosshair_color_rainbow + HUD_Scale_Enable(); + if(!intermission) + { + if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death { - if(time >= rainbow_last_flicker) - { - rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness; - rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay; - } - wcross_color = rainbow_prev_color; - break; + vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER)); + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); + } + else if(STAT(CAPTURE_PROGRESS)) + { + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); + } + else if(STAT(REVIVE_PROGRESS)) + { + DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); + drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); } -LABEL(normalcolor) - default: { wcross_color = stov(autocvar_crosshair_color); break; } } - - return wcross_color; -} - -void HUD_Crosshair(entity this) -{ - float f, i, j; - vector v; - if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) && - spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) && - !HUD_MinigameMenu_IsOpened() ) - { - if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering - return; - - if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2) - return; - - if (hud != HUD_NORMAL) - { - HUD_Crosshair_Vehicle(this); - return; - } - - string wcross_style; - float wcross_alpha, wcross_resolution; - wcross_style = autocvar_crosshair; - if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "") - wcross_style = autocvar_crosshair_2d; - if (wcross_style == "0") - return; - wcross_resolution = autocvar_crosshair_size; - if (wcross_resolution == 0) - return; - wcross_alpha = autocvar_crosshair_alpha; - if (wcross_alpha == 0) - return; - - // TrueAim check - float shottype; - - // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; - if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM)) - wcross_origin = viewloc_mousepos; - else if(autocvar_chase_active > 0 && autocvar_crosshair_chase) - { - vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin); - if(csqcplayer && crosshair_chase_playeralpha && crosshair_chase_playeralpha < 1) - { - traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL); - if(trace_ent == csqcplayer && STAT(HEALTH) > 0) - csqcplayer.alpha = crosshair_chase_playeralpha; - else - csqcplayer.alpha = csqcplayer.m_alpha; - } - traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL); - wcross_origin = project_3d_to_2d(trace_endpos); - } - else - wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward); - wcross_origin.z = 0; - if(autocvar_crosshair_hittest) - { - vector wcross_oldorigin; - entity thiswep = viewmodels[0]; // TODO: unhardcode - wcross_oldorigin = wcross_origin; - shottype = TrueAimCheck(thiswep); - if(shottype == SHOTTYPE_HITWORLD) - { - v = wcross_origin - wcross_oldorigin; - v.x /= vid_conwidth; - v.y /= vid_conheight; - if(vdist(v, >, 0.01)) - shottype = SHOTTYPE_HITOBSTRUCTION; - } - if(!autocvar_crosshair_hittest_showimpact) - wcross_origin = wcross_oldorigin; - } - else - shottype = SHOTTYPE_HITWORLD; - - vector wcross_color = '0 0 0', wcross_size = '0 0 0'; - string wcross_name = ""; - float wcross_scale, wcross_blur; - - entity e = WEP_Null; - if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1)) - { - entity wepent = viewmodels[0]; // TODO: unhardcode - e = wepent.switchingweapon; - if(e) - { - if(autocvar_crosshair_per_weapon) - { - // WEAPONTODO: access these through some general settings (with non-balance config settings) - //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size")); - //if (wcross_resolution == 0) - //return; - - //wcross_style = cvar_string(strcat("crosshair_", wcross_wep)); - wcross_resolution *= e.w_crosshair_size; - wcross_name = e.w_crosshair; - } - } - } - - if(wcross_name == "") - wcross_name = strcat("gfx/crosshair", wcross_style); - - // MAIN CROSSHAIR COLOR DECISION - wcross_color = crosshair_getcolor(e, STAT(HEALTH)); - - if(autocvar_crosshair_effect_scalefade) - { - wcross_scale = wcross_resolution; - wcross_resolution = 1; - } - else - { - wcross_scale = 1; - } - - if(autocvar_crosshair_pickup) - { - float stat_pickup_time = STAT(LAST_PICKUP); - - if(pickup_crosshair_time < stat_pickup_time) - { - if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old - pickup_crosshair_size = 1; - - pickup_crosshair_time = stat_pickup_time; - } - - if(pickup_crosshair_size > 0) - pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime; - else - pickup_crosshair_size = 0; - - wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup; - } - - // todo: make crosshair hit indication dependent on damage dealt - if(autocvar_crosshair_hitindication) - { - vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color)); - - if(unaccounted_damage) - { - hitindication_crosshair_size = 1; - } - - if(hitindication_crosshair_size > 0) - hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime; - else - hitindication_crosshair_size = 0; - - wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication; - wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x; - wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y; - wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z; - } - - if(shottype == SHOTTYPE_HITENEMY) - wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0 - if(shottype == SHOTTYPE_HITTEAM) - wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0 - - f = fabs(autocvar_crosshair_effect_time); - if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev) - { - wcross_changedonetime = time + f; - } - if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev) - { - wcross_name_changestarttime = time; - wcross_name_changedonetime = time + f; - if(wcross_name_goal_prev_prev) - strunzone(wcross_name_goal_prev_prev); - wcross_name_goal_prev_prev = wcross_name_goal_prev; - wcross_name_goal_prev = strzone(wcross_name); - wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev; - wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev; - wcross_resolution_goal_prev = wcross_resolution; - } - - wcross_scale_goal_prev = wcross_scale; - wcross_alpha_goal_prev = wcross_alpha; - wcross_color_goal_prev = wcross_color; - - if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active)) - { - wcross_blur = 1; - wcross_alpha *= 0.75; - } - else - wcross_blur = 0; - // *_prev is at time-frametime - // * is at wcross_changedonetime+f - // what do we have at time? - if(time < wcross_changedonetime) - { - f = frametime / (wcross_changedonetime - time + frametime); - wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev; - wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev; - wcross_color = f * wcross_color + (1 - f) * wcross_color_prev; - } - - wcross_scale_prev = wcross_scale; - wcross_alpha_prev = wcross_alpha; - wcross_color_prev = wcross_color; - - MUTATOR_CALLHOOK(UpdateCrosshair); - - wcross_scale *= 1 - autocvar__menu_alpha; - wcross_alpha *= 1 - autocvar__menu_alpha; - wcross_size = draw_getimagesize(wcross_name) * wcross_scale; - - if(wcross_scale >= 0.001 && wcross_alpha >= 0.001) - { - // crosshair rings for weapon stats - if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload) - { - // declarations and stats - float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0; - string ring_image = string_null, ring_inner_image = string_null; - vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0'; - - ring_scale = autocvar_crosshair_ring_size; - - entity wepent = viewmodels[0]; // TODO: unhardcode - - int weapon_clipload = wepent.clip_load; - int weapon_clipsize = wepent.clip_size; - - float arc_heat = wepent.arc_heat_percent; - float vcharge = wepent.vortex_charge; - float vchargepool = wepent.vortex_chargepool_ammo; - float oknex_charge_ = wepent.oknex_charge; - float oknex_chargepool_ = wepent.oknex_chargepool_ammo; - - if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game - vortex_charge_movingavg = vcharge; - - // handle the values - if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex - { - if (vchargepool || use_vortex_chargepool) { - use_vortex_chargepool = 1; - ring_inner_value = vchargepool; - } else { - vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge; - ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1); - } - - ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha; - ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue); - ring_inner_image = "gfx/crosshair_ring_inner.tga"; - - // draw the outer ring to show the current charge of the weapon - ring_value = vcharge; - ring_alpha = autocvar_crosshair_ring_vortex_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring_nexgun.tga"; - } - else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex) - { - if (oknex_chargepool_ || use_vortex_chargepool) { - use_vortex_chargepool = 1; - ring_inner_value = oknex_chargepool_; - } else { - vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_; - ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1); - } - - ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha; - 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; - ring_inner_image = "gfx/crosshair_ring_inner.tga"; - - // draw the outer ring to show the current charge of the weapon - ring_value = oknex_charge_; - ring_alpha = autocvar_crosshair_ring_vortex_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring_nexgun.tga"; - } - else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer) - { - ring_value = bound(0, wepent.minelayer_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. - ring_alpha = autocvar_crosshair_ring_minelayer_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } - else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar) - { - ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1); - ring_alpha = autocvar_crosshair_ring_hagar_alpha; - ring_rgb = wcross_color; - ring_image = "gfx/crosshair_ring.tga"; - } - else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring - { - ring_value = bound(0, weapon_clipload / weapon_clipsize, 1); - ring_scale = autocvar_crosshair_ring_reload_size; - ring_alpha = autocvar_crosshair_ring_reload_alpha; - ring_rgb = wcross_color; - - // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances. - // if a new image for another weapon is added, add the code (and its respective file/value) here - if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80)) - ring_image = "gfx/crosshair_ring_rifle.tga"; - else - ring_image = "gfx/crosshair_ring.tga"; - } - else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC ) - { - ring_value = arc_heat; - ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha + - arc_heat*autocvar_crosshair_ring_arc_hot_alpha; - ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color; - ring_image = "gfx/crosshair_ring.tga"; - } - - // if in weapon switch animation, fade ring out/in - if(autocvar_crosshair_effect_time > 0) - { - f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time; - if (f >= 1) - { - wcross_ring_prev = ((ring_image) ? true : false); - } - - if(wcross_ring_prev) - { - if(f < 1) - ring_alpha *= fabs(1 - bound(0, f, 1)); - } - else - { - if(f < 1) - ring_alpha *= bound(0, f, 1); - } - } - - if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring - DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE); - - if (ring_value) - DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE); - } - -#define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ - MACRO_BEGIN \ - vector scaled_sz = sz * wcross_size; \ - if(wcross_blur > 0) \ - { \ - for(i = -2; i <= 2; ++i) \ - for(j = -2; j <= 2; ++j) \ - M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \ - } \ - else \ - { \ - M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \ - } \ - MACRO_END - -#define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \ - drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL) - -#define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \ - CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) - - if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) - { - f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); - wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); - f = 1 - f; - } - else - { - f = 1; - } - wcross_name_alpha_goal_prev = f; - - wcross_size = draw_getimagesize(wcross_name) * wcross_scale; - CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); - - if(autocvar_crosshair_dot) - { - vector wcross_color_old; - wcross_color_old = wcross_color; - - if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0")) - wcross_color = stov(autocvar_crosshair_dot_color); - - CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha); - // FIXME why don't we use wcross_alpha here? - wcross_color = wcross_color_old; - } - } - } - else - { - wcross_scale_prev = 0; - wcross_alpha_prev = 0; - wcross_scale_goal_prev = 0; - wcross_alpha_goal_prev = 0; - wcross_changedonetime = 0; - strfree(wcross_name_goal_prev); - strfree(wcross_name_goal_prev_prev); - wcross_name_changestarttime = 0; - wcross_name_changedonetime = 0; - wcross_name_alpha_goal_prev = 0; - wcross_name_alpha_goal_prev_prev = 0; - wcross_resolution_goal_prev = 0; - wcross_resolution_goal_prev_prev = 0; - } -} - -const int MAX_SPECIALCOMMAND = 15; -vector specialcommand_slots[MAX_SPECIALCOMMAND]; -vector specialcommand_colors[MAX_SPECIALCOMMAND]; -const float SPECIALCOMMAND_SPEED = 150; -const float SPECIALCOMMAND_TURNSPEED = 2; -const float SPECIALCOMMAND_SIZE = 0.025; -const float SPECIALCOMMAND_CHANCE = 0.35; -float sc_spawntime, sc_changetime; -vector sc_color = '1 1 1'; -void SpecialCommand() -{ - if(!STAT(MOVEVARS_SPECIALCOMMAND)) - return; - - if(time >= sc_changetime) - { - sc_changetime = time + 1; - sc_color = randomvec() * 1.5; - sc_color.x = bound(0.2, sc_color.x, 0.75); - sc_color.y = bound(0.2, sc_color.y, 0.75); - sc_color.z = bound(0.2, sc_color.z, 0.75); - } - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE); - - if(!precache_pic("gfx/smile")) - return; // damn party poopers - - for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j) - { - vector slot = specialcommand_slots[j]; - if(slot.y) - slot.y += SPECIALCOMMAND_SPEED * frametime; - //if(slot.z) - //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time); - if(slot.y >= vid_conheight) - slot = '0 0 0'; - - if(slot == '0 0 0') - { - if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn! - { - slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth); - slot.y = 1; // start it off 0 so we can use it - slot.z = floor(random() * Weapons_MAX); - sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time! - vector newcolor = randomvec() * 2; - newcolor.x = bound(0.4, newcolor.x, 1); - newcolor.y = bound(0.4, newcolor.y, 1); - newcolor.z = bound(0.4, newcolor.z, 1); - specialcommand_colors[j] = newcolor; - } - } - else - { - vector splash_size = '0 0 0'; - splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; - splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE; - entity wep = Weapons_from(slot.z); - if(wep == WEP_Null) - drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); - else - drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); - //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL); - } - - specialcommand_slots[j] = slot; - } -} - -void HUD_Draw(entity this) -{ - // if we don't know gametype and scores yet avoid drawing the scoreboard - // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all - // e.g. since initial player's health is 0 hud would display the hud_damage effect, - // cl_deathscoreboard would show the scoreboard and so on - if(!gametype) - return; - - Hud_Dynamic_Frame(); - - if(!intermission) - if (MUTATOR_CALLHOOK(HUD_Draw_overlay)) - { - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE); - } - else if(STAT(FROZEN)) - { - vector col = '0.25 0.90 1'; - if(STAT(REVIVE_PROGRESS)) - col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS)); - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - } - - HUD_Scale_Enable(); - if(!intermission) - if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death - { - vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER)); - DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); - } - else if(STAT(CAPTURE_PROGRESS)) - { - DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE); - drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); - } - else if(STAT(REVIVE_PROGRESS)) - { - DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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); - drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL); - } - HUD_Scale_Disable(); + HUD_Scale_Disable(); if(autocvar_r_letterbox == 0) + { if(autocvar_viewsize < 120) { - if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS))) + if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy)) Accuracy_LoadLevels(); HUD_Main(); HUD_Scale_Disable(); } + } // crosshair goes VERY LAST - SpecialCommand(); UpdateDamage(); HUD_Crosshair(this); HitSound(); + Local_Notification_Queue_Process(); } void ViewLocation_Mouse() @@ -1489,6 +944,7 @@ void ViewLocation_Mouse() viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight); //float cursor_alpha = 1 - autocvar__menu_alpha; + //cursor_type = CURSOR_NORMAL; //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha); } @@ -1529,6 +985,7 @@ void HUD_Mouse(entity player) if(!autocvar_hud_cursormode) update_mousepos(); + cursor_type = CURSOR_NORMAL; if(autocvar__hud_configure) HUD_Panel_Mouse(); else @@ -1546,86 +1003,367 @@ void HUD_Mouse(entity player) HUD_Cursor_Show(); } -bool ov_enabled; -float oldr_nearclip; -float oldr_farclip_base; -float oldr_farclip_world; -float oldr_novis; -float oldr_useportalculling; -float oldr_useinfinitefarclip; - -float prev_myteam; -int lasthud; -float vh_notice_time; -void CSQC_UpdateView(entity this, float w, float h) +void View_NightVision() { - TC(int, w); TC(int, h); - entity e; - float fov; - float f; - vector vf_size, vf_min; - float a; + if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)) + return; - execute_next_frame(); + // apply night vision effect + vector tc_00, tc_01, tc_10, tc_11; + vector rgb = '0 0 0'; + float a; - ++framecount; + if(!nightvision_noise) + { + nightvision_noise = new(nightvision_noise); + } + if(!nightvision_noise2) + { + nightvision_noise2 = new(nightvision_noise2); + } + + // color tint in yellow + drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE); + + // draw BG + a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15; + rgb = '1 1 1'; + tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7); + tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2); + tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7); + //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1); + tc_11 = tc_01 + tc_10 - tc_00; + R_BeginPolygon("gfx/nightvision-bg", DRAWFLAG_ADDITIVE, true); + R_PolygonVertex('0 0 0', tc_00, rgb, a); + R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); + R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); + R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); + R_EndPolygon(); + + // draw FG + a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12; + rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime); + tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime); + tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2); + tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3); + tc_11 = tc_01 + tc_10 - tc_00; + R_BeginPolygon("gfx/nightvision-fg", DRAWFLAG_ADDITIVE, true); + R_PolygonVertex('0 0 0', tc_00, rgb, a); + R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); + R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); + R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); + R_EndPolygon(); +} - stats_get(); - hud = STAT(HUD); +// visual overlay while in liquids +// provides some effects to the postprocessing function +void HUD_Contents() +{ + if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents)) + return; - if(hud != HUD_NORMAL && lasthud == HUD_NORMAL) - vh_notice_time = time + autocvar_cl_vehicles_notify_time; + // improved polyblend + float contentalpha_temp, incontent, liquidalpha, contentfadetime; + vector liquidcolor; - lasthud = hud; + switch(pointcontents(view_origin)) + { + case CONTENT_WATER: + liquidalpha = autocvar_hud_contents_water_alpha; + liquidcolor = stov(autocvar_hud_contents_water_color); + incontent = 1; + break; - ReplicateVars(false); - if (ReplicateVars_NOT_SENDING()) - ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame + case CONTENT_LAVA: + liquidalpha = autocvar_hud_contents_lava_alpha; + liquidcolor = stov(autocvar_hud_contents_lava_color); + incontent = 1; + break; - HUD_Scale_Disable(); + case CONTENT_SLIME: + liquidalpha = autocvar_hud_contents_slime_alpha; + liquidcolor = stov(autocvar_hud_contents_slime_color); + incontent = 1; + break; - if(autocvar__hud_showbinds_reload) // menu can set this one - { - db_close(binddb); - binddb = db_create(); - cvar_set("_hud_showbinds_reload", "0"); + default: + liquidalpha = 0; + liquidcolor = '0 0 0'; + incontent = 0; + break; } - if(checkextension("DP_CSQC_MINFPS_QUALITY")) - view_quality = getproperty(VF_MINFPS_QUALITY); + if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it. + { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content + contentfadetime = autocvar_hud_contents_fadeintime; + liquidalpha_prev = liquidalpha; + liquidcolor_prev = liquidcolor; + } else - view_quality = 1; + contentfadetime = autocvar_hud_contents_fadeouttime; - button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this); - button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); + contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); + contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; - vf_size = getpropertyvec(VF_SIZE); - vf_min = getpropertyvec(VF_MIN); - vid_width = vf_size.x; - vid_height = vf_size.y; + if(contentavgalpha) + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); + + if(autocvar_hud_postprocessing) + { + if(autocvar_hud_contents_blur && contentavgalpha) + { + content_blurpostprocess.x = 1; + content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur; + content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha; + } + else + { + content_blurpostprocess.x = 0; + content_blurpostprocess.y = 0; + content_blurpostprocess.z = 0; + } + } +} + +// visual pain effects on the screen +// provides some effects to the postprocessing function +void HUD_Damage() +{ + if(!autocvar_hud_damage || STAT(FROZEN)) + return; - vector reticle_pos = '0 0 0', reticle_size = '0 0 0'; vector splash_pos = '0 0 0', splash_size = '0 0 0'; + splash_size.x = max(vid_conwidth, vid_conheight); + splash_size.y = max(vid_conwidth, vid_conheight); + splash_pos.x = (vid_conwidth - splash_size.x) / 2; + splash_pos.y = (vid_conheight - splash_size.y) / 2; - WaypointSprite_Load(); + float myhealth_flash_temp; + myhealth = STAT(HEALTH); - CSQCPlayer_SetCamera(); + // fade out + myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime); + // add new damage + myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha); - if(player_localentnum <= maxclients) // is it a client? - current_player = player_localentnum - 1; - else // then player_localentnum is the vehicle I'm driving - current_player = player_localnum; - myteam = entcs_GetTeam(current_player); + float pain_threshold, pain_threshold_lower, pain_threshold_lower_health; + pain_threshold = autocvar_hud_damage_pain_threshold; + pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower; + pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health; - if(myteam != prev_myteam) + if(pain_threshold_lower && myhealth < pain_threshold_lower_health) { - myteamcolors = colormapPaletteColor(myteam, 1); - FOREACH(hud_panels, true, it.update_time = time); - prev_myteam = myteam; + 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); } - ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); + myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1); + + if(myhealth_prev < 1) + { + if(myhealth >= 1) + { + myhealth_flash = 0; // just spawned, clear the flash immediately + myhealth_flash_temp = 0; + } + else + { + myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead + } + } + + if(spectatee_status == -1 || intermission) + { + myhealth_flash = 0; // observing, or match ended + myhealth_flash_temp = 0; + } + + myhealth_prev = myhealth; + + // IDEA: change damage color/picture based on player model for robot/alien species? + // pro: matches model better + // contra: it's not red because blood is red, but because red is an alarming color, so red should stay + // maybe different reddish pics? + if(autocvar_cl_gentle_damage || autocvar_cl_gentle) + { + if(autocvar_cl_gentle_damage == 2) + { + if(myhealth_flash < pain_threshold) // only randomize when the flash is gone + myhealth_gentlergb = randomvec(); + } + else + myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); + + if(myhealth_flash_temp > 0) + drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + } + else if(myhealth_flash_temp > 0) + drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); + + 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. + { + if(autocvar_hud_damage_blur && myhealth_flash_temp) + { + damage_blurpostprocess.x = 1; + damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur; + damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha; + } + else + { + damage_blurpostprocess.x = 0; + damage_blurpostprocess.y = 0; + damage_blurpostprocess.z = 0; + } + } +} + +void View_PostProcessing() +{ + float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0); + float e2 = (autocvar_hud_powerup != 0); + bool want_postprocessing = false; + if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs. + { + // enable or disable rendering types if they are used or not + if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); } + if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); } + + // blur postprocess handling done first (used by hud_damage and hud_contents) + if((damage_blurpostprocess.x || content_blurpostprocess.x)) + { + float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius); + float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha); + if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); + old_blurradius = blurradius; + old_bluralpha = bluralpha; + } + want_postprocessing = true; + } + else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); + old_blurradius = 0; + old_bluralpha = 0; + } + + // edge detection postprocess handling done second (used by hud_powerup) + float sharpen_intensity = 0; + FOREACH(StatusEffect, it.instanceOfPowerups, + { + float powerup_finished = StatusEffects_gettime(it, g_statuseffects) - time; + if(powerup_finished > 0) + sharpen_intensity += powerup_finished; + }); + + 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. + + if(autocvar_hud_powerup && sharpen_intensity > 0) + { + if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0")); + old_sharpen_intensity = sharpen_intensity; + } + want_postprocessing = true; + } + else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible + { + cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0"); + old_sharpen_intensity = 0; + } + } + if (want_postprocessing) + { + if(cvar("r_glsl_postprocess") == 0) + cvar_set("r_glsl_postprocess", "2"); + } + else + { + if(cvar("r_glsl_postprocess") == 2) + cvar_set("r_glsl_postprocess", "0"); + } +} + +void View_Lock() +{ + int lock_type = autocvar_cl_lockview; + + if (!autocvar_hud_cursormode + && ((autocvar__hud_configure && spectatee_status <= 0) + || intermission > 1 + || HUD_Radar_Clickable() + || HUD_MinigameMenu_IsOpened() + || QuickMenu_IsOpened() + ) + ) + lock_type = 1; + + // lock_type 1: lock origin and angles + // lock_type 2: lock only origin + if(lock_type >= 1) + setproperty(VF_ORIGIN, freeze_org); + else + freeze_org = getpropertyvec(VF_ORIGIN); + if(lock_type == 1) + setproperty(VF_ANGLES, freeze_ang); + else + freeze_ang = getpropertyvec(VF_ANGLES); +} + +void View_DemoCamera() +{ + if(camera_active) // Camera for demo playback + { + if(autocvar_camera_enable) + CSQC_Demo_Camera(); + else + { + cvar_set("chase_active", ftos(chase_active_backup)); + cvar_set("cl_demo_mousegrab", "0"); + camera_active = false; + } + } + else + { +#ifdef CAMERATEST + if(autocvar_camera_enable) +#else + if(autocvar_camera_enable && isdemo()) +#endif + { + // Enable required Darkplaces cvars + chase_active_backup = autocvar_chase_active; + cvar_set("chase_active", "2"); + cvar_set("cl_demo_mousegrab", "1"); + camera_active = true; + camera_mode = false; + } + } +} + +#ifdef BLURTEST +void View_BlurTest() +{ + if(time > blurtest_time0 && time < blurtest_time1) + { + float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); + float r = t * blurtest_radius; + float f = 1 / (t ** blurtest_power) - 1; + + cvar_set("r_glsl_postprocess", "1"); + cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0")); + } + else + { + cvar_set("r_glsl_postprocess", "0"); + cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); + } +} +#endif +void View_CheckButtonStatus() +{ float is_dead = (STAT(HEALTH) <= 0); // FIXME do we need this hack? @@ -1644,168 +1382,88 @@ void CSQC_UpdateView(entity this, float w, float h) button_zoom = false; } - // abused multiple places below - entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); - if(!local_player) - local_player = this; // fall back! - - // event chase camera - if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped + if(autocvar_fov <= 59.5) { - if(STAT(CAMERA_SPECTATOR)) + if(!zoomscript_caught) { - if(spectatee_status > 0) - { - if(!autocvar_chase_active) - { - cvar_set("chase_active", "-2"); - goto skip_eventchase_death; - } - } - else if(autocvar_chase_active == -2) - cvar_set("chase_active", "0"); - - if(autocvar_chase_active == -2) - goto skip_eventchase_death; + localcmd("+button9\n"); + zoomscript_caught = 1; } - else if(autocvar_chase_active == -2) - cvar_set("chase_active", "0"); - - bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); - - float vehicle_viewdist = 0; - vector vehicle_viewofs = '0 0 0'; - - if(vehicle_chase) + } + else + { + if(zoomscript_caught) { - if(hud != HUD_BUMBLEBEE_GUN) - { - Vehicle info = Vehicles_from(hud); - vehicle_viewdist = info.height; - vehicle_viewofs = info.view_ofs; - if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots) - vehicle_chase = false; - } - else - vehicle_chase = false; + localcmd("-button9\n"); + zoomscript_caught = 0; } + } - int eventchase = WantEventchase(this, vehicle_chase); - if (eventchase) + if(active_minigame && HUD_MinigameMenu_IsOpened()) + { + if(!minigame_wasactive) { - vector current_view_origin_override = '0 0 0'; - vector view_offset_override = '0 0 0'; - float chase_distance_override = 0; - bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this); - if(custom_eventchase) - { - current_view_origin_override = M_ARGV(0, vector); - view_offset_override = M_ARGV(1, vector); - chase_distance_override = M_ARGV(0, float); - } - eventchase_running = true; - - // 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.) - vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org); - if (custom_eventchase) - current_view_origin = current_view_origin_override; - - // detect maximum viewoffset and use it - vector view_offset = autocvar_cl_eventchase_viewoffset; - if(vehicle_chase) - { - if(vehicle_viewofs) - view_offset = vehicle_viewofs; - else - view_offset = autocvar_cl_eventchase_vehicle_viewoffset; - } - if (custom_eventchase) - view_offset = view_offset_override; - - if(view_offset) - { - WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this); - if(trace_fraction == 1) { current_view_origin += view_offset; } - else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); } - } + localcmd("+button12\n"); + minigame_wasactive = true; + } + } + else if(minigame_wasactive) + { + localcmd("-button12\n"); + minigame_wasactive = false; + } - // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). - // Ideally, there should be another way to enable third person cameras, such as through setproperty() - // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1) - if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); } + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + entity wepent = viewmodels[slot]; - // make the camera smooth back - float chase_distance = autocvar_cl_eventchase_distance; - if(vehicle_chase) + if(wepent.last_switchweapon != wepent.switchweapon) + { + weapontime = time; + wepent.last_switchweapon = wepent.switchweapon; + if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) { - if(vehicle_viewofs) - chase_distance = vehicle_viewdist; - else - chase_distance = autocvar_cl_eventchase_vehicle_distance; + localcmd("-zoom\n"); + button_zoom = false; } - if (custom_eventchase) - chase_distance = chase_distance_override; - - if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance) - eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get - else if(eventchase_current_distance != chase_distance) - eventchase_current_distance = chase_distance; - - makevectors(view_angles); - - vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); - WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this); - - // If the boxtrace fails, revert back to line tracing. - if(!local_player.viewloc) - if(trace_startsolid) + if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) { - eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance)); - WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this); - setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z))); + localcmd("-fire\n"); + localcmd("-fire2\n"); + button_attack2 = false; } - else { setproperty(VF_ORIGIN, trace_endpos); } - - if(!local_player.viewloc) - setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); } - - if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code + if(wepent.last_activeweapon != wepent.activeweapon) { - eventchase_running = false; - cvar_set("chase_active", "0"); - eventchase_current_distance = 0; // start from 0 next time - } - } - // workaround for camera stuck between player's legs when using chase_active 1 - // because the engine stops updating the chase_active camera when the game ends - else if(intermission) - { - cvar_settemp("chase_active", "-1"); - eventchase_current_distance = 0; - } - - LABEL(skip_eventchase_death); + wepent.last_activeweapon = wepent.activeweapon; - // do lockview after event chase camera so that it still applies whenever necessary. - if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened()))) - { - setproperty(VF_ORIGIN, freeze_org); - setproperty(VF_ANGLES, freeze_ang); - } - else - { - freeze_org = getpropertyvec(VF_ORIGIN); - freeze_ang = getpropertyvec(VF_ANGLES); + entity e = wepent.activeweapon; + if(e.netname != "") + localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); + else if(slot == 0) + localcmd("\ncl_hook_activeweapon none\n"); + } } +} - WarpZone_FixView(); - //WarpZone_FixPMove(); +bool ov_enabled; +float oldr_nearclip; +float oldr_farclip_base; +float oldr_farclip_world; +float oldr_novis; +float oldr_useportalculling; +float oldr_useinfinitefarclip; +vector ov_org = '0 0 0'; +vector ov_mid = '0 0 0'; +vector ov_worldmin = '0 0 0'; +vector ov_worldmax = '0 0 0'; - vector ov_org = '0 0 0'; - vector ov_mid = '0 0 0'; - vector ov_worldmin = '0 0 0'; - vector ov_worldmax = '0 0 0'; +void View_Ortho() +{ + ov_org = '0 0 0'; + ov_mid = '0 0 0'; + ov_worldmin = '0 0 0'; + ov_worldmax = '0 0 0'; if(autocvar_cl_orthoview) { ov_worldmin = mi_picmin; @@ -1880,34 +1538,111 @@ void CSQC_UpdateView(entity this, float w, float h) } ov_enabled = false; } +} + +void View_UpdateFov() +{ + vector fov; + if(autocvar_cl_orthoview) + fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org); + else if(csqcplayer.viewloc) + fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd + else + fov = GetCurrentFov(autocvar_fov); + + setproperty(VF_FOV, fov); +} + +void CSQC_UpdateView(entity this, float w, float h, bool notmenu) +{ + TC(int, w); TC(int, h); + + execute_next_frame(); + + ++framecount; + + stats_get(); + hud = STAT(HUD); + + ReplicateVars(REPLICATEVARS_CHECK); + + HUD_Scale_Disable(); + + if(autocvar__hud_showbinds_reload) // menu can set this one + { + db_close(binddb); + binddb = db_create(); + cvar_set("_hud_showbinds_reload", "0"); + } + + if(checkextension("DP_CSQC_MINFPS_QUALITY")) + view_quality = getproperty(VF_MINFPS_QUALITY); + else + view_quality = 1; + + button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this); + button_zoom = PHYS_INPUT_BUTTON_ZOOM(this); + + vector vf_size = getpropertyvec(VF_SIZE); + vector vf_min = getpropertyvec(VF_MIN); + vid_width = vf_size.x; + vid_height = vf_size.y; + + ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE); + + if (autocvar_chase_active) + { + // in first person view if r_drawviewmodel is off weapon isn't visible + // and server doesn't throw any casing + // switching to 3rd person view r_drawviewmodel is set to -1 to let know the server casings + // can be thrown for self since own weapon model is visible + if (autocvar_r_drawviewmodel == 0 && STAT(HEALTH) > 0) + cvar_set("r_drawviewmodel", "-1"); + } + else + { + if (autocvar_r_drawviewmodel < 0) + cvar_set("r_drawviewmodel", "0"); + } + + WaypointSprite_Load(); + + CSQCPlayer_SetCamera(); + + if(player_localentnum <= maxclients) // is it a client? + current_player = player_localentnum - 1; + else // then player_localentnum is the vehicle I'm driving + current_player = player_localnum; + myteam = entcs_GetTeam(current_player); + + entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); + if(!local_player) + local_player = this; // fall back! + + View_EventChase(local_player); + + // do lockview after event chase camera so that it still applies whenever necessary. + View_Lock(); + + WarpZone_FixView(); + //WarpZone_FixPMove(); + + View_Ortho(); // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - viewmodel_draw(viewmodels[slot]); + if(autocvar_r_drawviewmodel) + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + if(viewmodels[slot].activeweapon) + viewmodel_draw(viewmodels[slot]); // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); - view_angles = getpropertyvec(VF_ANGLES); - MAKEVECTORS(makevectors, view_angles, view_forward, view_right, view_up); - -#ifdef BLURTEST - if(time > blurtest_time0 && time < blurtest_time1) - { - float r, t; - - t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); - r = t * blurtest_radius; - f = 1 / (t ** blurtest_power) - 1; + view_angles = getpropertyvec(VF_ANGLES); + MAKE_VECTORS(view_angles, view_forward, view_right, view_up); - cvar_set("r_glsl_postprocess", "1"); - cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0")); - } - else - { - cvar_set("r_glsl_postprocess", "0"); - cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); - } +#ifdef BLURTEST + View_BlurTest(); #endif TargetMusic_Advance(); @@ -1929,83 +1664,33 @@ void CSQC_UpdateView(entity this, float w, float h) if(intermission && !intermission_time) intermission_time = time; + if(STAT(GAME_STOPPED) && !game_stopped_time) + game_stopped_time = time; + else if(game_stopped_time && !STAT(GAME_STOPPED)) + game_stopped_time = 0; + if(intermission && !isdemo() && !(calledhooks & HOOK_END)) { if(calledhooks & HOOK_START) { + int gamecount = cvar("cl_matchcount"); localcmd("\ncl_hook_gameend\n"); + // NOTE: using localcmd here to ensure it's executed AFTER cl_hook_gameend + // earlier versions of the game abuse the hook to set this cvar + localcmd(strcat("cl_matchcount ", itos(gamecount + 1), "\n")); + //cvar_set("cl_matchcount", itos(gamecount + 1)); calledhooks |= HOOK_END; } } - Announcer(); + Welcome_Message_Show_Try(); - fov = autocvar_fov; - if(fov <= 59.5) - { - if(!zoomscript_caught) - { - localcmd("+button9\n"); - zoomscript_caught = 1; - } - } - else - { - if(zoomscript_caught) - { - localcmd("-button9\n"); - zoomscript_caught = 0; - } - } + Announcer(); - if(active_minigame && HUD_MinigameMenu_IsOpened()) - { - if(!minigame_wasactive) - { - localcmd("+button12\n"); - minigame_wasactive = true; - } - } - else if(minigame_wasactive) - { - localcmd("-button12\n"); - minigame_wasactive = false; - } + View_CheckButtonStatus(); ColorTranslateMode = autocvar_cl_stripcolorcodes; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - entity wepent = viewmodels[slot]; - - if(wepent.last_switchweapon != wepent.switchweapon) - { - weapontime = time; - wepent.last_switchweapon = wepent.switchweapon; - if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch) - { - localcmd("-zoom\n"); - button_zoom = false; - } - if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch) - { - localcmd("-fire\n"); - localcmd("-fire2\n"); - button_attack2 = false; - } - } - if(wepent.last_activeweapon != wepent.activeweapon) - { - wepent.last_activeweapon = wepent.activeweapon; - - e = wepent.activeweapon; - if(e.netname != "") - localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n"); - else if(slot == 0) - localcmd("\ncl_hook_activeweapon none\n"); - } - } - // ALWAYS Clear Current Scene First clearscene(); @@ -2020,405 +1705,43 @@ void CSQC_UpdateView(entity this, float w, float h) // Draw the World (and sky) setproperty(VF_DRAWWORLD, 1); - // Set the console size vars vid_conwidth = autocvar_vid_conwidth; vid_conheight = autocvar_vid_conheight; vid_pixelheight = autocvar_vid_pixelheight; - if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); } - else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd - else { setproperty(VF_FOV, GetCurrentFov(fov)); } - - if(camera_active) // Camera for demo playback - { - if(autocvar_camera_enable) - CSQC_Demo_Camera(); - else - { - cvar_set("chase_active", ftos(chase_active_backup)); - cvar_set("cl_demo_mousegrab", "0"); - camera_active = false; - } - } - else - { -#ifdef CAMERATEST - if(autocvar_camera_enable) -#else - if(autocvar_camera_enable && isdemo()) -#endif - { - // Enable required Darkplaces cvars - chase_active_backup = autocvar_chase_active; - cvar_set("chase_active", "2"); - cvar_set("cl_demo_mousegrab", "1"); - camera_active = true; - camera_mode = false; - } - } - - // Draw the Crosshair - setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden + View_UpdateFov(); - // Draw the Engine Status Bar (the default Quake HUD) - setproperty(VF_DRAWENGINESBAR, 0); + View_DemoCamera(); - // Update the mouse position - /* - mousepos_x = vid_conwidth; - mousepos_y = vid_conheight; - mousepos = mousepos*0.5 + getmousepos(); - */ + setproperty(VF_DRAWCROSSHAIR, 0); // hide engine crosshair + setproperty(VF_DRAWENGINESBAR, 0); // hide engine status bar IL_EACH(g_drawables, it.draw, it.draw(it)); addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently) renderscene(); - // now switch to 2D drawing mode by calling a 2D drawing function - // then polygon drawing will draw as 2D stuff, and NOT get queued until the - // next R_RenderScene call - drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); - - if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) - if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)) - { - // apply night vision effect - vector tc_00, tc_01, tc_10, tc_11; - vector rgb = '0 0 0'; - - if(!nightvision_noise) - { - nightvision_noise = new(nightvision_noise); - } - if(!nightvision_noise2) - { - nightvision_noise2 = new(nightvision_noise2); - } - - // color tint in yellow - drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE); - - // draw BG - a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15; - rgb = '1 1 1'; - tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7); - tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2); - tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7); - //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1); - tc_11 = tc_01 + tc_10 - tc_00; - R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE); - R_PolygonVertex('0 0 0', tc_00, rgb, a); - R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); - R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); - R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); - R_EndPolygon(); - - // draw FG - a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12; - rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime); - tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime); - tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2); - tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3); - tc_11 = tc_01 + tc_10 - tc_00; - R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE); - R_PolygonVertex('0 0 0', tc_00, rgb, a); - R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a); - R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a); - R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a); - R_EndPolygon(); - } - - if(autocvar_cl_reticle && !MUTATOR_CALLHOOK(DrawReticle)) - { - string reticle_image = string_null; - bool wep_zoomed = false; - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - entity wepe = viewmodels[slot]; - Weapon wep = wepe.activeweapon; - if(wep != WEP_Null && wep.wr_zoom) - { - bool do_zoom = wep.wr_zoom(wep, NULL); - if(!reticle_image && wep.w_reticle && wep.w_reticle != "") - reticle_image = wep.w_reticle; - wep_zoomed += do_zoom; - } - } - // Draw the aiming reticle for weapons that use it - // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use - // It must be a persisted float for fading out to work properly (you let go of the zoom button for - // the view to go back to normal, so reticle_type would become 0 as we fade out) - if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc) - { - // no zoom reticle while dead - reticle_type = 0; - } - else if(wep_zoomed && autocvar_cl_reticle_weapon) - { - if(reticle_image) { reticle_type = 2; } - else { reticle_type = 0; } - } - else if(button_zoom || zoomscript_caught) - { - // normal zoom - reticle_type = 1; - } - - if(reticle_type) - { - if(autocvar_cl_reticle_stretch) - { - reticle_size.x = vid_conwidth; - reticle_size.y = vid_conheight; - reticle_pos.x = 0; - reticle_pos.y = 0; - } - else - { - reticle_size.x = max(vid_conwidth, vid_conheight); - reticle_size.y = max(vid_conwidth, vid_conheight); - reticle_pos.x = (vid_conwidth - reticle_size.x) / 2; - reticle_pos.y = (vid_conheight - reticle_size.y) / 2; - } - - if(zoomscript_caught) - f = 1; - else - f = current_zoomfraction; - - if(f) - { - switch(reticle_type) - { - case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break; - case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break; - } - } - } - } - else - { - if(reticle_type != 0) { reticle_type = 0; } - } - - - // improved polyblend - if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents)) - { - float contentalpha_temp, incontent, liquidalpha, contentfadetime; - vector liquidcolor; - - switch(pointcontents(view_origin)) - { - case CONTENT_WATER: - liquidalpha = autocvar_hud_contents_water_alpha; - liquidcolor = stov(autocvar_hud_contents_water_color); - incontent = 1; - break; - - case CONTENT_LAVA: - liquidalpha = autocvar_hud_contents_lava_alpha; - liquidcolor = stov(autocvar_hud_contents_lava_color); - incontent = 1; - break; - - case CONTENT_SLIME: - liquidalpha = autocvar_hud_contents_slime_alpha; - liquidcolor = stov(autocvar_hud_contents_slime_color); - incontent = 1; - break; - - default: - liquidalpha = 0; - liquidcolor = '0 0 0'; - incontent = 0; - break; - } - - if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it. - { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content - contentfadetime = autocvar_hud_contents_fadeintime; - liquidalpha_prev = liquidalpha; - liquidcolor_prev = liquidcolor; - } - else - contentfadetime = autocvar_hud_contents_fadeouttime; - - contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); - contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; - - if(contentavgalpha) - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); - - if(autocvar_hud_postprocessing) - { - if(autocvar_hud_contents_blur && contentavgalpha) - { - content_blurpostprocess.x = 1; - content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur; - content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha; - } - else - { - content_blurpostprocess.x = 0; - content_blurpostprocess.y = 0; - content_blurpostprocess.z = 0; - } - } - } - - if(autocvar_hud_damage && !STAT(FROZEN)) - { - splash_size.x = max(vid_conwidth, vid_conheight); - splash_size.y = max(vid_conwidth, vid_conheight); - splash_pos.x = (vid_conwidth - splash_size.x) / 2; - splash_pos.y = (vid_conheight - splash_size.y) / 2; - - float myhealth_flash_temp; - myhealth = STAT(HEALTH); - - // fade out - myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime); - // add new damage - myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha); - - float pain_threshold, pain_threshold_lower, pain_threshold_lower_health; - pain_threshold = autocvar_hud_damage_pain_threshold; - pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower; - pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health; - - if(pain_threshold_lower && myhealth < pain_threshold_lower_health) - { - 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); - } - - myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1); - - if(myhealth_prev < 1) - { - if(myhealth >= 1) - { - myhealth_flash = 0; // just spawned, clear the flash immediately - myhealth_flash_temp = 0; - } - else - { - myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead - } - } - - if(spectatee_status == -1 || intermission) - { - myhealth_flash = 0; // observing, or match ended - myhealth_flash_temp = 0; - } - - myhealth_prev = myhealth; - - // IDEA: change damage color/picture based on player model for robot/alien species? - // pro: matches model better - // contra: it's not red because blood is red, but because red is an alarming color, so red should stay - // maybe different reddish pics? - if(autocvar_cl_gentle_damage || autocvar_cl_gentle) - { - if(autocvar_cl_gentle_damage == 2) - { - if(myhealth_flash < pain_threshold) // only randomize when the flash is gone - myhealth_gentlergb = randomvec(); - } - else - myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); - - if(myhealth_flash_temp > 0) - drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); - } - else if(myhealth_flash_temp > 0) - drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL); - - 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. - { - if(autocvar_hud_damage_blur && myhealth_flash_temp) - { - damage_blurpostprocess.x = 1; - damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur; - damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha; - } - else - { - damage_blurpostprocess.x = 0; - damage_blurpostprocess.y = 0; - damage_blurpostprocess.z = 0; - } - } - } - - float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0); - float e2 = (autocvar_hud_powerup != 0); - if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs. - { - // enable or disable rendering types if they are used or not - if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); } - if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); } - - // blur postprocess handling done first (used by hud_damage and hud_contents) - if((damage_blurpostprocess.x || content_blurpostprocess.x)) - { - float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius); - float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha); - if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible - { - cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); - old_blurradius = blurradius; - old_bluralpha = bluralpha; - } - } - else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible - { - cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); - old_blurradius = 0; - old_bluralpha = 0; - } - - // edge detection postprocess handling done second (used by hud_powerup) - float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED); - if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); } - if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); } - - 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. - - if(autocvar_hud_powerup && sharpen_intensity > 0) - { - if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible - { - cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0")); - old_sharpen_intensity = sharpen_intensity; - } - } - else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible - { - cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0"); - old_sharpen_intensity = 0; - } - - if(cvar("r_glsl_postprocess") == 0) - cvar_set("r_glsl_postprocess", "2"); - } - else if(cvar("r_glsl_postprocess") == 2) - cvar_set("r_glsl_postprocess", "0"); + // Now the the scene has been rendered, begin with the 2D drawing functions - /*if(ISGAMETYPE(CTF)) - { - ctf_view(); - } else */ + View_NightVision(); + DrawReticle(local_player); + HUD_Contents(); + HUD_Damage(); + View_PostProcessing(); // draw 2D entities IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it)); + IL_EACH(g_damagetext, it.draw2d, it.draw2d(it)); Draw_ShowNames_All(); #if ENABLE_DEBUGDRAW Debug_Draw(); #endif + if (autocvar__scoreboard_team_selection) + { + Scoreboard_UI_Enable(1); + cvar_set("_scoreboard_team_selection", "0"); + } scoreboard_active = Scoreboard_WouldDraw(); HUD_Draw(this); // this parameter for deep vehicle function @@ -2429,33 +1752,6 @@ void CSQC_UpdateView(entity this, float w, float h) NextFrameCommand = string_null; } - // we must do this check AFTER a frame was rendered, or it won't work - if(cs_project_is_b0rked == 0) - { - string w0, h0; - w0 = ftos(autocvar_vid_conwidth); - h0 = ftos(autocvar_vid_conheight); - //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0'); - //setproperty(VF_FOV, '90 90 0'); - setproperty(VF_ORIGIN, '0 0 0'); - setproperty(VF_ANGLES, '0 0 0'); - setproperty(VF_PERSPECTIVE, 1); - makevectors('0 0 0'); - vector v1, v2; - cvar_set("vid_conwidth", "800"); - cvar_set("vid_conheight", "600"); - v1 = cs_project(v_forward); - cvar_set("vid_conwidth", "640"); - cvar_set("vid_conheight", "480"); - v2 = cs_project(v_forward); - if(v1 == v2) - cs_project_is_b0rked = 1; - else - cs_project_is_b0rked = -1; - cvar_set("vid_conwidth", w0); - cvar_set("vid_conheight", h0); - } - HUD_Mouse(local_player); cl_notice_run(); @@ -2475,7 +1771,7 @@ vector camera_offset, current_camera_offset, mouse_angles, current_angles, curre void CSQC_Demo_Camera() { float speed, attenuation, dimensions; - vector tmp, delta; + vector tmp; if( autocvar_camera_reset || !camera_mode ) { @@ -2516,30 +1812,22 @@ void CSQC_Demo_Camera() } } - while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360; - while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360; - while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360; - while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360; - - // Fix difference when angles don't have the same sign - delta = '0 0 0'; - if(mouse_angles.y < -60 && current_angles.y > 60) - delta = '0 360 0'; - if(mouse_angles.y > 60 && current_angles.y < -60) - delta = '0 -360 0'; - if(autocvar_camera_look_player) attenuation = autocvar_camera_look_attenuation; else attenuation = autocvar_camera_speed_attenuation; attenuation = 1 / max(1, attenuation); - current_angles += (mouse_angles - current_angles + delta) * attenuation; + current_angles += (mouse_angles - current_angles) * attenuation; + + // limit current pitch angle to sane values + if (current_angles.x < -90) current_angles.x = -90; + if (current_angles.x > 90 ) current_angles.x = 90; - while (current_angles.x < -180) current_angles.x = current_angles.x + 360; - while (current_angles.x > 180) current_angles.x = current_angles.x - 360; - while (current_angles.y < -180) current_angles.y = current_angles.y + 360; - while (current_angles.y > 180) current_angles.y = current_angles.y - 360; + // limit mouse and current yaw angles to standard values simultaneously so that the difference + // between these angles is not altered + while (current_angles.y < -180 && mouse_angles.y < -180) {current_angles.y += 360; mouse_angles.y += 360;} + while (current_angles.y > 180 && mouse_angles.y > 180 ) {current_angles.y -= 360; mouse_angles.y -= 360;} // Camera position tmp = '0 0 0';