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, velocityzoom;
119 zoomsensitivity = autocvar_cl_zoomsensitivity;
120 zoomfactor = autocvar_cl_zoomfactor;
121 if(zoomfactor < 1 || zoomfactor > 16)
123 zoomspeed = autocvar_cl_zoomspeed;
125 if(zoomspeed < 0.5 || zoomspeed > 16)
128 zoomdir = button_zoom;
129 if(hud == HUD_NORMAL)
130 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
131 zoomdir += button_attack2;
132 if(spectatee_status > 0 || isdemo())
134 if(spectatorbutton_zoom)
141 // fteqcc failed twice here already, don't optimize this
147 if(zoomin_effect || camera_active)
149 current_viewzoom = min(1, current_viewzoom + drawframetime);
153 if(zoomspeed < 0) // instant zoom
156 current_viewzoom = 1 / zoomfactor;
158 current_viewzoom = 1;
163 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
165 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
169 if(almost_equals(current_viewzoom, 1))
170 current_zoomfraction = 0;
171 else if(almost_equals(current_viewzoom, 1/zoomfactor))
172 current_zoomfraction = 1;
174 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
176 if(zoomsensitivity < 1)
177 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
179 setsensitivityscale(1);
181 if (autocvar_cl_velocityzoom)
183 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
184 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
185 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
186 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
191 float frustumx, frustumy, fovx, fovy;
192 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
193 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
194 fovx = atan2(frustumx, 1) / M_PI * 360.0;
195 fovy = atan2(frustumy, 1) / M_PI * 360.0;
197 return '1 0 0' * fovx + '0 1 0' * fovy;
200 // this function must match W_SetupShot!
201 float zoomscript_caught;
203 vector wcross_origin;
204 float wcross_scale_prev, wcross_alpha_prev;
205 vector wcross_color_prev;
206 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
207 vector wcross_color_goal_prev;
208 float wcross_changedonetime;
210 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
211 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
212 float wcross_name_changestarttime, wcross_name_changedonetime;
213 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
215 entity trueaim_rifle;
217 #define SHOTTYPE_HITTEAM 1
218 #define SHOTTYPE_HITOBSTRUCTION 2
219 #define SHOTTYPE_HITWORLD 3
220 #define SHOTTYPE_HITENEMY 4
225 trueaim.classname = "trueaim";
226 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
227 trueaim_rifle = spawn();
228 trueaim_rifle.classname = "trueaim_rifle";
229 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
232 float EnemyHitCheck()
235 wcross_origin = project_3d_to_2d(trace_endpos);
237 if(trace_networkentity < 1)
238 return SHOTTYPE_HITWORLD;
239 if(trace_networkentity > maxclients)
240 return SHOTTYPE_HITWORLD;
241 t = GetPlayerColor(trace_networkentity - 1);
244 return SHOTTYPE_HITTEAM;
245 if(t == COLOR_SPECTATOR)
246 return SHOTTYPE_HITWORLD;
247 return SHOTTYPE_HITENEMY;
252 float nudge = 1; // added to traceline target and subtracted from result
253 vector vecs, trueaimpoint, w_shotorg;
261 mv = MOVE_NOMONSTERS;
265 case WEP_TUBA: // no aim
266 case WEP_PORTO: // shoots from eye
267 case WEP_HOOK: // no trueaim
268 case WEP_GRENADE_LAUNCHER: // toss curve
269 return SHOTTYPE_HITWORLD;
277 if(zoomscript_caught)
279 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
280 return EnemyHitCheck();
283 case WEP_ROCKET_LAUNCHER: // projectile has a size!
287 case WEP_FIREBALL: // projectile has a size!
291 case WEP_SEEKER: // projectile has a size!
295 case WEP_ELECTRO: // projectile has a size!
301 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
303 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
304 trueaimpoint = trace_endpos;
306 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
307 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
314 dv = view_right * vecs_y + view_up * vecs_z;
315 w_shotorg = view_origin + dv;
317 // now move the vecs forward as much as requested if possible
318 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
319 w_shotorg = trace_endpos - view_forward * nudge;
321 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
322 shottype = EnemyHitCheck();
323 if(shottype != SHOTTYPE_HITWORLD)
327 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
328 // or rather, I know why, but see no fix
329 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
330 // 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
331 return SHOTTYPE_HITOBSTRUCTION;
334 return SHOTTYPE_HITWORLD;
337 void CSQC_common_hud(void);
340 void CSQC_Demo_Camera();
341 float HUD_WouldDrawScoreboard();
344 string NextFrameCommand;
345 void CSQC_SPIDER_HUD();
346 void CSQC_RAPTOR_HUD();
348 vector freeze_org, freeze_ang;
349 entity nightvision_noise, nightvision_noise2;
351 #define MAX_TIME_DIFF 5
352 float pickup_crosshair_time, pickup_crosshair_size;
353 float hit_time, typehit_time;
354 float nextsound_hit_time, nextsound_typehit_time;
355 float hitindication_crosshair_time, hitindication_crosshair_size;
356 float use_nex_chargepool;
358 float myhealth, myhealth_prev;
359 float myhealth_flash;
361 float old_blurradius, old_bluralpha;
362 float old_sharpen_intensity;
364 vector myhealth_gentlergb;
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
369 float eventchase_current_distance;
371 vector damage_blurpostprocess, content_blurpostprocess;
375 void CSQC_UpdateView(float w, float h)
381 vector vf_size, vf_min;
383 hud = getstati(STAT_HUD);
385 button_attack2 = (input_buttons & BUTTON_3);
386 button_zoom = (input_buttons & BUTTON_4);
388 // FIXME do we need this hack?
391 // in demos, input_buttons do not work
392 button_zoom = (autocvar__togglezoom == "-");
395 #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
396 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
397 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
398 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);
399 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
400 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
401 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
403 vf_size = R_SetView3fv(VF_SIZE);
404 vf_min = R_SetView3fv(VF_MIN);
405 vid_width = vf_size_x;
406 vid_height = vf_size_y;
408 vector reticle_pos, reticle_size;
409 vector splash_pos, splash_size;
411 WaypointSprite_Load();
414 myteam = GetPlayerColor(spectatee_status - 1);
416 myteam = GetPlayerColor(player_localentnum - 1);
418 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
420 // event chase camera
421 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
423 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
425 // 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.)
426 vector current_view_origin = R_SetView3fv(VF_ORIGIN);
428 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
429 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
430 if(!autocvar_chase_active)
431 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)
433 // make the camera smooth back
434 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
435 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
436 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
437 eventchase_current_distance = autocvar_cl_eventchase_distance;
439 vector eventchase_target_origin;
440 makevectors(view_angles);
441 // pass 1, used to check where the camera would go and obtain the trace_fraction
442 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
443 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
444 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
445 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
446 eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
447 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
449 R_SetView(VF_ORIGIN, trace_endpos);
450 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
452 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
454 cvar_set("chase_active", "0");
455 eventchase_current_distance = 0; // start from 0 next time
459 // do lockview after event chase camera so that it still applies whenever necessary.
460 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
462 R_SetView(VF_ORIGIN, freeze_org);
463 R_SetView(VF_ANGLES, freeze_ang);
467 freeze_org = R_SetView3fv(VF_ORIGIN);
468 freeze_ang = R_SetView3fv(VF_ANGLES);
472 //WarpZone_FixPMove();
475 view_origin = R_SetView3fv(VF_ORIGIN);
476 view_angles = R_SetView3fv(VF_ANGLES);
477 makevectors(view_angles);
478 view_forward = v_forward;
479 view_right = v_right;
483 if(time > blurtest_time0 && time < blurtest_time1)
487 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
488 r = t * blurtest_radius;
489 f = 1 / pow(t, blurtest_power) - 1;
491 cvar_set("r_glsl_postprocess", "1");
492 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
496 cvar_set("r_glsl_postprocess", "0");
497 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
501 TargetMusic_Advance();
505 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
507 drawframetime = bound(0.000001, time - drawtime, 1);
510 // watch for gametype changes here...
511 // in ParseStuffCMD the cmd isn't executed yet :/
512 // might even be better to add the gametype to TE_CSQC_INIT...?
516 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
517 if(calledhooks & HOOK_START)
519 localcmd("\ncl_hook_gameend\n");
520 calledhooks |= HOOK_END;
523 CheckForGamestartChange();
531 if(!zoomscript_caught)
533 localcmd("+button9\n");
534 zoomscript_caught = 1;
539 if(zoomscript_caught)
541 localcmd("-button9\n");
542 zoomscript_caught = 0;
546 ColorTranslateMode = autocvar_cl_stripcolorcodes;
547 switchweapon = getstati(STAT_SWITCHWEAPON);
548 activeweapon = getstati(STAT_ACTIVEWEAPON);
549 f = (serverflags & SERVERFLAG_TEAMPLAY);
556 if(last_weapon != activeweapon) {
558 last_weapon = activeweapon;
560 e = get_weaponinfo(activeweapon);
562 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
564 localcmd("\ncl_hook_activeweapon none\n");
567 // ALWAYS Clear Current Scene First
569 #ifdef WORKAROUND_XON010
570 if(checkextension("DP_CSQC_ROTATEMOVES"))
573 R_SetView(VF_ORIGIN, view_origin);
574 R_SetView(VF_ANGLES, view_angles);
575 #ifdef WORKAROUND_XON010
579 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
580 R_SetView(VF_SIZE, vf_size);
581 R_SetView(VF_MIN, vf_min);
583 // Assign Standard Viewflags
584 // Draw the World (and sky)
585 R_SetView(VF_DRAWWORLD, 1);
587 // Set the console size vars
588 vid_conwidth = autocvar_vid_conwidth;
589 vid_conheight = autocvar_vid_conheight;
590 vid_pixelheight = autocvar_vid_pixelheight;
592 R_SetView(VF_FOV, GetCurrentFov(fov));
594 // Camera for demo playback
597 if(autocvar_camera_enable)
601 cvar_set("chase_active", ftos(chase_active_backup));
602 cvar_set("cl_demo_mousegrab", "0");
603 camera_active = FALSE;
607 else if(autocvar_camera_enable)
609 else if(autocvar_camera_enable && isdemo())
612 // Enable required Darkplaces cvars
613 chase_active_backup = autocvar_chase_active;
614 cvar_set("chase_active", "2");
615 cvar_set("cl_demo_mousegrab", "1");
616 camera_active = TRUE;
620 // Draw the Crosshair
621 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
623 // Draw the Engine Status Bar (the default Quake HUD)
624 R_SetView(VF_DRAWENGINEHUD, 0);
626 // Update the mouse position
628 mousepos_x = vid_conwidth;
629 mousepos_y = vid_conheight;
630 mousepos = mousepos*0.5 + getmousepos();
634 for(self = world; (self = nextent(self)); )
639 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
642 // now switch to 2D drawing mode by calling a 2D drawing function
643 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
644 // next R_RenderScene call
645 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
647 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
648 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
650 // apply night vision effect
651 vector rgb, tc_00, tc_01, tc_10, tc_11;
653 if(!nightvision_noise)
655 nightvision_noise = spawn();
656 nightvision_noise.classname = "nightvision_noise";
658 if(!nightvision_noise2)
660 nightvision_noise2 = spawn();
661 nightvision_noise2.classname = "nightvision_noise2";
664 // color tint in yellow
665 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
668 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
670 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
671 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
672 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
673 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
674 tc_11 = tc_01 + tc_10 - tc_00;
675 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
676 R_PolygonVertex('0 0 0', tc_00, rgb, a);
677 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
678 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
679 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
683 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
684 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
685 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
686 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
687 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
688 tc_11 = tc_01 + tc_10 - tc_00;
689 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
690 R_PolygonVertex('0 0 0', tc_00, rgb, a);
691 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
692 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
693 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
697 // Draw the aiming reticle for weapons that use it
698 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
699 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
700 // the view to go back to normal, so reticle_type would become 0 as we fade out)
701 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
702 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
703 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
704 reticle_type = 2; // nex zoom
705 else if(button_zoom || zoomscript_caught)
706 reticle_type = 1; // normal zoom
707 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
708 reticle_type = 2; // nex zoom
712 if(autocvar_cl_reticle_stretch)
714 reticle_size_x = vid_conwidth;
715 reticle_size_y = vid_conheight;
721 reticle_size_x = max(vid_conwidth, vid_conheight);
722 reticle_size_y = max(vid_conwidth, vid_conheight);
723 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
724 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
727 f = current_zoomfraction;
728 if(zoomscript_caught)
730 if(autocvar_cl_reticle_item_normal)
732 if(reticle_type == 1 && f)
733 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
735 if(autocvar_cl_reticle_item_nex)
737 if(reticle_type == 2 && f)
738 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
743 // improved polyblend
745 if(autocvar_hud_contents)
747 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
750 switch(pointcontents(view_origin))
753 liquidalpha = autocvar_hud_contents_water_alpha;
754 liquidcolor = stov(autocvar_hud_contents_water_color);
759 liquidalpha = autocvar_hud_contents_lava_alpha;
760 liquidcolor = stov(autocvar_hud_contents_lava_color);
765 liquidalpha = autocvar_hud_contents_slime_alpha;
766 liquidcolor = stov(autocvar_hud_contents_slime_color);
772 liquidcolor = '0 0 0';
777 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
778 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
779 contentfadetime = autocvar_hud_contents_fadeintime;
780 liquidalpha_prev = liquidalpha;
781 liquidcolor_prev = liquidcolor;
784 contentfadetime = autocvar_hud_contents_fadeouttime;
786 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
787 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
790 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
792 if(autocvar_hud_postprocessing)
794 if(autocvar_hud_contents_blur && contentavgalpha)
796 content_blurpostprocess_x = 1;
797 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
798 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
802 content_blurpostprocess_x = 0;
803 content_blurpostprocess_y = 0;
804 content_blurpostprocess_z = 0;
809 if(autocvar_hud_damage && !autocvar_chase_active)
811 splash_size_x = max(vid_conwidth, vid_conheight);
812 splash_size_y = max(vid_conwidth, vid_conheight);
813 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
814 splash_pos_y = (vid_conheight - splash_size_y) / 2;
816 float myhealth_flash_temp;
817 myhealth = getstati(STAT_HEALTH);
820 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
822 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
824 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
825 pain_threshold = autocvar_hud_damage_pain_threshold;
826 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
827 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
829 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
831 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);
834 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
836 if(myhealth_prev < 1)
840 myhealth_flash = 0; // just spawned, clear the flash immediately
841 myhealth_flash_temp = 0;
845 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
849 if(spectatee_status == -1 || intermission)
851 myhealth_flash = 0; // observing, or match ended
852 myhealth_flash_temp = 0;
855 myhealth_prev = myhealth;
857 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
859 if(autocvar_cl_gentle_damage == 2)
861 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
863 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
867 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
869 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);
872 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
874 if(autocvar_hud_postprocessing)
876 if(autocvar_hud_damage_blur && myhealth_flash_temp)
878 damage_blurpostprocess_x = 1;
879 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
880 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
884 damage_blurpostprocess_x = 0;
885 damage_blurpostprocess_y = 0;
886 damage_blurpostprocess_z = 0;
891 if(autocvar_hud_postprocessing) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
893 // enable or disable rendering types if they are used or not
894 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)); }
895 if(cvar("r_glsl_postprocess_uservec2_enable") != (autocvar_hud_powerup != 0)) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(autocvar_hud_powerup != 0)); }
897 // blur postprocess handling done first (used by hud_damage and hud_contents)
898 if((damage_blurpostprocess_x || content_blurpostprocess_x) && autocvar_chase_active >= 0) // not while the event chase camera is active
900 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
901 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
902 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
904 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
905 old_blurradius = blurradius;
906 old_bluralpha = bluralpha;
909 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
911 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
916 // edge detection postprocess handling done second (used by hud_powerup)
917 float sharpen_intensity, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
918 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
919 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
921 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.
923 if(autocvar_hud_powerup && sharpen_intensity > 0 && autocvar_chase_active >= 0) // not while the event chase camera is active
925 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
927 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
928 old_sharpen_intensity = sharpen_intensity;
931 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
933 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
934 old_sharpen_intensity = 0;
941 /*if(gametype == GAME_CTF)
948 for(self = world; (self = nextent(self)); )
952 Draw_ShowNames_All();
954 scoreboard_active = HUD_WouldDrawScoreboard();
956 hit_time = getstatf(STAT_HIT_TIME);
957 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
959 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
960 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
962 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
964 typehit_time = getstatf(STAT_TYPEHIT_TIME);
965 if(typehit_time > nextsound_typehit_time)
967 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
968 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
970 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
975 if(gametype == GAME_FREEZETAG)
977 if(getstati(STAT_FROZEN))
978 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
979 if(getstatf(STAT_REVIVE_PROGRESS))
981 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);
982 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
986 if(autocvar_r_letterbox == 0)
987 if(autocvar_viewsize < 120)
990 // crosshair goes VERY LAST
991 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
993 float wcross_alpha, wcross_resolution;
994 wcross_style = autocvar_crosshair;
995 if (wcross_style == "0")
997 wcross_resolution = autocvar_crosshair_size;
998 if (wcross_resolution == 0)
1000 wcross_alpha = autocvar_crosshair_alpha;
1001 if (wcross_alpha == 0)
1007 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1008 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1009 wcross_origin_z = 0;
1010 if(autocvar_crosshair_hittest)
1012 vector wcross_oldorigin;
1013 wcross_oldorigin = wcross_origin;
1014 shottype = TrueAimCheck();
1015 if(shottype == SHOTTYPE_HITWORLD)
1017 v = wcross_origin - wcross_oldorigin;
1018 v_x /= vid_conwidth;
1019 v_y /= vid_conheight;
1021 shottype = SHOTTYPE_HITOBSTRUCTION;
1023 if(!autocvar_crosshair_hittest_showimpact)
1024 wcross_origin = wcross_oldorigin;
1027 shottype = SHOTTYPE_HITWORLD;
1029 vector wcross_color, wcross_size;
1030 string wcross_wep, wcross_name;
1031 float wcross_scale, wcross_blur;
1033 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1034 e = get_weaponinfo(activeweapon);
1035 if (e && e.netname != "")
1037 wcross_wep = e.netname;
1038 if(autocvar_crosshair_per_weapon)
1040 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1041 if (wcross_resolution == 0)
1043 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1044 if (wcross_alpha == 0)
1047 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1048 if(wcross_style == "" || wcross_style == "0")
1049 wcross_style = wcross_wep;
1053 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1054 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1055 else if(autocvar_crosshair_color_by_health)
1057 local float x = getstati(STAT_HEALTH);
1072 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1073 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1077 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1078 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1079 wcross_color_z = 1 - (x-100)*0.02;
1085 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1090 wcross_color_y = (x-20)*90/27/100;
1091 wcross_color_z = (x-20)*90/27/100 * 0.2;
1100 wcross_color = stov(autocvar_crosshair_color);
1102 wcross_name = strcat("gfx/crosshair", wcross_style);
1104 if(autocvar_crosshair_effect_scalefade)
1106 wcross_scale = wcross_resolution;
1107 wcross_resolution = 1;
1114 if(autocvar_crosshair_pickup)
1116 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1118 if(pickup_crosshair_time < stat_pickup_time)
1120 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1121 pickup_crosshair_size = 1;
1123 pickup_crosshair_time = stat_pickup_time;
1126 if(pickup_crosshair_size > 0)
1127 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1129 pickup_crosshair_size = 0;
1131 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1134 if(autocvar_crosshair_hitindication)
1136 vector hitindication_color = stov(autocvar_crosshair_hitindication_color);
1137 if(hitindication_crosshair_time < hit_time)
1139 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1140 hitindication_crosshair_size = 1;
1142 hitindication_crosshair_time = hit_time;
1145 if(hitindication_crosshair_size > 0)
1146 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1148 hitindication_crosshair_size = 0;
1150 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1151 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1152 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1153 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1156 if(shottype == SHOTTYPE_HITENEMY)
1157 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1158 if(shottype == SHOTTYPE_HITTEAM)
1159 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1161 f = autocvar_crosshair_effect_speed;
1163 f *= -1 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1164 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1166 wcross_changedonetime = time + f;
1168 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1170 wcross_name_changestarttime = time;
1171 wcross_name_changedonetime = time + f;
1172 if(wcross_name_goal_prev_prev)
1173 strunzone(wcross_name_goal_prev_prev);
1174 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1175 wcross_name_goal_prev = strzone(wcross_name);
1176 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1177 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1178 wcross_resolution_goal_prev = wcross_resolution;
1181 wcross_scale_goal_prev = wcross_scale;
1182 wcross_alpha_goal_prev = wcross_alpha;
1183 wcross_color_goal_prev = wcross_color;
1185 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1188 wcross_alpha *= 0.75;
1192 // *_prev is at time-frametime
1193 // * is at wcross_changedonetime+f
1194 // what do we have at time?
1195 if(time < wcross_changedonetime)
1197 f = frametime / (wcross_changedonetime - time + frametime);
1198 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1199 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1200 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1203 wcross_scale_prev = wcross_scale;
1204 wcross_alpha_prev = wcross_alpha;
1205 wcross_color_prev = wcross_color;
1207 wcross_scale *= 1 - autocvar__menu_alpha;
1208 wcross_alpha *= 1 - autocvar__menu_alpha;
1209 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1211 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1213 // crosshair rings for weapon stats
1214 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1216 // declarations and stats
1217 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1218 string ring_image, ring_inner_image;
1219 vector ring_rgb, ring_inner_rgb;
1221 ring_scale = autocvar_crosshair_ring_size;
1223 float weapon_clipload, weapon_clipsize;
1224 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1225 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1227 float nex_charge, nex_chargepool;
1228 nex_charge = getstatf(STAT_NEX_CHARGE);
1229 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1231 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1232 nex_charge_movingavg = nex_charge;
1235 // handle the values
1236 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1238 if (nex_chargepool || use_nex_chargepool) {
1239 use_nex_chargepool = 1;
1240 ring_inner_value = nex_chargepool;
1242 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1243 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1246 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1247 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;
1248 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1250 // draw the outer ring to show the current charge of the weapon
1251 ring_value = nex_charge;
1252 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1253 ring_rgb = wcross_color;
1254 ring_image = "gfx/crosshair_ring_nexgun.tga";
1256 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1258 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.
1259 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1260 ring_rgb = wcross_color;
1261 ring_image = "gfx/crosshair_ring.tga";
1263 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1265 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1266 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1267 ring_rgb = wcross_color;
1268 ring_image = "gfx/crosshair_ring.tga";
1271 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1273 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1274 ring_scale = autocvar_crosshair_ring_reload_size;
1275 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1276 ring_rgb = wcross_color;
1278 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1279 // if a new image for another weapon is added, add the code (and its respective file/value) here
1280 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1281 ring_image = "gfx/crosshair_ring_rifle.tga";
1283 ring_image = "gfx/crosshair_ring.tga";
1286 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1287 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1290 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1293 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1296 if(wcross_blur > 0) \
1298 for(i = -2; i <= 2; ++i) \
1299 for(j = -2; j <= 2; ++j) \
1300 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1304 M(0,0,sz,wcross_name,wcross_alpha); \
1309 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1310 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)
1312 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1313 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1315 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1317 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1318 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1319 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1326 wcross_name_alpha_goal_prev = f;
1328 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1329 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1331 if(autocvar_crosshair_dot)
1333 vector wcross_color_old;
1334 wcross_color_old = wcross_color;
1335 if(autocvar_crosshair_dot_color != "0")
1336 wcross_color = stov(autocvar_crosshair_dot_color);
1337 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1338 // FIXME why don't we use wcross_alpha here?
1339 wcross_color = wcross_color_old;
1345 wcross_scale_prev = 0;
1346 wcross_alpha_prev = 0;
1347 wcross_scale_goal_prev = 0;
1348 wcross_alpha_goal_prev = 0;
1349 wcross_changedonetime = 0;
1350 if(wcross_name_goal_prev)
1351 strunzone(wcross_name_goal_prev);
1352 wcross_name_goal_prev = string_null;
1353 if(wcross_name_goal_prev_prev)
1354 strunzone(wcross_name_goal_prev_prev);
1355 wcross_name_goal_prev_prev = string_null;
1356 wcross_name_changestarttime = 0;
1357 wcross_name_changedonetime = 0;
1358 wcross_name_alpha_goal_prev = 0;
1359 wcross_name_alpha_goal_prev_prev = 0;
1360 wcross_resolution_goal_prev = 0;
1361 wcross_resolution_goal_prev_prev = 0;
1365 if(NextFrameCommand)
1367 localcmd("\n", NextFrameCommand, "\n");
1368 NextFrameCommand = string_null;
1371 // we must do this check AFTER a frame was rendered, or it won't work
1372 if(cs_project_is_b0rked == 0)
1375 w0 = ftos(autocvar_vid_conwidth);
1376 h0 = ftos(autocvar_vid_conheight);
1377 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1378 //R_SetView(VF_FOV, '90 90 0');
1379 R_SetView(VF_ORIGIN, '0 0 0');
1380 R_SetView(VF_ANGLES, '0 0 0');
1381 R_SetView(VF_PERSPECTIVE, 1);
1382 makevectors('0 0 0');
1384 cvar_set("vid_conwidth", "800");
1385 cvar_set("vid_conheight", "600");
1386 v1 = cs_project(v_forward);
1387 cvar_set("vid_conwidth", "640");
1388 cvar_set("vid_conheight", "480");
1389 v2 = cs_project(v_forward);
1391 cs_project_is_b0rked = 1;
1393 cs_project_is_b0rked = -1;
1394 cvar_set("vid_conwidth", w0);
1395 cvar_set("vid_conheight", h0);
1398 if(autocvar__hud_configure)
1401 if(hud && !intermission)
1403 if(hud == HUD_SPIDERBOT)
1405 else if(hud == HUD_WAKIZASHI)
1406 CSQC_WAKIZASHI_HUD();
1407 else if(hud == HUD_RAPTOR)
1409 else if(hud == HUD_BUMBLEBEE)
1412 // let's reset the view back to normal for the end
1413 R_SetView(VF_MIN, '0 0 0');
1414 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1418 void CSQC_common_hud(void)
1420 // do some accuracy var caching
1422 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1424 if(autocvar_accuracy_color_levels != acc_color_levels)
1426 if(acc_color_levels)
1427 strunzone(acc_color_levels);
1428 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1429 acc_levels = tokenize(acc_color_levels);
1430 if (acc_levels > MAX_ACCURACY_LEVELS)
1431 acc_levels = MAX_ACCURACY_LEVELS;
1433 for (i = 0; i < acc_levels; ++i)
1434 acc_lev[i] = stof(argv(i)) / 100.0;
1436 // let know that acc_col[] needs to be loaded
1440 HUD_Main(); // always run these functions for alpha checks
1441 HUD_DrawScoreboard();
1443 if (scoreboard_active) // scoreboard/accuracy
1445 else if (intermission == 2) // map voting screen
1447 HUD_FinaleOverlay();
1458 CSQC_WAKIZASHI_HUD();
1469 // following vectors must be global to allow seamless switching between camera modes
1470 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1471 void CSQC_Demo_Camera()
1473 float speed, attenuation, dimensions;
1476 if( autocvar_camera_reset || !camera_mode )
1478 camera_offset = '0 0 0';
1479 current_angles = '0 0 0';
1480 camera_direction = '0 0 0';
1481 camera_offset_z += 30;
1482 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1483 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1484 current_origin = view_origin;
1485 current_camera_offset = camera_offset;
1486 cvar_set("camera_reset", "0");
1487 camera_mode = CAMERA_CHASE;
1492 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1494 if(autocvar_camera_look_player)
1499 dir = normalize(view_origin - current_position);
1501 mouse_angles = vectoangles(dir);
1502 mouse_angles_x = mouse_angles_x * -1;
1507 tmp = getmousepos() * 0.1;
1508 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1510 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1511 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1515 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1516 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1517 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1518 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1520 // Fix difference when angles don't have the same sign
1522 if(mouse_angles_y < -60 && current_angles_y > 60)
1524 if(mouse_angles_y > 60 && current_angles_y < -60)
1527 if(autocvar_camera_look_player)
1528 attenuation = autocvar_camera_look_attenuation;
1530 attenuation = autocvar_camera_speed_attenuation;
1532 attenuation = 1 / max(1, attenuation);
1533 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1535 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1536 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1537 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1538 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1544 if( camera_direction_x )
1546 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1547 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1548 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1549 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1553 if( camera_direction_y )
1555 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1556 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1557 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1561 if( camera_direction_z )
1563 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1567 if(autocvar_camera_free)
1568 speed = autocvar_camera_speed_free;
1570 speed = autocvar_camera_speed_chase;
1574 speed = speed * sqrt(1 / dimensions);
1575 camera_offset += tmp * speed;
1578 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1581 if( autocvar_camera_free )
1583 if ( camera_mode == CAMERA_CHASE )
1585 current_camera_offset = current_origin + current_camera_offset;
1586 camera_offset = current_origin + camera_offset;
1589 camera_mode = CAMERA_FREE;
1590 current_position = current_camera_offset;
1594 if ( camera_mode == CAMERA_FREE )
1596 current_origin = view_origin;
1597 camera_offset = camera_offset - current_origin;
1598 current_camera_offset = current_camera_offset - current_origin;
1601 camera_mode = CAMERA_CHASE;
1603 if(autocvar_camera_chase_smoothly)
1604 current_origin += (view_origin - current_origin) * attenuation;
1606 current_origin = view_origin;
1608 current_position = current_origin + current_camera_offset;
1611 R_SetView(VF_ANGLES, current_angles);
1612 R_SetView(VF_ORIGIN, current_position);