3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
15 if(g_balance_porto_secondary)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
62 if(portal_number >= 2)
73 if(idx-1 >= portal1_idx)
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
79 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
88 porto.classname = "porto";
89 porto.draw = Porto_Draw;
90 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
95 vector GetCurrentFov(float fov)
97 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98 float velocityzoom, curspeed;
101 zoomsensitivity = autocvar_cl_zoomsensitivity;
102 zoomfactor = autocvar_cl_zoomfactor;
103 if(zoomfactor < 1 || zoomfactor > 16)
105 zoomspeed = autocvar_cl_zoomspeed;
107 if(zoomspeed < 0.5 || zoomspeed > 16)
111 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
112 float spawnzoomspeed = autocvar_cl_spawnzoom_speed;
114 zoomdir = button_zoom;
115 if(hud == HUD_NORMAL)
116 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
117 zoomdir += button_attack2;
118 if(spectatee_status > 0 || isdemo())
120 if(spectatorbutton_zoom)
127 // fteqcc failed twice here already, don't optimize this
130 if(zoomdir) { zoomin_effect = 0; }
134 current_viewzoom = min(1, current_viewzoom + drawframetime);
136 else if(zoomin_effect)
138 /*if(autocvar_cl_spawnzoom_type == 1) { current_viewzoom = (current_viewzoom + drawframetime * spawnzoomspeed * (1 - 1 / spawnzoomfactor)); }
141 current_viewzoom += (spawnzoomspeed * (spawnzoomfactor - current_viewzoom) * drawframetime);
142 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
143 if(current_viewzoom == 1) { zoomin_effect = 0; }
147 if(zoomspeed < 0) // instant zoom
150 current_viewzoom = 1 / zoomfactor;
152 current_viewzoom = 1;
157 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
159 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
163 if(almost_equals(current_viewzoom, 1))
164 current_zoomfraction = 0;
165 else if(almost_equals(current_viewzoom, 1/zoomfactor))
166 current_zoomfraction = 1;
168 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
170 if(zoomsensitivity < 1)
171 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
173 setsensitivityscale(1);
175 makevectors(view_angles);
177 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
181 v = csqcplayer.velocity;
183 switch(autocvar_cl_velocityzoom_type)
185 case 3: curspeed = max(0, v_forward * v); break;
186 case 2: curspeed = (v_forward * v); break;
187 case 1: default: curspeed = vlen(v); break;
190 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
191 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
192 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
194 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
199 float frustumx, frustumy, fovx, fovy;
200 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
201 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
202 fovx = atan2(frustumx, 1) / M_PI * 360.0;
203 fovy = atan2(frustumy, 1) / M_PI * 360.0;
205 return '1 0 0' * fovx + '0 1 0' * fovy;
208 // this function must match W_SetupShot!
209 float zoomscript_caught;
211 vector wcross_origin;
212 float wcross_scale_prev, wcross_alpha_prev;
213 vector wcross_color_prev;
214 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
215 vector wcross_color_goal_prev;
216 float wcross_changedonetime;
218 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
219 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
220 float wcross_name_changestarttime, wcross_name_changedonetime;
221 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
223 entity trueaim_rifle;
225 #define SHOTTYPE_HITTEAM 1
226 #define SHOTTYPE_HITOBSTRUCTION 2
227 #define SHOTTYPE_HITWORLD 3
228 #define SHOTTYPE_HITENEMY 4
233 trueaim.classname = "trueaim";
234 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 trueaim_rifle = spawn();
236 trueaim_rifle.classname = "trueaim_rifle";
237 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
240 float EnemyHitCheck()
243 wcross_origin = project_3d_to_2d(trace_endpos);
246 n = trace_ent.entnum;
248 n = trace_networkentity;
250 return SHOTTYPE_HITWORLD;
252 return SHOTTYPE_HITWORLD;
253 t = GetPlayerColor(n - 1);
256 return SHOTTYPE_HITTEAM;
257 if(t == COLOR_SPECTATOR)
258 return SHOTTYPE_HITWORLD;
259 return SHOTTYPE_HITENEMY;
264 float nudge = 1; // added to traceline target and subtracted from result
265 vector vecs, trueaimpoint, w_shotorg;
273 mv = MOVE_NOMONSTERS;
277 case WEP_TUBA: // no aim
278 case WEP_PORTO: // shoots from eye
279 case WEP_HOOK: // no trueaim
280 case WEP_GRENADE_LAUNCHER: // toss curve
281 return SHOTTYPE_HITWORLD;
289 if(zoomscript_caught)
291 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
292 return EnemyHitCheck();
295 case WEP_ROCKET_LAUNCHER: // projectile has a size!
299 case WEP_FIREBALL: // projectile has a size!
303 case WEP_SEEKER: // projectile has a size!
307 case WEP_ELECTRO: // projectile has a size!
313 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
315 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
316 trueaimpoint = trace_endpos;
318 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
319 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
326 dv = view_right * vecs_y + view_up * vecs_z;
327 w_shotorg = view_origin + dv;
329 // now move the vecs forward as much as requested if possible
330 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
331 w_shotorg = trace_endpos - view_forward * nudge;
333 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
334 shottype = EnemyHitCheck();
335 if(shottype != SHOTTYPE_HITWORLD)
339 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
340 // or rather, I know why, but see no fix
341 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
342 // 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
343 return SHOTTYPE_HITOBSTRUCTION;
346 return SHOTTYPE_HITWORLD;
349 void CSQC_common_hud(void);
352 void CSQC_Demo_Camera();
353 float HUD_WouldDrawScoreboard();
355 float CAMERA_FREE = 1;
356 float CAMERA_CHASE = 2;
358 string NextFrameCommand;
359 void CSQC_SPIDER_HUD();
360 void CSQC_RAPTOR_HUD();
362 vector freeze_org, freeze_ang;
363 entity nightvision_noise, nightvision_noise2;
365 #define MAX_TIME_DIFF 5
366 float pickup_crosshair_time, pickup_crosshair_size;
367 float hit_time, typehit_time;
368 float nextsound_hit_time, nextsound_typehit_time;
369 float hitindication_crosshair_time, hitindication_crosshair_size;
370 float use_nex_chargepool;
372 float myhealth, myhealth_prev;
373 float myhealth_flash;
375 float old_blurradius, old_bluralpha;
376 float old_sharpen_intensity;
378 vector myhealth_gentlergb;
380 float contentavgalpha, liquidalpha_prev;
381 vector liquidcolor_prev;
383 float eventchase_current_distance;
385 vector damage_blurpostprocess, content_blurpostprocess;
391 float cl_notice_run();
392 void CSQC_UpdateView(float w, float h)
398 vector vf_size, vf_min;
401 execute_next_frame();
405 hud = getstati(STAT_HUD);
407 if(autocvar__hud_showbinds_reload) // menu can set this one
410 binddb = db_create();
411 cvar_set("_hud_showbinds_reload", "0");
414 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
415 view_quality = getproperty(VF_MINFPS_QUALITY);
419 button_attack2 = (input_buttons & BUTTON_3);
420 button_zoom = (input_buttons & BUTTON_4);
422 // FIXME do we need this hack?
425 // in demos, input_buttons do not work
426 button_zoom = (autocvar__togglezoom == "-");
429 #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
430 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
431 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
432 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);
433 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
434 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
435 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
436 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
438 vf_size = getpropertyvec(VF_SIZE);
439 vf_min = getpropertyvec(VF_MIN);
440 vid_width = vf_size_x;
441 vid_height = vf_size_y;
443 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
444 vector splash_pos = '0 0 0', splash_size = '0 0 0';
446 WaypointSprite_Load();
448 CSQCPlayer_SetCamera();
450 #ifdef COMPAT_XON050_ENGINE
452 myteam = GetPlayerColor(spectatee_status - 1);
455 myteam = GetPlayerColor(player_localentnum - 1);
457 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
459 // event chase camera
460 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
462 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
464 // 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.)
465 vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
467 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
468 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
469 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
470 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
472 // make the camera smooth back
473 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
474 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
475 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
476 eventchase_current_distance = autocvar_cl_eventchase_distance;
478 makevectors(view_angles);
480 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
481 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
483 // If the boxtrace fails, revert back to line tracing.
486 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
487 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
488 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
490 else { setproperty(VF_ORIGIN, trace_endpos); }
492 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
494 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
496 cvar_set("chase_active", "0");
497 eventchase_current_distance = 0; // start from 0 next time
500 // workaround for camera stuck between player's legs when using chase_active 1
501 // because the engine stops updating the chase_active camera when the game ends
502 else if(intermission)
504 cvar_settemp("chase_active", "-1");
505 eventchase_current_distance = 0;
508 // do lockview after event chase camera so that it still applies whenever necessary.
509 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
511 setproperty(VF_ORIGIN, freeze_org);
512 setproperty(VF_ANGLES, freeze_ang);
516 freeze_org = getpropertyvec(VF_ORIGIN);
517 freeze_ang = getpropertyvec(VF_ANGLES);
521 //WarpZone_FixPMove();
524 view_origin = getpropertyvec(VF_ORIGIN);
525 view_angles = getpropertyvec(VF_ANGLES);
526 makevectors(view_angles);
527 view_forward = v_forward;
528 view_right = v_right;
532 if(time > blurtest_time0 && time < blurtest_time1)
536 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
537 r = t * blurtest_radius;
538 f = 1 / pow(t, blurtest_power) - 1;
540 cvar_set("r_glsl_postprocess", "1");
541 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
545 cvar_set("r_glsl_postprocess", "0");
546 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
550 TargetMusic_Advance();
554 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
556 drawframetime = bound(0.000001, time - drawtime, 1);
559 // watch for gametype changes here...
560 // in ParseStuffCMD the cmd isn't executed yet :/
561 // might even be better to add the gametype to TE_CSQC_INIT...?
565 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
567 if(calledhooks & HOOK_START)
569 localcmd("\ncl_hook_gameend\n");
570 calledhooks |= HOOK_END;
579 if(!zoomscript_caught)
581 localcmd("+button9\n");
582 zoomscript_caught = 1;
587 if(zoomscript_caught)
589 localcmd("-button9\n");
590 zoomscript_caught = 0;
594 ColorTranslateMode = autocvar_cl_stripcolorcodes;
596 // next WANTED weapon (for HUD)
597 switchweapon = getstati(STAT_SWITCHWEAPON);
599 // currently switching-to weapon (for crosshair)
600 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
602 // actually active weapon (for zoom)
603 activeweapon = getstati(STAT_ACTIVEWEAPON);
605 f = (serverflags & SERVERFLAG_TEAMPLAY);
612 if(last_switchweapon != switchweapon) {
614 last_switchweapon = switchweapon;
616 if(last_activeweapon != activeweapon) {
617 last_activeweapon = activeweapon;
619 e = get_weaponinfo(activeweapon);
621 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
623 localcmd("\ncl_hook_activeweapon none\n");
626 // ALWAYS Clear Current Scene First
628 #ifdef WORKAROUND_XON010
629 if(checkextension("DP_CSQC_ROTATEMOVES"))
632 setproperty(VF_ORIGIN, view_origin);
633 setproperty(VF_ANGLES, view_angles);
634 #ifdef WORKAROUND_XON010
638 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
639 setproperty(VF_SIZE, vf_size);
640 setproperty(VF_MIN, vf_min);
642 // Assign Standard Viewflags
643 // Draw the World (and sky)
644 setproperty(VF_DRAWWORLD, 1);
646 // Set the console size vars
647 vid_conwidth = autocvar_vid_conwidth;
648 vid_conheight = autocvar_vid_conheight;
649 vid_pixelheight = autocvar_vid_pixelheight;
651 setproperty(VF_FOV, GetCurrentFov(fov));
653 // Camera for demo playback
656 if(autocvar_camera_enable)
660 cvar_set("chase_active", ftos(chase_active_backup));
661 cvar_set("cl_demo_mousegrab", "0");
662 camera_active = FALSE;
666 else if(autocvar_camera_enable)
668 else if(autocvar_camera_enable && isdemo())
671 // Enable required Darkplaces cvars
672 chase_active_backup = autocvar_chase_active;
673 cvar_set("chase_active", "2");
674 cvar_set("cl_demo_mousegrab", "1");
675 camera_active = TRUE;
679 // Draw the Crosshair
680 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
682 // Draw the Engine Status Bar (the default Quake HUD)
683 setproperty(VF_DRAWENGINESBAR, 0);
685 // Update the mouse position
687 mousepos_x = vid_conwidth;
688 mousepos_y = vid_conheight;
689 mousepos = mousepos*0.5 + getmousepos();
693 for(self = world; (self = nextent(self)); )
698 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
701 // now switch to 2D drawing mode by calling a 2D drawing function
702 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
703 // next R_RenderScene call
704 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
706 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
707 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
709 // apply night vision effect
710 vector tc_00, tc_01, tc_10, tc_11;
712 rgb_x = 0; // fteqcc sucks
713 rgb_y = 0; // fteqcc sucks
714 rgb_z = 0; // fteqcc sucks
716 if(!nightvision_noise)
718 nightvision_noise = spawn();
719 nightvision_noise.classname = "nightvision_noise";
721 if(!nightvision_noise2)
723 nightvision_noise2 = spawn();
724 nightvision_noise2.classname = "nightvision_noise2";
727 // color tint in yellow
728 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
731 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
733 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
734 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
735 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
736 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
737 tc_11 = tc_01 + tc_10 - tc_00;
738 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
739 R_PolygonVertex('0 0 0', tc_00, rgb, a);
740 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
741 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
742 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
746 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
747 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
748 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
749 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
750 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
751 tc_11 = tc_01 + tc_10 - tc_00;
752 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
753 R_PolygonVertex('0 0 0', tc_00, rgb, a);
754 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
755 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
756 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
760 // Draw the aiming reticle for weapons that use it
761 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
762 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
763 // the view to go back to normal, so reticle_type would become 0 as we fade out)
764 if(spectatee_status || getstati(STAT_HEALTH) <= 0 || hud != HUD_NORMAL)
765 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
766 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
767 reticle_type = 2; // nex zoom
768 else if(button_zoom || zoomscript_caught)
769 reticle_type = 1; // normal zoom
770 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
771 reticle_type = 2; // nex zoom
773 if(reticle_type && autocvar_cl_reticle)
775 if(autocvar_cl_reticle_stretch)
777 reticle_size_x = vid_conwidth;
778 reticle_size_y = vid_conheight;
784 reticle_size_x = max(vid_conwidth, vid_conheight);
785 reticle_size_y = max(vid_conwidth, vid_conheight);
786 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
787 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
790 f = current_zoomfraction;
791 if(zoomscript_caught)
793 if(autocvar_cl_reticle_item_normal)
795 if(reticle_type == 1 && f)
796 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
798 if(autocvar_cl_reticle_item_nex)
800 if(reticle_type == 2 && f)
801 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
806 // improved polyblend
807 if(autocvar_hud_contents)
809 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
812 switch(pointcontents(view_origin))
815 liquidalpha = autocvar_hud_contents_water_alpha;
816 liquidcolor = stov(autocvar_hud_contents_water_color);
821 liquidalpha = autocvar_hud_contents_lava_alpha;
822 liquidcolor = stov(autocvar_hud_contents_lava_color);
827 liquidalpha = autocvar_hud_contents_slime_alpha;
828 liquidcolor = stov(autocvar_hud_contents_slime_color);
834 liquidcolor = '0 0 0';
839 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
840 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
841 contentfadetime = autocvar_hud_contents_fadeintime;
842 liquidalpha_prev = liquidalpha;
843 liquidcolor_prev = liquidcolor;
846 contentfadetime = autocvar_hud_contents_fadeouttime;
848 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
849 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
852 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
854 if(autocvar_hud_postprocessing)
856 if(autocvar_hud_contents_blur && contentavgalpha)
858 content_blurpostprocess_x = 1;
859 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
860 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
864 content_blurpostprocess_x = 0;
865 content_blurpostprocess_y = 0;
866 content_blurpostprocess_z = 0;
871 if(autocvar_hud_damage)
873 splash_size_x = max(vid_conwidth, vid_conheight);
874 splash_size_y = max(vid_conwidth, vid_conheight);
875 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
876 splash_pos_y = (vid_conheight - splash_size_y) / 2;
878 float myhealth_flash_temp;
879 myhealth = getstati(STAT_HEALTH);
882 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
884 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
886 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
887 pain_threshold = autocvar_hud_damage_pain_threshold;
888 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
889 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
891 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
893 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);
896 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
898 if(myhealth_prev < 1)
902 myhealth_flash = 0; // just spawned, clear the flash immediately
903 myhealth_flash_temp = 0;
907 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
911 if(spectatee_status == -1 || intermission)
913 myhealth_flash = 0; // observing, or match ended
914 myhealth_flash_temp = 0;
917 myhealth_prev = myhealth;
919 // IDEA: change damage color/picture based on player model for robot/alien species?
920 // pro: matches model better
921 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
922 // maybe different reddish pics?
923 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
925 if(autocvar_cl_gentle_damage == 2)
927 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
929 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
933 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
935 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);
938 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
940 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.
942 if(autocvar_hud_damage_blur && myhealth_flash_temp)
944 damage_blurpostprocess_x = 1;
945 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
946 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
950 damage_blurpostprocess_x = 0;
951 damage_blurpostprocess_y = 0;
952 damage_blurpostprocess_z = 0;
957 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
958 float e2 = (autocvar_hud_powerup != 0);
959 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
961 // enable or disable rendering types if they are used or not
962 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
963 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
965 // blur postprocess handling done first (used by hud_damage and hud_contents)
966 if((damage_blurpostprocess_x || content_blurpostprocess_x))
968 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
969 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
970 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
972 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
973 old_blurradius = blurradius;
974 old_bluralpha = bluralpha;
977 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
979 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
984 // edge detection postprocess handling done second (used by hud_powerup)
985 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
986 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
987 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
989 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.
991 if(autocvar_hud_powerup && sharpen_intensity > 0)
993 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
995 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
996 old_sharpen_intensity = sharpen_intensity;
999 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1001 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1002 old_sharpen_intensity = 0;
1005 if(cvar("r_glsl_postprocess") == 0)
1006 cvar_set("r_glsl_postprocess", "2");
1008 else if(cvar("r_glsl_postprocess") == 2)
1009 cvar_set("r_glsl_postprocess", "0");
1014 /*if(gametype == MAPINFO_TYPE_CTF)
1021 for(self = world; (self = nextent(self)); )
1025 Draw_ShowNames_All();
1027 scoreboard_active = HUD_WouldDrawScoreboard();
1029 hit_time = getstatf(STAT_HIT_TIME);
1030 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1032 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1033 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1035 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1037 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1038 if(typehit_time > nextsound_typehit_time)
1040 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1041 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1043 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1048 if(gametype == MAPINFO_TYPE_FREEZETAG)
1050 if(getstati(STAT_FROZEN))
1051 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1052 if(getstatf(STAT_REVIVE_PROGRESS))
1054 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);
1055 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1059 if(autocvar_r_letterbox == 0)
1060 if(autocvar_viewsize < 120)
1063 // crosshair goes VERY LAST
1064 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1066 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1069 string wcross_style;
1070 float wcross_alpha, wcross_resolution;
1071 wcross_style = autocvar_crosshair;
1072 if (wcross_style == "0")
1074 wcross_resolution = autocvar_crosshair_size;
1075 if (wcross_resolution == 0)
1077 wcross_alpha = autocvar_crosshair_alpha;
1078 if (wcross_alpha == 0)
1084 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1085 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1086 wcross_origin_z = 0;
1087 if(autocvar_crosshair_hittest)
1089 vector wcross_oldorigin;
1090 wcross_oldorigin = wcross_origin;
1091 shottype = TrueAimCheck();
1092 if(shottype == SHOTTYPE_HITWORLD)
1094 v = wcross_origin - wcross_oldorigin;
1095 v_x /= vid_conwidth;
1096 v_y /= vid_conheight;
1098 shottype = SHOTTYPE_HITOBSTRUCTION;
1100 if(!autocvar_crosshair_hittest_showimpact)
1101 wcross_origin = wcross_oldorigin;
1104 shottype = SHOTTYPE_HITWORLD;
1106 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1107 string wcross_wep = "", wcross_name;
1108 float wcross_scale, wcross_blur;
1110 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1111 e = get_weaponinfo(switchingweapon);
1112 if (e && e.netname != "")
1114 wcross_wep = e.netname;
1115 if(autocvar_crosshair_per_weapon)
1117 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1118 if (wcross_resolution == 0)
1120 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1121 if (wcross_alpha == 0)
1124 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1125 if(wcross_style == "" || wcross_style == "0")
1126 wcross_style = wcross_wep;
1130 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1131 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1132 else if(autocvar_crosshair_color_by_health)
1134 float x = getstati(STAT_HEALTH);
1149 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1150 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1154 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1155 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1156 wcross_color_z = 1 - (x-100)*0.02;
1162 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1167 wcross_color_y = (x-20)*90/27/100;
1168 wcross_color_z = (x-20)*90/27/100 * 0.2;
1177 wcross_color = stov(autocvar_crosshair_color);
1179 wcross_name = strcat("gfx/crosshair", wcross_style);
1181 if(autocvar_crosshair_effect_scalefade)
1183 wcross_scale = wcross_resolution;
1184 wcross_resolution = 1;
1191 if(autocvar_crosshair_pickup)
1193 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1195 if(pickup_crosshair_time < stat_pickup_time)
1197 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1198 pickup_crosshair_size = 1;
1200 pickup_crosshair_time = stat_pickup_time;
1203 if(pickup_crosshair_size > 0)
1204 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1206 pickup_crosshair_size = 0;
1208 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1211 if(autocvar_crosshair_hitindication)
1213 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1215 if(hitindication_crosshair_time < hit_time)
1217 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1218 hitindication_crosshair_size = 1;
1220 hitindication_crosshair_time = hit_time;
1223 if(hitindication_crosshair_size > 0)
1224 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1226 hitindication_crosshair_size = 0;
1228 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1229 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1230 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1231 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1234 if(shottype == SHOTTYPE_HITENEMY)
1235 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1236 if(shottype == SHOTTYPE_HITTEAM)
1237 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1239 f = autocvar_crosshair_effect_speed;
1241 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1242 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1244 wcross_changedonetime = time + f;
1246 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1248 wcross_name_changestarttime = time;
1249 wcross_name_changedonetime = time + f;
1250 if(wcross_name_goal_prev_prev)
1251 strunzone(wcross_name_goal_prev_prev);
1252 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1253 wcross_name_goal_prev = strzone(wcross_name);
1254 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1255 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1256 wcross_resolution_goal_prev = wcross_resolution;
1259 wcross_scale_goal_prev = wcross_scale;
1260 wcross_alpha_goal_prev = wcross_alpha;
1261 wcross_color_goal_prev = wcross_color;
1263 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1266 wcross_alpha *= 0.75;
1270 // *_prev is at time-frametime
1271 // * is at wcross_changedonetime+f
1272 // what do we have at time?
1273 if(time < wcross_changedonetime)
1275 f = frametime / (wcross_changedonetime - time + frametime);
1276 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1277 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1278 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1281 wcross_scale_prev = wcross_scale;
1282 wcross_alpha_prev = wcross_alpha;
1283 wcross_color_prev = wcross_color;
1285 wcross_scale *= 1 - autocvar__menu_alpha;
1286 wcross_alpha *= 1 - autocvar__menu_alpha;
1287 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1289 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1291 // crosshair rings for weapon stats
1292 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1294 // declarations and stats
1295 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1296 string ring_image = string_null, ring_inner_image = string_null;
1297 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1299 ring_scale = autocvar_crosshair_ring_size;
1301 float weapon_clipload, weapon_clipsize;
1302 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1303 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1305 float nex_charge, nex_chargepool;
1306 nex_charge = getstatf(STAT_NEX_CHARGE);
1307 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1309 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1310 nex_charge_movingavg = nex_charge;
1313 // handle the values
1314 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1316 if (nex_chargepool || use_nex_chargepool) {
1317 use_nex_chargepool = 1;
1318 ring_inner_value = nex_chargepool;
1320 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1321 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1324 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1325 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;
1326 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1328 // draw the outer ring to show the current charge of the weapon
1329 ring_value = nex_charge;
1330 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1331 ring_rgb = wcross_color;
1332 ring_image = "gfx/crosshair_ring_nexgun.tga";
1334 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1336 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.
1337 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1338 ring_rgb = wcross_color;
1339 ring_image = "gfx/crosshair_ring.tga";
1341 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1343 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1344 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1345 ring_rgb = wcross_color;
1346 ring_image = "gfx/crosshair_ring.tga";
1349 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1351 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1352 ring_scale = autocvar_crosshair_ring_reload_size;
1353 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1354 ring_rgb = wcross_color;
1356 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1357 // if a new image for another weapon is added, add the code (and its respective file/value) here
1358 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1359 ring_image = "gfx/crosshair_ring_rifle.tga";
1361 ring_image = "gfx/crosshair_ring.tga";
1364 // if in weapon switch animation, fade ring out/in
1365 if(g_weaponswitchdelay > 0)
1367 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1369 ring_alpha *= fabs(1 - f);
1372 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1373 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1376 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1379 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1382 if(wcross_blur > 0) \
1384 for(i = -2; i <= 2; ++i) \
1385 for(j = -2; j <= 2; ++j) \
1386 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1390 M(0,0,sz,wcross_name,wcross_alpha); \
1395 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1396 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)
1398 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1399 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1401 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1403 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1404 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1405 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1412 wcross_name_alpha_goal_prev = f;
1414 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1415 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1417 if(autocvar_crosshair_dot)
1419 vector wcross_color_old;
1420 wcross_color_old = wcross_color;
1422 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1423 wcross_color = stov(autocvar_crosshair_dot_color);
1425 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1426 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1427 wcross_color = wcross_color_old;
1433 wcross_scale_prev = 0;
1434 wcross_alpha_prev = 0;
1435 wcross_scale_goal_prev = 0;
1436 wcross_alpha_goal_prev = 0;
1437 wcross_changedonetime = 0;
1438 if(wcross_name_goal_prev)
1439 strunzone(wcross_name_goal_prev);
1440 wcross_name_goal_prev = string_null;
1441 if(wcross_name_goal_prev_prev)
1442 strunzone(wcross_name_goal_prev_prev);
1443 wcross_name_goal_prev_prev = string_null;
1444 wcross_name_changestarttime = 0;
1445 wcross_name_changedonetime = 0;
1446 wcross_name_alpha_goal_prev = 0;
1447 wcross_name_alpha_goal_prev_prev = 0;
1448 wcross_resolution_goal_prev = 0;
1449 wcross_resolution_goal_prev_prev = 0;
1453 if(NextFrameCommand)
1455 localcmd("\n", NextFrameCommand, "\n");
1456 NextFrameCommand = string_null;
1459 // we must do this check AFTER a frame was rendered, or it won't work
1460 if(cs_project_is_b0rked == 0)
1463 w0 = ftos(autocvar_vid_conwidth);
1464 h0 = ftos(autocvar_vid_conheight);
1465 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1466 //setproperty(VF_FOV, '90 90 0');
1467 setproperty(VF_ORIGIN, '0 0 0');
1468 setproperty(VF_ANGLES, '0 0 0');
1469 setproperty(VF_PERSPECTIVE, 1);
1470 makevectors('0 0 0');
1472 cvar_set("vid_conwidth", "800");
1473 cvar_set("vid_conheight", "600");
1474 v1 = cs_project(v_forward);
1475 cvar_set("vid_conwidth", "640");
1476 cvar_set("vid_conheight", "480");
1477 v2 = cs_project(v_forward);
1479 cs_project_is_b0rked = 1;
1481 cs_project_is_b0rked = -1;
1482 cvar_set("vid_conwidth", w0);
1483 cvar_set("vid_conheight", h0);
1486 if(autocvar__hud_configure)
1489 if(hud && !intermission)
1491 if(hud == HUD_SPIDERBOT)
1493 else if(hud == HUD_WAKIZASHI)
1494 CSQC_WAKIZASHI_HUD();
1495 else if(hud == HUD_RAPTOR)
1497 else if(hud == HUD_BUMBLEBEE)
1499 else if(hud == HUD_BUMBLEBEE_GUN)
1500 CSQC_BUMBLE_GUN_HUD();
1505 // let's reset the view back to normal for the end
1506 setproperty(VF_MIN, '0 0 0');
1507 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1511 void CSQC_common_hud(void)
1513 // do some accuracy var caching
1515 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1517 if(autocvar_accuracy_color_levels != acc_color_levels)
1519 if(acc_color_levels)
1520 strunzone(acc_color_levels);
1521 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1522 acc_levels = tokenize_console(acc_color_levels);
1523 if (acc_levels > MAX_ACCURACY_LEVELS)
1524 acc_levels = MAX_ACCURACY_LEVELS;
1526 for (i = 0; i < acc_levels; ++i)
1527 acc_lev[i] = stof(argv(i)) / 100.0;
1529 // let know that acc_col[] needs to be loaded
1530 acc_col[0] = '-1 0 0';
1533 HUD_Main(); // always run these functions for alpha checks
1534 HUD_DrawScoreboard();
1536 if (scoreboard_active) // scoreboard/accuracy
1538 else if (intermission == 2) // map voting screen
1540 HUD_FinaleOverlay();
1551 CSQC_WAKIZASHI_HUD();
1562 // following vectors must be global to allow seamless switching between camera modes
1563 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1564 void CSQC_Demo_Camera()
1566 float speed, attenuation, dimensions;
1569 if( autocvar_camera_reset || !camera_mode )
1571 camera_offset = '0 0 0';
1572 current_angles = '0 0 0';
1573 camera_direction = '0 0 0';
1574 camera_offset_z += 30;
1575 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1576 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1577 current_origin = view_origin;
1578 current_camera_offset = camera_offset;
1579 cvar_set("camera_reset", "0");
1580 camera_mode = CAMERA_CHASE;
1585 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1587 if(autocvar_camera_look_player)
1592 dir = normalize(view_origin - current_position);
1594 mouse_angles = vectoangles(dir);
1595 mouse_angles_x = mouse_angles_x * -1;
1600 tmp = getmousepos() * 0.1;
1601 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1603 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1604 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1608 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1609 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1610 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1611 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1613 // Fix difference when angles don't have the same sign
1615 if(mouse_angles_y < -60 && current_angles_y > 60)
1617 if(mouse_angles_y > 60 && current_angles_y < -60)
1620 if(autocvar_camera_look_player)
1621 attenuation = autocvar_camera_look_attenuation;
1623 attenuation = autocvar_camera_speed_attenuation;
1625 attenuation = 1 / max(1, attenuation);
1626 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1628 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1629 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1630 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1631 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1637 if( camera_direction_x )
1639 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1640 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1641 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1642 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1646 if( camera_direction_y )
1648 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1649 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1650 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1654 if( camera_direction_z )
1656 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1660 if(autocvar_camera_free)
1661 speed = autocvar_camera_speed_free;
1663 speed = autocvar_camera_speed_chase;
1667 speed = speed * sqrt(1 / dimensions);
1668 camera_offset += tmp * speed;
1671 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1674 if( autocvar_camera_free )
1676 if ( camera_mode == CAMERA_CHASE )
1678 current_camera_offset = current_origin + current_camera_offset;
1679 camera_offset = current_origin + camera_offset;
1682 camera_mode = CAMERA_FREE;
1683 current_position = current_camera_offset;
1687 if ( camera_mode == CAMERA_FREE )
1689 current_origin = view_origin;
1690 camera_offset = camera_offset - current_origin;
1691 current_camera_offset = current_camera_offset - current_origin;
1694 camera_mode = CAMERA_CHASE;
1696 if(autocvar_camera_chase_smoothly)
1697 current_origin += (view_origin - current_origin) * attenuation;
1699 current_origin = view_origin;
1701 current_position = current_origin + current_camera_offset;
1704 setproperty(VF_ANGLES, current_angles);
1705 setproperty(VF_ORIGIN, current_position);