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_SNIPERRIFLE && sniperrifle_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;
277 case WEP_SNIPERRIFLE:
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();
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
364 vector myhealth_gentlergb;
366 float contentavgalpha, liquidalpha_prev;
367 vector liquidcolor_prev;
369 void CSQC_UpdateView(float w, float h)
375 vector vf_size, vf_min;
378 vf_size = R_SetView3fv(VF_SIZE);
379 vf_min = R_SetView3fv(VF_MIN);
380 vid_width = vf_size_x;
381 vid_height = vf_size_y;
383 vector reticle_pos, reticle_size;
385 WaypointSprite_Load();
388 myteam = GetPlayerColor(spectatee_status - 1);
390 myteam = GetPlayerColor(player_localentnum - 1);
392 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
393 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
395 warpzone_fixview_origin = pmove_org + vo;
396 warpzone_fixview_cl_viewangles = input_angles;
397 warpzone_fixview_angles = view_angles;
399 pmove_org = warpzone_fixview_origin - vo;
400 input_angles = warpzone_fixview_cl_viewangles;
401 view_angles = warpzone_fixview_angles;
403 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
405 pmove_org = freeze_pmove_org;
406 input_angles = view_angles = freeze_input_angles;
407 R_SetView(VF_ORIGIN, pmove_org + vo);
408 R_SetView(VF_ANGLES, view_angles);
409 //R_SetView(VF_CL_VIEWANGLES, input_angles);
411 freeze_pmove_org = pmove_org;
412 freeze_input_angles = input_angles;
415 if(!intermission || !view_set)
417 view_origin = pmove_org + vo;
418 view_angles = input_angles;
419 makevectors(view_angles);
420 view_forward = v_forward;
421 view_right = v_right;
427 if(time > blurtest_time0 && time < blurtest_time1)
431 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
432 r = t * blurtest_radius;
433 f = 1 / pow(t, blurtest_power) - 1;
435 cvar_set("r_glsl_postprocess", "1");
436 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
440 cvar_set("r_glsl_postprocess", "0");
441 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
445 TargetMusic_Advance();
448 drawframetime = max(0.000001, time - drawtime);
451 // watch for gametype changes here...
452 // in ParseStuffCMD the cmd isn't executed yet :/
453 // might even be better to add the gametype to TE_CSQC_INIT...?
457 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
458 if(calledhooks & HOOK_START)
460 localcmd("\ncl_hook_gameend\n");
461 calledhooks |= HOOK_END;
464 CheckForGamestartChange();
470 if(button_zoom || fov <= 59.5)
472 if(!zoomscript_caught)
474 localcmd("+button4\n");
475 zoomscript_caught = 1;
476 ignore_plus_zoom += 1;
481 if(zoomscript_caught)
483 localcmd("-button4\n");
484 zoomscript_caught = 0;
485 ignore_minus_zoom += 1;
489 ColorTranslateMode = autocvar_cl_stripcolorcodes;
490 activeweapon = getstati(STAT_SWITCHWEAPON);
491 f = (serverflags & SERVERFLAG_TEAMPLAY);
498 if(last_weapon != activeweapon) {
500 last_weapon = activeweapon;
502 e = get_weaponinfo(activeweapon);
504 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
506 localcmd("\ncl_hook_activeweapon none\n");
509 // ALWAYS Clear Current Scene First
512 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
513 R_SetView(VF_SIZE, vf_size);
514 R_SetView(VF_MIN, vf_min);
516 // Assign Standard Viewflags
517 // Draw the World (and sky)
518 R_SetView(VF_DRAWWORLD, 1);
520 // Set the console size vars
521 vid_conwidth = autocvar_vid_conwidth;
522 vid_conheight = autocvar_vid_conheight;
523 vid_pixelheight = autocvar_vid_pixelheight;
525 R_SetView(VF_FOV, GetCurrentFov(fov));
527 // Camera for demo playback
530 if(autocvar_camera_enable)
534 cvar_set("chase_active", ftos(chase_active_backup));
535 cvar_set("cl_demo_mousegrab", "0");
536 camera_active = FALSE;
540 else if(autocvar_camera_enable)
542 else if(autocvar_camera_enable && isdemo())
545 // Enable required Darkplaces cvars
546 chase_active_backup = autocvar_chase_active;
547 cvar_set("chase_active", "2");
548 cvar_set("cl_demo_mousegrab", "1");
549 camera_active = TRUE;
553 // Draw the Crosshair
554 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
556 // Draw the Engine Status Bar (the default Quake HUD)
557 R_SetView(VF_DRAWENGINEHUD, 0);
559 // fetch this one only once per frame
560 hud_showbinds = autocvar_hud_showbinds;
561 hud_showbinds_limit = autocvar_hud_showbinds_limit;
563 // Update the mouse position
565 mousepos_x = vid_conwidth;
566 mousepos_y = vid_conheight;
567 mousepos = mousepos*0.5 + getmousepos();
571 for(self = world; (self = nextent(self)); )
576 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
579 // now switch to 2D drawing mode by calling a 2D drawing function
580 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
581 // next R_RenderScene call
582 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
584 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
585 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
587 // apply night vision effect
588 vector rgb, tc_00, tc_01, tc_10, tc_11;
590 if(!nightvision_noise)
592 nightvision_noise = spawn();
593 nightvision_noise.classname = "nightvision_noise";
595 if(!nightvision_noise2)
597 nightvision_noise2 = spawn();
598 nightvision_noise2.classname = "nightvision_noise2";
601 // color tint in yellow
602 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
605 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
607 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
608 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
609 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
610 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
611 tc_11 = tc_01 + tc_10 - tc_00;
612 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
613 R_PolygonVertex('0 0 0', tc_00, rgb, a);
614 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
615 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
616 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
620 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
621 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
622 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
623 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
624 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
625 tc_11 = tc_01 + tc_10 - tc_00;
626 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
627 R_PolygonVertex('0 0 0', tc_00, rgb, a);
628 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
629 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
630 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
634 // Draw the aiming reticle for weapons that use it
635 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
636 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
637 // the view to go back to normal, so reticle_type would become 0 as we fade out)
638 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
639 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
640 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
641 reticle_type = 2; // nex zoom
642 else if(button_zoom || zoomscript_caught)
643 reticle_type = 1; // normal zoom
644 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
645 reticle_type = 2; // nex zoom
647 if(autocvar_cl_reticle_stretch)
649 reticle_size_x = vid_conwidth;
650 reticle_size_y = vid_conheight;
656 reticle_size_x = max(vid_conwidth, vid_conheight);
657 reticle_size_y = max(vid_conwidth, vid_conheight);
658 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
659 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
662 f = current_zoomfraction;
663 if(zoomscript_caught)
665 if(autocvar_cl_reticle_item_normal)
667 precache_pic("gfx/reticle_normal");
668 if(reticle_type == 1 && f)
669 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
671 if(autocvar_cl_reticle_item_nex)
673 precache_pic("gfx/reticle_nex");
674 if(reticle_type == 2 && f)
675 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
679 // improved polyblend
681 if(autocvar_hud_contents)
683 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
686 switch(pointcontents(view_origin))
689 liquidalpha = autocvar_hud_contents_water_alpha;
690 liquidcolor = stov(autocvar_hud_contents_water_color);
695 liquidalpha = autocvar_hud_contents_lava_alpha;
696 liquidcolor = stov(autocvar_hud_contents_lava_color);
701 liquidalpha = autocvar_hud_contents_slime_alpha;
702 liquidcolor = stov(autocvar_hud_contents_slime_color);
708 liquidcolor = '0 0 0';
713 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
714 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
715 contentfadetime = autocvar_hud_contents_fadeintime;
716 liquidalpha_prev = liquidalpha;
717 liquidcolor_prev = liquidcolor;
720 contentfadetime = autocvar_hud_contents_fadeouttime;
722 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
723 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
726 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
729 if(autocvar_hud_damage)
731 float myhealth_flash_temp;
732 myhealth = getstati(STAT_HEALTH);
735 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
737 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
739 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
740 pain_threshold = autocvar_hud_damage_pain_threshold;
741 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
742 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
744 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
746 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);
749 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
751 if(myhealth_prev < 1)
755 myhealth_flash = 0; // just spawned, clear the flash immediately
756 myhealth_flash_temp = 0;
760 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
764 if(spectatee_status == -1 || intermission)
766 myhealth_flash = 0; // observing, or match ended
767 myhealth_flash_temp = 0;
770 myhealth_prev = myhealth;
772 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
774 if(autocvar_cl_gentle_damage == 2)
776 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
778 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
782 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
784 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);
787 drawpic(reticle_pos, "gfx/blood", reticle_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
790 // Draw the mouse cursor
791 // NOTE: drawpic must happen after R_RenderScene for some reason
792 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
793 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
794 //self = edict_num(player_localnum);
795 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
796 //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);
797 // as long as the ctf part isn't in, this is useless
801 /*if(gametype == GAME_CTF)
808 for(self = world; (self = nextent(self)); )
813 scoreboard_active = HUD_WouldDrawScoreboard();
815 hit_time = getstatf(STAT_HIT_TIME);
816 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
818 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
819 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
821 typehit_time = getstatf(STAT_TYPEHIT_TIME);
822 if(typehit_time > nextsound_typehit_time)
824 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
825 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
829 hud = getstati(STAT_HUD);
830 if(hud == HUD_SPIDERBOT)
832 else if(hud == HUD_WAKIZASHI)
833 CSQC_WAKIZASHI_HUD();
834 else if(hud == HUD_RAPTOR)
838 if(gametype == GAME_FREEZETAG)
840 if(getstati(STAT_FROZEN))
841 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
842 if(getstatf(STAT_REVIVE_PROGRESS))
844 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);
845 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
849 if(autocvar_r_letterbox == 0)
850 if(autocvar_viewsize < 120)
853 // crosshair goes VERY LAST
854 if(!scoreboard_active && !camera_active && intermission != 2) {
856 float wcross_alpha, wcross_resolution;
857 wcross_style = autocvar_crosshair;
858 if (wcross_style == "0")
860 wcross_resolution = autocvar_crosshair_size;
861 if (wcross_resolution == 0)
863 wcross_alpha = autocvar_crosshair_alpha;
864 if (wcross_alpha == 0)
870 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
871 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
873 if(autocvar_crosshair_hittest)
875 vector wcross_oldorigin;
876 wcross_oldorigin = wcross_origin;
877 shottype = TrueAimCheck();
878 if(shottype == SHOTTYPE_HITWORLD)
880 v = wcross_origin - wcross_oldorigin;
882 v_y /= vid_conheight;
884 shottype = SHOTTYPE_HITOBSTRUCTION;
886 if(!autocvar_crosshair_hittest_showimpact)
887 wcross_origin = wcross_oldorigin;
890 shottype = SHOTTYPE_HITWORLD;
892 vector wcross_color, wcross_size;
893 string wcross_wep, wcross_name;
894 float wcross_scale, wcross_blur;
896 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
897 e = get_weaponinfo(activeweapon);
898 if (e && e.netname != "")
900 wcross_wep = e.netname;
901 if(autocvar_crosshair_per_weapon)
903 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
904 if (wcross_resolution == 0)
906 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
907 if (wcross_alpha == 0)
910 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
911 if(wcross_style == "" || wcross_style == "0")
912 wcross_style = wcross_wep;
916 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
917 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
918 else if(autocvar_crosshair_color_by_health)
920 local float x = getstati(STAT_HEALTH);
935 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
936 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
940 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
941 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
942 wcross_color_z = 1 - (x-100)*0.02;
948 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
953 wcross_color_y = (x-20)*90/27/100;
954 wcross_color_z = (x-20)*90/27/100 * 0.2;
963 wcross_color = stov(autocvar_crosshair_color);
965 wcross_name = strcat("gfx/crosshair", wcross_style);
967 if(autocvar_crosshair_effect_scalefade)
969 wcross_scale = wcross_resolution;
970 wcross_resolution = 1;
977 if(autocvar_crosshair_pickup)
979 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
981 pickup_crosshair_size = 1;
982 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
985 if(pickup_crosshair_size > 0)
986 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
988 pickup_crosshair_size = 0;
990 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
993 vector hitindication_color;
994 if(autocvar_crosshair_hitindication)
996 hitindication_color = stov(autocvar_crosshair_hitindication_color);
997 if(hitindication_crosshair_time < hit_time)
999 hitindication_crosshair_size = 1;
1000 hitindication_crosshair_time = hit_time;
1003 if(hitindication_crosshair_size > 0)
1004 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1006 hitindication_crosshair_size = 0;
1008 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1009 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1010 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1011 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1014 if(shottype == SHOTTYPE_HITENEMY)
1015 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1016 if(shottype == SHOTTYPE_HITTEAM)
1017 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1019 f = autocvar_crosshair_effect_speed;
1021 f *= -2 * g_weaponswitchdelay;
1022 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1024 wcross_changedonetime = time + f;
1026 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1028 wcross_name_changestarttime = time;
1029 wcross_name_changedonetime = time + f;
1030 if(wcross_name_goal_prev_prev)
1031 strunzone(wcross_name_goal_prev_prev);
1032 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1033 wcross_name_goal_prev = strzone(wcross_name);
1034 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1035 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1036 wcross_resolution_goal_prev = wcross_resolution;
1039 wcross_scale_goal_prev = wcross_scale;
1040 wcross_alpha_goal_prev = wcross_alpha;
1041 wcross_color_goal_prev = wcross_color;
1043 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1046 wcross_alpha *= 0.75;
1050 // *_prev is at time-frametime
1051 // * is at wcross_changedonetime+f
1052 // what do we have at time?
1053 if(time < wcross_changedonetime)
1055 f = frametime / (wcross_changedonetime - time + frametime);
1056 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1057 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1058 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1061 wcross_scale_prev = wcross_scale;
1062 wcross_alpha_prev = wcross_alpha;
1063 wcross_color_prev = wcross_color;
1065 wcross_scale *= 1 - autocvar__menu_alpha;
1066 wcross_alpha *= 1 - autocvar__menu_alpha;
1067 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1069 // crosshair rings for weapon stats
1070 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1072 // declarations and stats
1073 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1074 string ring_image, ring_inner_image;
1075 vector ring_rgb, ring_inner_rgb;
1077 ring_scale = autocvar_crosshair_ring_size;
1079 float weapon_clipload, weapon_clipsize;
1080 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1081 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1083 float nex_charge, nex_chargepool;
1084 nex_charge = getstatf(STAT_NEX_CHARGE);
1085 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1087 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1088 nex_charge_movingavg = nex_charge;
1091 // handle the values
1092 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1094 if (nex_chargepool || use_nex_chargepool) {
1095 use_nex_chargepool = 1;
1096 ring_inner_value = nex_chargepool;
1098 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1099 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1102 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1103 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;
1104 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1106 // draw the outer ring to show the current charge of the weapon
1107 ring_value = nex_charge;
1108 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1109 ring_rgb = wcross_color;
1110 ring_image = "gfx/crosshair_ring_nexgun.tga";
1112 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1114 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.
1115 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1116 ring_rgb = wcross_color;
1117 ring_image = "gfx/crosshair_ring.tga";
1120 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1122 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1123 ring_scale = autocvar_crosshair_ring_reload_size;
1124 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1125 ring_rgb = wcross_color;
1127 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1128 // if a new image for another weapon is added, add the code (and its respective file/value) here
1129 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1130 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1132 ring_image = "gfx/crosshair_ring.tga";
1135 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1136 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1139 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1142 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1145 if(wcross_blur > 0) \
1147 for(i = -2; i <= 2; ++i) \
1148 for(j = -2; j <= 2; ++j) \
1149 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1153 M(0,0,sz,wcross_name,wcross_alpha); \
1158 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1159 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)
1161 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1162 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1164 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1166 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1167 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1168 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1176 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1177 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1179 if(autocvar_crosshair_dot)
1181 vector wcross_color_old;
1182 wcross_color_old = wcross_color;
1183 if(autocvar_crosshair_dot_color != "0")
1184 wcross_color = stov(autocvar_crosshair_dot_color);
1185 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1186 wcross_color = wcross_color_old;
1189 wcross_name_alpha_goal_prev = f;
1193 wcross_scale_prev = 0;
1194 wcross_alpha_prev = 0;
1195 wcross_scale_goal_prev = 0;
1196 wcross_alpha_goal_prev = 0;
1197 wcross_changedonetime = 0;
1198 if(wcross_name_goal_prev)
1199 strunzone(wcross_name_goal_prev);
1200 wcross_name_goal_prev = string_null;
1201 if(wcross_name_goal_prev_prev)
1202 strunzone(wcross_name_goal_prev_prev);
1203 wcross_name_goal_prev_prev = string_null;
1204 wcross_name_changestarttime = 0;
1205 wcross_name_changedonetime = 0;
1206 wcross_name_alpha_goal_prev = 0;
1207 wcross_name_alpha_goal_prev_prev = 0;
1208 wcross_resolution_goal_prev = 0;
1209 wcross_resolution_goal_prev_prev = 0;
1213 if(NextFrameCommand)
1215 localcmd("\n", NextFrameCommand, "\n");
1216 NextFrameCommand = string_null;
1219 // we must do this check AFTER a frame was rendered, or it won't work
1220 if(cs_project_is_b0rked == 0)
1223 w0 = ftos(autocvar_vid_conwidth);
1224 h0 = ftos(autocvar_vid_conheight);
1225 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1226 //R_SetView(VF_FOV, '90 90 0');
1227 R_SetView(VF_ORIGIN, '0 0 0');
1228 R_SetView(VF_ANGLES, '0 0 0');
1229 R_SetView(VF_PERSPECTIVE, 1);
1230 makevectors('0 0 0');
1232 cvar_set("vid_conwidth", "800");
1233 cvar_set("vid_conheight", "600");
1234 v1 = cs_project(v_forward);
1235 cvar_set("vid_conwidth", "640");
1236 cvar_set("vid_conheight", "480");
1237 v2 = cs_project(v_forward);
1239 cs_project_is_b0rked = 1;
1241 cs_project_is_b0rked = -1;
1242 cvar_set("vid_conwidth", w0);
1243 cvar_set("vid_conheight", h0);
1246 if(autocvar__hud_configure)
1249 // let's reset the view back to normal for the end
1250 R_SetView(VF_MIN, '0 0 0');
1251 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1254 #define spider_h "gfx/vehicles/hud_bg.tga"
1255 #define spider_b "gfx/vehicles/sbot.tga"
1256 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1257 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1258 #define spider_s "gfx/vehicles/shiled.tga"
1259 #define spider_a1 "gfx/hud/sb_rocket.tga"
1260 #define spider_a2 "gfx/sb_bullets.tga"
1262 void CSQC_SPIDER_HUD()
1264 float rockets, reload, heat, hp, shield;
1265 vector picsize, hudloc;
1267 // Fetch health & ammo stats
1268 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1269 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1270 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1271 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1272 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1274 // Draw the crosshairs
1275 picsize = drawgetimagesize(SPIDER_CROSS);
1276 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1277 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1278 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);
1283 picsize = drawgetimagesize(spider_h) * 0.5;
1284 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1286 picsize = drawgetimagesize(spider_a2) * 0.5;
1287 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1289 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1290 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1291 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1293 picsize = drawgetimagesize(spider_a1) * 0.85;
1296 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1297 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1301 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1302 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1305 picsize = drawgetimagesize(spider_b) * 0.5;
1309 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1310 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1311 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1312 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1317 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1318 p = p + '0 1 0' * vid_conheight - '0 32 0';
1319 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1320 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1322 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1324 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1326 // Draw minigun heat indicator
1327 p = '0.5 0 0' * (vid_conwidth - 256);
1328 p = p + '0 1 0' * vid_conheight - '0 34 0';
1329 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1330 p_x += 256 * (1-heat);
1331 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1334 // Draw rocket icons for loaded/empty tubes.
1335 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1336 pp += '0 1 0' * vid_conheight - '0 64 0';
1337 for(i = 0; i < 8; ++i)
1339 p = pp + '1 0 0' * (rkt_size * i);
1342 if(floor(reload * 8) == i)
1344 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1346 else if(i < reload * 8)
1347 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1349 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1354 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1356 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1361 if (scoreboard_showscores)
1363 HUD_DrawScoreboard();
1364 HUD_DrawCenterPrint();
1369 #define raptor_h "gfx/vehicles/hud_bg.tga"
1370 #define raptor_b "gfx/vehicles/raptor.tga"
1371 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1372 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1373 #define raptor_s "gfx/vehicles/shiled.tga"
1375 void CSQC_RAPTOR_HUD()
1377 float reload, hp, shield, energy;
1378 vector picsize, hudloc;
1380 // Fetch health & ammo stats
1381 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1382 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1383 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1384 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1386 // Draw the crosshairs
1387 picsize = drawgetimagesize(SPIDER_CROSS);
1388 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1389 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1390 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);
1395 picsize = drawgetimagesize(raptor_h) * 0.5;
1396 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1398 picsize = drawgetimagesize(spider_a2) * 0.5;
1399 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1401 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1402 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1403 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1406 picsize = drawgetimagesize(spider_a1) * 0.85;
1409 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1410 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1414 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1415 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1418 picsize = drawgetimagesize(raptor_b) * 0.5;
1422 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1423 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1424 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1425 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1428 if (scoreboard_showscores)
1430 HUD_DrawScoreboard();
1431 HUD_DrawCenterPrint();
1436 #define waki_h "gfx/vehicles/hud_bg.tga"
1437 #define waki_b "gfx/vehicles/waki.tga"
1438 #define waki_e "gfx/vehicles/waki_e.tga"
1439 #define waki_g "gfx/vehicles/waki_guns.tga"
1440 #define waki_r "gfx/vehicles/waki_rockets.tga"
1441 #define waki_s "gfx/vehicles/shiled.tga"
1443 #define waki_a1 "gfx/hud/sb_rocket.tga"
1444 #define waki_a2 "gfx/sb_cells.tga"
1446 void CSQC_WAKIZASHI_HUD()
1448 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1449 float health, shield, energy, rockets;
1450 vector picsize, hudloc;
1452 picsize = drawgetimagesize(SPIDER_CROSS);
1453 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1454 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1455 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);
1458 const float STAT_VEHICLESTAT_HEALTH = 60;
1459 const float STAT_VEHICLESTAT_SHIELD = 61;
1460 const float STAT_VEHICLESTAT_ENERGY = 62;
1461 const float STAT_VEHICLESTAT_AMMO1 = 63;
1462 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1463 const float STAT_VEHICLESTAT_AMMO2 = 65;
1464 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1466 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1467 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1468 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1469 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1474 picsize = drawgetimagesize(waki_h) * 0.5;
1475 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1477 picsize = drawgetimagesize(waki_a2) * 0.7;
1478 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1481 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1482 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1484 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1486 picsize = drawgetimagesize(waki_a1) * 0.75;
1489 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1490 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1494 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1495 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1496 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1499 picsize = drawgetimagesize(waki_b) * 0.5;
1503 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1504 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1505 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1506 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1511 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1512 p = p + '0 1 0' * vid_conheight - '0 32 0';
1516 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1517 p_x += 256 * health;
1518 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1521 p_x -= 256 * health;
1523 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1526 //p_x -= 256 * health;
1528 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1532 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1538 if (scoreboard_showscores)
1540 HUD_DrawScoreboard();
1541 HUD_DrawCenterPrint();
1547 void CSQC_common_hud(void)
1549 // HUD_SortFrags(); done in HUD_Draw
1551 hud = getstati(STAT_HUD);
1557 // do some accuracy var caching
1559 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1561 if(autocvar_accuracy_color_levels != acc_color_levels)
1563 if(acc_color_levels)
1564 strunzone(acc_color_levels);
1565 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1566 acc_levels = tokenize(acc_color_levels);
1567 if (acc_levels > MAX_ACCURACY_LEVELS)
1568 acc_levels = MAX_ACCURACY_LEVELS;
1570 for (i = 0; i < acc_levels; ++i)
1571 acc_lev[i] = stof(argv(i)) / 100.0;
1573 // let know that acc_col[] needs to be loaded
1577 HUD_Main(); // always run these functions for alpha checks
1578 HUD_DrawScoreboard();
1580 if (scoreboard_active) // scoreboard/accuracy
1583 // HUD_DrawScoreboard takes care of centerprint_start
1585 else if (intermission == 2) // map voting screen
1587 HUD_FinaleOverlay();
1590 centerprint_start_x = 0;
1591 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1595 centerprint_start_x = 0;
1596 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1599 HUD_DrawCenterPrint();
1607 CSQC_WAKIZASHI_HUD();
1613 // following vectors must be global to allow seamless switching between camera modes
1614 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1615 void CSQC_Demo_Camera()
1617 float speed, attenuation, dimensions;
1620 if( autocvar_camera_reset || !camera_mode )
1622 camera_offset = '0 0 0';
1623 current_angles = '0 0 0';
1624 camera_direction = '0 0 0';
1625 camera_offset_z += 30;
1626 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1627 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1628 current_origin = view_origin;
1629 current_camera_offset = camera_offset;
1630 cvar_set("camera_reset", "0");
1631 camera_mode = CAMERA_CHASE;
1636 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1638 if(autocvar_camera_look_player)
1643 dir = normalize(view_origin - current_position);
1645 mouse_angles = vectoangles(dir);
1646 mouse_angles_x = mouse_angles_x * -1;
1651 tmp = getmousepos() * 0.1;
1652 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1654 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1655 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1659 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1660 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1661 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1662 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1664 // Fix difference when angles don't have the same sign
1666 if(mouse_angles_y < -60 && current_angles_y > 60)
1668 if(mouse_angles_y > 60 && current_angles_y < -60)
1671 if(autocvar_camera_look_player)
1672 attenuation = autocvar_camera_look_attenuation;
1674 attenuation = autocvar_camera_speed_attenuation;
1676 attenuation = 1 / max(1, attenuation);
1677 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1679 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1680 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1681 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1682 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1688 if( camera_direction_x )
1690 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1691 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1692 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1693 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1697 if( camera_direction_y )
1699 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1700 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1701 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1705 if( camera_direction_z )
1707 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1711 if(autocvar_camera_free)
1712 speed = autocvar_camera_speed_free;
1714 speed = autocvar_camera_speed_chase;
1718 speed = speed * sqrt(1 / dimensions);
1719 camera_offset += tmp * speed;
1722 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1725 if( autocvar_camera_free )
1727 if ( camera_mode == CAMERA_CHASE )
1729 current_camera_offset = current_origin + current_camera_offset;
1730 camera_offset = current_origin + camera_offset;
1733 camera_mode = CAMERA_FREE;
1734 current_position = current_camera_offset;
1738 if ( camera_mode == CAMERA_FREE )
1740 current_origin = view_origin;
1741 camera_offset = camera_offset - current_origin;
1742 current_camera_offset = current_camera_offset - current_origin;
1745 camera_mode = CAMERA_CHASE;
1747 if(autocvar_camera_chase_smoothly)
1748 current_origin += (view_origin - current_origin) * attenuation;
1750 current_origin = view_origin;
1752 current_position = current_origin + current_camera_offset;
1755 R_SetView(VF_ANGLES, current_angles);
1756 R_SetView(VF_ORIGIN, current_position);