3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
19 if (getstati(STAT_HEALTH) <= 0)
24 if(angles_held_status)
26 makevectors(angles_held);
40 traceline(p, p + 65536 * dir, TRUE, porto);
41 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
43 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
49 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
52 ang = vectoangles2(trace_plane_normal, dir);
55 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
57 if(portal_number == 1)
59 if(portal_number >= 2)
69 if(idx-1 >= portal1_idx)
71 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
82 * Checks whether the server initiated a map restart (stat_game_starttime changed)
84 * TODO: Use a better solution where a common shared entitiy is used that contains
85 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
86 * and STAT_FRAGLIMIT to be auto-sent)
88 void CheckForGamestartChange() {
90 startTime = getstatf(STAT_GAMESTARTTIME);
91 if (previous_game_starttime != startTime) {
92 if ((time + 5.0) < startTime) {
93 //if connecting to server while restart was active don't always play prepareforbattle
94 sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
96 if (time < startTime) {
97 restartAnnouncer = spawn();
98 restartAnnouncer.think = restartAnnouncer_Think;
99 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
102 previous_game_starttime = startTime;
108 porto.classname = "porto";
109 porto.draw = Porto_Draw;
110 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
115 vector GetCurrentFov(float fov)
117 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
118 float velocityzoom, curspeed;
120 zoomsensitivity = autocvar_cl_zoomsensitivity;
121 zoomfactor = autocvar_cl_zoomfactor;
122 if(zoomfactor < 1 || zoomfactor > 16)
124 zoomspeed = autocvar_cl_zoomspeed;
126 if(zoomspeed < 0.5 || zoomspeed > 16)
129 zoomdir = button_zoom;
130 if(hud == HUD_NORMAL)
131 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
132 zoomdir += button_attack2;
133 if(spectatee_status > 0 || isdemo())
135 if(spectatorbutton_zoom)
142 // fteqcc failed twice here already, don't optimize this
148 if(zoomin_effect || camera_active)
150 current_viewzoom = min(1, current_viewzoom + drawframetime);
154 if(zoomspeed < 0) // instant zoom
157 current_viewzoom = 1 / zoomfactor;
159 current_viewzoom = 1;
164 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
166 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
170 if(almost_equals(current_viewzoom, 1))
171 current_zoomfraction = 0;
172 else if(almost_equals(current_viewzoom, 1/zoomfactor))
173 current_zoomfraction = 1;
175 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
177 if(zoomsensitivity < 1)
178 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
180 setsensitivityscale(1);
182 makevectors(view_angles);
184 if(autocvar_cl_velocityzoom)
186 switch(autocvar_cl_velocityzoom_type)
188 case 3: curspeed = max(0, v_forward * pmove_vel); break;
189 case 2: curspeed = (v_forward * pmove_vel); break;
190 case 1: default: curspeed = vlen(pmove_vel); break;
193 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
194 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
195 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
197 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
202 float frustumx, frustumy, fovx, fovy;
203 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
204 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
205 fovx = atan2(frustumx, 1) / M_PI * 360.0;
206 fovy = atan2(frustumy, 1) / M_PI * 360.0;
208 return '1 0 0' * fovx + '0 1 0' * fovy;
211 // this function must match W_SetupShot!
212 float zoomscript_caught;
214 vector wcross_origin;
215 float wcross_scale_prev, wcross_alpha_prev;
216 vector wcross_color_prev;
217 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
218 vector wcross_color_goal_prev;
219 float wcross_changedonetime;
221 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
222 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
223 float wcross_name_changestarttime, wcross_name_changedonetime;
224 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
226 entity trueaim_rifle;
228 #define SHOTTYPE_HITTEAM 1
229 #define SHOTTYPE_HITOBSTRUCTION 2
230 #define SHOTTYPE_HITWORLD 3
231 #define SHOTTYPE_HITENEMY 4
236 trueaim.classname = "trueaim";
237 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
238 trueaim_rifle = spawn();
239 trueaim_rifle.classname = "trueaim_rifle";
240 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243 float EnemyHitCheck()
246 wcross_origin = project_3d_to_2d(trace_endpos);
248 if(trace_networkentity < 1)
249 return SHOTTYPE_HITWORLD;
250 if(trace_networkentity > maxclients)
251 return SHOTTYPE_HITWORLD;
252 t = GetPlayerColor(trace_networkentity - 1);
255 return SHOTTYPE_HITTEAM;
256 if(t == COLOR_SPECTATOR)
257 return SHOTTYPE_HITWORLD;
258 return SHOTTYPE_HITENEMY;
263 float nudge = 1; // added to traceline target and subtracted from result
264 vector vecs, trueaimpoint, w_shotorg;
272 mv = MOVE_NOMONSTERS;
276 case WEP_TUBA: // no aim
277 case WEP_PORTO: // shoots from eye
278 case WEP_HOOK: // no trueaim
279 case WEP_GRENADE_LAUNCHER: // toss curve
280 return SHOTTYPE_HITWORLD;
288 if(zoomscript_caught)
290 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
291 return EnemyHitCheck();
294 case WEP_ROCKET_LAUNCHER: // projectile has a size!
298 case WEP_FIREBALL: // projectile has a size!
302 case WEP_SEEKER: // projectile has a size!
306 case WEP_ELECTRO: // projectile has a size!
312 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
314 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
315 trueaimpoint = trace_endpos;
317 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
318 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
325 dv = view_right * vecs_y + view_up * vecs_z;
326 w_shotorg = view_origin + dv;
328 // now move the vecs forward as much as requested if possible
329 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
330 w_shotorg = trace_endpos - view_forward * nudge;
332 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
333 shottype = EnemyHitCheck();
334 if(shottype != SHOTTYPE_HITWORLD)
338 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
339 // or rather, I know why, but see no fix
340 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
341 // 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
342 return SHOTTYPE_HITOBSTRUCTION;
345 return SHOTTYPE_HITWORLD;
348 void CSQC_common_hud(void);
351 void CSQC_Demo_Camera();
352 float HUD_WouldDrawScoreboard();
355 string NextFrameCommand;
356 void CSQC_SPIDER_HUD();
357 void CSQC_RAPTOR_HUD();
359 vector freeze_org, freeze_ang;
360 entity nightvision_noise, nightvision_noise2;
362 #define MAX_TIME_DIFF 5
363 float pickup_crosshair_time, pickup_crosshair_size;
364 float hit_time, typehit_time;
365 float nextsound_hit_time, nextsound_typehit_time;
366 float hitindication_crosshair_time, hitindication_crosshair_size;
367 float use_nex_chargepool;
369 float myhealth, myhealth_prev;
370 float myhealth_flash;
372 float old_blurradius, old_bluralpha;
373 float old_sharpen_intensity;
375 vector myhealth_gentlergb;
377 float contentavgalpha, liquidalpha_prev;
378 vector liquidcolor_prev;
380 float eventchase_current_distance;
382 vector damage_blurpostprocess, content_blurpostprocess;
386 void CSQC_UpdateView(float w, float h)
392 vector vf_size, vf_min;
394 hud = getstati(STAT_HUD);
396 button_attack2 = (input_buttons & BUTTON_3);
397 button_zoom = (input_buttons & BUTTON_4);
399 // FIXME do we need this hack?
402 // in demos, input_buttons do not work
403 button_zoom = (autocvar__togglezoom == "-");
406 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
407 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
408 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
409 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
410 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
411 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
412 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
413 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
415 vf_size = R_SetView3fv(VF_SIZE);
416 vf_min = R_SetView3fv(VF_MIN);
417 vid_width = vf_size_x;
418 vid_height = vf_size_y;
420 vector reticle_pos, reticle_size;
421 vector splash_pos, splash_size;
423 WaypointSprite_Load();
426 myteam = GetPlayerColor(spectatee_status - 1);
428 myteam = GetPlayerColor(player_localentnum - 1);
430 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
432 // event chase camera
433 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
435 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
437 // 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.)
438 vector current_view_origin = R_SetView3fv(VF_ORIGIN);
440 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
441 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
442 if(!autocvar_chase_active)
443 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
445 // make the camera smooth back
446 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
447 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
448 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
449 eventchase_current_distance = autocvar_cl_eventchase_distance;
451 vector eventchase_target_origin;
452 makevectors(view_angles);
453 // pass 1, used to check where the camera would go and obtain the trace_fraction
454 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
455 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
456 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
457 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
458 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
459 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
461 R_SetView(VF_ORIGIN, trace_endpos);
462 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
464 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
466 cvar_set("chase_active", "0");
467 eventchase_current_distance = 0; // start from 0 next time
471 // do lockview after event chase camera so that it still applies whenever necessary.
472 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
474 R_SetView(VF_ORIGIN, freeze_org);
475 R_SetView(VF_ANGLES, freeze_ang);
479 freeze_org = R_SetView3fv(VF_ORIGIN);
480 freeze_ang = R_SetView3fv(VF_ANGLES);
484 //WarpZone_FixPMove();
487 view_origin = R_SetView3fv(VF_ORIGIN);
488 view_angles = R_SetView3fv(VF_ANGLES);
489 makevectors(view_angles);
490 view_forward = v_forward;
491 view_right = v_right;
495 if(time > blurtest_time0 && time < blurtest_time1)
499 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
500 r = t * blurtest_radius;
501 f = 1 / pow(t, blurtest_power) - 1;
503 cvar_set("r_glsl_postprocess", "1");
504 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
508 cvar_set("r_glsl_postprocess", "0");
509 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
513 TargetMusic_Advance();
517 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
519 drawframetime = bound(0.000001, time - drawtime, 1);
522 // watch for gametype changes here...
523 // in ParseStuffCMD the cmd isn't executed yet :/
524 // might even be better to add the gametype to TE_CSQC_INIT...?
528 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
529 if(calledhooks & HOOK_START)
531 localcmd("\ncl_hook_gameend\n");
532 calledhooks |= HOOK_END;
535 CheckForGamestartChange();
543 if(!zoomscript_caught)
545 localcmd("+button9\n");
546 zoomscript_caught = 1;
551 if(zoomscript_caught)
553 localcmd("-button9\n");
554 zoomscript_caught = 0;
558 ColorTranslateMode = autocvar_cl_stripcolorcodes;
560 // next WANTED weapon (for HUD)
561 switchweapon = getstati(STAT_SWITCHWEAPON);
563 // currently switching-to weapon (for crosshair)
564 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
566 // actually active weapon (for zoom)
567 activeweapon = getstati(STAT_ACTIVEWEAPON);
569 f = (serverflags & SERVERFLAG_TEAMPLAY);
576 if(last_switchweapon != switchweapon) {
578 last_switchweapon = switchweapon;
580 if(last_activeweapon != activeweapon) {
581 last_activeweapon = activeweapon;
583 e = get_weaponinfo(activeweapon);
585 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
587 localcmd("\ncl_hook_activeweapon none\n");
590 // ALWAYS Clear Current Scene First
592 #ifdef WORKAROUND_XON010
593 if(checkextension("DP_CSQC_ROTATEMOVES"))
596 R_SetView(VF_ORIGIN, view_origin);
597 R_SetView(VF_ANGLES, view_angles);
598 #ifdef WORKAROUND_XON010
602 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
603 R_SetView(VF_SIZE, vf_size);
604 R_SetView(VF_MIN, vf_min);
606 // Assign Standard Viewflags
607 // Draw the World (and sky)
608 R_SetView(VF_DRAWWORLD, 1);
610 // Set the console size vars
611 vid_conwidth = autocvar_vid_conwidth;
612 vid_conheight = autocvar_vid_conheight;
613 vid_pixelheight = autocvar_vid_pixelheight;
615 R_SetView(VF_FOV, GetCurrentFov(fov));
617 // Camera for demo playback
620 if(autocvar_camera_enable)
624 cvar_set("chase_active", ftos(chase_active_backup));
625 cvar_set("cl_demo_mousegrab", "0");
626 camera_active = FALSE;
630 else if(autocvar_camera_enable)
632 else if(autocvar_camera_enable && isdemo())
635 // Enable required Darkplaces cvars
636 chase_active_backup = autocvar_chase_active;
637 cvar_set("chase_active", "2");
638 cvar_set("cl_demo_mousegrab", "1");
639 camera_active = TRUE;
643 // Draw the Crosshair
644 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
646 // Draw the Engine Status Bar (the default Quake HUD)
647 R_SetView(VF_DRAWENGINEHUD, 0);
649 // Update the mouse position
651 mousepos_x = vid_conwidth;
652 mousepos_y = vid_conheight;
653 mousepos = mousepos*0.5 + getmousepos();
657 for(self = world; (self = nextent(self)); )
662 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
665 // now switch to 2D drawing mode by calling a 2D drawing function
666 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
667 // next R_RenderScene call
668 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
670 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
671 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
673 // apply night vision effect
674 vector rgb, tc_00, tc_01, tc_10, tc_11;
676 if(!nightvision_noise)
678 nightvision_noise = spawn();
679 nightvision_noise.classname = "nightvision_noise";
681 if(!nightvision_noise2)
683 nightvision_noise2 = spawn();
684 nightvision_noise2.classname = "nightvision_noise2";
687 // color tint in yellow
688 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
691 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
693 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
694 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
695 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
696 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
697 tc_11 = tc_01 + tc_10 - tc_00;
698 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
699 R_PolygonVertex('0 0 0', tc_00, rgb, a);
700 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
701 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
702 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
706 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
707 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
708 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
709 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
710 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
711 tc_11 = tc_01 + tc_10 - tc_00;
712 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
713 R_PolygonVertex('0 0 0', tc_00, rgb, a);
714 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
715 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
716 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
720 // Draw the aiming reticle for weapons that use it
721 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
722 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
723 // the view to go back to normal, so reticle_type would become 0 as we fade out)
724 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
725 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
726 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
727 reticle_type = 2; // nex zoom
728 else if(button_zoom || zoomscript_caught)
729 reticle_type = 1; // normal zoom
730 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
731 reticle_type = 2; // nex zoom
733 if(reticle_type && autocvar_cl_reticle)
735 if(autocvar_cl_reticle_stretch)
737 reticle_size_x = vid_conwidth;
738 reticle_size_y = vid_conheight;
744 reticle_size_x = max(vid_conwidth, vid_conheight);
745 reticle_size_y = max(vid_conwidth, vid_conheight);
746 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
747 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
750 f = current_zoomfraction;
751 if(zoomscript_caught)
753 if(autocvar_cl_reticle_item_normal)
755 if(reticle_type == 1 && f)
756 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
758 if(autocvar_cl_reticle_item_nex)
760 if(reticle_type == 2 && f)
761 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
766 // improved polyblend
768 if(autocvar_hud_contents)
770 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
773 switch(pointcontents(view_origin))
776 liquidalpha = autocvar_hud_contents_water_alpha;
777 liquidcolor = stov(autocvar_hud_contents_water_color);
782 liquidalpha = autocvar_hud_contents_lava_alpha;
783 liquidcolor = stov(autocvar_hud_contents_lava_color);
788 liquidalpha = autocvar_hud_contents_slime_alpha;
789 liquidcolor = stov(autocvar_hud_contents_slime_color);
795 liquidcolor = '0 0 0';
800 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
801 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
802 contentfadetime = autocvar_hud_contents_fadeintime;
803 liquidalpha_prev = liquidalpha;
804 liquidcolor_prev = liquidcolor;
807 contentfadetime = autocvar_hud_contents_fadeouttime;
809 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
810 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
813 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
815 if(autocvar_hud_postprocessing)
817 if(autocvar_hud_contents_blur && contentavgalpha)
819 content_blurpostprocess_x = 1;
820 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
821 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
825 content_blurpostprocess_x = 0;
826 content_blurpostprocess_y = 0;
827 content_blurpostprocess_z = 0;
832 if(autocvar_hud_damage)
834 splash_size_x = max(vid_conwidth, vid_conheight);
835 splash_size_y = max(vid_conwidth, vid_conheight);
836 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
837 splash_pos_y = (vid_conheight - splash_size_y) / 2;
839 float myhealth_flash_temp;
840 myhealth = getstati(STAT_HEALTH);
843 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
845 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
847 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
848 pain_threshold = autocvar_hud_damage_pain_threshold;
849 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
850 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
852 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
854 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);
857 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
859 if(myhealth_prev < 1)
863 myhealth_flash = 0; // just spawned, clear the flash immediately
864 myhealth_flash_temp = 0;
868 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
872 if(spectatee_status == -1 || intermission)
874 myhealth_flash = 0; // observing, or match ended
875 myhealth_flash_temp = 0;
878 myhealth_prev = myhealth;
880 // IDEA: change damage color/picture based on player model for robot/alien species?
881 // pro: matches model better
882 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
883 // maybe different reddish pics?
884 if(autocvar_chase_active >= 0) // not while the event chase camera is active
886 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
888 if(autocvar_cl_gentle_damage == 2)
890 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
892 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
896 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
898 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
901 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
904 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.
906 if(autocvar_hud_damage_blur && myhealth_flash_temp)
908 damage_blurpostprocess_x = 1;
909 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
910 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
914 damage_blurpostprocess_x = 0;
915 damage_blurpostprocess_y = 0;
916 damage_blurpostprocess_z = 0;
921 if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
923 // enable or disable rendering types if they are used or not
924 if(cvar("r_glsl_postprocess_uservec1_enable") != (autocvar_hud_postprocessing_maxbluralpha != 0)) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(autocvar_hud_postprocessing_maxbluralpha != 0)); }
925 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
927 // blur postprocess handling done first (used by hud_damage and hud_contents)
928 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
930 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
931 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
932 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
934 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
935 old_blurradius = blurradius;
936 old_bluralpha = bluralpha;
939 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
941 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
946 // edge detection postprocess handling done second (used by hud_powerup)
947 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
948 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
949 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
951 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
953 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
955 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
957 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
958 old_sharpen_intensity = sharpen_intensity;
961 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
963 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
964 old_sharpen_intensity = 0;
971 /*if(gametype == GAME_CTF)
978 for(self = world; (self = nextent(self)); )
982 Draw_ShowNames_All();
984 scoreboard_active = HUD_WouldDrawScoreboard();
986 hit_time = getstatf(STAT_HIT_TIME);
987 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
989 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
990 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
992 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
994 typehit_time = getstatf(STAT_TYPEHIT_TIME);
995 if(typehit_time > nextsound_typehit_time)
997 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
998 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1000 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1005 if(gametype == GAME_FREEZETAG)
1007 if(getstati(STAT_FROZEN))
1008 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1009 if(getstatf(STAT_REVIVE_PROGRESS))
1011 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1012 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1016 if(autocvar_r_letterbox == 0)
1017 if(autocvar_viewsize < 120)
1020 // crosshair goes VERY LAST
1021 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
1022 string wcross_style;
1023 float wcross_alpha, wcross_resolution;
1024 wcross_style = autocvar_crosshair;
1025 if (wcross_style == "0")
1027 wcross_resolution = autocvar_crosshair_size;
1028 if (wcross_resolution == 0)
1030 wcross_alpha = autocvar_crosshair_alpha;
1031 if (wcross_alpha == 0)
1037 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1038 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1039 wcross_origin_z = 0;
1040 if(autocvar_crosshair_hittest)
1042 vector wcross_oldorigin;
1043 wcross_oldorigin = wcross_origin;
1044 shottype = TrueAimCheck();
1045 if(shottype == SHOTTYPE_HITWORLD)
1047 v = wcross_origin - wcross_oldorigin;
1048 v_x /= vid_conwidth;
1049 v_y /= vid_conheight;
1051 shottype = SHOTTYPE_HITOBSTRUCTION;
1053 if(!autocvar_crosshair_hittest_showimpact)
1054 wcross_origin = wcross_oldorigin;
1057 shottype = SHOTTYPE_HITWORLD;
1059 vector wcross_color, wcross_size;
1060 string wcross_wep, wcross_name;
1061 float wcross_scale, wcross_blur;
1063 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1064 e = get_weaponinfo(switchingweapon);
1065 if (e && e.netname != "")
1067 wcross_wep = e.netname;
1068 if(autocvar_crosshair_per_weapon)
1070 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1071 if (wcross_resolution == 0)
1073 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1074 if (wcross_alpha == 0)
1077 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1078 if(wcross_style == "" || wcross_style == "0")
1079 wcross_style = wcross_wep;
1083 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1084 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1085 else if(autocvar_crosshair_color_by_health)
1087 float x = getstati(STAT_HEALTH);
1102 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1103 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1107 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1108 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1109 wcross_color_z = 1 - (x-100)*0.02;
1115 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1120 wcross_color_y = (x-20)*90/27/100;
1121 wcross_color_z = (x-20)*90/27/100 * 0.2;
1130 wcross_color = stov(autocvar_crosshair_color);
1132 wcross_name = strcat("gfx/crosshair", wcross_style);
1134 if(autocvar_crosshair_effect_scalefade)
1136 wcross_scale = wcross_resolution;
1137 wcross_resolution = 1;
1144 if(autocvar_crosshair_pickup)
1146 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1148 if(pickup_crosshair_time < stat_pickup_time)
1150 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1151 pickup_crosshair_size = 1;
1153 pickup_crosshair_time = stat_pickup_time;
1156 if(pickup_crosshair_size > 0)
1157 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1159 pickup_crosshair_size = 0;
1161 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1164 if(autocvar_crosshair_hitindication)
1166 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1167 if(hitindication_crosshair_time < hit_time)
1169 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1170 hitindication_crosshair_size = 1;
1172 hitindication_crosshair_time = hit_time;
1175 if(hitindication_crosshair_size > 0)
1176 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1178 hitindication_crosshair_size = 0;
1180 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1181 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1182 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1183 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1186 if(shottype == SHOTTYPE_HITENEMY)
1187 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1188 if(shottype == SHOTTYPE_HITTEAM)
1189 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1191 f = autocvar_crosshair_effect_speed;
1193 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1194 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1196 wcross_changedonetime = time + f;
1198 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1200 wcross_name_changestarttime = time;
1201 wcross_name_changedonetime = time + f;
1202 if(wcross_name_goal_prev_prev)
1203 strunzone(wcross_name_goal_prev_prev);
1204 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1205 wcross_name_goal_prev = strzone(wcross_name);
1206 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1207 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1208 wcross_resolution_goal_prev = wcross_resolution;
1211 wcross_scale_goal_prev = wcross_scale;
1212 wcross_alpha_goal_prev = wcross_alpha;
1213 wcross_color_goal_prev = wcross_color;
1215 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1218 wcross_alpha *= 0.75;
1222 // *_prev is at time-frametime
1223 // * is at wcross_changedonetime+f
1224 // what do we have at time?
1225 if(time < wcross_changedonetime)
1227 f = frametime / (wcross_changedonetime - time + frametime);
1228 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1229 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1230 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1233 wcross_scale_prev = wcross_scale;
1234 wcross_alpha_prev = wcross_alpha;
1235 wcross_color_prev = wcross_color;
1237 wcross_scale *= 1 - autocvar__menu_alpha;
1238 wcross_alpha *= 1 - autocvar__menu_alpha;
1239 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1241 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1243 // crosshair rings for weapon stats
1244 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1246 // declarations and stats
1247 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1248 string ring_image, ring_inner_image;
1249 vector ring_rgb, ring_inner_rgb;
1251 ring_scale = autocvar_crosshair_ring_size;
1253 float weapon_clipload, weapon_clipsize;
1254 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1255 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1257 float nex_charge, nex_chargepool;
1258 nex_charge = getstatf(STAT_NEX_CHARGE);
1259 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1261 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1262 nex_charge_movingavg = nex_charge;
1265 // handle the values
1266 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1268 if (nex_chargepool || use_nex_chargepool) {
1269 use_nex_chargepool = 1;
1270 ring_inner_value = nex_chargepool;
1272 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1273 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1276 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1277 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1278 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1280 // draw the outer ring to show the current charge of the weapon
1281 ring_value = nex_charge;
1282 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1283 ring_rgb = wcross_color;
1284 ring_image = "gfx/crosshair_ring_nexgun.tga";
1286 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1288 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1289 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1290 ring_rgb = wcross_color;
1291 ring_image = "gfx/crosshair_ring.tga";
1293 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1295 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1296 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1297 ring_rgb = wcross_color;
1298 ring_image = "gfx/crosshair_ring.tga";
1301 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1303 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1304 ring_scale = autocvar_crosshair_ring_reload_size;
1305 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1306 ring_rgb = wcross_color;
1308 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1309 // if a new image for another weapon is added, add the code (and its respective file/value) here
1310 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1311 ring_image = "gfx/crosshair_ring_rifle.tga";
1313 ring_image = "gfx/crosshair_ring.tga";
1316 // if in weapon switch animation, fade ring out/in
1317 if(g_weaponswitchdelay > 0)
1319 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1321 ring_alpha *= fabs(1 - f);
1324 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1325 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1328 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1331 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1334 if(wcross_blur > 0) \
1336 for(i = -2; i <= 2; ++i) \
1337 for(j = -2; j <= 2; ++j) \
1338 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1342 M(0,0,sz,wcross_name,wcross_alpha); \
1347 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1348 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)
1350 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1351 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1353 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1355 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1356 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1357 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1364 wcross_name_alpha_goal_prev = f;
1366 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1367 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1369 if(autocvar_crosshair_dot)
1371 vector wcross_color_old;
1372 wcross_color_old = wcross_color;
1373 if(autocvar_crosshair_dot_color != "0")
1374 wcross_color = stov(autocvar_crosshair_dot_color);
1375 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1376 // FIXME why don't we use wcross_alpha here?
1377 wcross_color = wcross_color_old;
1383 wcross_scale_prev = 0;
1384 wcross_alpha_prev = 0;
1385 wcross_scale_goal_prev = 0;
1386 wcross_alpha_goal_prev = 0;
1387 wcross_changedonetime = 0;
1388 if(wcross_name_goal_prev)
1389 strunzone(wcross_name_goal_prev);
1390 wcross_name_goal_prev = string_null;
1391 if(wcross_name_goal_prev_prev)
1392 strunzone(wcross_name_goal_prev_prev);
1393 wcross_name_goal_prev_prev = string_null;
1394 wcross_name_changestarttime = 0;
1395 wcross_name_changedonetime = 0;
1396 wcross_name_alpha_goal_prev = 0;
1397 wcross_name_alpha_goal_prev_prev = 0;
1398 wcross_resolution_goal_prev = 0;
1399 wcross_resolution_goal_prev_prev = 0;
1403 if(NextFrameCommand)
1405 localcmd("\n", NextFrameCommand, "\n");
1406 NextFrameCommand = string_null;
1409 // we must do this check AFTER a frame was rendered, or it won't work
1410 if(cs_project_is_b0rked == 0)
1413 w0 = ftos(autocvar_vid_conwidth);
1414 h0 = ftos(autocvar_vid_conheight);
1415 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1416 //R_SetView(VF_FOV, '90 90 0');
1417 R_SetView(VF_ORIGIN, '0 0 0');
1418 R_SetView(VF_ANGLES, '0 0 0');
1419 R_SetView(VF_PERSPECTIVE, 1);
1420 makevectors('0 0 0');
1422 cvar_set("vid_conwidth", "800");
1423 cvar_set("vid_conheight", "600");
1424 v1 = cs_project(v_forward);
1425 cvar_set("vid_conwidth", "640");
1426 cvar_set("vid_conheight", "480");
1427 v2 = cs_project(v_forward);
1429 cs_project_is_b0rked = 1;
1431 cs_project_is_b0rked = -1;
1432 cvar_set("vid_conwidth", w0);
1433 cvar_set("vid_conheight", h0);
1436 if(autocvar__hud_configure)
1439 if(hud && !intermission)
1441 if(hud == HUD_SPIDERBOT)
1443 else if(hud == HUD_WAKIZASHI)
1444 CSQC_WAKIZASHI_HUD();
1445 else if(hud == HUD_RAPTOR)
1447 else if(hud == HUD_BUMBLEBEE)
1450 // let's reset the view back to normal for the end
1451 R_SetView(VF_MIN, '0 0 0');
1452 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1456 void CSQC_common_hud(void)
1458 // do some accuracy var caching
1460 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1462 if(autocvar_accuracy_color_levels != acc_color_levels)
1464 if(acc_color_levels)
1465 strunzone(acc_color_levels);
1466 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1467 acc_levels = tokenize_console(acc_color_levels);
1468 if (acc_levels > MAX_ACCURACY_LEVELS)
1469 acc_levels = MAX_ACCURACY_LEVELS;
1471 for (i = 0; i < acc_levels; ++i)
1472 acc_lev[i] = stof(argv(i)) / 100.0;
1474 // let know that acc_col[] needs to be loaded
1478 HUD_Main(); // always run these functions for alpha checks
1479 HUD_DrawScoreboard();
1481 if (scoreboard_active) // scoreboard/accuracy
1483 else if (intermission == 2) // map voting screen
1485 HUD_FinaleOverlay();
1496 CSQC_WAKIZASHI_HUD();
1507 // following vectors must be global to allow seamless switching between camera modes
1508 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1509 void CSQC_Demo_Camera()
1511 float speed, attenuation, dimensions;
1514 if( autocvar_camera_reset || !camera_mode )
1516 camera_offset = '0 0 0';
1517 current_angles = '0 0 0';
1518 camera_direction = '0 0 0';
1519 camera_offset_z += 30;
1520 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1521 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1522 current_origin = view_origin;
1523 current_camera_offset = camera_offset;
1524 cvar_set("camera_reset", "0");
1525 camera_mode = CAMERA_CHASE;
1530 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1532 if(autocvar_camera_look_player)
1537 dir = normalize(view_origin - current_position);
1539 mouse_angles = vectoangles(dir);
1540 mouse_angles_x = mouse_angles_x * -1;
1545 tmp = getmousepos() * 0.1;
1546 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1548 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1549 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1553 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1554 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1555 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1556 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1558 // Fix difference when angles don't have the same sign
1560 if(mouse_angles_y < -60 && current_angles_y > 60)
1562 if(mouse_angles_y > 60 && current_angles_y < -60)
1565 if(autocvar_camera_look_player)
1566 attenuation = autocvar_camera_look_attenuation;
1568 attenuation = autocvar_camera_speed_attenuation;
1570 attenuation = 1 / max(1, attenuation);
1571 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1573 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1574 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1575 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1576 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1582 if( camera_direction_x )
1584 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1585 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1586 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1587 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1591 if( camera_direction_y )
1593 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1594 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1595 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1599 if( camera_direction_z )
1601 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1605 if(autocvar_camera_free)
1606 speed = autocvar_camera_speed_free;
1608 speed = autocvar_camera_speed_chase;
1612 speed = speed * sqrt(1 / dimensions);
1613 camera_offset += tmp * speed;
1616 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1619 if( autocvar_camera_free )
1621 if ( camera_mode == CAMERA_CHASE )
1623 current_camera_offset = current_origin + current_camera_offset;
1624 camera_offset = current_origin + camera_offset;
1627 camera_mode = CAMERA_FREE;
1628 current_position = current_camera_offset;
1632 if ( camera_mode == CAMERA_FREE )
1634 current_origin = view_origin;
1635 camera_offset = camera_offset - current_origin;
1636 current_camera_offset = current_camera_offset - current_origin;
1639 camera_mode = CAMERA_CHASE;
1641 if(autocvar_camera_chase_smoothly)
1642 current_origin += (view_origin - current_origin) * attenuation;
1644 current_origin = view_origin;
1646 current_position = current_origin + current_camera_offset;
1649 R_SetView(VF_ANGLES, current_angles);
1650 R_SetView(VF_ORIGIN, current_position);