5 vector p, dir, ang, q, nextdir;
6 float idx, portal_number, portal1_idx;
8 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
10 if(g_balance_porto_secondary)
16 if (getstati(STAT_HEALTH) <= 0)
21 if(angles_held_status)
23 makevectors(angles_held);
37 traceline(p, p + 65536 * dir, TRUE, porto);
38 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
40 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
46 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
49 ang = vectoangles2(trace_plane_normal, dir);
52 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
54 if(portal_number == 1)
57 if(portal_number >= 2)
68 if(idx-1 >= portal1_idx)
70 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
74 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
83 porto.classname = "porto";
84 porto.draw = Porto_Draw;
85 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
90 vector GetCurrentFov(float fov)
92 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
93 float velocityzoom, curspeed;
96 zoomsensitivity = autocvar_cl_zoomsensitivity;
97 zoomfactor = autocvar_cl_zoomfactor;
98 if(zoomfactor < 1 || zoomfactor > 16)
100 zoomspeed = autocvar_cl_zoomspeed;
102 if(zoomspeed < 0.5 || zoomspeed > 16)
105 zoomdir = button_zoom;
106 if(hud == HUD_NORMAL)
107 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
108 zoomdir += button_attack2;
109 if(spectatee_status > 0 || isdemo())
111 if(spectatorbutton_zoom)
118 // fteqcc failed twice here already, don't optimize this
121 if(zoomdir) { zoomin_effect = 0; }
125 current_viewzoom = min(1, current_viewzoom + drawframetime);
127 else if(autocvar_cl_spawnzoom && zoomin_effect)
129 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
131 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
132 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
133 if(current_viewzoom == 1) { zoomin_effect = 0; }
137 if(zoomspeed < 0) // instant zoom
140 current_viewzoom = 1 / zoomfactor;
142 current_viewzoom = 1;
147 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
149 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
153 if(almost_equals(current_viewzoom, 1))
154 current_zoomfraction = 0;
155 else if(almost_equals(current_viewzoom, 1/zoomfactor))
156 current_zoomfraction = 1;
158 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
160 if(zoomsensitivity < 1)
161 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
163 setsensitivityscale(1);
165 makevectors(view_angles);
167 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
169 if(intermission) { curspeed = 0; }
174 v = csqcplayer.velocity;
176 switch(autocvar_cl_velocityzoom_type)
178 case 3: curspeed = max(0, v_forward * v); break;
179 case 2: curspeed = (v_forward * v); break;
180 case 1: default: curspeed = vlen(v); break;
184 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
185 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
186 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
188 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
193 float frustumx, frustumy, fovx, fovy;
194 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
195 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
196 fovx = atan2(frustumx, 1) / M_PI * 360.0;
197 fovy = atan2(frustumy, 1) / M_PI * 360.0;
199 return '1 0 0' * fovx + '0 1 0' * fovy;
202 vector GetOrthoviewFOV(vector ov_org)
205 float width = (mi_picmax_x - mi_picmin_x);
206 float height = (mi_picmax_y - mi_picmin_y);
207 float distance_to_middle_of_world = vlen(ov_org);
208 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
209 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
210 return '1 0 0' * fovx + '0 1 0' * fovy;
213 // this function must match W_SetupShot!
214 float zoomscript_caught;
216 vector wcross_origin;
217 float wcross_scale_prev, wcross_alpha_prev;
218 vector wcross_color_prev;
219 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
220 vector wcross_color_goal_prev;
221 float wcross_changedonetime;
223 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
224 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
225 float wcross_name_changestarttime, wcross_name_changedonetime;
226 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
228 float wcross_ring_prev;
231 entity trueaim_rifle;
233 #define SHOTTYPE_HITTEAM 1
234 #define SHOTTYPE_HITOBSTRUCTION 2
235 #define SHOTTYPE_HITWORLD 3
236 #define SHOTTYPE_HITENEMY 4
241 trueaim.classname = "trueaim";
242 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
243 trueaim_rifle = spawn();
244 trueaim_rifle.classname = "trueaim_rifle";
245 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
248 float EnemyHitCheck()
251 wcross_origin = project_3d_to_2d(trace_endpos);
254 n = trace_ent.entnum;
256 n = trace_networkentity;
258 return SHOTTYPE_HITWORLD;
260 return SHOTTYPE_HITWORLD;
261 t = GetPlayerColor(n - 1);
264 return SHOTTYPE_HITTEAM;
265 if(t == NUM_SPECTATOR)
266 return SHOTTYPE_HITWORLD;
267 return SHOTTYPE_HITENEMY;
272 float nudge = 1; // added to traceline target and subtracted from result
273 vector vecs, trueaimpoint, w_shotorg;
281 mv = MOVE_NOMONSTERS;
285 case WEP_TUBA: // no aim
286 case WEP_PORTO: // shoots from eye
287 case WEP_HOOK: // no trueaim
288 case WEP_GRENADE_LAUNCHER: // toss curve
289 return SHOTTYPE_HITWORLD;
297 if(zoomscript_caught)
299 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
300 return EnemyHitCheck();
303 case WEP_ROCKET_LAUNCHER: // projectile has a size!
307 case WEP_FIREBALL: // projectile has a size!
311 case WEP_SEEKER: // projectile has a size!
315 case WEP_ELECTRO: // projectile has a size!
321 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
323 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
324 trueaimpoint = trace_endpos;
326 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
327 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
334 dv = view_right * vecs_y + view_up * vecs_z;
335 w_shotorg = view_origin + dv;
337 // now move the vecs forward as much as requested if possible
338 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
339 w_shotorg = trace_endpos - view_forward * nudge;
341 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
342 shottype = EnemyHitCheck();
343 if(shottype != SHOTTYPE_HITWORLD)
347 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
348 // or rather, I know why, but see no fix
349 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
350 // 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
351 return SHOTTYPE_HITOBSTRUCTION;
354 return SHOTTYPE_HITWORLD;
357 void CSQC_common_hud(void);
360 void CSQC_Demo_Camera();
361 float HUD_WouldDrawScoreboard();
363 const float CAMERA_FREE = 1;
364 const float CAMERA_CHASE = 2;
366 string NextFrameCommand;
367 void CSQC_SPIDER_HUD();
368 void CSQC_RAPTOR_HUD();
370 vector freeze_org, freeze_ang;
371 entity nightvision_noise, nightvision_noise2;
373 #define MAX_TIME_DIFF 5
374 float pickup_crosshair_time, pickup_crosshair_size;
375 float hit_time, typehit_time;
376 float nextsound_hit_time, nextsound_typehit_time;
377 float hitindication_crosshair_time, hitindication_crosshair_size;
378 float use_nex_chargepool;
380 float myhealth, myhealth_prev;
381 float myhealth_flash;
383 float old_blurradius, old_bluralpha;
384 float old_sharpen_intensity;
386 vector myhealth_gentlergb;
388 float contentavgalpha, liquidalpha_prev;
389 vector liquidcolor_prev;
391 float eventchase_current_distance;
393 vector damage_blurpostprocess, content_blurpostprocess;
397 float rainbow_last_flicker;
398 vector rainbow_prev_color;
399 //float autocvar_cl_orthoview_distanceoverride;
402 float cl_notice_run();
404 void CSQC_UpdateView(float w, float h)
410 vector vf_size, vf_min;
413 execute_next_frame();
417 hud = getstati(STAT_HUD);
419 if(autocvar__hud_showbinds_reload) // menu can set this one
422 binddb = db_create();
423 cvar_set("_hud_showbinds_reload", "0");
426 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
427 view_quality = getproperty(VF_MINFPS_QUALITY);
431 button_attack2 = (input_buttons & BUTTON_3);
432 button_zoom = (input_buttons & BUTTON_4);
434 #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
435 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
436 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
437 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);
438 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
439 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
440 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
441 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
443 vf_size = getpropertyvec(VF_SIZE);
444 vf_min = getpropertyvec(VF_MIN);
445 vid_width = vf_size_x;
446 vid_height = vf_size_y;
448 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
449 vector splash_pos = '0 0 0', splash_size = '0 0 0';
451 WaypointSprite_Load();
453 CSQCPlayer_SetCamera();
455 #ifdef COMPAT_XON050_ENGINE
457 myteam = GetPlayerColor(spectatee_status - 1);
460 myteam = GetPlayerColor(player_localentnum - 1);
462 if(myteam != prev_myteam)
464 myteamcolors = colormapPaletteColor(myteam, 1);
465 for(i = 0; i < HUD_PANEL_NUM; ++i)
466 hud_panel[i].update_time = time;
467 prev_myteam = myteam;
470 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
472 float is_dead = (getstati(STAT_HEALTH) <= 0);
474 // FIXME do we need this hack?
477 // in demos, input_buttons do not work
478 button_zoom = (autocvar__togglezoom == "-");
481 && autocvar_cl_unpress_zoom_on_death
482 && (spectatee_status >= 0)
483 && (is_dead || intermission))
485 // no zoom while dead or in intermission please
490 // event chase camera
491 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
493 if((spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead)) || intermission)
495 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
496 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
498 // detect maximum viewoffset and use it
499 if(autocvar_cl_eventchase_viewoffset)
501 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs_z), MOVE_WORLDONLY, self);
502 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
503 else { current_view_origin_z += max(0, (trace_endpos_z - current_view_origin_z) - autocvar_cl_eventchase_maxs_z); }
506 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
507 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
508 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
509 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
511 // make the camera smooth back
512 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
513 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
514 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
515 eventchase_current_distance = autocvar_cl_eventchase_distance;
517 makevectors(view_angles);
519 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
520 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
522 // If the boxtrace fails, revert back to line tracing.
525 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
526 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
527 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
529 else { setproperty(VF_ORIGIN, trace_endpos); }
531 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
533 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
535 cvar_set("chase_active", "0");
536 eventchase_current_distance = 0; // start from 0 next time
539 // workaround for camera stuck between player's legs when using chase_active 1
540 // because the engine stops updating the chase_active camera when the game ends
541 else if(intermission)
543 cvar_settemp("chase_active", "-1");
544 eventchase_current_distance = 0;
547 // do lockview after event chase camera so that it still applies whenever necessary.
548 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
550 setproperty(VF_ORIGIN, freeze_org);
551 setproperty(VF_ANGLES, freeze_ang);
555 freeze_org = getpropertyvec(VF_ORIGIN);
556 freeze_ang = getpropertyvec(VF_ANGLES);
560 //WarpZone_FixPMove();
562 vector ov_org = '0 0 0';
563 if(autocvar_cl_orthoview)
565 #define FL2VEC(x,y,z) (('1 0 0' * x) + ('0 1 0' * y) + ('0 0 1' * z))
567 float ov_width = (mi_picmax_x - mi_picmin_x);
568 float ov_height = (mi_picmax_y - mi_picmin_y);
569 float ov_distance = (512 * max(ov_width, ov_height));
570 //if(autocvar_cl_orthoview_distanceoverride) { ov_distance = autocvar_cl_orthoview_distanceoverride; }
571 ov_org = ((mi_picmax + mi_picmin) * 0.5);
572 ov_org = FL2VEC(ov_org_x, ov_org_y, (ov_org_z * ov_distance));
574 float ov_nearest = vlen(ov_org - FL2VEC(
575 bound(mi_picmin_x, ov_org_x, mi_picmax_x),
576 bound(mi_picmin_y, ov_org_y, mi_picmax_y),
577 bound(mi_picmin_z, ov_org_z, mi_picmax_z)
580 float ov_furthest = 0;
583 if((dist = vlen(FL2VEC(mi_picmin_x, mi_picmin_y, mi_picmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
584 if((dist = vlen(FL2VEC(mi_picmax_x, mi_picmin_y, mi_picmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
585 if((dist = vlen(FL2VEC(mi_picmin_x, mi_picmax_y, mi_picmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
586 if((dist = vlen(FL2VEC(mi_picmin_x, mi_picmin_y, mi_picmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
587 if((dist = vlen(FL2VEC(mi_picmax_x, mi_picmax_y, mi_picmin_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
588 if((dist = vlen(FL2VEC(mi_picmin_x, mi_picmax_y, mi_picmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
589 if((dist = vlen(FL2VEC(mi_picmax_x, mi_picmin_y, mi_picmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
590 if((dist = vlen(FL2VEC(mi_picmax_x, mi_picmax_y, mi_picmax_z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
592 cvar_set("r_nearclip", ftos(ov_nearest));
593 cvar_set("r_farclip_base", ftos(ov_furthest));
594 cvar_set("r_farclip_world", "0");
595 cvar_set("r_useinfinitefarclip", "0");
597 setproperty(VF_ORIGIN, ov_org);
598 setproperty(VF_ANGLES, '90 0 0');
602 view_origin = getpropertyvec(VF_ORIGIN);
603 view_angles = getpropertyvec(VF_ANGLES);
604 makevectors(view_angles);
605 view_forward = v_forward;
606 view_right = v_right;
610 if(time > blurtest_time0 && time < blurtest_time1)
614 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
615 r = t * blurtest_radius;
616 f = 1 / pow(t, blurtest_power) - 1;
618 cvar_set("r_glsl_postprocess", "1");
619 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
623 cvar_set("r_glsl_postprocess", "0");
624 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
628 TargetMusic_Advance();
632 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
634 drawframetime = bound(0.000001, time - drawtime, 1);
637 // watch for gametype changes here...
638 // in ParseStuffCMD the cmd isn't executed yet :/
639 // might even be better to add the gametype to TE_CSQC_INIT...?
643 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
645 if(calledhooks & HOOK_START)
647 localcmd("\ncl_hook_gameend\n");
648 calledhooks |= HOOK_END;
657 if(!zoomscript_caught)
659 localcmd("+button9\n");
660 zoomscript_caught = 1;
665 if(zoomscript_caught)
667 localcmd("-button9\n");
668 zoomscript_caught = 0;
672 ColorTranslateMode = autocvar_cl_stripcolorcodes;
674 // next WANTED weapon (for HUD)
675 switchweapon = getstati(STAT_SWITCHWEAPON);
677 // currently switching-to weapon (for crosshair)
678 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
680 // actually active weapon (for zoom)
681 activeweapon = getstati(STAT_ACTIVEWEAPON);
683 f = (serverflags & SERVERFLAG_TEAMPLAY);
690 if(last_switchweapon != switchweapon)
693 last_switchweapon = switchweapon;
694 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
699 if(autocvar_cl_unpress_attack_on_weapon_switch)
702 localcmd("-fire2\n");
703 button_attack2 = FALSE;
706 if(last_activeweapon != activeweapon)
708 last_activeweapon = activeweapon;
710 e = get_weaponinfo(activeweapon);
712 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
714 localcmd("\ncl_hook_activeweapon none\n");
717 // ALWAYS Clear Current Scene First
719 #ifdef WORKAROUND_XON010
720 if(checkextension("DP_CSQC_ROTATEMOVES"))
723 setproperty(VF_ORIGIN, view_origin);
724 setproperty(VF_ANGLES, view_angles);
725 #ifdef WORKAROUND_XON010
729 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
730 setproperty(VF_SIZE, vf_size);
731 setproperty(VF_MIN, vf_min);
733 // Assign Standard Viewflags
734 // Draw the World (and sky)
735 setproperty(VF_DRAWWORLD, 1);
737 // Set the console size vars
738 vid_conwidth = autocvar_vid_conwidth;
739 vid_conheight = autocvar_vid_conheight;
740 vid_pixelheight = autocvar_vid_pixelheight;
742 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_org)); }
743 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
745 // Camera for demo playback
748 if(autocvar_camera_enable)
752 cvar_set("chase_active", ftos(chase_active_backup));
753 cvar_set("cl_demo_mousegrab", "0");
754 camera_active = FALSE;
758 else if(autocvar_camera_enable)
760 else if(autocvar_camera_enable && isdemo())
763 // Enable required Darkplaces cvars
764 chase_active_backup = autocvar_chase_active;
765 cvar_set("chase_active", "2");
766 cvar_set("cl_demo_mousegrab", "1");
767 camera_active = TRUE;
771 // Draw the Crosshair
772 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
774 // Draw the Engine Status Bar (the default Quake HUD)
775 setproperty(VF_DRAWENGINESBAR, 0);
777 // Update the mouse position
779 mousepos_x = vid_conwidth;
780 mousepos_y = vid_conheight;
781 mousepos = mousepos*0.5 + getmousepos();
785 for(self = world; (self = nextent(self)); )
790 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
793 // now switch to 2D drawing mode by calling a 2D drawing function
794 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
795 // next R_RenderScene call
796 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
798 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
799 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
801 // apply night vision effect
802 vector tc_00, tc_01, tc_10, tc_11;
804 rgb_x = 0; // fteqcc sucks
805 rgb_y = 0; // fteqcc sucks
806 rgb_z = 0; // fteqcc sucks
808 if(!nightvision_noise)
810 nightvision_noise = spawn();
811 nightvision_noise.classname = "nightvision_noise";
813 if(!nightvision_noise2)
815 nightvision_noise2 = spawn();
816 nightvision_noise2.classname = "nightvision_noise2";
819 // color tint in yellow
820 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
823 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
825 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
826 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
827 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
828 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
829 tc_11 = tc_01 + tc_10 - tc_00;
830 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
831 R_PolygonVertex('0 0 0', tc_00, rgb, a);
832 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
833 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
834 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
838 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
839 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
840 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
841 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
842 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
843 tc_11 = tc_01 + tc_10 - tc_00;
844 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
845 R_PolygonVertex('0 0 0', tc_00, rgb, a);
846 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
847 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
848 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
852 // Draw the aiming reticle for weapons that use it
853 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
854 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
855 // the view to go back to normal, so reticle_type would become 0 as we fade out)
856 if(spectatee_status || is_dead || hud != HUD_NORMAL)
857 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
858 else if((activeweapon == WEP_NEX || activeweapon == WEP_RIFLE || activeweapon == WEP_MINSTANEX) && (button_zoom || zoomscript_caught))
859 reticle_type = 2; // nex zoom
860 else if(button_zoom || zoomscript_caught)
861 reticle_type = 1; // normal zoom
862 else if((activeweapon == WEP_NEX) && button_attack2)
863 reticle_type = 2; // nex zoom
865 if(reticle_type && autocvar_cl_reticle)
867 if(autocvar_cl_reticle_stretch)
869 reticle_size_x = vid_conwidth;
870 reticle_size_y = vid_conheight;
876 reticle_size_x = max(vid_conwidth, vid_conheight);
877 reticle_size_y = max(vid_conwidth, vid_conheight);
878 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
879 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
882 f = current_zoomfraction;
883 if(zoomscript_caught)
885 if(autocvar_cl_reticle_item_normal)
887 if(reticle_type == 1 && f)
888 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
890 if(autocvar_cl_reticle_item_nex)
892 if(reticle_type == 2 && f)
893 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
898 // improved polyblend
899 if(autocvar_hud_contents)
901 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
904 switch(pointcontents(view_origin))
907 liquidalpha = autocvar_hud_contents_water_alpha;
908 liquidcolor = stov(autocvar_hud_contents_water_color);
913 liquidalpha = autocvar_hud_contents_lava_alpha;
914 liquidcolor = stov(autocvar_hud_contents_lava_color);
919 liquidalpha = autocvar_hud_contents_slime_alpha;
920 liquidcolor = stov(autocvar_hud_contents_slime_color);
926 liquidcolor = '0 0 0';
931 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
932 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
933 contentfadetime = autocvar_hud_contents_fadeintime;
934 liquidalpha_prev = liquidalpha;
935 liquidcolor_prev = liquidcolor;
938 contentfadetime = autocvar_hud_contents_fadeouttime;
940 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
941 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
944 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
946 if(autocvar_hud_postprocessing)
948 if(autocvar_hud_contents_blur && contentavgalpha)
950 content_blurpostprocess_x = 1;
951 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
952 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
956 content_blurpostprocess_x = 0;
957 content_blurpostprocess_y = 0;
958 content_blurpostprocess_z = 0;
963 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
965 splash_size_x = max(vid_conwidth, vid_conheight);
966 splash_size_y = max(vid_conwidth, vid_conheight);
967 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
968 splash_pos_y = (vid_conheight - splash_size_y) / 2;
970 float myhealth_flash_temp;
971 myhealth = getstati(STAT_HEALTH);
974 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
976 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
978 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
979 pain_threshold = autocvar_hud_damage_pain_threshold;
980 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
981 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
983 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
985 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);
988 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
990 if(myhealth_prev < 1)
994 myhealth_flash = 0; // just spawned, clear the flash immediately
995 myhealth_flash_temp = 0;
999 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1003 if(spectatee_status == -1 || intermission)
1005 myhealth_flash = 0; // observing, or match ended
1006 myhealth_flash_temp = 0;
1009 myhealth_prev = myhealth;
1011 // IDEA: change damage color/picture based on player model for robot/alien species?
1012 // pro: matches model better
1013 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1014 // maybe different reddish pics?
1015 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1017 if(autocvar_cl_gentle_damage == 2)
1019 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1021 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1025 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1027 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);
1030 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1032 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
1034 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1036 damage_blurpostprocess_x = 1;
1037 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1038 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1042 damage_blurpostprocess_x = 0;
1043 damage_blurpostprocess_y = 0;
1044 damage_blurpostprocess_z = 0;
1049 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1050 float e2 = (autocvar_hud_powerup != 0);
1051 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1053 // enable or disable rendering types if they are used or not
1054 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1055 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1057 // blur postprocess handling done first (used by hud_damage and hud_contents)
1058 if((damage_blurpostprocess_x || content_blurpostprocess_x))
1060 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
1061 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
1062 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1064 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1065 old_blurradius = blurradius;
1066 old_bluralpha = bluralpha;
1069 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1071 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1076 // edge detection postprocess handling done second (used by hud_powerup)
1077 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1078 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1079 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1081 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1083 if(autocvar_hud_powerup && sharpen_intensity > 0)
1085 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1087 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1088 old_sharpen_intensity = sharpen_intensity;
1091 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1093 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1094 old_sharpen_intensity = 0;
1097 if(cvar("r_glsl_postprocess") == 0)
1098 cvar_set("r_glsl_postprocess", "2");
1100 else if(cvar("r_glsl_postprocess") == 2)
1101 cvar_set("r_glsl_postprocess", "0");
1106 /*if(gametype == MAPINFO_TYPE_CTF)
1113 for(self = world; (self = nextent(self)); )
1117 Draw_ShowNames_All();
1119 scoreboard_active = HUD_WouldDrawScoreboard();
1121 hit_time = getstatf(STAT_HIT_TIME);
1122 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1124 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1125 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTEN_NONE);
1127 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1129 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1130 if(typehit_time > nextsound_typehit_time)
1132 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1133 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTEN_NONE);
1135 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1140 if(gametype == MAPINFO_TYPE_FREEZETAG)
1142 if(getstati(STAT_FROZEN))
1143 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1144 if(getstatf(STAT_REVIVE_PROGRESS))
1146 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);
1147 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1151 if(autocvar_r_letterbox == 0)
1152 if(autocvar_viewsize < 120)
1155 // crosshair goes VERY LAST
1156 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1158 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1161 string wcross_style;
1162 float wcross_alpha, wcross_resolution;
1163 wcross_style = autocvar_crosshair;
1164 if (wcross_style == "0")
1166 wcross_resolution = autocvar_crosshair_size;
1167 if (wcross_resolution == 0)
1169 wcross_alpha = autocvar_crosshair_alpha;
1170 if (wcross_alpha == 0)
1176 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1177 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1178 wcross_origin_z = 0;
1179 if(autocvar_crosshair_hittest)
1181 vector wcross_oldorigin;
1182 wcross_oldorigin = wcross_origin;
1183 shottype = TrueAimCheck();
1184 if(shottype == SHOTTYPE_HITWORLD)
1186 v = wcross_origin - wcross_oldorigin;
1187 v_x /= vid_conwidth;
1188 v_y /= vid_conheight;
1190 shottype = SHOTTYPE_HITOBSTRUCTION;
1192 if(!autocvar_crosshair_hittest_showimpact)
1193 wcross_origin = wcross_oldorigin;
1196 shottype = SHOTTYPE_HITWORLD;
1198 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1199 string wcross_wep = "", wcross_name;
1200 float wcross_scale, wcross_blur;
1202 if (autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1204 e = get_weaponinfo(switchingweapon);
1205 if (e && e.netname != "")
1207 wcross_wep = e.netname;
1208 if(autocvar_crosshair_per_weapon)
1210 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1211 if (wcross_resolution == 0)
1213 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1214 if (wcross_alpha == 0)
1217 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1218 if(wcross_style == "" || wcross_style == "0")
1219 wcross_style = wcross_wep;
1224 //print(sprintf("crosshair style: %s\n", wcross_style));
1225 wcross_name = strcat("gfx/crosshair", wcross_style);
1227 // MAIN CROSSHAIR COLOR DECISION
1228 switch(autocvar_crosshair_color_special)
1230 case 1: // crosshair_color_per_weapon
1232 if(wcross_wep != "")
1234 wcross_color = stov(cvar_string(sprintf("crosshair_%s_color", wcross_wep)));
1237 else { goto normalcolor; }
1240 case 2: // crosshair_color_by_health
1242 float x = getstati(STAT_HEALTH);
1257 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1258 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1262 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1263 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1264 wcross_color_z = 1 - (x-100)*0.02;
1270 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1275 wcross_color_y = (x-20)*90/27/100;
1276 wcross_color_z = (x-20)*90/27/100 * 0.2;
1286 case 3: // crosshair_color_rainbow
1288 if(time >= rainbow_last_flicker)
1290 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1291 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1293 wcross_color = rainbow_prev_color;
1297 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1300 if(autocvar_crosshair_effect_scalefade)
1302 wcross_scale = wcross_resolution;
1303 wcross_resolution = 1;
1310 if(autocvar_crosshair_pickup)
1312 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1314 if(pickup_crosshair_time < stat_pickup_time)
1316 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1317 pickup_crosshair_size = 1;
1319 pickup_crosshair_time = stat_pickup_time;
1322 if(pickup_crosshair_size > 0)
1323 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1325 pickup_crosshair_size = 0;
1327 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1330 if(autocvar_crosshair_hitindication)
1332 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1334 if(hitindication_crosshair_time < hit_time)
1336 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1337 hitindication_crosshair_size = 1;
1339 hitindication_crosshair_time = hit_time;
1342 if(hitindication_crosshair_size > 0)
1343 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1345 hitindication_crosshair_size = 0;
1347 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1348 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1349 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1350 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1353 if(shottype == SHOTTYPE_HITENEMY)
1354 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1355 if(shottype == SHOTTYPE_HITTEAM)
1356 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1358 f = fabs(autocvar_crosshair_effect_time);
1359 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1361 wcross_changedonetime = time + f;
1363 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1365 wcross_name_changestarttime = time;
1366 wcross_name_changedonetime = time + f;
1367 if(wcross_name_goal_prev_prev)
1368 strunzone(wcross_name_goal_prev_prev);
1369 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1370 wcross_name_goal_prev = strzone(wcross_name);
1371 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1372 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1373 wcross_resolution_goal_prev = wcross_resolution;
1376 wcross_scale_goal_prev = wcross_scale;
1377 wcross_alpha_goal_prev = wcross_alpha;
1378 wcross_color_goal_prev = wcross_color;
1380 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1383 wcross_alpha *= 0.75;
1387 // *_prev is at time-frametime
1388 // * is at wcross_changedonetime+f
1389 // what do we have at time?
1390 if(time < wcross_changedonetime)
1392 f = frametime / (wcross_changedonetime - time + frametime);
1393 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1394 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1395 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1398 wcross_scale_prev = wcross_scale;
1399 wcross_alpha_prev = wcross_alpha;
1400 wcross_color_prev = wcross_color;
1402 wcross_scale *= 1 - autocvar__menu_alpha;
1403 wcross_alpha *= 1 - autocvar__menu_alpha;
1404 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1406 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1408 // crosshair rings for weapon stats
1409 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1411 // declarations and stats
1412 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1413 string ring_image = string_null, ring_inner_image = string_null;
1414 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1416 ring_scale = autocvar_crosshair_ring_size;
1418 float weapon_clipload, weapon_clipsize;
1419 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1420 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1422 float nex_charge, nex_chargepool;
1423 nex_charge = getstatf(STAT_NEX_CHARGE);
1424 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1426 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1427 nex_charge_movingavg = nex_charge;
1430 // handle the values
1431 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1433 if (nex_chargepool || use_nex_chargepool) {
1434 use_nex_chargepool = 1;
1435 ring_inner_value = nex_chargepool;
1437 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1438 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1441 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1442 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;
1443 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1445 // draw the outer ring to show the current charge of the weapon
1446 ring_value = nex_charge;
1447 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1448 ring_rgb = wcross_color;
1449 ring_image = "gfx/crosshair_ring_nexgun.tga";
1451 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1453 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.
1454 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1455 ring_rgb = wcross_color;
1456 ring_image = "gfx/crosshair_ring.tga";
1458 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1460 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1461 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1462 ring_rgb = wcross_color;
1463 ring_image = "gfx/crosshair_ring.tga";
1466 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1468 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1469 ring_scale = autocvar_crosshair_ring_reload_size;
1470 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1471 ring_rgb = wcross_color;
1473 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1474 // if a new image for another weapon is added, add the code (and its respective file/value) here
1475 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1476 ring_image = "gfx/crosshair_ring_rifle.tga";
1478 ring_image = "gfx/crosshair_ring.tga";
1481 // if in weapon switch animation, fade ring out/in
1482 if(autocvar_crosshair_effect_time > 0)
1484 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1487 wcross_ring_prev = ((ring_image) ? TRUE : FALSE);
1490 if(wcross_ring_prev)
1493 ring_alpha *= fabs(1 - bound(0, f, 1));
1498 ring_alpha *= bound(0, f, 1);
1502 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1503 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1506 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1509 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1512 if(wcross_blur > 0) \
1514 for(i = -2; i <= 2; ++i) \
1515 for(j = -2; j <= 2; ++j) \
1516 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1520 M(0,0,sz,wcross_name,wcross_alpha); \
1525 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1526 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)
1528 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1529 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1531 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1533 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1534 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1535 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1542 wcross_name_alpha_goal_prev = f;
1544 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1545 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1547 if(autocvar_crosshair_dot)
1549 vector wcross_color_old;
1550 wcross_color_old = wcross_color;
1552 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1553 wcross_color = stov(autocvar_crosshair_dot_color);
1555 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1556 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1557 wcross_color = wcross_color_old;
1563 wcross_scale_prev = 0;
1564 wcross_alpha_prev = 0;
1565 wcross_scale_goal_prev = 0;
1566 wcross_alpha_goal_prev = 0;
1567 wcross_changedonetime = 0;
1568 if(wcross_name_goal_prev)
1569 strunzone(wcross_name_goal_prev);
1570 wcross_name_goal_prev = string_null;
1571 if(wcross_name_goal_prev_prev)
1572 strunzone(wcross_name_goal_prev_prev);
1573 wcross_name_goal_prev_prev = string_null;
1574 wcross_name_changestarttime = 0;
1575 wcross_name_changedonetime = 0;
1576 wcross_name_alpha_goal_prev = 0;
1577 wcross_name_alpha_goal_prev_prev = 0;
1578 wcross_resolution_goal_prev = 0;
1579 wcross_resolution_goal_prev_prev = 0;
1583 if(NextFrameCommand)
1585 localcmd("\n", NextFrameCommand, "\n");
1586 NextFrameCommand = string_null;
1589 // we must do this check AFTER a frame was rendered, or it won't work
1590 if(cs_project_is_b0rked == 0)
1593 w0 = ftos(autocvar_vid_conwidth);
1594 h0 = ftos(autocvar_vid_conheight);
1595 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1596 //setproperty(VF_FOV, '90 90 0');
1597 setproperty(VF_ORIGIN, '0 0 0');
1598 setproperty(VF_ANGLES, '0 0 0');
1599 setproperty(VF_PERSPECTIVE, 1);
1600 makevectors('0 0 0');
1602 cvar_set("vid_conwidth", "800");
1603 cvar_set("vid_conheight", "600");
1604 v1 = cs_project(v_forward);
1605 cvar_set("vid_conwidth", "640");
1606 cvar_set("vid_conheight", "480");
1607 v2 = cs_project(v_forward);
1609 cs_project_is_b0rked = 1;
1611 cs_project_is_b0rked = -1;
1612 cvar_set("vid_conwidth", w0);
1613 cvar_set("vid_conheight", h0);
1616 if(autocvar__hud_configure)
1619 if(hud && !intermission)
1621 if(hud == HUD_SPIDERBOT)
1623 else if(hud == HUD_WAKIZASHI)
1624 CSQC_WAKIZASHI_HUD();
1625 else if(hud == HUD_RAPTOR)
1627 else if(hud == HUD_BUMBLEBEE)
1629 else if(hud == HUD_BUMBLEBEE_GUN)
1630 CSQC_BUMBLE_GUN_HUD();
1635 // let's reset the view back to normal for the end
1636 setproperty(VF_MIN, '0 0 0');
1637 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1641 void CSQC_common_hud(void)
1643 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1644 Accuracy_LoadLevels();
1646 HUD_Main(); // always run these functions for alpha checks
1647 HUD_DrawScoreboard();
1649 if (scoreboard_active) // scoreboard/accuracy
1651 else if (intermission == 2) // map voting screen
1653 HUD_FinaleOverlay();
1664 CSQC_WAKIZASHI_HUD();
1675 // following vectors must be global to allow seamless switching between camera modes
1676 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1677 void CSQC_Demo_Camera()
1679 float speed, attenuation, dimensions;
1682 if( autocvar_camera_reset || !camera_mode )
1684 camera_offset = '0 0 0';
1685 current_angles = '0 0 0';
1686 camera_direction = '0 0 0';
1687 camera_offset_z += 30;
1688 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1689 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1690 current_origin = view_origin;
1691 current_camera_offset = camera_offset;
1692 cvar_set("camera_reset", "0");
1693 camera_mode = CAMERA_CHASE;
1698 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1700 if(autocvar_camera_look_player)
1705 dir = normalize(view_origin - current_position);
1707 mouse_angles = vectoangles(dir);
1708 mouse_angles_x = mouse_angles_x * -1;
1713 tmp = getmousepos() * 0.1;
1714 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1716 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1717 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1721 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1722 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1723 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1724 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1726 // Fix difference when angles don't have the same sign
1728 if(mouse_angles_y < -60 && current_angles_y > 60)
1730 if(mouse_angles_y > 60 && current_angles_y < -60)
1733 if(autocvar_camera_look_player)
1734 attenuation = autocvar_camera_look_attenuation;
1736 attenuation = autocvar_camera_speed_attenuation;
1738 attenuation = 1 / max(1, attenuation);
1739 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1741 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1742 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1743 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1744 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1750 if( camera_direction_x )
1752 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1753 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1754 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1755 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1759 if( camera_direction_y )
1761 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1762 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1763 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1767 if( camera_direction_z )
1769 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1773 if(autocvar_camera_free)
1774 speed = autocvar_camera_speed_free;
1776 speed = autocvar_camera_speed_chase;
1780 speed = speed * sqrt(1 / dimensions);
1781 camera_offset += tmp * speed;
1784 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1787 if( autocvar_camera_free )
1789 if ( camera_mode == CAMERA_CHASE )
1791 current_camera_offset = current_origin + current_camera_offset;
1792 camera_offset = current_origin + camera_offset;
1795 camera_mode = CAMERA_FREE;
1796 current_position = current_camera_offset;
1800 if ( camera_mode == CAMERA_FREE )
1802 current_origin = view_origin;
1803 camera_offset = camera_offset - current_origin;
1804 current_camera_offset = current_camera_offset - current_origin;
1807 camera_mode = CAMERA_CHASE;
1809 if(autocvar_camera_chase_smoothly)
1810 current_origin += (view_origin - current_origin) * attenuation;
1812 current_origin = view_origin;
1814 current_position = current_origin + current_camera_offset;
1817 setproperty(VF_ANGLES, current_angles);
1818 setproperty(VF_ORIGIN, current_position);