X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fclient%2Fview.qc;h=d54dea8f70028c564ab5f0b6caa1e906182c04cd;hp=b72998de6c42eb0e9a56372e00ee5f027f92f8b2;hb=7069dc3f41678554d089db582ccf16da1f8874a5;hpb=20763708b3a02ee500d30f32835047da1fd85ca8 diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index b72998de6..d54dea8f7 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -4,6 +4,7 @@ #include "miscfunctions.qh" #include "announcer.qh" #include "hud/_mod.qh" +#include "main.qh" #include "mapvoting.qh" #include "shownames.qh" #include "hud/panel/scoreboard.qh" @@ -31,7 +32,6 @@ #include #include -#include #include #include #include @@ -48,7 +48,7 @@ #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; @@ -76,54 +76,46 @@ float autocvar_cl_leanmodel_lowpass = 0.05; ret = ref_store = ref_store * (1 - frac) + (value) * frac; #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \ -{ \ float __ignore; lowpass(value, frac, ref_store, __ignore); \ ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \ -} MACRO_END +MACRO_END #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \ -{ \ float __f = 0; lowpass(value, frac, ref_store, __f); \ ret = (value) - __f; \ -} MACRO_END +MACRO_END #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \ -{ \ float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \ ret = (value) - __f; \ -} MACRO_END +MACRO_END #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \ -{ \ lowpass(value.x, frac, ref_store.x, ref_out.x); \ lowpass(value.y, frac, ref_store.y, ref_out.y); \ -} MACRO_END +MACRO_END #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \ -{ \ highpass(value.x, frac, ref_store.x, ref_out.x); \ highpass(value.y, frac, ref_store.y, ref_out.y); \ -} MACRO_END +MACRO_END #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \ -{ \ highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \ highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \ -} MACRO_END +MACRO_END #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \ -{ \ lowpass(value.x, frac, ref_store.x, ref_out.x); \ lowpass(value.y, frac, ref_store.y, ref_out.y); \ lowpass(value.z, frac, ref_store.z, ref_out.z); \ -} MACRO_END +MACRO_END #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \ -{ \ highpass(value.x, frac, ref_store.x, ref_out.x); \ highpass(value.y, frac, ref_store.y, ref_out.y); \ highpass(value.z, frac, ref_store.z, ref_out.z); \ -} MACRO_END +MACRO_END void calc_followmodel_ofs(entity view) { @@ -141,8 +133,8 @@ 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; @@ -167,8 +159,8 @@ 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; @@ -299,6 +291,7 @@ void viewmodel_draw(entity this) 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; bool invehicle = player_localentnum > maxclients; if (invehicle) a = -1; Weapon wep = this.activeweapon; @@ -312,6 +305,7 @@ void viewmodel_draw(entity this) { e.drawmask = mask; e.alpha = a; + e.skin = wepskin; e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white e.glowmod = g; e.csqcmodel_effects = fx; @@ -400,87 +394,6 @@ STATIC_INIT(fpscounter_init) showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending } -STATIC_INIT(Porto) -{ - entity e = new_pure(porto); - e.draw = Porto_Draw; - IL_PUSH(g_drawables, e); - e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; -} - -const int polyline_length = 16; -.vector polyline[polyline_length]; -void Porto_Draw(entity this) -{ - for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) - { - entity wepent = viewmodels[slot]; - - if (wepent.activeweapon != WEP_PORTO) continue; - if (spectatee_status) continue; - if (WEP_CVAR(porto, secondary)) continue; - if (intermission == 1) continue; - if (intermission == 2) continue; - if (STAT(HEALTH) <= 0) continue; - - vector pos = view_origin; - vector dir = view_forward; - makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles)); - pos += v_right * -wepent.movedir.y - + v_up * wepent.movedir.z; - - if (wepent.angles_held_status) - { - makevectors(wepent.angles_held); - dir = v_forward; - } - - wepent.polyline[0] = pos; - - int portal_number = 0, portal1_idx = 1, portal_max = 2; - int n = 1 + 2; // 2 lines == 3 points - for (int idx = 0; idx < n && idx < polyline_length - 1; ) - { - traceline(pos, pos + 65536 * dir, true, this); - dir = reflect(dir, trace_plane_normal); - pos = trace_endpos; - wepent.polyline[++idx] = pos; - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP) - { - n += 1; - continue; - } - if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT) - { - n = max(2, idx); - break; - } - // check size - { - vector ang = vectoangles2(trace_plane_normal, dir); - ang.x = -ang.x; - makevectors(ang); - if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward)) - { - n = max(2, idx); - break; - } - } - portal_number += 1; - if (portal_number >= portal_max) break; - if (portal_number == 1) portal1_idx = idx; - } - for (int idx = 0; idx < n - 1; ++idx) - { - vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1]; - if (idx == 0) p -= view_up * 16; // line from player - vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1'; - Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin); - } - } -} - -float drawtime; float avgspeed; vector GetCurrentFov(float fov) { @@ -573,21 +486,22 @@ 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; } } @@ -631,165 +545,17 @@ 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) -{ - 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_TUBA: // no aim - case WEP_PORTO: // shoots from eye - case WEP_NEXBALL: // shoots from eye - case WEP_HOOK: // no trueaim - case WEP_MORTAR: // toss curve - return SHOTTYPE_HITWORLD; - 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; @@ -803,7 +569,7 @@ vector liquidcolor_prev; float eventchase_current_distance; float eventchase_running; -int WantEventchase(entity this) +int WantEventchase(entity this, bool want_vehiclechase) { if(autocvar_cl_orthoview) return 0; @@ -813,7 +579,7 @@ int WantEventchase(entity this) return 1; if(spectatee_status >= 0) { - if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)) + if(want_vehiclechase) return 1; if(MUTATOR_CALLHOOK(WantEventchase, this)) return 1; @@ -840,18 +606,148 @@ int WantEventchase(entity this) return 0; } -void HUD_Crosshair_Vehicle(entity this) +void View_EventChase(entity this) { - if(hud != HUD_BUMBLEBEE_GUN) + // 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 @@ -865,7 +761,7 @@ 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; @@ -914,7 +810,7 @@ void HitSound() 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 @@ -942,550 +838,69 @@ void HitSound() } } -vector crosshair_getcolor(entity this, float health_stat) +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() { - static float rainbow_last_flicker; - static vector rainbow_prev_color; - vector wcross_color = '0 0 0'; - switch(autocvar_crosshair_color_special) - { - case 1: // crosshair_color_per_weapon - { - if(this != WEP_Null && hud == HUD_NORMAL) - { - wcross_color = this.wpcolor; - break; - } - else { goto normalcolor; } - } + if(!STAT(MOVEVARS_SPECIALCOMMAND)) + return; - case 2: // crosshair_color_by_health - { - vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id); - float hp = floor(v.x + 1); + 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); - //x = red - //y = green - //z = blue + if(!precache_pic("gfx/smile")) + return; // damn party poopers - wcross_color.z = 0; + 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(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 + if(slot == '0 0 0') + { + if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn! { - wcross_color.x = 1; - wcross_color.y = 0; + 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() * REGISTRY_MAX(Weapons)); + 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; } - break; } - - case 3: // crosshair_color_rainbow + else { - 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; - } -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 - 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 { \ - if(wcross_blur > 0) \ - { \ - for(i = -2; i <= 2; ++i) \ - for(j = -2; j <= 2; ++j) \ - M(i,j,sz,wcross_name,wcross_alpha*0.04); \ - } \ - else \ - { \ - M(0,0,sz,wcross_name,wcross_alpha); \ - } \ - } MACRO_END - -#define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \ - 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) - -#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); + 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 = REGISTRY_GET(Weapons, 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; @@ -1539,7 +954,7 @@ void HUD_Draw(entity this) if(autocvar_r_letterbox == 0) if(autocvar_viewsize < 120) { - if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS)) + if(!MUTATOR_CALLHOOK(DrawScoreboardAccuracy)) Accuracy_LoadLevels(); HUD_Main(); @@ -1563,6 +978,7 @@ 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); } @@ -1591,9 +1007,19 @@ void HUD_Mouse(entity player) return; } + if (cursor_active == -1) // starting to display the cursor + { + // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent, + // in the first frame mousepos is the mouse position of the last time + // the cursor was displayed, thus we ignore it to avoid a glictch + cursor_active = 1; + return; + } + if(!autocvar_hud_cursormode) update_mousepos(); + cursor_type = CURSOR_NORMAL; if(autocvar__hud_configure) HUD_Panel_Mouse(); else @@ -1611,258 +1037,447 @@ 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; + if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)) + return; + + // apply night vision effect + vector tc_00, tc_01, tc_10, tc_11; + vector rgb = '0 0 0'; float a; - execute_next_frame(); + 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, 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.tga", 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(); +} - ++framecount; +// visual overlay while in liquids +// provides some effects to the postprocessing function +void HUD_Contents() +{ + if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents)) + return; - stats_get(); - hud = STAT(HUD); + // improved polyblend + float contentalpha_temp, incontent, liquidalpha, contentfadetime; + vector liquidcolor; - if(hud != HUD_NORMAL && lasthud == HUD_NORMAL) - vh_notice_time = time + autocvar_cl_vehicles_notify_time; + switch(pointcontents(view_origin)) + { + case CONTENT_WATER: + liquidalpha = autocvar_hud_contents_water_alpha; + liquidcolor = stov(autocvar_hud_contents_water_color); + incontent = 1; + break; - lasthud = hud; + 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); - float is_dead = (STAT(HEALTH) <= 0); + 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 + } + } - // FIXME do we need this hack? - if(isdemo()) + if(spectatee_status == -1 || intermission) { - // in demos, input_buttons do not work - button_zoom = (autocvar__togglezoom == "-"); - } - else if(button_zoom - && autocvar_cl_unpress_zoom_on_death - && (spectatee_status >= 0) - && (is_dead || intermission)) - { - // no zoom while dead or in intermission please - localcmd("-zoom\n"); - button_zoom = false; + myhealth_flash = 0; // observing, or match ended + myhealth_flash_temp = 0; } - // abused multiple places below - entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); - if(!local_player) - local_player = this; // fall back! + myhealth_prev = myhealth; - // event chase camera - if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped + // 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(STAT(CAMERA_SPECTATOR)) + if(autocvar_cl_gentle_damage == 2) { - 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; + if(myhealth_flash < pain_threshold) // only randomize when the flash is gone + myhealth_gentlergb = randomvec(); } - else if(autocvar_chase_active == -2) - cvar_set("chase_active", "0"); - - float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0)); + else + myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color); - float vehicle_viewdist = 0; - vector vehicle_viewofs = '0 0 0'; + 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(vehicle_chase) + 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) { - if(hud != HUD_BUMBLEBEE_GUN) - { - Vehicle info = Vehicles_from(hud); - vehicle_viewdist = info.height; - vehicle_viewofs = info.view_ofs; - } + 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; } - - int eventchase = WantEventchase(this); - if (eventchase) + else { - 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; + damage_blurpostprocess.x = 0; + damage_blurpostprocess.y = 0; + damage_blurpostprocess.z = 0; + } + } +} - // 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; +void View_PostProcessing() +{ + 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)); } - // detect maximum viewoffset and use it - vector view_offset = autocvar_cl_eventchase_viewoffset; - if(vehicle_chase) + // 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 { - if(vehicle_viewofs) - view_offset = vehicle_viewofs; - else - view_offset = autocvar_cl_eventchase_vehicle_viewoffset; + cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); + old_blurradius = blurradius; + old_bluralpha = bluralpha; } - if (custom_eventchase) - view_offset = view_offset_override; + } + 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; + } - 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); } - } + // 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); } - // 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"); } + 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. - // make the camera smooth back - float chase_distance = autocvar_cl_eventchase_distance; - if(vehicle_chase) + if(autocvar_hud_powerup && sharpen_intensity > 0) + { + if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible { - if(vehicle_viewofs) - chase_distance = vehicle_viewdist; - else - chase_distance = autocvar_cl_eventchase_vehicle_distance; + 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; } - 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; + } + 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; + } - makevectors(view_angles); + 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"); +} - 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); +void View_Lock() +{ + int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened())); + if (lock_type == 0) + lock_type = autocvar_cl_lockview; - // If the boxtrace fails, revert back to line tracing. - if(!local_player.viewloc) - if(trace_startsolid) - { - 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))); - } - else { setproperty(VF_ORIGIN, trace_endpos); } + // 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); +} - if(!local_player.viewloc) - setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_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; } - - if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code + } + else + { +#ifdef CAMERATEST + if(autocvar_camera_enable) +#else + if(autocvar_camera_enable && isdemo()) +#endif { - eventchase_running = false; - cvar_set("chase_active", "0"); - eventchase_current_distance = 0; // start from 0 next time + // 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; } } - // 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) +} + +#ifdef BLURTEST +void View_BlurTest() +{ + if(time > blurtest_time0 && time < blurtest_time1) { - cvar_settemp("chase_active", "-1"); - eventchase_current_distance = 0; + 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 - LABEL(skip_eventchase_death); +void View_CheckButtonStatus() +{ + float is_dead = (STAT(HEALTH) <= 0); - // 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()))) + // FIXME do we need this hack? + if(isdemo()) { - setproperty(VF_ORIGIN, freeze_org); - setproperty(VF_ANGLES, freeze_ang); + // in demos, input_buttons do not work + button_zoom = (autocvar__togglezoom == "-"); + } + else if(button_zoom + && autocvar_cl_unpress_zoom_on_death + && (spectatee_status >= 0) + && (is_dead || intermission)) + { + // no zoom while dead or in intermission please + localcmd("-zoom\n"); + button_zoom = false; + } + + if(autocvar_fov <= 59.5) + { + if(!zoomscript_caught) + { + localcmd("+button9\n"); + zoomscript_caught = 1; + } } else { - freeze_org = getpropertyvec(VF_ORIGIN); - freeze_ang = getpropertyvec(VF_ANGLES); + if(zoomscript_caught) + { + localcmd("-button9\n"); + zoomscript_caught = 0; + } } - WarpZone_FixView(); - //WarpZone_FixPMove(); + 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; + } + + 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; + + 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"); + } + } +} - vector ov_org = '0 0 0'; - vector ov_mid = '0 0 0'; - vector ov_worldmin = '0 0 0'; - vector ov_worldmax = '0 0 0'; +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'; + +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; @@ -1937,6 +1552,84 @@ 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) +{ + TC(int, w); TC(int, h); + + execute_next_frame(); + + ++framecount; + + stats_get(); + hud = STAT(HUD); + + ReplicateVars(false); + if (ReplicateVars_NOT_SENDING()) + ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame + + 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); + + 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); + + // abused multiple places below + 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 @@ -1946,28 +1639,10 @@ void CSQC_UpdateView(entity this, float w, float h) // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); view_angles = getpropertyvec(VF_ANGLES); - makevectors(view_angles); - view_forward = v_forward; - view_right = v_right; - view_up = v_up; + MAKE_VECTORS(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; - - 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"); - } + View_BlurTest(); #endif TargetMusic_Advance(); @@ -2000,72 +1675,10 @@ void CSQC_UpdateView(entity this, float w, float h) Announcer(); - 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; - } - } - - if(active_minigame && HUD_MinigameMenu_IsOpened()) - { - if(!minigame_wasactive) - { - localcmd("+button14\n"); - minigame_wasactive = true; - } - } - else if(minigame_wasactive) - { - localcmd("-button14\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(); @@ -2085,37 +1698,9 @@ void CSQC_UpdateView(entity this, float w, float h) 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)); } + View_UpdateFov(); - 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; - } - } + View_DemoCamera(); // Draw the Crosshair setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden @@ -2135,342 +1720,13 @@ void CSQC_UpdateView(entity this, float w, float h) 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) - { - 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(gametype == MAPINFO_TYPE_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)); @@ -2500,14 +1756,15 @@ void CSQC_UpdateView(entity this, float w, float h) setproperty(VF_ORIGIN, '0 0 0'); setproperty(VF_ANGLES, '0 0 0'); setproperty(VF_PERSPECTIVE, 1); - makevectors('0 0 0'); + vector forward, right, up; + MAKE_VECTORS('0 0 0', forward, right, up); vector v1, v2; cvar_set("vid_conwidth", "800"); cvar_set("vid_conheight", "600"); - v1 = cs_project(v_forward); + v1 = cs_project(forward); cvar_set("vid_conwidth", "640"); cvar_set("vid_conheight", "480"); - v2 = cs_project(v_forward); + v2 = cs_project(forward); if(v1 == v2) cs_project_is_b0rked = 1; else