1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = autocvar_cl_zoomsensitivity;
131 zoomfactor = autocvar_cl_zoomfactor;
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = autocvar_cl_zoomspeed;
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_SEEKER: // projectile has a size!
298 case WEP_ELECTRO: // projectile has a size!
304 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
306 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307 trueaimpoint = trace_endpos;
309 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
317 dv = view_right * vecs_y + view_up * vecs_z;
318 w_shotorg = view_origin + dv;
320 // now move the vecs forward as much as requested if possible
321 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
322 w_shotorg = trace_endpos - view_forward * nudge;
324 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325 shottype = EnemyHitCheck();
326 if(shottype != SHOTTYPE_HITWORLD)
330 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331 // or rather, I know why, but see no fix
332 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333 // 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
334 return SHOTTYPE_HITOBSTRUCTION;
337 return SHOTTYPE_HITWORLD;
340 void CSQC_common_hud(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
347 string NextFrameCommand;
348 void CSQC_SPIDER_HUD();
349 void CSQC_RAPTOR_HUD();
351 vector freeze_pmove_org, freeze_input_angles;
352 entity nightvision_noise, nightvision_noise2;
354 float pickup_crosshair_time, pickup_crosshair_size;
355 float hit_time, typehit_time;
356 float nextsound_hit_time, nextsound_typehit_time;
357 float hitindication_crosshair_time, hitindication_crosshair_size;
358 float use_nex_chargepool;
360 float myhealth, myhealth_prev;
361 float myhealth_flash;
363 vector myhealth_gentlergb;
365 float contentavgalpha, liquidalpha_prev;
366 vector liquidcolor_prev;
368 float eventchase_current_distance;
372 void CSQC_UpdateView(float w, float h)
378 vector vf_size, vf_min;
381 button_attack2 = (input_buttons & BUTTON_3);
382 button_zoom = (input_buttons & BUTTON_4);
384 #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
385 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387 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);
388 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
392 vf_size = R_SetView3fv(VF_SIZE);
393 vf_min = R_SetView3fv(VF_MIN);
394 vid_width = vf_size_x;
395 vid_height = vf_size_y;
397 vector reticle_pos, reticle_size;
398 vector splash_pos, splash_size;
400 WaypointSprite_Load();
403 myteam = GetPlayerColor(spectatee_status - 1);
405 myteam = GetPlayerColor(player_localentnum - 1);
407 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
410 warpzone_fixview_origin = pmove_org + vo;
411 warpzone_fixview_cl_viewangles = input_angles;
412 warpzone_fixview_angles = view_angles;
414 pmove_org = warpzone_fixview_origin - vo;
415 input_angles = warpzone_fixview_cl_viewangles;
416 view_angles = warpzone_fixview_angles;
418 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
420 pmove_org = freeze_pmove_org;
421 input_angles = view_angles = freeze_input_angles;
422 R_SetView(VF_ORIGIN, pmove_org + vo);
423 R_SetView(VF_ANGLES, view_angles);
424 //R_SetView(VF_CL_VIEWANGLES, input_angles);
426 freeze_pmove_org = pmove_org;
427 freeze_input_angles = input_angles;
429 // event chase camera
430 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
432 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
434 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
435 // Ideally, there should be another way to enable third person cameras, such as through R_SetView()
436 if(!autocvar_chase_active)
437 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)
439 // make the camera smooth back
440 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
441 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
442 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
443 eventchase_current_distance = autocvar_cl_eventchase_distance;
445 vector eventchase_target_origin;
446 makevectors(view_angles);
447 // pass 1, used to check where the camera would go and obtain the trace_fraction
448 eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
450 WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
451 // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
452 // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
453 eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
454 WarpZone_TraceLine(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
456 R_SetView(VF_ORIGIN, trace_endpos);
457 R_SetView(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
459 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
461 cvar_set("chase_active", "0");
462 eventchase_current_distance = 0; // start from 0 next time
467 view_origin = pmove_org + vo;
468 view_angles = input_angles;
469 makevectors(view_angles);
470 view_forward = v_forward;
471 view_right = v_right;
475 if(time > blurtest_time0 && time < blurtest_time1)
479 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
480 r = t * blurtest_radius;
481 f = 1 / pow(t, blurtest_power) - 1;
483 cvar_set("r_glsl_postprocess", "1");
484 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
488 cvar_set("r_glsl_postprocess", "0");
489 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
493 TargetMusic_Advance();
496 drawframetime = max(0.000001, time - drawtime);
499 // watch for gametype changes here...
500 // in ParseStuffCMD the cmd isn't executed yet :/
501 // might even be better to add the gametype to TE_CSQC_INIT...?
505 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
506 if(calledhooks & HOOK_START)
508 localcmd("\ncl_hook_gameend\n");
509 calledhooks |= HOOK_END;
512 CheckForGamestartChange();
520 if(!zoomscript_caught)
522 localcmd("+button9\n");
523 zoomscript_caught = 1;
528 if(zoomscript_caught)
530 localcmd("-button9\n");
531 zoomscript_caught = 0;
535 ColorTranslateMode = autocvar_cl_stripcolorcodes;
536 activeweapon = getstati(STAT_SWITCHWEAPON);
537 f = (serverflags & SERVERFLAG_TEAMPLAY);
544 if(last_weapon != activeweapon) {
546 last_weapon = activeweapon;
548 e = get_weaponinfo(activeweapon);
550 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
552 localcmd("\ncl_hook_activeweapon none\n");
555 // ALWAYS Clear Current Scene First
558 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
559 R_SetView(VF_SIZE, vf_size);
560 R_SetView(VF_MIN, vf_min);
562 // Assign Standard Viewflags
563 // Draw the World (and sky)
564 R_SetView(VF_DRAWWORLD, 1);
566 // Set the console size vars
567 vid_conwidth = autocvar_vid_conwidth;
568 vid_conheight = autocvar_vid_conheight;
569 vid_pixelheight = autocvar_vid_pixelheight;
571 R_SetView(VF_FOV, GetCurrentFov(fov));
573 // Camera for demo playback
576 if(autocvar_camera_enable)
580 cvar_set("chase_active", ftos(chase_active_backup));
581 cvar_set("cl_demo_mousegrab", "0");
582 camera_active = FALSE;
586 else if(autocvar_camera_enable)
588 else if(autocvar_camera_enable && isdemo())
591 // Enable required Darkplaces cvars
592 chase_active_backup = autocvar_chase_active;
593 cvar_set("chase_active", "2");
594 cvar_set("cl_demo_mousegrab", "1");
595 camera_active = TRUE;
599 // Draw the Crosshair
600 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
602 // Draw the Engine Status Bar (the default Quake HUD)
603 R_SetView(VF_DRAWENGINEHUD, 0);
605 // Update the mouse position
607 mousepos_x = vid_conwidth;
608 mousepos_y = vid_conheight;
609 mousepos = mousepos*0.5 + getmousepos();
613 for(self = world; (self = nextent(self)); )
618 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
621 // now switch to 2D drawing mode by calling a 2D drawing function
622 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
623 // next R_RenderScene call
624 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
626 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
627 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
629 // apply night vision effect
630 vector rgb, tc_00, tc_01, tc_10, tc_11;
632 if(!nightvision_noise)
634 nightvision_noise = spawn();
635 nightvision_noise.classname = "nightvision_noise";
637 if(!nightvision_noise2)
639 nightvision_noise2 = spawn();
640 nightvision_noise2.classname = "nightvision_noise2";
643 // color tint in yellow
644 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
647 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
649 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
650 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
651 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
652 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
653 tc_11 = tc_01 + tc_10 - tc_00;
654 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
655 R_PolygonVertex('0 0 0', tc_00, rgb, a);
656 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
657 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
658 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
662 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
663 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
664 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
665 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
666 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
667 tc_11 = tc_01 + tc_10 - tc_00;
668 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
669 R_PolygonVertex('0 0 0', tc_00, rgb, a);
670 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
671 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
672 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
676 // Draw the aiming reticle for weapons that use it
677 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
678 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
679 // the view to go back to normal, so reticle_type would become 0 as we fade out)
680 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
681 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
682 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
683 reticle_type = 2; // nex zoom
684 else if(button_zoom || zoomscript_caught)
685 reticle_type = 1; // normal zoom
686 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
687 reticle_type = 2; // nex zoom
691 if(autocvar_cl_reticle_stretch)
693 reticle_size_x = vid_conwidth;
694 reticle_size_y = vid_conheight;
700 reticle_size_x = max(vid_conwidth, vid_conheight);
701 reticle_size_y = max(vid_conwidth, vid_conheight);
702 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
703 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
706 f = current_zoomfraction;
707 if(zoomscript_caught)
709 if(autocvar_cl_reticle_item_normal)
711 if(reticle_type == 1 && f)
712 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
714 if(autocvar_cl_reticle_item_nex)
716 if(reticle_type == 2 && f)
717 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
722 // improved polyblend
724 if(autocvar_hud_contents)
726 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
729 switch(pointcontents(view_origin))
732 liquidalpha = autocvar_hud_contents_water_alpha;
733 liquidcolor = stov(autocvar_hud_contents_water_color);
738 liquidalpha = autocvar_hud_contents_lava_alpha;
739 liquidcolor = stov(autocvar_hud_contents_lava_color);
744 liquidalpha = autocvar_hud_contents_slime_alpha;
745 liquidcolor = stov(autocvar_hud_contents_slime_color);
751 liquidcolor = '0 0 0';
756 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
757 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
758 contentfadetime = autocvar_hud_contents_fadeintime;
759 liquidalpha_prev = liquidalpha;
760 liquidcolor_prev = liquidcolor;
763 contentfadetime = autocvar_hud_contents_fadeouttime;
765 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
766 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
769 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
772 if(autocvar_hud_damage && !autocvar_chase_active)
774 splash_size_x = max(vid_conwidth, vid_conheight);
775 splash_size_y = max(vid_conwidth, vid_conheight);
776 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
777 splash_pos_y = (vid_conheight - splash_size_y) / 2;
779 float myhealth_flash_temp;
780 myhealth = getstati(STAT_HEALTH);
783 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
785 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
787 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
788 pain_threshold = autocvar_hud_damage_pain_threshold;
789 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
790 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
792 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
794 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);
797 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
799 if(myhealth_prev < 1)
803 myhealth_flash = 0; // just spawned, clear the flash immediately
804 myhealth_flash_temp = 0;
808 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
812 if(spectatee_status == -1 || intermission)
814 myhealth_flash = 0; // observing, or match ended
815 myhealth_flash_temp = 0;
818 myhealth_prev = myhealth;
820 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
822 if(autocvar_cl_gentle_damage == 2)
824 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
826 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
830 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
832 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);
835 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
838 // Draw the mouse cursor
839 // NOTE: drawpic must happen after R_RenderScene for some reason
840 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
841 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
842 //self = edict_num(player_localnum);
843 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
844 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
845 // as long as the ctf part isn't in, this is useless
849 /*if(gametype == GAME_CTF)
856 for(self = world; (self = nextent(self)); )
860 Draw_ShowNames_All();
862 scoreboard_active = HUD_WouldDrawScoreboard();
864 hit_time = getstatf(STAT_HIT_TIME);
865 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
867 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
868 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
870 typehit_time = getstatf(STAT_TYPEHIT_TIME);
871 if(typehit_time > nextsound_typehit_time)
873 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
874 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
878 hud = getstati(STAT_HUD);
879 if(hud == HUD_SPIDERBOT)
881 else if(hud == HUD_WAKIZASHI)
882 CSQC_WAKIZASHI_HUD();
883 else if(hud == HUD_RAPTOR)
887 if(gametype == GAME_FREEZETAG)
889 if(getstati(STAT_FROZEN))
890 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
891 if(getstatf(STAT_REVIVE_PROGRESS))
893 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);
894 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
898 if(autocvar_r_letterbox == 0)
899 if(autocvar_viewsize < 120)
902 // crosshair goes VERY LAST
903 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1) {
905 float wcross_alpha, wcross_resolution;
906 wcross_style = autocvar_crosshair;
907 if (wcross_style == "0")
909 wcross_resolution = autocvar_crosshair_size;
910 if (wcross_resolution == 0)
912 wcross_alpha = autocvar_crosshair_alpha;
913 if (wcross_alpha == 0)
919 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
920 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
922 if(autocvar_crosshair_hittest)
924 vector wcross_oldorigin;
925 wcross_oldorigin = wcross_origin;
926 shottype = TrueAimCheck();
927 if(shottype == SHOTTYPE_HITWORLD)
929 v = wcross_origin - wcross_oldorigin;
931 v_y /= vid_conheight;
933 shottype = SHOTTYPE_HITOBSTRUCTION;
935 if(!autocvar_crosshair_hittest_showimpact)
936 wcross_origin = wcross_oldorigin;
939 shottype = SHOTTYPE_HITWORLD;
941 vector wcross_color, wcross_size;
942 string wcross_wep, wcross_name;
943 float wcross_scale, wcross_blur;
945 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
946 e = get_weaponinfo(activeweapon);
947 if (e && e.netname != "")
949 wcross_wep = e.netname;
950 if(autocvar_crosshair_per_weapon)
952 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
953 if (wcross_resolution == 0)
955 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
956 if (wcross_alpha == 0)
959 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
960 if(wcross_style == "" || wcross_style == "0")
961 wcross_style = wcross_wep;
965 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
966 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
967 else if(autocvar_crosshair_color_by_health)
969 local float x = getstati(STAT_HEALTH);
984 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
985 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
989 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
990 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
991 wcross_color_z = 1 - (x-100)*0.02;
997 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1002 wcross_color_y = (x-20)*90/27/100;
1003 wcross_color_z = (x-20)*90/27/100 * 0.2;
1012 wcross_color = stov(autocvar_crosshair_color);
1014 wcross_name = strcat("gfx/crosshair", wcross_style);
1016 if(autocvar_crosshair_effect_scalefade)
1018 wcross_scale = wcross_resolution;
1019 wcross_resolution = 1;
1026 if(autocvar_crosshair_pickup)
1028 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1030 pickup_crosshair_size = 1;
1031 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1034 if(pickup_crosshair_size > 0)
1035 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1037 pickup_crosshair_size = 0;
1039 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1042 vector hitindication_color;
1043 if(autocvar_crosshair_hitindication)
1045 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1046 if(hitindication_crosshair_time < hit_time)
1048 hitindication_crosshair_size = 1;
1049 hitindication_crosshair_time = hit_time;
1052 if(hitindication_crosshair_size > 0)
1053 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1055 hitindication_crosshair_size = 0;
1057 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1058 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1059 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1060 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1063 if(shottype == SHOTTYPE_HITENEMY)
1064 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1065 if(shottype == SHOTTYPE_HITTEAM)
1066 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1068 f = autocvar_crosshair_effect_speed;
1070 f *= -2 * g_weaponswitchdelay;
1071 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1073 wcross_changedonetime = time + f;
1075 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1077 wcross_name_changestarttime = time;
1078 wcross_name_changedonetime = time + f;
1079 if(wcross_name_goal_prev_prev)
1080 strunzone(wcross_name_goal_prev_prev);
1081 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1082 wcross_name_goal_prev = strzone(wcross_name);
1083 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1084 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1085 wcross_resolution_goal_prev = wcross_resolution;
1088 wcross_scale_goal_prev = wcross_scale;
1089 wcross_alpha_goal_prev = wcross_alpha;
1090 wcross_color_goal_prev = wcross_color;
1092 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1095 wcross_alpha *= 0.75;
1099 // *_prev is at time-frametime
1100 // * is at wcross_changedonetime+f
1101 // what do we have at time?
1102 if(time < wcross_changedonetime)
1104 f = frametime / (wcross_changedonetime - time + frametime);
1105 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1106 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1107 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1110 wcross_scale_prev = wcross_scale;
1111 wcross_alpha_prev = wcross_alpha;
1112 wcross_color_prev = wcross_color;
1114 wcross_scale *= 1 - autocvar__menu_alpha;
1115 wcross_alpha *= 1 - autocvar__menu_alpha;
1116 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1118 // crosshair rings for weapon stats
1119 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1121 // declarations and stats
1122 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1123 string ring_image, ring_inner_image;
1124 vector ring_rgb, ring_inner_rgb;
1126 ring_scale = autocvar_crosshair_ring_size;
1128 float weapon_clipload, weapon_clipsize;
1129 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1130 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1132 float nex_charge, nex_chargepool;
1133 nex_charge = getstatf(STAT_NEX_CHARGE);
1134 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1136 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1137 nex_charge_movingavg = nex_charge;
1140 // handle the values
1141 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1143 if (nex_chargepool || use_nex_chargepool) {
1144 use_nex_chargepool = 1;
1145 ring_inner_value = nex_chargepool;
1147 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1148 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1151 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1152 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;
1153 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1155 // draw the outer ring to show the current charge of the weapon
1156 ring_value = nex_charge;
1157 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1158 ring_rgb = wcross_color;
1159 ring_image = "gfx/crosshair_ring_nexgun.tga";
1161 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1163 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.
1164 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1165 ring_rgb = wcross_color;
1166 ring_image = "gfx/crosshair_ring.tga";
1168 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1170 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1171 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1172 ring_rgb = wcross_color;
1173 ring_image = "gfx/crosshair_ring.tga";
1176 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1178 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1179 ring_scale = autocvar_crosshair_ring_reload_size;
1180 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1181 ring_rgb = wcross_color;
1183 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1184 // if a new image for another weapon is added, add the code (and its respective file/value) here
1185 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1186 ring_image = "gfx/crosshair_ring_rifle.tga";
1188 ring_image = "gfx/crosshair_ring.tga";
1191 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1192 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1195 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1198 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1201 if(wcross_blur > 0) \
1203 for(i = -2; i <= 2; ++i) \
1204 for(j = -2; j <= 2; ++j) \
1205 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1209 M(0,0,sz,wcross_name,wcross_alpha); \
1214 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1215 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)
1217 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1218 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1220 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1222 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1223 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1224 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1232 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1233 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1235 if(autocvar_crosshair_dot)
1237 vector wcross_color_old;
1238 wcross_color_old = wcross_color;
1239 if(autocvar_crosshair_dot_color != "0")
1240 wcross_color = stov(autocvar_crosshair_dot_color);
1241 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1242 wcross_color = wcross_color_old;
1245 wcross_name_alpha_goal_prev = f;
1249 wcross_scale_prev = 0;
1250 wcross_alpha_prev = 0;
1251 wcross_scale_goal_prev = 0;
1252 wcross_alpha_goal_prev = 0;
1253 wcross_changedonetime = 0;
1254 if(wcross_name_goal_prev)
1255 strunzone(wcross_name_goal_prev);
1256 wcross_name_goal_prev = string_null;
1257 if(wcross_name_goal_prev_prev)
1258 strunzone(wcross_name_goal_prev_prev);
1259 wcross_name_goal_prev_prev = string_null;
1260 wcross_name_changestarttime = 0;
1261 wcross_name_changedonetime = 0;
1262 wcross_name_alpha_goal_prev = 0;
1263 wcross_name_alpha_goal_prev_prev = 0;
1264 wcross_resolution_goal_prev = 0;
1265 wcross_resolution_goal_prev_prev = 0;
1269 if(NextFrameCommand)
1271 localcmd("\n", NextFrameCommand, "\n");
1272 NextFrameCommand = string_null;
1275 // we must do this check AFTER a frame was rendered, or it won't work
1276 if(cs_project_is_b0rked == 0)
1279 w0 = ftos(autocvar_vid_conwidth);
1280 h0 = ftos(autocvar_vid_conheight);
1281 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1282 //R_SetView(VF_FOV, '90 90 0');
1283 R_SetView(VF_ORIGIN, '0 0 0');
1284 R_SetView(VF_ANGLES, '0 0 0');
1285 R_SetView(VF_PERSPECTIVE, 1);
1286 makevectors('0 0 0');
1288 cvar_set("vid_conwidth", "800");
1289 cvar_set("vid_conheight", "600");
1290 v1 = cs_project(v_forward);
1291 cvar_set("vid_conwidth", "640");
1292 cvar_set("vid_conheight", "480");
1293 v2 = cs_project(v_forward);
1295 cs_project_is_b0rked = 1;
1297 cs_project_is_b0rked = -1;
1298 cvar_set("vid_conwidth", w0);
1299 cvar_set("vid_conheight", h0);
1302 if(autocvar__hud_configure)
1305 // let's reset the view back to normal for the end
1306 R_SetView(VF_MIN, '0 0 0');
1307 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1310 #define spider_h "gfx/vehicles/hud_bg.tga"
1311 #define spider_b "gfx/vehicles/sbot.tga"
1312 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1313 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1314 #define spider_s "gfx/vehicles/shiled.tga"
1315 #define spider_a1 "gfx/hud/sb_rocket.tga"
1316 #define spider_a2 "gfx/sb_bullets.tga"
1318 void CSQC_SPIDER_HUD()
1320 float rockets, reload, heat, hp, shield;
1321 vector picsize, hudloc;
1323 // Fetch health & ammo stats
1324 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1325 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1326 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1327 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1328 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1330 // Draw the crosshairs
1331 picsize = drawgetimagesize(SPIDER_CROSS);
1332 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1333 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1334 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1339 picsize = drawgetimagesize(spider_h) * 0.5;
1340 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1342 picsize = drawgetimagesize(spider_a2) * 0.5;
1343 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1345 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1346 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1347 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1349 picsize = drawgetimagesize(spider_a1) * 0.85;
1352 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1353 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1357 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1358 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1361 picsize = drawgetimagesize(spider_b) * 0.5;
1365 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1366 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1367 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1368 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1373 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1374 p = p + '0 1 0' * vid_conheight - '0 32 0';
1375 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1376 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1378 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1380 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1382 // Draw minigun heat indicator
1383 p = '0.5 0 0' * (vid_conwidth - 256);
1384 p = p + '0 1 0' * vid_conheight - '0 34 0';
1385 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1386 p_x += 256 * (1-heat);
1387 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1390 // Draw rocket icons for loaded/empty tubes.
1391 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1392 pp += '0 1 0' * vid_conheight - '0 64 0';
1393 for(i = 0; i < 8; ++i)
1395 p = pp + '1 0 0' * (rkt_size * i);
1398 if(floor(reload * 8) == i)
1400 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1402 else if(i < reload * 8)
1403 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1405 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1410 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1412 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1417 if (scoreboard_showscores)
1419 HUD_DrawScoreboard();
1420 HUD_DrawCenterPrint();
1425 #define raptor_h "gfx/vehicles/hud_bg.tga"
1426 #define raptor_b "gfx/vehicles/raptor.tga"
1427 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1428 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1429 #define raptor_s "gfx/vehicles/shiled.tga"
1431 void CSQC_RAPTOR_HUD()
1433 float reload, hp, shield, energy;
1434 vector picsize, hudloc;
1436 // Fetch health & ammo stats
1437 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1438 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1439 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1440 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1442 // Draw the crosshairs
1443 picsize = drawgetimagesize(SPIDER_CROSS);
1444 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1445 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1446 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1451 picsize = drawgetimagesize(raptor_h) * 0.5;
1452 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1454 picsize = drawgetimagesize(spider_a2) * 0.5;
1455 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1457 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1458 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1459 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1462 picsize = drawgetimagesize(spider_a1) * 0.85;
1465 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1466 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1470 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1471 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1474 picsize = drawgetimagesize(raptor_b) * 0.5;
1478 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1479 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1480 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1481 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1484 if (scoreboard_showscores)
1486 HUD_DrawScoreboard();
1487 HUD_DrawCenterPrint();
1492 #define waki_h "gfx/vehicles/hud_bg.tga"
1493 #define waki_b "gfx/vehicles/waki.tga"
1494 #define waki_e "gfx/vehicles/waki_e.tga"
1495 #define waki_g "gfx/vehicles/waki_guns.tga"
1496 #define waki_r "gfx/vehicles/waki_rockets.tga"
1497 #define waki_s "gfx/vehicles/shiled.tga"
1499 #define waki_a1 "gfx/hud/sb_rocket.tga"
1500 #define waki_a2 "gfx/sb_cells.tga"
1502 void CSQC_WAKIZASHI_HUD()
1504 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1505 float health, shield, energy, rockets;
1506 vector picsize, hudloc;
1508 picsize = drawgetimagesize(SPIDER_CROSS);
1509 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1510 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1511 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1514 const float STAT_VEHICLESTAT_HEALTH = 60;
1515 const float STAT_VEHICLESTAT_SHIELD = 61;
1516 const float STAT_VEHICLESTAT_ENERGY = 62;
1517 const float STAT_VEHICLESTAT_AMMO1 = 63;
1518 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1519 const float STAT_VEHICLESTAT_AMMO2 = 65;
1520 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1522 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1523 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1524 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1525 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1530 picsize = drawgetimagesize(waki_h) * 0.5;
1531 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1533 picsize = drawgetimagesize(waki_a2) * 0.7;
1534 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1537 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1538 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1540 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1542 picsize = drawgetimagesize(waki_a1) * 0.75;
1545 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1546 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1550 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1551 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1552 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1555 picsize = drawgetimagesize(waki_b) * 0.5;
1559 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1560 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1561 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1562 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1567 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1568 p = p + '0 1 0' * vid_conheight - '0 32 0';
1572 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1573 p_x += 256 * health;
1574 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1577 p_x -= 256 * health;
1579 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1582 //p_x -= 256 * health;
1584 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1588 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1594 if (scoreboard_showscores)
1596 HUD_DrawScoreboard();
1597 HUD_DrawCenterPrint();
1602 void CSQC_common_hud(void)
1604 // HUD_SortFrags(); done in HUD_Draw
1606 hud = getstati(STAT_HUD);
1612 // do some accuracy var caching
1614 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1616 if(autocvar_accuracy_color_levels != acc_color_levels)
1618 if(acc_color_levels)
1619 strunzone(acc_color_levels);
1620 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1621 acc_levels = tokenize(acc_color_levels);
1622 if (acc_levels > MAX_ACCURACY_LEVELS)
1623 acc_levels = MAX_ACCURACY_LEVELS;
1625 for (i = 0; i < acc_levels; ++i)
1626 acc_lev[i] = stof(argv(i)) / 100.0;
1628 // let know that acc_col[] needs to be loaded
1632 HUD_Main(); // always run these functions for alpha checks
1633 HUD_DrawScoreboard();
1635 if (scoreboard_active) // scoreboard/accuracy
1638 // HUD_DrawScoreboard takes care of centerprint_start
1640 else if (intermission == 2) // map voting screen
1642 HUD_FinaleOverlay();
1645 centerprint_start_x = 0;
1646 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1650 centerprint_start_x = 0;
1651 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1654 HUD_DrawCenterPrint();
1662 CSQC_WAKIZASHI_HUD();
1668 // following vectors must be global to allow seamless switching between camera modes
1669 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1670 void CSQC_Demo_Camera()
1672 float speed, attenuation, dimensions;
1675 if( autocvar_camera_reset || !camera_mode )
1677 camera_offset = '0 0 0';
1678 current_angles = '0 0 0';
1679 camera_direction = '0 0 0';
1680 camera_offset_z += 30;
1681 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1682 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1683 current_origin = view_origin;
1684 current_camera_offset = camera_offset;
1685 cvar_set("camera_reset", "0");
1686 camera_mode = CAMERA_CHASE;
1691 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1693 if(autocvar_camera_look_player)
1698 dir = normalize(view_origin - current_position);
1700 mouse_angles = vectoangles(dir);
1701 mouse_angles_x = mouse_angles_x * -1;
1706 tmp = getmousepos() * 0.1;
1707 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1709 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1710 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1714 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1715 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1716 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1717 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1719 // Fix difference when angles don't have the same sign
1721 if(mouse_angles_y < -60 && current_angles_y > 60)
1723 if(mouse_angles_y > 60 && current_angles_y < -60)
1726 if(autocvar_camera_look_player)
1727 attenuation = autocvar_camera_look_attenuation;
1729 attenuation = autocvar_camera_speed_attenuation;
1731 attenuation = 1 / max(1, attenuation);
1732 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1734 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1735 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1736 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1737 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1743 if( camera_direction_x )
1745 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1746 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1747 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1748 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1752 if( camera_direction_y )
1754 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1755 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1756 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1760 if( camera_direction_z )
1762 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1766 if(autocvar_camera_free)
1767 speed = autocvar_camera_speed_free;
1769 speed = autocvar_camera_speed_chase;
1773 speed = speed * sqrt(1 / dimensions);
1774 camera_offset += tmp * speed;
1777 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1780 if( autocvar_camera_free )
1782 if ( camera_mode == CAMERA_CHASE )
1784 current_camera_offset = current_origin + current_camera_offset;
1785 camera_offset = current_origin + camera_offset;
1788 camera_mode = CAMERA_FREE;
1789 current_position = current_camera_offset;
1793 if ( camera_mode == CAMERA_FREE )
1795 current_origin = view_origin;
1796 camera_offset = camera_offset - current_origin;
1797 current_camera_offset = current_camera_offset - current_origin;
1800 camera_mode = CAMERA_CHASE;
1802 if(autocvar_camera_chase_smoothly)
1803 current_origin += (view_origin - current_origin) * attenuation;
1805 current_origin = view_origin;
1807 current_position = current_origin + current_camera_offset;
1810 R_SetView(VF_ANGLES, current_angles);
1811 R_SetView(VF_ORIGIN, current_position);