3 float trace_dphitcontents;
4 float trace_networkentity;
5 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
6 float DPCONTENTS_SOLID = 1; // blocks player movement
7 float DPCONTENTS_BODY = 32; // blocks player movement
8 float DPCONTENTS_CORPSE = 64; // blocks player movement
9 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
12 vector p, dir, ang, q, nextdir;
13 float idx, portal_number, portal1_idx;
15 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
61 if(portal_number >= 2)
71 if(idx-1 >= portal1_idx)
73 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
77 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
84 * Checks whether the server initiated a map restart (stat_game_starttime changed)
86 * TODO: Use a better solution where a common shared entitiy is used that contains
87 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
88 * and STAT_FRAGLIMIT to be auto-sent)
90 void CheckForGamestartChange() {
92 startTime = getstatf(STAT_GAMESTARTTIME);
93 if (previous_game_starttime != startTime) {
94 if ((time + 5.0) < startTime) {
95 //if connecting to server while restart was active don't always play prepareforbattle
96 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
98 if (time < startTime) {
99 restartAnnouncer = spawn();
100 restartAnnouncer.think = restartAnnouncer_Think;
101 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
104 previous_game_starttime = startTime;
110 porto.classname = "porto";
111 porto.draw = Porto_Draw;
112 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
117 vector GetCurrentFov(float fov)
119 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
121 zoomsensitivity = autocvar_cl_zoomsensitivity;
122 zoomfactor = autocvar_cl_zoomfactor;
123 if(zoomfactor < 1 || zoomfactor > 16)
125 zoomspeed = autocvar_cl_zoomspeed;
127 if(zoomspeed < 0.5 || zoomspeed > 16)
130 zoomdir = button_zoom;
131 if(hud == HUD_NORMAL)
132 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
133 zoomdir += button_attack2;
134 if(spectatee_status > 0 || isdemo())
136 if(spectatorbutton_zoom)
137 zoomdir = 0 + !zoomdir;
138 // do not even THINK about removing this 0
139 // _I_ know what I am doing
146 if(zoomin_effect || camera_active)
148 current_viewzoom = min(1, current_viewzoom + drawframetime);
152 if(zoomspeed < 0) // instant zoom
155 current_viewzoom = 1 / zoomfactor;
157 current_viewzoom = 1;
162 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
164 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
168 if(almost_equals(current_viewzoom, 1))
169 current_zoomfraction = 0;
170 else if(almost_equals(current_viewzoom, 1/zoomfactor))
171 current_zoomfraction = 1;
173 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
175 if(zoomsensitivity < 1)
176 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
178 setsensitivityscale(1);
180 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
181 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
182 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
184 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
186 float frustumx, frustumy, fovx, fovy;
187 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
188 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
189 fovx = atan2(frustumx, 1) / M_PI * 360.0;
190 fovy = atan2(frustumy, 1) / M_PI * 360.0;
192 return '1 0 0' * fovx + '0 1 0' * fovy;
195 // this function must match W_SetupShot!
196 float zoomscript_caught;
198 vector wcross_origin;
199 float wcross_scale_prev, wcross_alpha_prev;
200 vector wcross_color_prev;
201 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
202 vector wcross_color_goal_prev;
203 float wcross_changedonetime;
205 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
206 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
207 float wcross_name_changestarttime, wcross_name_changedonetime;
208 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
210 entity trueaim_rifle;
212 #define SHOTTYPE_HITTEAM 1
213 #define SHOTTYPE_HITOBSTRUCTION 2
214 #define SHOTTYPE_HITWORLD 3
215 #define SHOTTYPE_HITENEMY 4
220 trueaim.classname = "trueaim";
221 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
222 trueaim_rifle = spawn();
223 trueaim_rifle.classname = "trueaim_rifle";
224 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
227 float EnemyHitCheck()
230 wcross_origin = project_3d_to_2d(trace_endpos);
232 if(trace_networkentity < 1)
233 return SHOTTYPE_HITWORLD;
234 if(trace_networkentity > maxclients)
235 return SHOTTYPE_HITWORLD;
236 t = GetPlayerColor(trace_networkentity - 1);
239 return SHOTTYPE_HITTEAM;
240 if(t == COLOR_SPECTATOR)
241 return SHOTTYPE_HITWORLD;
242 return SHOTTYPE_HITENEMY;
247 float nudge = 1; // added to traceline target and subtracted from result
248 vector vecs, trueaimpoint, w_shotorg;
256 mv = MOVE_NOMONSTERS;
260 case WEP_TUBA: // no aim
261 case WEP_PORTO: // shoots from eye
262 case WEP_HOOK: // no trueaim
263 case WEP_GRENADE_LAUNCHER: // toss curve
264 return SHOTTYPE_HITWORLD;
272 if(zoomscript_caught)
274 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
275 return EnemyHitCheck();
278 case WEP_ROCKET_LAUNCHER: // projectile has a size!
282 case WEP_FIREBALL: // projectile has a size!
286 case WEP_SEEKER: // projectile has a size!
290 case WEP_ELECTRO: // projectile has a size!
296 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
298 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
299 trueaimpoint = trace_endpos;
301 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
302 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
309 dv = view_right * vecs_y + view_up * vecs_z;
310 w_shotorg = view_origin + dv;
312 // now move the vecs forward as much as requested if possible
313 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
314 w_shotorg = trace_endpos - view_forward * nudge;
316 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
317 shottype = EnemyHitCheck();
318 if(shottype != SHOTTYPE_HITWORLD)
322 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
323 // or rather, I know why, but see no fix
324 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
325 // 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
326 return SHOTTYPE_HITOBSTRUCTION;
329 return SHOTTYPE_HITWORLD;
332 void CSQC_common_hud(void);
335 void CSQC_Demo_Camera();
336 float HUD_WouldDrawScoreboard();
339 string NextFrameCommand;
340 void CSQC_SPIDER_HUD();
341 void CSQC_RAPTOR_HUD();
343 vector freeze_org, freeze_ang;
344 entity nightvision_noise, nightvision_noise2;
346 float pickup_crosshair_time, pickup_crosshair_size;
347 float hit_time, typehit_time;
348 float nextsound_hit_time, nextsound_typehit_time;
349 float hitindication_crosshair_time, hitindication_crosshair_size;
350 float use_nex_chargepool;
352 float myhealth, myhealth_prev;
353 float myhealth_flash;
355 vector myhealth_gentlergb;
357 float contentavgalpha, liquidalpha_prev;
358 vector liquidcolor_prev;
360 float eventchase_current_distance;
364 void CSQC_UpdateView(float w, float h)
370 vector vf_size, vf_min;
372 hud = getstati(STAT_HUD);
374 button_attack2 = (input_buttons & BUTTON_3);
375 button_zoom = (input_buttons & BUTTON_4);
377 #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
378 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
379 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
380 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);
381 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
382 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
383 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
385 vf_size = R_SetView3fv(VF_SIZE);
386 vf_min = R_SetView3fv(VF_MIN);
387 vid_width = vf_size_x;
388 vid_height = vf_size_y;
390 vector reticle_pos, reticle_size;
391 vector splash_pos, splash_size;
393 WaypointSprite_Load();
396 myteam = GetPlayerColor(spectatee_status - 1);
398 myteam = GetPlayerColor(player_localentnum - 1);
400 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
401 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
403 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
405 R_SetView(VF_ORIGIN, freeze_org);
406 R_SetView(VF_ANGLES, freeze_ang);
410 freeze_org = R_SetView3fv(VF_ORIGIN);
411 freeze_ang = R_SetView3fv(VF_ANGLES);
414 // event chase camera
415 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
417 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
419 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
420 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
421 if(!autocvar_chase_active)
422 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)
424 // make the camera smooth back
425 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
426 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
427 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
428 eventchase_current_distance = autocvar_cl_eventchase_distance;
430 vector eventchase_target_origin;
431 makevectors(view_angles);
432 // pass 1, used to check where the camera would go and obtain the trace_fraction
433 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance;
435 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
436 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
437 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
438 eventchase_target_origin = freeze_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
439 WarpZone_TraceLine(freeze_org, eventchase_target_origin, MOVE_WORLDONLY, self);
441 R_SetView(VF_ORIGIN, trace_endpos);
442 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
444 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
446 cvar_set("chase_active", "0");
447 eventchase_current_distance = 0; // start from 0 next time
452 //WarpZone_FixPMove();
455 view_origin = R_SetView3fv(VF_ORIGIN);
456 view_angles = R_SetView3fv(VF_ANGLES);
457 makevectors(view_angles);
458 view_forward = v_forward;
459 view_right = v_right;
463 if(time > blurtest_time0 && time < blurtest_time1)
467 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
468 r = t * blurtest_radius;
469 f = 1 / pow(t, blurtest_power) - 1;
471 cvar_set("r_glsl_postprocess", "1");
472 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
476 cvar_set("r_glsl_postprocess", "0");
477 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
481 TargetMusic_Advance();
485 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
487 drawframetime = bound(0.000001, time - drawtime, 1);
490 // watch for gametype changes here...
491 // in ParseStuffCMD the cmd isn't executed yet :/
492 // might even be better to add the gametype to TE_CSQC_INIT...?
496 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
497 if(calledhooks & HOOK_START)
499 localcmd("\ncl_hook_gameend\n");
500 calledhooks |= HOOK_END;
503 CheckForGamestartChange();
511 if(!zoomscript_caught)
513 localcmd("+button9\n");
514 zoomscript_caught = 1;
519 if(zoomscript_caught)
521 localcmd("-button9\n");
522 zoomscript_caught = 0;
526 ColorTranslateMode = autocvar_cl_stripcolorcodes;
527 activeweapon = getstati(STAT_SWITCHWEAPON);
528 f = (serverflags & SERVERFLAG_TEAMPLAY);
535 if(last_weapon != activeweapon) {
537 last_weapon = activeweapon;
539 e = get_weaponinfo(activeweapon);
541 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
543 localcmd("\ncl_hook_activeweapon none\n");
546 // ALWAYS Clear Current Scene First
548 R_SetView(VF_ORIGIN, view_origin);
549 R_SetView(VF_ANGLES, view_angles);
551 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
552 R_SetView(VF_SIZE, vf_size);
553 R_SetView(VF_MIN, vf_min);
555 // Assign Standard Viewflags
556 // Draw the World (and sky)
557 R_SetView(VF_DRAWWORLD, 1);
559 // Set the console size vars
560 vid_conwidth = autocvar_vid_conwidth;
561 vid_conheight = autocvar_vid_conheight;
562 vid_pixelheight = autocvar_vid_pixelheight;
564 R_SetView(VF_FOV, GetCurrentFov(fov));
566 // Camera for demo playback
569 if(autocvar_camera_enable)
573 cvar_set("chase_active", ftos(chase_active_backup));
574 cvar_set("cl_demo_mousegrab", "0");
575 camera_active = FALSE;
579 else if(autocvar_camera_enable)
581 else if(autocvar_camera_enable && isdemo())
584 // Enable required Darkplaces cvars
585 chase_active_backup = autocvar_chase_active;
586 cvar_set("chase_active", "2");
587 cvar_set("cl_demo_mousegrab", "1");
588 camera_active = TRUE;
592 // Draw the Crosshair
593 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
595 // Draw the Engine Status Bar (the default Quake HUD)
596 R_SetView(VF_DRAWENGINEHUD, 0);
598 // Update the mouse position
600 mousepos_x = vid_conwidth;
601 mousepos_y = vid_conheight;
602 mousepos = mousepos*0.5 + getmousepos();
606 for(self = world; (self = nextent(self)); )
611 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
614 // now switch to 2D drawing mode by calling a 2D drawing function
615 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
616 // next R_RenderScene call
617 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
619 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
620 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
622 // apply night vision effect
623 vector rgb, tc_00, tc_01, tc_10, tc_11;
625 if(!nightvision_noise)
627 nightvision_noise = spawn();
628 nightvision_noise.classname = "nightvision_noise";
630 if(!nightvision_noise2)
632 nightvision_noise2 = spawn();
633 nightvision_noise2.classname = "nightvision_noise2";
636 // color tint in yellow
637 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
640 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
642 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
643 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
644 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
645 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
646 tc_11 = tc_01 + tc_10 - tc_00;
647 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
648 R_PolygonVertex('0 0 0', tc_00, rgb, a);
649 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
650 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
651 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
655 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
656 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
657 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
658 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
659 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
660 tc_11 = tc_01 + tc_10 - tc_00;
661 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
662 R_PolygonVertex('0 0 0', tc_00, rgb, a);
663 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
664 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
665 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
669 // Draw the aiming reticle for weapons that use it
670 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
671 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
672 // the view to go back to normal, so reticle_type would become 0 as we fade out)
673 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
674 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
675 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
676 reticle_type = 2; // nex zoom
677 else if(button_zoom || zoomscript_caught)
678 reticle_type = 1; // normal zoom
679 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
680 reticle_type = 2; // nex zoom
684 if(autocvar_cl_reticle_stretch)
686 reticle_size_x = vid_conwidth;
687 reticle_size_y = vid_conheight;
693 reticle_size_x = max(vid_conwidth, vid_conheight);
694 reticle_size_y = max(vid_conwidth, vid_conheight);
695 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
696 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
699 f = current_zoomfraction;
700 if(zoomscript_caught)
702 if(autocvar_cl_reticle_item_normal)
704 if(reticle_type == 1 && f)
705 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
707 if(autocvar_cl_reticle_item_nex)
709 if(reticle_type == 2 && f)
710 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
715 // improved polyblend
717 if(autocvar_hud_contents)
719 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
722 switch(pointcontents(view_origin))
725 liquidalpha = autocvar_hud_contents_water_alpha;
726 liquidcolor = stov(autocvar_hud_contents_water_color);
731 liquidalpha = autocvar_hud_contents_lava_alpha;
732 liquidcolor = stov(autocvar_hud_contents_lava_color);
737 liquidalpha = autocvar_hud_contents_slime_alpha;
738 liquidcolor = stov(autocvar_hud_contents_slime_color);
744 liquidcolor = '0 0 0';
749 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
750 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
751 contentfadetime = autocvar_hud_contents_fadeintime;
752 liquidalpha_prev = liquidalpha;
753 liquidcolor_prev = liquidcolor;
756 contentfadetime = autocvar_hud_contents_fadeouttime;
758 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
759 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
762 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
765 if(autocvar_hud_damage && !autocvar_chase_active)
768 splash_size_x = max(vid_conwidth, vid_conheight);
769 splash_size_y = max(vid_conwidth, vid_conheight);
770 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
771 splash_pos_y = (vid_conheight - splash_size_y) / 2;
773 float myhealth_flash_temp;
774 myhealth = getstati(STAT_HEALTH);
777 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
779 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
781 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
782 pain_threshold = autocvar_hud_damage_pain_threshold;
783 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
784 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
786 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
788 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);
791 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
793 if(myhealth_prev < 1)
797 myhealth_flash = 0; // just spawned, clear the flash immediately
798 myhealth_flash_temp = 0;
802 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
806 if(spectatee_status == -1 || intermission)
808 myhealth_flash = 0; // observing, or match ended
809 myhealth_flash_temp = 0;
812 myhealth_prev = myhealth;
814 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
816 if(autocvar_cl_gentle_damage == 2)
818 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
820 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
824 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
826 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);
829 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
835 /*if(gametype == GAME_CTF)
842 for(self = world; (self = nextent(self)); )
846 Draw_ShowNames_All();
848 scoreboard_active = HUD_WouldDrawScoreboard();
850 hit_time = getstatf(STAT_HIT_TIME);
851 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
853 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
854 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
856 typehit_time = getstatf(STAT_TYPEHIT_TIME);
857 if(typehit_time > nextsound_typehit_time)
859 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
860 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
865 if(gametype == GAME_FREEZETAG)
867 if(getstati(STAT_FROZEN))
868 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
869 if(getstatf(STAT_REVIVE_PROGRESS))
871 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);
872 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
876 if(autocvar_r_letterbox == 0)
877 if(autocvar_viewsize < 120)
880 // crosshair goes VERY LAST
881 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL) {
883 float wcross_alpha, wcross_resolution;
884 wcross_style = autocvar_crosshair;
885 if (wcross_style == "0")
887 wcross_resolution = autocvar_crosshair_size;
888 if (wcross_resolution == 0)
890 wcross_alpha = autocvar_crosshair_alpha;
891 if (wcross_alpha == 0)
897 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
898 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
900 if(autocvar_crosshair_hittest)
902 vector wcross_oldorigin;
903 wcross_oldorigin = wcross_origin;
904 shottype = TrueAimCheck();
905 if(shottype == SHOTTYPE_HITWORLD)
907 v = wcross_origin - wcross_oldorigin;
909 v_y /= vid_conheight;
911 shottype = SHOTTYPE_HITOBSTRUCTION;
913 if(!autocvar_crosshair_hittest_showimpact)
914 wcross_origin = wcross_oldorigin;
917 shottype = SHOTTYPE_HITWORLD;
919 vector wcross_color, wcross_size;
920 string wcross_wep, wcross_name;
921 float wcross_scale, wcross_blur;
923 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
924 e = get_weaponinfo(activeweapon);
925 if (e && e.netname != "")
927 wcross_wep = e.netname;
928 if(autocvar_crosshair_per_weapon)
930 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
931 if (wcross_resolution == 0)
933 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
934 if (wcross_alpha == 0)
937 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
938 if(wcross_style == "" || wcross_style == "0")
939 wcross_style = wcross_wep;
943 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
944 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
945 else if(autocvar_crosshair_color_by_health)
947 local float x = getstati(STAT_HEALTH);
962 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
963 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
967 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
968 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
969 wcross_color_z = 1 - (x-100)*0.02;
975 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
980 wcross_color_y = (x-20)*90/27/100;
981 wcross_color_z = (x-20)*90/27/100 * 0.2;
990 wcross_color = stov(autocvar_crosshair_color);
992 wcross_name = strcat("gfx/crosshair", wcross_style);
994 if(autocvar_crosshair_effect_scalefade)
996 wcross_scale = wcross_resolution;
997 wcross_resolution = 1;
1004 if(autocvar_crosshair_pickup)
1006 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1008 pickup_crosshair_size = 1;
1009 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1012 if(pickup_crosshair_size > 0)
1013 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1015 pickup_crosshair_size = 0;
1017 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1020 vector hitindication_color;
1021 if(autocvar_crosshair_hitindication)
1023 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1024 if(hitindication_crosshair_time < hit_time)
1026 hitindication_crosshair_size = 1;
1027 hitindication_crosshair_time = hit_time;
1030 if(hitindication_crosshair_size > 0)
1031 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1033 hitindication_crosshair_size = 0;
1035 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1036 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1037 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1038 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1041 if(shottype == SHOTTYPE_HITENEMY)
1042 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1043 if(shottype == SHOTTYPE_HITTEAM)
1044 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1046 f = autocvar_crosshair_effect_speed;
1048 f *= -2 * g_weaponswitchdelay;
1049 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1051 wcross_changedonetime = time + f;
1053 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1055 wcross_name_changestarttime = time;
1056 wcross_name_changedonetime = time + f;
1057 if(wcross_name_goal_prev_prev)
1058 strunzone(wcross_name_goal_prev_prev);
1059 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1060 wcross_name_goal_prev = strzone(wcross_name);
1061 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1062 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1063 wcross_resolution_goal_prev = wcross_resolution;
1066 wcross_scale_goal_prev = wcross_scale;
1067 wcross_alpha_goal_prev = wcross_alpha;
1068 wcross_color_goal_prev = wcross_color;
1070 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1073 wcross_alpha *= 0.75;
1077 // *_prev is at time-frametime
1078 // * is at wcross_changedonetime+f
1079 // what do we have at time?
1080 if(time < wcross_changedonetime)
1082 f = frametime / (wcross_changedonetime - time + frametime);
1083 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1084 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1085 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1088 wcross_scale_prev = wcross_scale;
1089 wcross_alpha_prev = wcross_alpha;
1090 wcross_color_prev = wcross_color;
1092 wcross_scale *= 1 - autocvar__menu_alpha;
1093 wcross_alpha *= 1 - autocvar__menu_alpha;
1094 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1096 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1098 // crosshair rings for weapon stats
1099 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1101 // declarations and stats
1102 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1103 string ring_image, ring_inner_image;
1104 vector ring_rgb, ring_inner_rgb;
1106 ring_scale = autocvar_crosshair_ring_size;
1108 float weapon_clipload, weapon_clipsize;
1109 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1110 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1112 float nex_charge, nex_chargepool;
1113 nex_charge = getstatf(STAT_NEX_CHARGE);
1114 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1116 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1117 nex_charge_movingavg = nex_charge;
1120 // handle the values
1121 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1123 if (nex_chargepool || use_nex_chargepool) {
1124 use_nex_chargepool = 1;
1125 ring_inner_value = nex_chargepool;
1127 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1128 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1131 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1132 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;
1133 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1135 // draw the outer ring to show the current charge of the weapon
1136 ring_value = nex_charge;
1137 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1138 ring_rgb = wcross_color;
1139 ring_image = "gfx/crosshair_ring_nexgun.tga";
1141 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1143 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.
1144 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1145 ring_rgb = wcross_color;
1146 ring_image = "gfx/crosshair_ring.tga";
1148 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1150 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1151 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1152 ring_rgb = wcross_color;
1153 ring_image = "gfx/crosshair_ring.tga";
1156 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1158 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1159 ring_scale = autocvar_crosshair_ring_reload_size;
1160 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1161 ring_rgb = wcross_color;
1163 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1164 // if a new image for another weapon is added, add the code (and its respective file/value) here
1165 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1166 ring_image = "gfx/crosshair_ring_rifle.tga";
1168 ring_image = "gfx/crosshair_ring.tga";
1171 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1172 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1175 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1178 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1181 if(wcross_blur > 0) \
1183 for(i = -2; i <= 2; ++i) \
1184 for(j = -2; j <= 2; ++j) \
1185 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1189 M(0,0,sz,wcross_name,wcross_alpha); \
1194 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1195 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)
1197 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1198 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1200 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1202 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1203 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1204 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1211 wcross_name_alpha_goal_prev = f;
1213 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1214 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1216 if(autocvar_crosshair_dot)
1218 vector wcross_color_old;
1219 wcross_color_old = wcross_color;
1220 if(autocvar_crosshair_dot_color != "0")
1221 wcross_color = stov(autocvar_crosshair_dot_color);
1222 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1223 // FIXME why don't we use wcross_alpha here?
1224 wcross_color = wcross_color_old;
1230 wcross_scale_prev = 0;
1231 wcross_alpha_prev = 0;
1232 wcross_scale_goal_prev = 0;
1233 wcross_alpha_goal_prev = 0;
1234 wcross_changedonetime = 0;
1235 if(wcross_name_goal_prev)
1236 strunzone(wcross_name_goal_prev);
1237 wcross_name_goal_prev = string_null;
1238 if(wcross_name_goal_prev_prev)
1239 strunzone(wcross_name_goal_prev_prev);
1240 wcross_name_goal_prev_prev = string_null;
1241 wcross_name_changestarttime = 0;
1242 wcross_name_changedonetime = 0;
1243 wcross_name_alpha_goal_prev = 0;
1244 wcross_name_alpha_goal_prev_prev = 0;
1245 wcross_resolution_goal_prev = 0;
1246 wcross_resolution_goal_prev_prev = 0;
1250 if(NextFrameCommand)
1252 localcmd("\n", NextFrameCommand, "\n");
1253 NextFrameCommand = string_null;
1256 // we must do this check AFTER a frame was rendered, or it won't work
1257 if(cs_project_is_b0rked == 0)
1260 w0 = ftos(autocvar_vid_conwidth);
1261 h0 = ftos(autocvar_vid_conheight);
1262 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1263 //R_SetView(VF_FOV, '90 90 0');
1264 R_SetView(VF_ORIGIN, '0 0 0');
1265 R_SetView(VF_ANGLES, '0 0 0');
1266 R_SetView(VF_PERSPECTIVE, 1);
1267 makevectors('0 0 0');
1269 cvar_set("vid_conwidth", "800");
1270 cvar_set("vid_conheight", "600");
1271 v1 = cs_project(v_forward);
1272 cvar_set("vid_conwidth", "640");
1273 cvar_set("vid_conheight", "480");
1274 v2 = cs_project(v_forward);
1276 cs_project_is_b0rked = 1;
1278 cs_project_is_b0rked = -1;
1279 cvar_set("vid_conwidth", w0);
1280 cvar_set("vid_conheight", h0);
1283 if(autocvar__hud_configure)
1286 if(hud && !intermission)
1288 if(hud == HUD_SPIDERBOT)
1290 else if(hud == HUD_WAKIZASHI)
1291 CSQC_WAKIZASHI_HUD();
1292 else if(hud == HUD_RAPTOR)
1294 else if(hud == HUD_BUMBLEBEE)
1297 // let's reset the view back to normal for the end
1298 R_SetView(VF_MIN, '0 0 0');
1299 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1303 void CSQC_common_hud(void)
1305 // do some accuracy var caching
1307 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1309 if(autocvar_accuracy_color_levels != acc_color_levels)
1311 if(acc_color_levels)
1312 strunzone(acc_color_levels);
1313 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1314 acc_levels = tokenize(acc_color_levels);
1315 if (acc_levels > MAX_ACCURACY_LEVELS)
1316 acc_levels = MAX_ACCURACY_LEVELS;
1318 for (i = 0; i < acc_levels; ++i)
1319 acc_lev[i] = stof(argv(i)) / 100.0;
1321 // let know that acc_col[] needs to be loaded
1325 HUD_Main(); // always run these functions for alpha checks
1326 HUD_DrawScoreboard();
1328 if (scoreboard_active) // scoreboard/accuracy
1330 else if (intermission == 2) // map voting screen
1332 HUD_FinaleOverlay();
1343 CSQC_WAKIZASHI_HUD();
1354 // following vectors must be global to allow seamless switching between camera modes
1355 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1356 void CSQC_Demo_Camera()
1358 float speed, attenuation, dimensions;
1361 if( autocvar_camera_reset || !camera_mode )
1363 camera_offset = '0 0 0';
1364 current_angles = '0 0 0';
1365 camera_direction = '0 0 0';
1366 camera_offset_z += 30;
1367 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1368 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1369 current_origin = view_origin;
1370 current_camera_offset = camera_offset;
1371 cvar_set("camera_reset", "0");
1372 camera_mode = CAMERA_CHASE;
1377 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1379 if(autocvar_camera_look_player)
1384 dir = normalize(view_origin - current_position);
1386 mouse_angles = vectoangles(dir);
1387 mouse_angles_x = mouse_angles_x * -1;
1392 tmp = getmousepos() * 0.1;
1393 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1395 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1396 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1400 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1401 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1402 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1403 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1405 // Fix difference when angles don't have the same sign
1407 if(mouse_angles_y < -60 && current_angles_y > 60)
1409 if(mouse_angles_y > 60 && current_angles_y < -60)
1412 if(autocvar_camera_look_player)
1413 attenuation = autocvar_camera_look_attenuation;
1415 attenuation = autocvar_camera_speed_attenuation;
1417 attenuation = 1 / max(1, attenuation);
1418 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1420 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1421 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1422 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1423 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1429 if( camera_direction_x )
1431 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1432 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1433 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1434 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1438 if( camera_direction_y )
1440 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1441 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1442 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1446 if( camera_direction_z )
1448 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1452 if(autocvar_camera_free)
1453 speed = autocvar_camera_speed_free;
1455 speed = autocvar_camera_speed_chase;
1459 speed = speed * sqrt(1 / dimensions);
1460 camera_offset += tmp * speed;
1463 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1466 if( autocvar_camera_free )
1468 if ( camera_mode == CAMERA_CHASE )
1470 current_camera_offset = current_origin + current_camera_offset;
1471 camera_offset = current_origin + camera_offset;
1474 camera_mode = CAMERA_FREE;
1475 current_position = current_camera_offset;
1479 if ( camera_mode == CAMERA_FREE )
1481 current_origin = view_origin;
1482 camera_offset = camera_offset - current_origin;
1483 current_camera_offset = current_camera_offset - current_origin;
1486 camera_mode = CAMERA_CHASE;
1488 if(autocvar_camera_chase_smoothly)
1489 current_origin += (view_origin - current_origin) * attenuation;
1491 current_origin = view_origin;
1493 current_position = current_origin + current_camera_offset;
1496 R_SetView(VF_ANGLES, current_angles);
1497 R_SetView(VF_ORIGIN, current_position);