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 float chase_current_distance;
370 vector chase_target_origin;
372 void CSQC_UpdateView(float w, float h)
378 vector vf_size, vf_min;
381 vf_size = R_SetView3fv(VF_SIZE);
382 vf_min = R_SetView3fv(VF_MIN);
383 vid_width = vf_size_x;
384 vid_height = vf_size_y;
386 vector reticle_pos, reticle_size;
387 vector splash_pos, splash_size;
389 WaypointSprite_Load();
392 myteam = GetPlayerColor(spectatee_status - 1);
394 myteam = GetPlayerColor(player_localentnum - 1);
396 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
397 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
399 warpzone_fixview_origin = pmove_org + vo;
400 warpzone_fixview_cl_viewangles = input_angles;
401 warpzone_fixview_angles = view_angles;
403 pmove_org = warpzone_fixview_origin - vo;
404 input_angles = warpzone_fixview_cl_viewangles;
405 view_angles = warpzone_fixview_angles;
407 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
409 pmove_org = freeze_pmove_org;
410 input_angles = view_angles = freeze_input_angles;
411 R_SetView(VF_ORIGIN, pmove_org + vo);
412 R_SetView(VF_ANGLES, view_angles);
413 //R_SetView(VF_CL_VIEWANGLES, input_angles);
415 freeze_pmove_org = pmove_org;
416 freeze_input_angles = input_angles;
419 if(spectatee_status >= 0 && (autocvar_cl_chase_death || autocvar_cl_chase_intermission))
420 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually
422 if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission))
424 // We must set chase_active in order to get a third person view (1st person weapon model hidden and own player model showing).
425 // Ideally, there should be another way to enable third person mode, such as an R_SetView() function specifically for this purpose.
427 if(!autocvar_chase_active)
428 cvar_set("chase_active", "-1"); // -1 enables chase_active as well as marking it as set by this code, and not by the user (which would be 1)
430 // make the camera smooth back
431 if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
432 chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
433 else if(chase_current_distance != autocvar_cl_chase_distance)
434 chase_current_distance = autocvar_cl_chase_distance;
436 if not(intermission > 1) // don't update view origin during the map voting screen
438 makevectors(view_angles);
439 chase_target_origin = pmove_org - view_forward * chase_current_distance; // pass 1, used to check where the camera would go and obtain the trace_fraction
441 // don't allow the camera to go through walls
442 traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self);
443 chase_target_origin = pmove_org - view_forward * chase_current_distance * trace_fraction; // pass 2, also multiplying view_forward with trace_fraction, to avoid sticking the camera in solid
446 R_SetView(VF_ORIGIN, chase_target_origin);
448 else if(autocvar_chase_active < 0)
450 cvar_set("chase_active", "0");
451 chase_current_distance = 0; // start from 0
456 if(!intermission || !view_set || (intermission && autocvar_cl_chase_intermission))
458 view_origin = pmove_org + vo;
459 view_angles = input_angles;
460 makevectors(view_angles);
461 view_forward = v_forward;
462 view_right = v_right;
468 if(time > blurtest_time0 && time < blurtest_time1)
472 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
473 r = t * blurtest_radius;
474 f = 1 / pow(t, blurtest_power) - 1;
476 cvar_set("r_glsl_postprocess", "1");
477 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
481 cvar_set("r_glsl_postprocess", "0");
482 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
486 TargetMusic_Advance();
489 drawframetime = max(0.000001, time - drawtime);
492 // watch for gametype changes here...
493 // in ParseStuffCMD the cmd isn't executed yet :/
494 // might even be better to add the gametype to TE_CSQC_INIT...?
498 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
499 if(calledhooks & HOOK_START)
501 localcmd("\ncl_hook_gameend\n");
502 calledhooks |= HOOK_END;
505 CheckForGamestartChange();
511 if(button_zoom || fov <= 59.5)
513 if(!zoomscript_caught)
515 localcmd("+button4\n");
516 zoomscript_caught = 1;
517 ignore_plus_zoom += 1;
522 if(zoomscript_caught)
524 localcmd("-button4\n");
525 zoomscript_caught = 0;
526 ignore_minus_zoom += 1;
530 ColorTranslateMode = autocvar_cl_stripcolorcodes;
531 activeweapon = getstati(STAT_SWITCHWEAPON);
532 f = (serverflags & SERVERFLAG_TEAMPLAY);
539 if(last_weapon != activeweapon) {
541 last_weapon = activeweapon;
543 e = get_weaponinfo(activeweapon);
545 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
547 localcmd("\ncl_hook_activeweapon none\n");
550 // ALWAYS Clear Current Scene First
553 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
554 R_SetView(VF_SIZE, vf_size);
555 R_SetView(VF_MIN, vf_min);
557 // Assign Standard Viewflags
558 // Draw the World (and sky)
559 R_SetView(VF_DRAWWORLD, 1);
561 // Set the console size vars
562 vid_conwidth = autocvar_vid_conwidth;
563 vid_conheight = autocvar_vid_conheight;
564 vid_pixelheight = autocvar_vid_pixelheight;
566 R_SetView(VF_FOV, GetCurrentFov(fov));
568 // Camera for demo playback
571 if(autocvar_camera_enable)
575 cvar_set("chase_active", ftos(chase_active_backup));
576 cvar_set("cl_demo_mousegrab", "0");
577 camera_active = FALSE;
581 else if(autocvar_camera_enable)
583 else if(autocvar_camera_enable && isdemo())
586 // Enable required Darkplaces cvars
587 chase_active_backup = autocvar_chase_active;
588 cvar_set("chase_active", "2");
589 cvar_set("cl_demo_mousegrab", "1");
590 camera_active = TRUE;
594 // Draw the Crosshair
595 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
597 // Draw the Engine Status Bar (the default Quake HUD)
598 R_SetView(VF_DRAWENGINEHUD, 0);
600 // fetch this one only once per frame
601 hud_showbinds = autocvar_hud_showbinds;
602 hud_showbinds_limit = autocvar_hud_showbinds_limit;
604 // Update the mouse position
606 mousepos_x = vid_conwidth;
607 mousepos_y = vid_conheight;
608 mousepos = mousepos*0.5 + getmousepos();
612 for(self = world; (self = nextent(self)); )
617 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
620 // now switch to 2D drawing mode by calling a 2D drawing function
621 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
622 // next R_RenderScene call
623 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
625 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
626 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
628 // apply night vision effect
629 vector rgb, tc_00, tc_01, tc_10, tc_11;
631 if(!nightvision_noise)
633 nightvision_noise = spawn();
634 nightvision_noise.classname = "nightvision_noise";
636 if(!nightvision_noise2)
638 nightvision_noise2 = spawn();
639 nightvision_noise2.classname = "nightvision_noise2";
642 // color tint in yellow
643 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
646 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
648 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
649 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
650 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
651 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
652 tc_11 = tc_01 + tc_10 - tc_00;
653 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
654 R_PolygonVertex('0 0 0', tc_00, rgb, a);
655 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
656 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
657 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
661 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
662 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
663 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
664 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
665 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
666 tc_11 = tc_01 + tc_10 - tc_00;
667 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
668 R_PolygonVertex('0 0 0', tc_00, rgb, a);
669 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
670 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
671 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
675 // Draw the aiming reticle for weapons that use it
676 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
677 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
678 // the view to go back to normal, so reticle_type would become 0 as we fade out)
679 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
680 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
681 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
682 reticle_type = 2; // nex zoom
683 else if(button_zoom || zoomscript_caught)
684 reticle_type = 1; // normal zoom
685 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
686 reticle_type = 2; // nex zoom
690 if(autocvar_cl_reticle_stretch)
692 reticle_size_x = vid_conwidth;
693 reticle_size_y = vid_conheight;
699 reticle_size_x = max(vid_conwidth, vid_conheight);
700 reticle_size_y = max(vid_conwidth, vid_conheight);
701 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
702 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
705 f = current_zoomfraction;
706 if(zoomscript_caught)
708 if(autocvar_cl_reticle_item_normal)
710 if(reticle_type == 1 && f)
711 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
713 if(autocvar_cl_reticle_item_nex)
715 if(reticle_type == 2 && f)
716 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
721 // improved polyblend
723 if(autocvar_hud_contents)
725 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
728 switch(pointcontents(view_origin))
731 liquidalpha = autocvar_hud_contents_water_alpha;
732 liquidcolor = stov(autocvar_hud_contents_water_color);
737 liquidalpha = autocvar_hud_contents_lava_alpha;
738 liquidcolor = stov(autocvar_hud_contents_lava_color);
743 liquidalpha = autocvar_hud_contents_slime_alpha;
744 liquidcolor = stov(autocvar_hud_contents_slime_color);
750 liquidcolor = '0 0 0';
755 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
756 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
757 contentfadetime = autocvar_hud_contents_fadeintime;
758 liquidalpha_prev = liquidalpha;
759 liquidcolor_prev = liquidcolor;
762 contentfadetime = autocvar_hud_contents_fadeouttime;
764 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
765 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
768 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
771 if(autocvar_hud_damage)
773 splash_size_x = max(vid_conwidth, vid_conheight);
774 splash_size_y = max(vid_conwidth, vid_conheight);
775 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
776 splash_pos_y = (vid_conheight - splash_size_y) / 2;
778 float myhealth_flash_temp;
779 myhealth = getstati(STAT_HEALTH);
782 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
784 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
786 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
787 pain_threshold = autocvar_hud_damage_pain_threshold;
788 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
789 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
791 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
793 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);
796 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
798 if(myhealth_prev < 1)
802 myhealth_flash = 0; // just spawned, clear the flash immediately
803 myhealth_flash_temp = 0;
807 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
811 if(spectatee_status == -1 || intermission)
813 myhealth_flash = 0; // observing, or match ended
814 myhealth_flash_temp = 0;
817 myhealth_prev = myhealth;
819 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
821 if(autocvar_cl_gentle_damage == 2)
823 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
825 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
829 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
831 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);
834 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
837 // Draw the mouse cursor
838 // NOTE: drawpic must happen after R_RenderScene for some reason
839 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
840 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
841 //self = edict_num(player_localnum);
842 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
843 //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);
844 // as long as the ctf part isn't in, this is useless
848 /*if(gametype == GAME_CTF)
855 for(self = world; (self = nextent(self)); )
860 scoreboard_active = HUD_WouldDrawScoreboard();
862 hit_time = getstatf(STAT_HIT_TIME);
863 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
865 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
866 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
868 typehit_time = getstatf(STAT_TYPEHIT_TIME);
869 if(typehit_time > nextsound_typehit_time)
871 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
872 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
876 hud = getstati(STAT_HUD);
877 if(hud == HUD_SPIDERBOT)
879 else if(hud == HUD_WAKIZASHI)
880 CSQC_WAKIZASHI_HUD();
881 else if(hud == HUD_RAPTOR)
885 if(gametype == GAME_FREEZETAG)
887 if(getstati(STAT_FROZEN))
888 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
889 if(getstatf(STAT_REVIVE_PROGRESS))
891 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);
892 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
896 if(autocvar_r_letterbox == 0)
897 if(autocvar_viewsize < 120)
900 // crosshair goes VERY LAST
901 if(!scoreboard_active && !camera_active && intermission != 2) {
903 float wcross_alpha, wcross_resolution;
904 wcross_style = autocvar_crosshair;
905 if (wcross_style == "0")
907 wcross_resolution = autocvar_crosshair_size;
908 if (wcross_resolution == 0)
910 wcross_alpha = autocvar_crosshair_alpha;
911 if (wcross_alpha == 0)
917 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
918 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
920 if(autocvar_crosshair_hittest)
922 vector wcross_oldorigin;
923 wcross_oldorigin = wcross_origin;
924 shottype = TrueAimCheck();
925 if(shottype == SHOTTYPE_HITWORLD)
927 v = wcross_origin - wcross_oldorigin;
929 v_y /= vid_conheight;
931 shottype = SHOTTYPE_HITOBSTRUCTION;
933 if(!autocvar_crosshair_hittest_showimpact)
934 wcross_origin = wcross_oldorigin;
937 shottype = SHOTTYPE_HITWORLD;
939 vector wcross_color, wcross_size;
940 string wcross_wep, wcross_name;
941 float wcross_scale, wcross_blur;
943 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
944 e = get_weaponinfo(activeweapon);
945 if (e && e.netname != "")
947 wcross_wep = e.netname;
948 if(autocvar_crosshair_per_weapon)
950 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
951 if (wcross_resolution == 0)
953 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
954 if (wcross_alpha == 0)
957 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
958 if(wcross_style == "" || wcross_style == "0")
959 wcross_style = wcross_wep;
963 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
964 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
965 else if(autocvar_crosshair_color_by_health)
967 local float x = getstati(STAT_HEALTH);
982 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
983 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
987 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
988 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
989 wcross_color_z = 1 - (x-100)*0.02;
995 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1000 wcross_color_y = (x-20)*90/27/100;
1001 wcross_color_z = (x-20)*90/27/100 * 0.2;
1010 wcross_color = stov(autocvar_crosshair_color);
1012 wcross_name = strcat("gfx/crosshair", wcross_style);
1014 if(autocvar_crosshair_effect_scalefade)
1016 wcross_scale = wcross_resolution;
1017 wcross_resolution = 1;
1024 if(autocvar_crosshair_pickup)
1026 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1028 pickup_crosshair_size = 1;
1029 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1032 if(pickup_crosshair_size > 0)
1033 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1035 pickup_crosshair_size = 0;
1037 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1040 vector hitindication_color;
1041 if(autocvar_crosshair_hitindication)
1043 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1044 if(hitindication_crosshair_time < hit_time)
1046 hitindication_crosshair_size = 1;
1047 hitindication_crosshair_time = hit_time;
1050 if(hitindication_crosshair_size > 0)
1051 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1053 hitindication_crosshair_size = 0;
1055 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1056 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1057 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1058 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1061 if(shottype == SHOTTYPE_HITENEMY)
1062 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1063 if(shottype == SHOTTYPE_HITTEAM)
1064 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1066 f = autocvar_crosshair_effect_speed;
1068 f *= -2 * g_weaponswitchdelay;
1069 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1071 wcross_changedonetime = time + f;
1073 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1075 wcross_name_changestarttime = time;
1076 wcross_name_changedonetime = time + f;
1077 if(wcross_name_goal_prev_prev)
1078 strunzone(wcross_name_goal_prev_prev);
1079 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1080 wcross_name_goal_prev = strzone(wcross_name);
1081 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1082 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1083 wcross_resolution_goal_prev = wcross_resolution;
1086 wcross_scale_goal_prev = wcross_scale;
1087 wcross_alpha_goal_prev = wcross_alpha;
1088 wcross_color_goal_prev = wcross_color;
1090 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1093 wcross_alpha *= 0.75;
1097 // *_prev is at time-frametime
1098 // * is at wcross_changedonetime+f
1099 // what do we have at time?
1100 if(time < wcross_changedonetime)
1102 f = frametime / (wcross_changedonetime - time + frametime);
1103 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1104 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1105 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1108 wcross_scale_prev = wcross_scale;
1109 wcross_alpha_prev = wcross_alpha;
1110 wcross_color_prev = wcross_color;
1112 wcross_scale *= 1 - autocvar__menu_alpha;
1113 wcross_alpha *= 1 - autocvar__menu_alpha;
1114 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1116 // crosshair rings for weapon stats
1117 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1119 // declarations and stats
1120 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1121 string ring_image, ring_inner_image;
1122 vector ring_rgb, ring_inner_rgb;
1124 ring_scale = autocvar_crosshair_ring_size;
1126 float weapon_clipload, weapon_clipsize;
1127 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1128 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1130 float nex_charge, nex_chargepool;
1131 nex_charge = getstatf(STAT_NEX_CHARGE);
1132 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1134 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1135 nex_charge_movingavg = nex_charge;
1138 // handle the values
1139 if (activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1141 if (nex_chargepool || use_nex_chargepool) {
1142 use_nex_chargepool = 1;
1143 ring_inner_value = nex_chargepool;
1145 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1146 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1149 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1150 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;
1151 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1153 // draw the outer ring to show the current charge of the weapon
1154 ring_value = nex_charge;
1155 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1156 ring_rgb = wcross_color;
1157 ring_image = "gfx/crosshair_ring_nexgun.tga";
1159 else if (activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1161 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.
1162 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1163 ring_rgb = wcross_color;
1164 ring_image = "gfx/crosshair_ring.tga";
1167 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1169 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1170 ring_scale = autocvar_crosshair_ring_reload_size;
1171 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1172 ring_rgb = wcross_color;
1174 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1175 // if a new image for another weapon is added, add the code (and its respective file/value) here
1176 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1177 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1179 ring_image = "gfx/crosshair_ring.tga";
1182 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1183 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1186 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1189 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1192 if(wcross_blur > 0) \
1194 for(i = -2; i <= 2; ++i) \
1195 for(j = -2; j <= 2; ++j) \
1196 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1200 M(0,0,sz,wcross_name,wcross_alpha); \
1205 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1206 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)
1208 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1209 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1211 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1213 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1214 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1215 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1223 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1224 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1226 if(autocvar_crosshair_dot)
1228 vector wcross_color_old;
1229 wcross_color_old = wcross_color;
1230 if(autocvar_crosshair_dot_color != "0")
1231 wcross_color = stov(autocvar_crosshair_dot_color);
1232 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1233 wcross_color = wcross_color_old;
1236 wcross_name_alpha_goal_prev = f;
1240 wcross_scale_prev = 0;
1241 wcross_alpha_prev = 0;
1242 wcross_scale_goal_prev = 0;
1243 wcross_alpha_goal_prev = 0;
1244 wcross_changedonetime = 0;
1245 if(wcross_name_goal_prev)
1246 strunzone(wcross_name_goal_prev);
1247 wcross_name_goal_prev = string_null;
1248 if(wcross_name_goal_prev_prev)
1249 strunzone(wcross_name_goal_prev_prev);
1250 wcross_name_goal_prev_prev = string_null;
1251 wcross_name_changestarttime = 0;
1252 wcross_name_changedonetime = 0;
1253 wcross_name_alpha_goal_prev = 0;
1254 wcross_name_alpha_goal_prev_prev = 0;
1255 wcross_resolution_goal_prev = 0;
1256 wcross_resolution_goal_prev_prev = 0;
1260 if(NextFrameCommand)
1262 localcmd("\n", NextFrameCommand, "\n");
1263 NextFrameCommand = string_null;
1266 // we must do this check AFTER a frame was rendered, or it won't work
1267 if(cs_project_is_b0rked == 0)
1270 w0 = ftos(autocvar_vid_conwidth);
1271 h0 = ftos(autocvar_vid_conheight);
1272 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1273 //R_SetView(VF_FOV, '90 90 0');
1274 R_SetView(VF_ORIGIN, '0 0 0');
1275 R_SetView(VF_ANGLES, '0 0 0');
1276 R_SetView(VF_PERSPECTIVE, 1);
1277 makevectors('0 0 0');
1279 cvar_set("vid_conwidth", "800");
1280 cvar_set("vid_conheight", "600");
1281 v1 = cs_project(v_forward);
1282 cvar_set("vid_conwidth", "640");
1283 cvar_set("vid_conheight", "480");
1284 v2 = cs_project(v_forward);
1286 cs_project_is_b0rked = 1;
1288 cs_project_is_b0rked = -1;
1289 cvar_set("vid_conwidth", w0);
1290 cvar_set("vid_conheight", h0);
1293 if(autocvar__hud_configure)
1296 // let's reset the view back to normal for the end
1297 R_SetView(VF_MIN, '0 0 0');
1298 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1301 #define spider_h "gfx/vehicles/hud_bg.tga"
1302 #define spider_b "gfx/vehicles/sbot.tga"
1303 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1304 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1305 #define spider_s "gfx/vehicles/shiled.tga"
1306 #define spider_a1 "gfx/hud/sb_rocket.tga"
1307 #define spider_a2 "gfx/sb_bullets.tga"
1309 void CSQC_SPIDER_HUD()
1311 float rockets, reload, heat, hp, shield;
1312 vector picsize, hudloc;
1314 // Fetch health & ammo stats
1315 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1316 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1317 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1318 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1319 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1321 // Draw the crosshairs
1322 picsize = drawgetimagesize(SPIDER_CROSS);
1323 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1324 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1325 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);
1330 picsize = drawgetimagesize(spider_h) * 0.5;
1331 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1333 picsize = drawgetimagesize(spider_a2) * 0.5;
1334 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1336 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1337 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1338 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1340 picsize = drawgetimagesize(spider_a1) * 0.85;
1343 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1344 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1348 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1349 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1352 picsize = drawgetimagesize(spider_b) * 0.5;
1356 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1357 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1358 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1359 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1364 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1365 p = p + '0 1 0' * vid_conheight - '0 32 0';
1366 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1367 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1369 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1371 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1373 // Draw minigun heat indicator
1374 p = '0.5 0 0' * (vid_conwidth - 256);
1375 p = p + '0 1 0' * vid_conheight - '0 34 0';
1376 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1377 p_x += 256 * (1-heat);
1378 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1381 // Draw rocket icons for loaded/empty tubes.
1382 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1383 pp += '0 1 0' * vid_conheight - '0 64 0';
1384 for(i = 0; i < 8; ++i)
1386 p = pp + '1 0 0' * (rkt_size * i);
1389 if(floor(reload * 8) == i)
1391 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1393 else if(i < reload * 8)
1394 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1396 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1401 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1403 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1408 if (scoreboard_showscores)
1410 HUD_DrawScoreboard();
1411 HUD_DrawCenterPrint();
1416 #define raptor_h "gfx/vehicles/hud_bg.tga"
1417 #define raptor_b "gfx/vehicles/raptor.tga"
1418 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1419 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1420 #define raptor_s "gfx/vehicles/shiled.tga"
1422 void CSQC_RAPTOR_HUD()
1424 float reload, hp, shield, energy;
1425 vector picsize, hudloc;
1427 // Fetch health & ammo stats
1428 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1429 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1430 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1431 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1433 // Draw the crosshairs
1434 picsize = drawgetimagesize(SPIDER_CROSS);
1435 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1436 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1437 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);
1442 picsize = drawgetimagesize(raptor_h) * 0.5;
1443 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1445 picsize = drawgetimagesize(spider_a2) * 0.5;
1446 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1448 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1449 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1450 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1453 picsize = drawgetimagesize(spider_a1) * 0.85;
1456 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1457 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1461 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1462 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1465 picsize = drawgetimagesize(raptor_b) * 0.5;
1469 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1470 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1471 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1472 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1475 if (scoreboard_showscores)
1477 HUD_DrawScoreboard();
1478 HUD_DrawCenterPrint();
1483 #define waki_h "gfx/vehicles/hud_bg.tga"
1484 #define waki_b "gfx/vehicles/waki.tga"
1485 #define waki_e "gfx/vehicles/waki_e.tga"
1486 #define waki_g "gfx/vehicles/waki_guns.tga"
1487 #define waki_r "gfx/vehicles/waki_rockets.tga"
1488 #define waki_s "gfx/vehicles/shiled.tga"
1490 #define waki_a1 "gfx/hud/sb_rocket.tga"
1491 #define waki_a2 "gfx/sb_cells.tga"
1493 void CSQC_WAKIZASHI_HUD()
1495 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1496 float health, shield, energy, rockets;
1497 vector picsize, hudloc;
1499 picsize = drawgetimagesize(SPIDER_CROSS);
1500 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1501 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1502 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);
1505 const float STAT_VEHICLESTAT_HEALTH = 60;
1506 const float STAT_VEHICLESTAT_SHIELD = 61;
1507 const float STAT_VEHICLESTAT_ENERGY = 62;
1508 const float STAT_VEHICLESTAT_AMMO1 = 63;
1509 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1510 const float STAT_VEHICLESTAT_AMMO2 = 65;
1511 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1513 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1514 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1515 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1516 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1521 picsize = drawgetimagesize(waki_h) * 0.5;
1522 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1524 picsize = drawgetimagesize(waki_a2) * 0.7;
1525 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1528 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1529 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1531 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1533 picsize = drawgetimagesize(waki_a1) * 0.75;
1536 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1537 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1541 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1542 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1543 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1546 picsize = drawgetimagesize(waki_b) * 0.5;
1550 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1551 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1552 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1553 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1558 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1559 p = p + '0 1 0' * vid_conheight - '0 32 0';
1563 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1564 p_x += 256 * health;
1565 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1568 p_x -= 256 * health;
1570 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1573 //p_x -= 256 * health;
1575 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1579 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1585 if (scoreboard_showscores)
1587 HUD_DrawScoreboard();
1588 HUD_DrawCenterPrint();
1594 void CSQC_common_hud(void)
1596 // HUD_SortFrags(); done in HUD_Draw
1598 hud = getstati(STAT_HUD);
1604 // do some accuracy var caching
1606 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1608 if(autocvar_accuracy_color_levels != acc_color_levels)
1610 if(acc_color_levels)
1611 strunzone(acc_color_levels);
1612 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1613 acc_levels = tokenize(acc_color_levels);
1614 if (acc_levels > MAX_ACCURACY_LEVELS)
1615 acc_levels = MAX_ACCURACY_LEVELS;
1617 for (i = 0; i < acc_levels; ++i)
1618 acc_lev[i] = stof(argv(i)) / 100.0;
1620 // let know that acc_col[] needs to be loaded
1624 HUD_Main(); // always run these functions for alpha checks
1625 HUD_DrawScoreboard();
1627 if (scoreboard_active) // scoreboard/accuracy
1630 // HUD_DrawScoreboard takes care of centerprint_start
1632 else if (intermission == 2) // map voting screen
1634 HUD_FinaleOverlay();
1637 centerprint_start_x = 0;
1638 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1642 centerprint_start_x = 0;
1643 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1646 HUD_DrawCenterPrint();
1654 CSQC_WAKIZASHI_HUD();
1660 // following vectors must be global to allow seamless switching between camera modes
1661 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1662 void CSQC_Demo_Camera()
1664 float speed, attenuation, dimensions;
1667 if( autocvar_camera_reset || !camera_mode )
1669 camera_offset = '0 0 0';
1670 current_angles = '0 0 0';
1671 camera_direction = '0 0 0';
1672 camera_offset_z += 30;
1673 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1674 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1675 current_origin = view_origin;
1676 current_camera_offset = camera_offset;
1677 cvar_set("camera_reset", "0");
1678 camera_mode = CAMERA_CHASE;
1683 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1685 if(autocvar_camera_look_player)
1690 dir = normalize(view_origin - current_position);
1692 mouse_angles = vectoangles(dir);
1693 mouse_angles_x = mouse_angles_x * -1;
1698 tmp = getmousepos() * 0.1;
1699 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1701 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1702 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1706 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1707 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1708 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1709 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1711 // Fix difference when angles don't have the same sign
1713 if(mouse_angles_y < -60 && current_angles_y > 60)
1715 if(mouse_angles_y > 60 && current_angles_y < -60)
1718 if(autocvar_camera_look_player)
1719 attenuation = autocvar_camera_look_attenuation;
1721 attenuation = autocvar_camera_speed_attenuation;
1723 attenuation = 1 / max(1, attenuation);
1724 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1726 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1727 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1728 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1729 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1735 if( camera_direction_x )
1737 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1738 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1739 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1740 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1744 if( camera_direction_y )
1746 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1747 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1748 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1752 if( camera_direction_z )
1754 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1758 if(autocvar_camera_free)
1759 speed = autocvar_camera_speed_free;
1761 speed = autocvar_camera_speed_chase;
1765 speed = speed * sqrt(1 / dimensions);
1766 camera_offset += tmp * speed;
1769 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1772 if( autocvar_camera_free )
1774 if ( camera_mode == CAMERA_CHASE )
1776 current_camera_offset = current_origin + current_camera_offset;
1777 camera_offset = current_origin + camera_offset;
1780 camera_mode = CAMERA_FREE;
1781 current_position = current_camera_offset;
1785 if ( camera_mode == CAMERA_FREE )
1787 current_origin = view_origin;
1788 camera_offset = camera_offset - current_origin;
1789 current_camera_offset = current_camera_offset - current_origin;
1792 camera_mode = CAMERA_CHASE;
1794 if(autocvar_camera_chase_smoothly)
1795 current_origin += (view_origin - current_origin) * attenuation;
1797 current_origin = view_origin;
1799 current_position = current_origin + current_camera_offset;
1802 R_SetView(VF_ANGLES, current_angles);
1803 R_SetView(VF_ORIGIN, current_position);