3 #include "announcer.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
9 #include "scoreboard.qh"
10 #include "shownames.qh"
11 #include "waypointsprites.qh"
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/nades.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
19 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
23 #include "../common/vehicles/vehicles.qh"
24 #include "../common/vehicles/cl_vehicles.qh"
26 #include "../csqcmodellib/cl_player.qh"
28 #include "../warpzonelib/client.qh"
29 #include "../warpzonelib/common.qh"
30 #include "../warpzonelib/mathlib.qh"
36 vector p, dir, ang, q, nextdir;
37 float portal_number, portal1_idx;
39 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
41 if(g_balance_porto_secondary)
47 if (getstati(STAT_HEALTH) <= 0)
52 if(angles_held_status)
54 makevectors(angles_held);
68 traceline(p, p + 65536 * dir, true, porto);
69 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
71 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
77 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
80 ang = vectoangles2(trace_plane_normal, dir);
83 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
85 if(portal_number == 1)
88 if(portal_number >= 2)
99 if(idx-1 >= portal1_idx)
101 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
105 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
114 porto.classname = "porto";
115 porto.draw = Porto_Draw;
116 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
121 vector GetCurrentFov(float fov)
123 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
124 float velocityzoom, curspeed;
127 zoomsensitivity = autocvar_cl_zoomsensitivity;
128 zoomfactor = autocvar_cl_zoomfactor;
129 if(zoomfactor < 1 || zoomfactor > 16)
131 zoomspeed = autocvar_cl_zoomspeed;
133 if(zoomspeed < 0.5 || zoomspeed > 16)
136 zoomdir = button_zoom;
137 if(hud == HUD_NORMAL)
138 if((activeweapon == WEP_VORTEX && vortex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
139 zoomdir += button_attack2;
140 if(spectatee_status > 0 || isdemo())
142 if(spectatorbutton_zoom)
149 // fteqcc failed twice here already, don't optimize this
152 if(zoomdir) { zoomin_effect = 0; }
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
158 else if(autocvar_cl_spawnzoom && zoomin_effect)
160 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
162 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
163 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
164 if(current_viewzoom == 1) { zoomin_effect = 0; }
168 if(zoomspeed < 0) // instant zoom
171 current_viewzoom = 1 / zoomfactor;
173 current_viewzoom = 1;
178 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
180 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
184 if(almost_equals(current_viewzoom, 1))
185 current_zoomfraction = 0;
186 else if(almost_equals(current_viewzoom, 1/zoomfactor))
187 current_zoomfraction = 1;
189 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
191 if(zoomsensitivity < 1)
192 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
194 setsensitivityscale(1);
196 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
198 if(intermission) { curspeed = 0; }
202 makevectors(view_angles);
205 v = csqcplayer.velocity;
207 switch(autocvar_cl_velocityzoom_type)
209 case 3: curspeed = max(0, v_forward * v); break;
210 case 2: curspeed = (v_forward * v); break;
211 case 1: default: curspeed = vlen(v); break;
215 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
216 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
217 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
219 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
224 float frustumx, frustumy, fovx, fovy;
225 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
226 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
227 fovx = atan2(frustumx, 1) / M_PI * 360.0;
228 fovy = atan2(frustumy, 1) / M_PI * 360.0;
230 return '1 0 0' * fovx + '0 1 0' * fovy;
233 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
236 float width = (ov_worldmax.x - ov_worldmin.x);
237 float height = (ov_worldmax.y - ov_worldmin.y);
238 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
239 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
240 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
241 return '1 0 0' * fovx + '0 1 0' * fovy;
244 // this function must match W_SetupShot!
245 float zoomscript_caught;
247 vector wcross_origin;
248 float wcross_scale_prev, wcross_alpha_prev;
249 vector wcross_color_prev;
250 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
251 vector wcross_color_goal_prev;
252 float wcross_changedonetime;
254 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
255 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
256 float wcross_name_changestarttime, wcross_name_changedonetime;
257 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
259 float wcross_ring_prev;
262 entity trueaim_rifle;
264 const float SHOTTYPE_HITTEAM = 1;
265 const float SHOTTYPE_HITOBSTRUCTION = 2;
266 const float SHOTTYPE_HITWORLD = 3;
267 const float SHOTTYPE_HITENEMY = 4;
272 trueaim.classname = "trueaim";
273 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
274 trueaim_rifle = spawn();
275 trueaim_rifle.classname = "trueaim_rifle";
276 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
279 float EnemyHitCheck()
282 wcross_origin = project_3d_to_2d(trace_endpos);
285 n = trace_ent.entnum;
287 n = trace_networkentity;
289 return SHOTTYPE_HITWORLD;
291 return SHOTTYPE_HITWORLD;
292 t = GetPlayerColor(n - 1);
295 return SHOTTYPE_HITTEAM;
296 if(t == NUM_SPECTATOR)
297 return SHOTTYPE_HITWORLD;
298 return SHOTTYPE_HITENEMY;
303 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
304 vector vecs, trueaimpoint, w_shotorg;
312 mv = MOVE_NOMONSTERS;
314 switch(activeweapon) // WEAPONTODO
316 case WEP_TUBA: // no aim
317 case WEP_PORTO: // shoots from eye
318 case WEP_HOOK: // no trueaim
319 case WEP_MORTAR: // toss curve
320 return SHOTTYPE_HITWORLD;
328 if(zoomscript_caught)
330 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
331 return EnemyHitCheck();
334 case WEP_DEVASTATOR: // projectile has a size!
338 case WEP_FIREBALL: // projectile has a size!
342 case WEP_SEEKER: // projectile has a size!
346 case WEP_ELECTRO: // projectile has a size!
352 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
354 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
356 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
357 trueaimpoint = trace_endpos;
359 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
360 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
367 dv = view_right * vecs.y + view_up * vecs.z;
368 w_shotorg = traceorigin + dv;
370 // now move the vecs forward as much as requested if possible
371 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
372 w_shotorg = trace_endpos - view_forward * nudge;
374 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
375 shottype = EnemyHitCheck();
376 if(shottype != SHOTTYPE_HITWORLD)
380 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
381 // or rather, I know why, but see no fix
382 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
383 // 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
384 return SHOTTYPE_HITOBSTRUCTION;
387 return SHOTTYPE_HITWORLD;
390 void CSQC_common_hud(void);
393 void CSQC_Demo_Camera();
394 float HUD_WouldDrawScoreboard();
396 const float CAMERA_FREE = 1;
397 const float CAMERA_CHASE = 2;
399 string reticle_image;
400 string NextFrameCommand;
402 vector freeze_org, freeze_ang;
403 entity nightvision_noise, nightvision_noise2;
405 const float MAX_TIME_DIFF = 5;
406 float pickup_crosshair_time, pickup_crosshair_size;
407 float hitindication_crosshair_size;
408 float use_vortex_chargepool;
410 float myhealth, myhealth_prev;
411 float myhealth_flash;
413 float old_blurradius, old_bluralpha;
414 float old_sharpen_intensity;
416 vector myhealth_gentlergb;
418 float contentavgalpha, liquidalpha_prev;
419 vector liquidcolor_prev;
421 float eventchase_current_distance;
422 float eventchase_running;
423 float WantEventchase()
425 if(autocvar_cl_orthoview)
429 if(spectatee_status >= 0)
431 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO)))
433 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
435 if(autocvar_cl_eventchase_death == 2)
437 // don't stop eventchase once it's started (even if velocity changes afterwards)
438 if(self.velocity == '0 0 0' || eventchase_running)
447 vector damage_blurpostprocess, content_blurpostprocess;
451 float unaccounted_damage = 0;
454 // accumulate damage with each stat update
455 static float damage_total_prev = 0;
456 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
457 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
458 damage_total_prev = damage_total;
460 static float damage_dealt_time_prev = 0;
461 float damage_dealt_time = getstatf(STAT_HIT_TIME);
462 if (damage_dealt_time != damage_dealt_time_prev)
464 unaccounted_damage += unaccounted_damage_new;
465 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
467 damage_dealt_time_prev = damage_dealt_time;
469 // prevent hitsound when switching spectatee
470 static float spectatee_status_prev = 0;
471 if (spectatee_status != spectatee_status_prev)
472 unaccounted_damage = 0;
473 spectatee_status_prev = spectatee_status;
476 void UpdateHitsound()
478 // varying sound pitch
480 static float hitsound_time_prev = 0;
481 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
482 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
483 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
485 if (autocvar_cl_hitsound && unaccounted_damage)
487 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
488 float a = autocvar_cl_hitsound_max_pitch;
489 float b = autocvar_cl_hitsound_min_pitch;
490 float c = autocvar_cl_hitsound_nom_damage;
491 float x = unaccounted_damage;
492 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
494 // if sound variation is disabled, set pitch_shift to 1
495 if (autocvar_cl_hitsound == 1)
498 // if pitch shift is reversed, mirror in (max-min)/2 + min
499 if (autocvar_cl_hitsound == 3)
501 float mirror_value = (a-b)/2 + b;
502 pitch_shift = mirror_value + (mirror_value - pitch_shift);
505 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
507 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
508 // todo: normalize sound pressure levels? seems unnecessary
510 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
512 unaccounted_damage = 0;
513 hitsound_time_prev = time;
516 static float typehit_time_prev = 0;
517 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
518 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
520 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
521 typehit_time_prev = typehit_time;
525 void UpdateCrosshair()
527 static float rainbow_last_flicker;
528 static vector rainbow_prev_color;
532 if(getstati(STAT_FROZEN))
533 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
534 else if (getstatf(STAT_HEALING_ORB)>time)
535 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, Nade_Color(NADE_TYPE_HEAL), autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
537 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
539 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
540 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
542 else if(getstatf(STAT_REVIVE_PROGRESS))
544 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);
545 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
548 if(autocvar_r_letterbox == 0)
549 if(autocvar_viewsize < 120)
552 // crosshair goes VERY LAST
553 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
555 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
559 float wcross_alpha, wcross_resolution;
560 wcross_style = autocvar_crosshair;
561 if (wcross_style == "0")
563 wcross_resolution = autocvar_crosshair_size;
564 if (wcross_resolution == 0)
566 wcross_alpha = autocvar_crosshair_alpha;
567 if (wcross_alpha == 0)
573 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
574 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
576 if(autocvar_crosshair_hittest)
578 vector wcross_oldorigin;
579 wcross_oldorigin = wcross_origin;
580 shottype = TrueAimCheck();
581 if(shottype == SHOTTYPE_HITWORLD)
583 v = wcross_origin - wcross_oldorigin;
585 v.y /= vid_conheight;
587 shottype = SHOTTYPE_HITOBSTRUCTION;
589 if(!autocvar_crosshair_hittest_showimpact)
590 wcross_origin = wcross_oldorigin;
593 shottype = SHOTTYPE_HITWORLD;
595 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
596 string wcross_name = "";
597 float wcross_scale, wcross_blur;
599 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
601 e = get_weaponinfo(switchingweapon);
604 if(autocvar_crosshair_per_weapon)
606 // WEAPONTODO: access these through some general settings (with non-balance config settings)
607 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
608 //if (wcross_resolution == 0)
611 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
612 wcross_resolution *= e.w_crosshair_size;
613 wcross_name = e.w_crosshair;
618 if(wcross_name == "")
619 wcross_name = strcat("gfx/crosshair", wcross_style);
621 // MAIN CROSSHAIR COLOR DECISION
622 switch(autocvar_crosshair_color_special)
624 case 1: // crosshair_color_per_weapon
628 wcross_color = e.wpcolor;
631 else { goto normalcolor; }
634 case 2: // crosshair_color_by_health
636 float x = getstati(STAT_HEALTH);
651 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
652 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
656 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
657 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
658 wcross_color.z = 1 - (x-100)*0.02;
664 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
669 wcross_color.y = (x-20)*90/27/100;
670 wcross_color.z = (x-20)*90/27/100 * 0.2;
680 case 3: // crosshair_color_rainbow
682 if(time >= rainbow_last_flicker)
684 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
685 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
687 wcross_color = rainbow_prev_color;
691 default: { wcross_color = stov(autocvar_crosshair_color); break; }
694 if(autocvar_crosshair_effect_scalefade)
696 wcross_scale = wcross_resolution;
697 wcross_resolution = 1;
704 if(autocvar_crosshair_pickup)
706 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
708 if(pickup_crosshair_time < stat_pickup_time)
710 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
711 pickup_crosshair_size = 1;
713 pickup_crosshair_time = stat_pickup_time;
716 if(pickup_crosshair_size > 0)
717 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
719 pickup_crosshair_size = 0;
721 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
724 // todo: make crosshair hit indication dependent on damage dealt
725 if(autocvar_crosshair_hitindication)
727 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
729 if(unaccounted_damage)
731 hitindication_crosshair_size = 1;
734 if(hitindication_crosshair_size > 0)
735 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
737 hitindication_crosshair_size = 0;
739 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
740 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
741 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
742 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
745 if(shottype == SHOTTYPE_HITENEMY)
746 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
747 if(shottype == SHOTTYPE_HITTEAM)
748 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
750 f = fabs(autocvar_crosshair_effect_time);
751 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
753 wcross_changedonetime = time + f;
755 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
757 wcross_name_changestarttime = time;
758 wcross_name_changedonetime = time + f;
759 if(wcross_name_goal_prev_prev)
760 strunzone(wcross_name_goal_prev_prev);
761 wcross_name_goal_prev_prev = wcross_name_goal_prev;
762 wcross_name_goal_prev = strzone(wcross_name);
763 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
764 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
765 wcross_resolution_goal_prev = wcross_resolution;
768 wcross_scale_goal_prev = wcross_scale;
769 wcross_alpha_goal_prev = wcross_alpha;
770 wcross_color_goal_prev = wcross_color;
772 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
775 wcross_alpha *= 0.75;
779 // *_prev is at time-frametime
780 // * is at wcross_changedonetime+f
781 // what do we have at time?
782 if(time < wcross_changedonetime)
784 f = frametime / (wcross_changedonetime - time + frametime);
785 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
786 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
787 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
790 wcross_scale_prev = wcross_scale;
791 wcross_alpha_prev = wcross_alpha;
792 wcross_color_prev = wcross_color;
794 wcross_scale *= 1 - autocvar__menu_alpha;
795 wcross_alpha *= 1 - autocvar__menu_alpha;
796 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
798 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
800 // crosshair rings for weapon stats
801 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
803 // declarations and stats
804 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
805 string ring_image = string_null, ring_inner_image = string_null;
806 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
808 ring_scale = autocvar_crosshair_ring_size;
810 float weapon_clipload, weapon_clipsize;
811 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
812 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
814 float ok_ammo_charge, ok_ammo_chargepool;
815 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
816 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
818 float vortex_charge, vortex_chargepool;
819 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
820 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
822 float arc_heat = getstatf(STAT_ARC_HEAT);
824 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
825 vortex_charge_movingavg = vortex_charge;
829 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
831 if (vortex_chargepool || use_vortex_chargepool) {
832 use_vortex_chargepool = 1;
833 ring_inner_value = vortex_chargepool;
835 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
836 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
839 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
840 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
841 ring_inner_image = "gfx/crosshair_ring_inner.tga";
843 // draw the outer ring to show the current charge of the weapon
844 ring_value = vortex_charge;
845 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
846 ring_rgb = wcross_color;
847 ring_image = "gfx/crosshair_ring_nexgun.tga";
849 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
851 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.
852 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
853 ring_rgb = wcross_color;
854 ring_image = "gfx/crosshair_ring.tga";
856 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
858 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
859 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
860 ring_rgb = wcross_color;
861 ring_image = "gfx/crosshair_ring.tga";
863 else if (ok_ammo_charge)
865 ring_value = ok_ammo_chargepool;
866 ring_alpha = autocvar_crosshair_ring_reload_alpha;
867 ring_rgb = wcross_color;
868 ring_image = "gfx/crosshair_ring.tga";
870 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
872 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
873 ring_scale = autocvar_crosshair_ring_reload_size;
874 ring_alpha = autocvar_crosshair_ring_reload_alpha;
875 ring_rgb = wcross_color;
877 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
878 // if a new image for another weapon is added, add the code (and its respective file/value) here
879 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
880 ring_image = "gfx/crosshair_ring_rifle.tga";
882 ring_image = "gfx/crosshair_ring.tga";
884 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
886 ring_value = arc_heat;
887 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
888 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
889 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
890 ring_image = "gfx/crosshair_ring.tga";
893 // if in weapon switch animation, fade ring out/in
894 if(autocvar_crosshair_effect_time > 0)
896 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
899 wcross_ring_prev = ((ring_image) ? true : false);
905 ring_alpha *= fabs(1 - bound(0, f, 1));
910 ring_alpha *= bound(0, f, 1);
914 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
915 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
918 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
921 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
924 if(wcross_blur > 0) \
926 for(i = -2; i <= 2; ++i) \
927 for(j = -2; j <= 2; ++j) \
928 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
932 M(0,0,sz,wcross_name,wcross_alpha); \
937 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
938 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)
940 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
941 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
943 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
945 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
946 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
947 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
954 wcross_name_alpha_goal_prev = f;
956 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
957 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
959 if(autocvar_crosshair_dot)
961 vector wcross_color_old;
962 wcross_color_old = wcross_color;
964 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
965 wcross_color = stov(autocvar_crosshair_dot_color);
967 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
968 // FIXME why don't we use wcross_alpha here?cl_notice_run();
969 wcross_color = wcross_color_old;
975 wcross_scale_prev = 0;
976 wcross_alpha_prev = 0;
977 wcross_scale_goal_prev = 0;
978 wcross_alpha_goal_prev = 0;
979 wcross_changedonetime = 0;
980 if(wcross_name_goal_prev)
981 strunzone(wcross_name_goal_prev);
982 wcross_name_goal_prev = string_null;
983 if(wcross_name_goal_prev_prev)
984 strunzone(wcross_name_goal_prev_prev);
985 wcross_name_goal_prev_prev = string_null;
986 wcross_name_changestarttime = 0;
987 wcross_name_changedonetime = 0;
988 wcross_name_alpha_goal_prev = 0;
989 wcross_name_alpha_goal_prev_prev = 0;
990 wcross_resolution_goal_prev = 0;
991 wcross_resolution_goal_prev_prev = 0;
995 const int BUTTON_3 = 4;
996 const int BUTTON_4 = 8;
997 float cl_notice_run();
999 void CSQC_UpdateView(float w, float h)
1005 vector vf_size, vf_min;
1008 execute_next_frame();
1012 hud = getstati(STAT_HUD);
1014 if(autocvar__hud_showbinds_reload) // menu can set this one
1017 binddb = db_create();
1018 cvar_set("_hud_showbinds_reload", "0");
1021 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1022 view_quality = getproperty(VF_MINFPS_QUALITY);
1026 button_attack2 = (input_buttons & BUTTON_3);
1027 button_zoom = (input_buttons & BUTTON_4);
1029 #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
1030 float checkfailv = (func)(parm); \
1031 if (checkfailv != (val)) { \
1032 if (!checkfail[(flag)]) \
1033 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
1034 checkfail[(flag)] = 1; \
1037 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1038 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1039 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);
1040 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1041 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1042 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1043 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1045 vf_size = getpropertyvec(VF_SIZE);
1046 vf_min = getpropertyvec(VF_MIN);
1047 vid_width = vf_size.x;
1048 vid_height = vf_size.y;
1050 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1051 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1053 WaypointSprite_Load();
1055 CSQCPlayer_SetCamera();
1057 myteam = GetPlayerColor(player_localentnum - 1);
1059 if(myteam != prev_myteam)
1061 myteamcolors = colormapPaletteColor(myteam, 1);
1062 for(i = 0; i < HUD_PANEL_NUM; ++i)
1063 hud_panel[i].update_time = time;
1064 prev_myteam = myteam;
1067 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1069 float is_dead = (getstati(STAT_HEALTH) <= 0);
1071 // FIXME do we need this hack?
1074 // in demos, input_buttons do not work
1075 button_zoom = (autocvar__togglezoom == "-");
1078 && autocvar_cl_unpress_zoom_on_death
1079 && (spectatee_status >= 0)
1080 && (is_dead || intermission))
1082 // no zoom while dead or in intermission please
1083 localcmd("-zoom\n");
1084 button_zoom = false;
1087 // event chase camera
1088 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1090 if(WantEventchase())
1092 eventchase_running = true;
1094 // 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.)
1095 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1097 // detect maximum viewoffset and use it
1098 if(autocvar_cl_eventchase_viewoffset)
1100 WarpZone_TraceLine(current_view_origin, current_view_origin + autocvar_cl_eventchase_viewoffset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1101 if(trace_fraction == 1) { current_view_origin += autocvar_cl_eventchase_viewoffset; }
1102 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1105 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1106 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1107 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1108 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1110 // make the camera smooth back
1111 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
1112 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1113 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
1114 eventchase_current_distance = autocvar_cl_eventchase_distance;
1116 makevectors(view_angles);
1118 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1119 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1121 // If the boxtrace fails, revert back to line tracing.
1122 if(trace_startsolid)
1124 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1125 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1126 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1128 else { setproperty(VF_ORIGIN, trace_endpos); }
1130 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1132 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1134 eventchase_running = false;
1135 cvar_set("chase_active", "0");
1136 eventchase_current_distance = 0; // start from 0 next time
1139 // workaround for camera stuck between player's legs when using chase_active 1
1140 // because the engine stops updating the chase_active camera when the game ends
1141 else if(intermission)
1143 cvar_settemp("chase_active", "-1");
1144 eventchase_current_distance = 0;
1147 // do lockview after event chase camera so that it still applies whenever necessary.
1148 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1150 setproperty(VF_ORIGIN, freeze_org);
1151 setproperty(VF_ANGLES, freeze_ang);
1155 freeze_org = getpropertyvec(VF_ORIGIN);
1156 freeze_ang = getpropertyvec(VF_ANGLES);
1160 //WarpZone_FixPMove();
1162 vector ov_org = '0 0 0';
1163 vector ov_mid = '0 0 0';
1164 vector ov_worldmin = '0 0 0';
1165 vector ov_worldmax = '0 0 0';
1166 if(autocvar_cl_orthoview)
1168 ov_worldmin = mi_picmin;
1169 ov_worldmax = mi_picmax;
1171 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1172 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1173 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1175 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1176 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1178 float ov_nearest = vlen(ov_org - vec3(
1179 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1180 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1181 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1184 float ov_furthest = 0;
1187 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1188 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1189 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1190 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1191 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1192 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1193 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1194 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1196 cvar_settemp("r_nearclip", ftos(ov_nearest));
1197 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1198 cvar_settemp("r_farclip_world", "0");
1199 cvar_settemp("r_novis", "1");
1200 cvar_settemp("r_useportalculling", "0");
1201 cvar_settemp("r_useinfinitefarclip", "0");
1203 setproperty(VF_ORIGIN, ov_org);
1204 setproperty(VF_ANGLES, '90 0 0');
1207 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1209 vtos(getpropertyvec(VF_ANGLES)),
1217 view_origin = getpropertyvec(VF_ORIGIN);
1218 view_angles = getpropertyvec(VF_ANGLES);
1219 makevectors(view_angles);
1220 view_forward = v_forward;
1221 view_right = v_right;
1225 if(time > blurtest_time0 && time < blurtest_time1)
1229 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1230 r = t * blurtest_radius;
1231 f = 1 / pow(t, blurtest_power) - 1;
1233 cvar_set("r_glsl_postprocess", "1");
1234 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1238 cvar_set("r_glsl_postprocess", "0");
1239 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1243 TargetMusic_Advance();
1247 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1249 drawframetime = bound(0.000001, time - drawtime, 1);
1252 // watch for gametype changes here...
1253 // in ParseStuffCMD the cmd isn't executed yet :/
1254 // might even be better to add the gametype to TE_CSQC_INIT...?
1258 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1260 if(calledhooks & HOOK_START)
1262 localcmd("\ncl_hook_gameend\n");
1263 calledhooks |= HOOK_END;
1272 if(!zoomscript_caught)
1274 localcmd("+button9\n");
1275 zoomscript_caught = 1;
1280 if(zoomscript_caught)
1282 localcmd("-button9\n");
1283 zoomscript_caught = 0;
1287 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1289 // next WANTED weapon (for HUD)
1290 switchweapon = getstati(STAT_SWITCHWEAPON);
1292 // currently switching-to weapon (for crosshair)
1293 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1295 // actually active weapon (for zoom)
1296 activeweapon = getstati(STAT_ACTIVEWEAPON);
1298 f = (serverflags & SERVERFLAG_TEAMPLAY);
1305 if(last_switchweapon != switchweapon)
1308 last_switchweapon = switchweapon;
1309 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1311 localcmd("-zoom\n");
1312 button_zoom = false;
1314 if(autocvar_cl_unpress_attack_on_weapon_switch)
1316 localcmd("-fire\n");
1317 localcmd("-fire2\n");
1318 button_attack2 = false;
1321 if(last_activeweapon != activeweapon)
1323 last_activeweapon = activeweapon;
1325 e = get_weaponinfo(activeweapon);
1327 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1329 localcmd("\ncl_hook_activeweapon none\n");
1332 // ALWAYS Clear Current Scene First
1335 setproperty(VF_ORIGIN, view_origin);
1336 setproperty(VF_ANGLES, view_angles);
1338 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1339 setproperty(VF_SIZE, vf_size);
1340 setproperty(VF_MIN, vf_min);
1342 // Assign Standard Viewflags
1343 // Draw the World (and sky)
1344 setproperty(VF_DRAWWORLD, 1);
1346 // Set the console size vars
1347 vid_conwidth = autocvar_vid_conwidth;
1348 vid_conheight = autocvar_vid_conheight;
1349 vid_pixelheight = autocvar_vid_pixelheight;
1351 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1352 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1354 // Camera for demo playback
1357 if(autocvar_camera_enable)
1361 cvar_set("chase_active", ftos(chase_active_backup));
1362 cvar_set("cl_demo_mousegrab", "0");
1363 camera_active = false;
1369 if(autocvar_camera_enable)
1371 if(autocvar_camera_enable && isdemo())
1374 // Enable required Darkplaces cvars
1375 chase_active_backup = autocvar_chase_active;
1376 cvar_set("chase_active", "2");
1377 cvar_set("cl_demo_mousegrab", "1");
1378 camera_active = true;
1379 camera_mode = false;
1383 // Draw the Crosshair
1384 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1386 // Draw the Engine Status Bar (the default Quake HUD)
1387 setproperty(VF_DRAWENGINESBAR, 0);
1389 // Update the mouse position
1391 mousepos_x = vid_conwidth;
1392 mousepos_y = vid_conheight;
1393 mousepos = mousepos*0.5 + getmousepos();
1397 for(self = world; (self = nextent(self)); )
1402 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1405 // now switch to 2D drawing mode by calling a 2D drawing function
1406 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1407 // next R_RenderScene call
1408 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1410 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1411 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1413 // apply night vision effect
1414 vector tc_00, tc_01, tc_10, tc_11;
1415 vector rgb = '0 0 0';
1417 if(!nightvision_noise)
1419 nightvision_noise = spawn();
1420 nightvision_noise.classname = "nightvision_noise";
1422 if(!nightvision_noise2)
1424 nightvision_noise2 = spawn();
1425 nightvision_noise2.classname = "nightvision_noise2";
1428 // color tint in yellow
1429 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1432 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1434 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1435 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1436 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1437 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1438 tc_11 = tc_01 + tc_10 - tc_00;
1439 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1440 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1441 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1442 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1443 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1447 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1448 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1449 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1450 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1451 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1452 tc_11 = tc_01 + tc_10 - tc_00;
1453 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1454 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1455 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1456 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1457 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1461 if(autocvar_cl_reticle)
1463 // Draw the aiming reticle for weapons that use it
1464 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1465 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1466 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1467 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1469 // no zoom reticle while dead
1472 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1474 if(reticle_image != "") { reticle_type = 2; }
1475 else { reticle_type = 0; }
1477 else if(button_zoom || zoomscript_caught)
1485 if(autocvar_cl_reticle_stretch)
1487 reticle_size.x = vid_conwidth;
1488 reticle_size.y = vid_conheight;
1494 reticle_size.x = max(vid_conwidth, vid_conheight);
1495 reticle_size.y = max(vid_conwidth, vid_conheight);
1496 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1497 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1500 if(zoomscript_caught)
1503 f = current_zoomfraction;
1507 switch(reticle_type)
1509 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1510 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1517 if(reticle_type != 0) { reticle_type = 0; }
1521 // improved polyblend
1522 if(autocvar_hud_contents)
1524 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1527 switch(pointcontents(view_origin))
1530 liquidalpha = autocvar_hud_contents_water_alpha;
1531 liquidcolor = stov(autocvar_hud_contents_water_color);
1536 liquidalpha = autocvar_hud_contents_lava_alpha;
1537 liquidcolor = stov(autocvar_hud_contents_lava_color);
1542 liquidalpha = autocvar_hud_contents_slime_alpha;
1543 liquidcolor = stov(autocvar_hud_contents_slime_color);
1549 liquidcolor = '0 0 0';
1554 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1555 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1556 contentfadetime = autocvar_hud_contents_fadeintime;
1557 liquidalpha_prev = liquidalpha;
1558 liquidcolor_prev = liquidcolor;
1561 contentfadetime = autocvar_hud_contents_fadeouttime;
1563 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1564 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1567 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1569 if(autocvar_hud_postprocessing)
1571 if(autocvar_hud_contents_blur && contentavgalpha)
1573 content_blurpostprocess.x = 1;
1574 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1575 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1579 content_blurpostprocess.x = 0;
1580 content_blurpostprocess.y = 0;
1581 content_blurpostprocess.z = 0;
1586 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1588 splash_size.x = max(vid_conwidth, vid_conheight);
1589 splash_size.y = max(vid_conwidth, vid_conheight);
1590 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1591 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1593 float myhealth_flash_temp;
1594 myhealth = getstati(STAT_HEALTH);
1597 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1599 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1601 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1602 pain_threshold = autocvar_hud_damage_pain_threshold;
1603 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1604 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1606 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1608 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);
1611 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1613 if(myhealth_prev < 1)
1617 myhealth_flash = 0; // just spawned, clear the flash immediately
1618 myhealth_flash_temp = 0;
1622 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1626 if(spectatee_status == -1 || intermission)
1628 myhealth_flash = 0; // observing, or match ended
1629 myhealth_flash_temp = 0;
1632 myhealth_prev = myhealth;
1634 // IDEA: change damage color/picture based on player model for robot/alien species?
1635 // pro: matches model better
1636 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1637 // maybe different reddish pics?
1638 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1640 if(autocvar_cl_gentle_damage == 2)
1642 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1644 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1648 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1650 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);
1653 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1655 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.
1657 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1659 damage_blurpostprocess.x = 1;
1660 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1661 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1665 damage_blurpostprocess.x = 0;
1666 damage_blurpostprocess.y = 0;
1667 damage_blurpostprocess.z = 0;
1672 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1673 float e2 = (autocvar_hud_powerup != 0);
1674 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1676 // enable or disable rendering types if they are used or not
1677 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1678 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1680 // blur postprocess handling done first (used by hud_damage and hud_contents)
1681 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1683 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1684 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1685 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1687 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1688 old_blurradius = blurradius;
1689 old_bluralpha = bluralpha;
1692 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1694 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1699 // edge detection postprocess handling done second (used by hud_powerup)
1700 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1701 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1702 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1704 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.
1706 if(autocvar_hud_powerup && sharpen_intensity > 0)
1708 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1710 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1711 old_sharpen_intensity = sharpen_intensity;
1714 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1716 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1717 old_sharpen_intensity = 0;
1720 if(cvar("r_glsl_postprocess") == 0)
1721 cvar_set("r_glsl_postprocess", "2");
1723 else if(cvar("r_glsl_postprocess") == 2)
1724 cvar_set("r_glsl_postprocess", "0");
1729 /*if(gametype == MAPINFO_TYPE_CTF)
1736 for(self = world; (self = nextent(self)); )
1740 Draw_ShowNames_All();
1742 scoreboard_active = HUD_WouldDrawScoreboard();
1748 if(NextFrameCommand)
1750 localcmd("\n", NextFrameCommand, "\n");
1751 NextFrameCommand = string_null;
1754 // we must do this check AFTER a frame was rendered, or it won't work
1755 if(cs_project_is_b0rked == 0)
1758 w0 = ftos(autocvar_vid_conwidth);
1759 h0 = ftos(autocvar_vid_conheight);
1760 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1761 //setproperty(VF_FOV, '90 90 0');
1762 setproperty(VF_ORIGIN, '0 0 0');
1763 setproperty(VF_ANGLES, '0 0 0');
1764 setproperty(VF_PERSPECTIVE, 1);
1765 makevectors('0 0 0');
1767 cvar_set("vid_conwidth", "800");
1768 cvar_set("vid_conheight", "600");
1769 v1 = cs_project(v_forward);
1770 cvar_set("vid_conwidth", "640");
1771 cvar_set("vid_conheight", "480");
1772 v2 = cs_project(v_forward);
1774 cs_project_is_b0rked = 1;
1776 cs_project_is_b0rked = -1;
1777 cvar_set("vid_conwidth", w0);
1778 cvar_set("vid_conheight", h0);
1781 if(autocvar__hud_configure)
1784 if(hud && !intermission)
1785 if(hud == HUD_BUMBLEBEE_GUN)
1786 CSQC_BUMBLE_GUN_HUD();
1788 VEH_ACTION(hud, VR_HUD);
1792 // let's reset the view back to normal for the end
1793 setproperty(VF_MIN, '0 0 0');
1794 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1798 void CSQC_common_hud(void)
1800 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1801 Accuracy_LoadLevels();
1803 HUD_Main(); // always run these functions for alpha checks
1804 HUD_DrawScoreboard();
1806 if (scoreboard_active) // scoreboard/accuracy
1808 else if (intermission == 2) // map voting screen
1816 // following vectors must be global to allow seamless switching between camera modes
1817 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1818 void CSQC_Demo_Camera()
1820 float speed, attenuation, dimensions;
1823 if( autocvar_camera_reset || !camera_mode )
1825 camera_offset = '0 0 0';
1826 current_angles = '0 0 0';
1827 camera_direction = '0 0 0';
1828 camera_offset.z += 30;
1829 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1830 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1831 current_origin = view_origin;
1832 current_camera_offset = camera_offset;
1833 cvar_set("camera_reset", "0");
1834 camera_mode = CAMERA_CHASE;
1839 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1841 if(autocvar_camera_look_player)
1846 dir = normalize(view_origin - current_position);
1848 mouse_angles = vectoangles(dir);
1849 mouse_angles.x = mouse_angles.x * -1;
1854 tmp = getmousepos() * 0.1;
1855 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1857 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1858 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1862 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1863 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1864 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1865 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1867 // Fix difference when angles don't have the same sign
1869 if(mouse_angles.y < -60 && current_angles.y > 60)
1871 if(mouse_angles.y > 60 && current_angles.y < -60)
1874 if(autocvar_camera_look_player)
1875 attenuation = autocvar_camera_look_attenuation;
1877 attenuation = autocvar_camera_speed_attenuation;
1879 attenuation = 1 / max(1, attenuation);
1880 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1882 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1883 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1884 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1885 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1891 if( camera_direction.x )
1893 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1894 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1895 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1896 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1900 if( camera_direction.y )
1902 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1903 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1904 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1908 if( camera_direction.z )
1910 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1914 if(autocvar_camera_free)
1915 speed = autocvar_camera_speed_free;
1917 speed = autocvar_camera_speed_chase;
1921 speed = speed * sqrt(1 / dimensions);
1922 camera_offset += tmp * speed;
1925 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1928 if( autocvar_camera_free )
1930 if ( camera_mode == CAMERA_CHASE )
1932 current_camera_offset = current_origin + current_camera_offset;
1933 camera_offset = current_origin + camera_offset;
1936 camera_mode = CAMERA_FREE;
1937 current_position = current_camera_offset;
1941 if ( camera_mode == CAMERA_FREE )
1943 current_origin = view_origin;
1944 camera_offset = camera_offset - current_origin;
1945 current_camera_offset = current_camera_offset - current_origin;
1948 camera_mode = CAMERA_CHASE;
1950 if(autocvar_camera_chase_smoothly)
1951 current_origin += (view_origin - current_origin) * attenuation;
1953 current_origin = view_origin;
1955 current_position = current_origin + current_camera_offset;
1958 setproperty(VF_ANGLES, current_angles);
1959 setproperty(VF_ORIGIN, current_position);