2 #include "announcer.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
9 #include "mutators/events.qh"
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
34 float autocvar_cl_viewmodel_scale;
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 135;
44 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
47 bool autocvar_cl_followmodel_velocity_absolute;
49 float autocvar_cl_leanmodel;
50 float autocvar_cl_leanmodel_speed = 0.3;
51 float autocvar_cl_leanmodel_limit = 30;
52 float autocvar_cl_leanmodel_highpass1 = 0.2;
53 float autocvar_cl_leanmodel_highpass = 0.2;
54 float autocvar_cl_leanmodel_lowpass = 0.05;
56 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
57 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
59 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
62 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
64 float __ignore; lowpass(value, frac, ref_store, __ignore); \
65 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
68 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
70 float __f = 0; lowpass(value, frac, ref_store, __f); \
71 ret = (value) - __f; \
74 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
77 ret = (value) - __f; \
80 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
82 lowpass(value.x, frac, ref_store.x, ref_out.x); \
83 lowpass(value.y, frac, ref_store.y, ref_out.y); \
86 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
88 highpass(value.x, frac, ref_store.x, ref_out.x); \
89 highpass(value.y, frac, ref_store.y, ref_out.y); \
92 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
94 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
95 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
98 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 lowpass(value.x, frac, ref_store.x, ref_out.x); \
101 lowpass(value.y, frac, ref_store.y, ref_out.y); \
102 lowpass(value.z, frac, ref_store.z, ref_out.z); \
105 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
107 highpass(value.x, frac, ref_store.x, ref_out.x); \
108 highpass(value.y, frac, ref_store.y, ref_out.y); \
109 highpass(value.z, frac, ref_store.z, ref_out.z); \
112 void viewmodel_animate(entity this)
114 static float prevtime;
115 float frametime = (time - prevtime);
118 if (autocvar_chase_active) return;
119 if (STAT(HEALTH) <= 0) return;
121 entity view = CSQCModel_server2csqc(player_localentnum - 1);
123 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
124 static bool oldonground;
125 static float hitgroundtime;
128 float f = time; // cl.movecmd[0].time
132 oldonground = clonground;
135 bool teleported = view.csqcmodel_teleported;
138 if(autocvar_cl_followmodel)
140 vector gunorg = '0 0 0';
141 static vector vel_average;
142 static vector gunorg_prev = '0 0 0';
143 static vector gunorg_adjustment_highpass;
144 static vector gunorg_adjustment_lowpass;
147 if(autocvar_cl_followmodel_velocity_absolute)
151 vector forward, right = '0 0 0', up = '0 0 0';
152 MAKEVECTORS(makevectors, view_angles, forward, right, up);
153 vel.x = view.velocity * forward;
154 vel.y = view.velocity * right * -1;
155 vel.z = view.velocity * up;
158 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
159 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
160 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
162 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
163 lowpass3(vel, frac, vel_average, gunorg);
165 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
167 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
168 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
169 frac = avg_factor(autocvar_cl_followmodel_highpass);
170 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
171 frac = avg_factor(autocvar_cl_followmodel_lowpass);
172 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
174 if(autocvar_cl_followmodel_velocity_absolute)
177 vector forward, right = '0 0 0', up = '0 0 0';
178 MAKEVECTORS(makevectors, view_angles, forward, right, up);
179 fixed_gunorg.x = gunorg * forward;
180 fixed_gunorg.y = gunorg * right * -1;
181 fixed_gunorg.z = gunorg * up;
182 gunorg = fixed_gunorg;
185 this.origin += gunorg;
188 if(autocvar_cl_leanmodel)
190 vector gunangles = '0 0 0';
191 static vector gunangles_prev = '0 0 0';
192 static vector gunangles_highpass = '0 0 0';
193 static vector gunangles_adjustment_highpass;
194 static vector gunangles_adjustment_lowpass;
197 gunangles_prev = view_angles;
199 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
200 gunangles_highpass += gunangles_prev;
201 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
202 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
203 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
204 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
205 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
206 gunangles_prev = view_angles;
207 gunangles_highpass -= gunangles_prev;
209 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
210 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
212 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
213 frac = avg_factor(autocvar_cl_leanmodel_highpass);
214 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
215 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
216 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
218 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
219 this.angles += gunangles;
222 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
224 // vertical view bobbing code
227 // horizontal view bobbing code
231 // causes the view to swing down and back up when touching the ground
234 // gun model bobbing code
235 if (autocvar_cl_bobmodel)
237 // calculate for swinging gun model
238 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
240 static float bobmodel_scale = 0;
241 float s = time * autocvar_cl_bobmodel_speed;
244 if (time - hitgroundtime > 0.05)
245 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
248 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
251 bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
252 vector gunorg = '0 0 0';
253 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
254 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
256 this.origin += gunorg;
261 .vector viewmodel_origin, viewmodel_angles;
262 .float weapon_nextthink;
263 .float weapon_eta_last;
264 .float weapon_switchdelay;
266 void viewmodel_draw(entity this)
270 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
271 float a = this.alpha;
272 static bool wasinvehicle;
273 bool invehicle = player_localentnum > maxclients;
274 if (invehicle) a = -1;
275 else if (wasinvehicle) a = 1;
276 wasinvehicle = invehicle;
277 Weapon wep = activeweapon;
278 int c = stof(getplayerkeyvalue(current_player, "colors"));
279 vector g = weaponentity_glowmod(wep, c);
280 entity me = CSQCModel_server2csqc(player_localentnum - 1);
281 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
283 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
284 for (entity e = this; e; e = e.weaponchild)
288 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
290 e.csqcmodel_effects = fx;
291 CSQCModel_Effects_Apply(e);
294 static string name_last;
295 string name = wep.mdl;
296 if (name != name_last)
299 CL_WeaponEntity_SetModel(this, name);
300 this.viewmodel_origin = this.origin;
301 this.viewmodel_angles = this.angles;
304 if (!this.animstate_override)
305 anim_set(this, this.anim_idle, true, false, false);
307 float f = 0; // 0..1; 0: fully active
308 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
309 if (eta <= 0) f = this.weapon_eta_last;
310 else switch (this.state)
314 f = eta / max(eta, this.weapon_switchdelay);
319 f = 1 - eta / max(eta, this.weapon_switchdelay);
328 this.weapon_eta_last = f;
329 this.origin = this.viewmodel_origin;
330 this.angles = this.viewmodel_angles;
331 this.angles_x = (-90 * f * f);
332 viewmodel_animate(this);
333 setorigin(this, this.origin);
337 STATIC_INIT(viewmodel) {
338 viewmodel = new(viewmodel);
339 make_pure(viewmodel);
344 void Porto_Draw(entity this)
346 vector p, dir, ang, q, nextdir;
347 float portal_number, portal1_idx;
349 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
351 if(WEP_CVAR(porto, secondary))
353 if(intermission == 1)
355 if(intermission == 2)
357 if (STAT(HEALTH) <= 0)
362 if(angles_held_status)
364 makevectors(angles_held);
378 traceline(p, p + 65536 * dir, true, porto);
379 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
381 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
387 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
390 ang = vectoangles2(trace_plane_normal, dir);
393 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
395 if(portal_number == 1)
398 if(portal_number >= 2)
408 p = p - view_up * 16;
409 if(idx-1 >= portal1_idx)
411 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
415 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
425 porto.draw = Porto_Draw;
426 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
431 vector GetCurrentFov(float fov)
433 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
434 float velocityzoom, curspeed;
437 zoomsensitivity = autocvar_cl_zoomsensitivity;
438 zoomfactor = autocvar_cl_zoomfactor;
439 if(zoomfactor < 1 || zoomfactor > 30)
441 zoomspeed = autocvar_cl_zoomspeed;
443 if(zoomspeed < 0.5 || zoomspeed > 16)
446 zoomdir = button_zoom;
447 if(hud == HUD_NORMAL)
448 if(switchweapon == activeweapon)
449 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
450 zoomdir += button_attack2;
451 if(spectatee_status > 0 || isdemo())
453 if(spectatorbutton_zoom)
460 // fteqcc failed twice here already, don't optimize this
463 if(zoomdir) { zoomin_effect = 0; }
467 current_viewzoom = min(1, current_viewzoom + drawframetime);
469 else if(autocvar_cl_spawnzoom && zoomin_effect)
471 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
473 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
474 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
475 if(current_viewzoom == 1) { zoomin_effect = 0; }
479 if(zoomspeed < 0) // instant zoom
482 current_viewzoom = 1 / zoomfactor;
484 current_viewzoom = 1;
489 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
491 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
495 if(almost_equals(current_viewzoom, 1))
496 current_zoomfraction = 0;
497 else if(almost_equals(current_viewzoom, 1/zoomfactor))
498 current_zoomfraction = 1;
500 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
502 if(zoomsensitivity < 1)
503 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
505 setsensitivityscale(1);
507 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
509 if(intermission) { curspeed = 0; }
513 makevectors(view_angles);
516 v = csqcplayer.velocity;
518 switch(autocvar_cl_velocityzoom_type)
520 case 3: curspeed = max(0, v_forward * v); break;
521 case 2: curspeed = (v_forward * v); break;
522 case 1: default: curspeed = vlen(v); break;
526 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
527 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
528 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
530 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
535 float frustumx, frustumy, fovx, fovy;
536 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
537 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
538 fovx = atan2(frustumx, 1) / M_PI * 360.0;
539 fovy = atan2(frustumy, 1) / M_PI * 360.0;
541 return '1 0 0' * fovx + '0 1 0' * fovy;
544 vector GetViewLocationFOV(float fov)
546 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
547 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
548 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
549 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
550 return '1 0 0' * fovx + '0 1 0' * fovy;
553 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
556 float width = (ov_worldmax.x - ov_worldmin.x);
557 float height = (ov_worldmax.y - ov_worldmin.y);
558 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
559 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
560 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
561 return '1 0 0' * fovx + '0 1 0' * fovy;
564 // this function must match W_SetupShot!
565 float zoomscript_caught;
567 vector wcross_origin;
568 float wcross_scale_prev, wcross_alpha_prev;
569 vector wcross_color_prev;
570 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
571 vector wcross_color_goal_prev;
572 float wcross_changedonetime;
574 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
575 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
576 float wcross_name_changestarttime, wcross_name_changedonetime;
577 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
579 float wcross_ring_prev;
582 entity trueaim_rifle;
584 const float SHOTTYPE_HITTEAM = 1;
585 const float SHOTTYPE_HITOBSTRUCTION = 2;
586 const float SHOTTYPE_HITWORLD = 3;
587 const float SHOTTYPE_HITENEMY = 4;
591 trueaim = new(trueaim);
593 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
594 trueaim_rifle = new(trueaim_rifle);
595 make_pure(trueaim_rifle);
596 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
599 float EnemyHitCheck()
602 wcross_origin = project_3d_to_2d(trace_endpos);
605 n = trace_ent.entnum;
607 n = trace_networkentity;
609 return SHOTTYPE_HITWORLD;
611 return SHOTTYPE_HITWORLD;
612 t = entcs_GetTeam(n - 1);
615 return SHOTTYPE_HITTEAM;
616 if(t == NUM_SPECTATOR)
617 return SHOTTYPE_HITWORLD;
618 return SHOTTYPE_HITENEMY;
623 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?
624 vector vecs, trueaimpoint, w_shotorg;
632 mv = MOVE_NOMONSTERS;
634 switch(activeweapon) // WEAPONTODO
636 case WEP_TUBA: // no aim
637 case WEP_PORTO: // shoots from eye
638 case WEP_NEXBALL: // shoots from eye
639 case WEP_HOOK: // no trueaim
640 case WEP_MORTAR: // toss curve
641 return SHOTTYPE_HITWORLD;
649 if(zoomscript_caught)
651 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
652 return EnemyHitCheck();
655 case WEP_DEVASTATOR: // projectile has a size!
659 case WEP_FIREBALL: // projectile has a size!
663 case WEP_SEEKER: // projectile has a size!
667 case WEP_ELECTRO: // projectile has a size!
673 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
675 vecs = decompressShotOrigin(STAT(SHOTORG));
677 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
678 trueaimpoint = trace_endpos;
680 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
681 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
688 dv = view_right * vecs.y + view_up * vecs.z;
689 w_shotorg = traceorigin + dv;
691 // now move the vecs forward as much as requested if possible
692 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
693 w_shotorg = trace_endpos - view_forward * nudge;
695 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
696 shottype = EnemyHitCheck();
697 if(shottype != SHOTTYPE_HITWORLD)
701 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
702 // or rather, I know why, but see no fix
703 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
704 // 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
705 return SHOTTYPE_HITOBSTRUCTION;
708 return SHOTTYPE_HITWORLD;
712 void CSQC_Demo_Camera();
713 float HUD_WouldDrawScoreboard();
715 const float CAMERA_FREE = 1;
716 const float CAMERA_CHASE = 2;
718 string reticle_image;
719 string NextFrameCommand;
721 vector freeze_org, freeze_ang;
722 entity nightvision_noise, nightvision_noise2;
724 const float MAX_TIME_DIFF = 5;
725 float pickup_crosshair_time, pickup_crosshair_size;
726 float hitindication_crosshair_size;
727 float use_vortex_chargepool;
729 float myhealth, myhealth_prev;
730 float myhealth_flash;
732 float old_blurradius, old_bluralpha;
733 float old_sharpen_intensity;
735 vector myhealth_gentlergb;
737 float contentavgalpha, liquidalpha_prev;
738 vector liquidcolor_prev;
740 float eventchase_current_distance;
741 float eventchase_running;
742 bool WantEventchase(entity this)
744 if(autocvar_cl_orthoview)
750 if(spectatee_status >= 0)
752 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
754 if(MUTATOR_CALLHOOK(WantEventchase, this))
756 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
758 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
760 if(autocvar_cl_eventchase_death == 2)
762 // don't stop eventchase once it's started (even if velocity changes afterwards)
763 if(this.velocity == '0 0 0' || eventchase_running)
772 void HUD_Crosshair_Vehicle()
774 if(hud != HUD_BUMBLEBEE_GUN)
776 Vehicle info = Vehicles_from(hud);
777 info.vr_crosshair(info);
781 vector damage_blurpostprocess, content_blurpostprocess;
783 float unaccounted_damage = 0;
786 // accumulate damage with each stat update
787 static float damage_total_prev = 0;
788 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
789 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
790 damage_total_prev = damage_total;
792 static float damage_dealt_time_prev = 0;
793 float damage_dealt_time = STAT(HIT_TIME);
794 if (damage_dealt_time != damage_dealt_time_prev)
796 unaccounted_damage += unaccounted_damage_new;
797 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
799 damage_dealt_time_prev = damage_dealt_time;
801 // prevent hitsound when switching spectatee
802 static float spectatee_status_prev = 0;
803 if (spectatee_status != spectatee_status_prev)
804 unaccounted_damage = 0;
805 spectatee_status_prev = spectatee_status;
810 // varying sound pitch
812 static float hitsound_time_prev = 0;
813 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
814 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
815 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
817 if (autocvar_cl_hitsound && unaccounted_damage)
819 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
820 float a = autocvar_cl_hitsound_max_pitch;
821 float b = autocvar_cl_hitsound_min_pitch;
822 float c = autocvar_cl_hitsound_nom_damage;
823 float x = unaccounted_damage;
824 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
826 // if sound variation is disabled, set pitch_shift to 1
827 if (autocvar_cl_hitsound == 1)
830 // if pitch shift is reversed, mirror in (max-min)/2 + min
831 if (autocvar_cl_hitsound == 3)
833 float mirror_value = (a-b)/2 + b;
834 pitch_shift = mirror_value + (mirror_value - pitch_shift);
837 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
839 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
840 // todo: normalize sound pressure levels? seems unnecessary
842 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
844 unaccounted_damage = 0;
845 hitsound_time_prev = time;
848 static float typehit_time_prev = 0;
849 float typehit_time = STAT(TYPEHIT_TIME);
850 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
852 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
853 typehit_time_prev = typehit_time;
859 static float rainbow_last_flicker;
860 static vector rainbow_prev_color;
864 if(!scoreboard_active && !camera_active && intermission != 2 &&
865 spectatee_status != -1 && !csqcplayer.viewloc &&
866 !HUD_MinigameMenu_IsOpened() )
868 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
871 if (hud != HUD_NORMAL)
873 HUD_Crosshair_Vehicle();
878 float wcross_alpha, wcross_resolution;
879 wcross_style = autocvar_crosshair;
880 if (wcross_style == "0")
882 wcross_resolution = autocvar_crosshair_size;
883 if (wcross_resolution == 0)
885 wcross_alpha = autocvar_crosshair_alpha;
886 if (wcross_alpha == 0)
892 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
893 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
895 if(autocvar_crosshair_hittest)
897 vector wcross_oldorigin;
898 wcross_oldorigin = wcross_origin;
899 shottype = TrueAimCheck();
900 if(shottype == SHOTTYPE_HITWORLD)
902 v = wcross_origin - wcross_oldorigin;
904 v.y /= vid_conheight;
906 shottype = SHOTTYPE_HITOBSTRUCTION;
908 if(!autocvar_crosshair_hittest_showimpact)
909 wcross_origin = wcross_oldorigin;
912 shottype = SHOTTYPE_HITWORLD;
914 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
915 string wcross_name = "";
916 float wcross_scale, wcross_blur;
918 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
923 if(autocvar_crosshair_per_weapon)
925 // WEAPONTODO: access these through some general settings (with non-balance config settings)
926 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
927 //if (wcross_resolution == 0)
930 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
931 wcross_resolution *= e.w_crosshair_size;
932 wcross_name = e.w_crosshair;
937 if(wcross_name == "")
938 wcross_name = strcat("gfx/crosshair", wcross_style);
940 // MAIN CROSSHAIR COLOR DECISION
941 switch(autocvar_crosshair_color_special)
943 case 1: // crosshair_color_per_weapon
947 wcross_color = e.wpcolor;
950 else { goto normalcolor; }
953 case 2: // crosshair_color_by_health
955 float x = STAT(HEALTH);
970 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
971 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
975 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
976 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
977 wcross_color.z = 1 - (x-100)*0.02;
983 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
988 wcross_color.y = (x-20)*90/27/100;
989 wcross_color.z = (x-20)*90/27/100 * 0.2;
999 case 3: // crosshair_color_rainbow
1001 if(time >= rainbow_last_flicker)
1003 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1004 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1006 wcross_color = rainbow_prev_color;
1010 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1013 if(autocvar_crosshair_effect_scalefade)
1015 wcross_scale = wcross_resolution;
1016 wcross_resolution = 1;
1023 if(autocvar_crosshair_pickup)
1025 float stat_pickup_time = STAT(LAST_PICKUP);
1027 if(pickup_crosshair_time < stat_pickup_time)
1029 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1030 pickup_crosshair_size = 1;
1032 pickup_crosshair_time = stat_pickup_time;
1035 if(pickup_crosshair_size > 0)
1036 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1038 pickup_crosshair_size = 0;
1040 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1043 // todo: make crosshair hit indication dependent on damage dealt
1044 if(autocvar_crosshair_hitindication)
1046 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1048 if(unaccounted_damage)
1050 hitindication_crosshair_size = 1;
1053 if(hitindication_crosshair_size > 0)
1054 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1056 hitindication_crosshair_size = 0;
1058 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1059 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1060 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1061 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1064 if(shottype == SHOTTYPE_HITENEMY)
1065 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1066 if(shottype == SHOTTYPE_HITTEAM)
1067 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1069 f = fabs(autocvar_crosshair_effect_time);
1070 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1072 wcross_changedonetime = time + f;
1074 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1076 wcross_name_changestarttime = time;
1077 wcross_name_changedonetime = time + f;
1078 if(wcross_name_goal_prev_prev)
1079 strunzone(wcross_name_goal_prev_prev);
1080 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1081 wcross_name_goal_prev = strzone(wcross_name);
1082 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1083 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1084 wcross_resolution_goal_prev = wcross_resolution;
1087 wcross_scale_goal_prev = wcross_scale;
1088 wcross_alpha_goal_prev = wcross_alpha;
1089 wcross_color_goal_prev = wcross_color;
1091 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1094 wcross_alpha *= 0.75;
1098 // *_prev is at time-frametime
1099 // * is at wcross_changedonetime+f
1100 // what do we have at time?
1101 if(time < wcross_changedonetime)
1103 f = frametime / (wcross_changedonetime - time + frametime);
1104 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1105 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1106 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1109 wcross_scale_prev = wcross_scale;
1110 wcross_alpha_prev = wcross_alpha;
1111 wcross_color_prev = wcross_color;
1113 MUTATOR_CALLHOOK(UpdateCrosshair);
1115 wcross_scale *= 1 - autocvar__menu_alpha;
1116 wcross_alpha *= 1 - autocvar__menu_alpha;
1117 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1119 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1121 // crosshair rings for weapon stats
1122 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1124 // declarations and stats
1125 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1126 string ring_image = string_null, ring_inner_image = string_null;
1127 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1129 ring_scale = autocvar_crosshair_ring_size;
1131 float weapon_clipload, weapon_clipsize;
1132 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1133 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1135 float ok_ammo_charge, ok_ammo_chargepool;
1136 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1137 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1139 float vortex_charge, vortex_chargepool;
1140 vortex_charge = STAT(VORTEX_CHARGE);
1141 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1143 float arc_heat = STAT(ARC_HEAT);
1145 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1146 vortex_charge_movingavg = vortex_charge;
1149 // handle the values
1150 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1152 if (vortex_chargepool || use_vortex_chargepool) {
1153 use_vortex_chargepool = 1;
1154 ring_inner_value = vortex_chargepool;
1156 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1157 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1160 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1161 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;
1162 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1164 // draw the outer ring to show the current charge of the weapon
1165 ring_value = vortex_charge;
1166 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1167 ring_rgb = wcross_color;
1168 ring_image = "gfx/crosshair_ring_nexgun.tga";
1170 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1172 ring_value = bound(0, STAT(LAYED_MINES) / WEP_CVAR(minelayer, limit), 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.
1173 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1174 ring_rgb = wcross_color;
1175 ring_image = "gfx/crosshair_ring.tga";
1177 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1179 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1180 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1181 ring_rgb = wcross_color;
1182 ring_image = "gfx/crosshair_ring.tga";
1184 else if (ok_ammo_charge)
1186 ring_value = ok_ammo_chargepool;
1187 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1188 ring_rgb = wcross_color;
1189 ring_image = "gfx/crosshair_ring.tga";
1191 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1193 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1194 ring_scale = autocvar_crosshair_ring_reload_size;
1195 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1196 ring_rgb = wcross_color;
1198 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1199 // if a new image for another weapon is added, add the code (and its respective file/value) here
1200 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1201 ring_image = "gfx/crosshair_ring_rifle.tga";
1203 ring_image = "gfx/crosshair_ring.tga";
1205 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1207 ring_value = arc_heat;
1208 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1209 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1210 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1211 ring_image = "gfx/crosshair_ring.tga";
1214 // if in weapon switch animation, fade ring out/in
1215 if(autocvar_crosshair_effect_time > 0)
1217 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1220 wcross_ring_prev = ((ring_image) ? true : false);
1223 if(wcross_ring_prev)
1226 ring_alpha *= fabs(1 - bound(0, f, 1));
1231 ring_alpha *= bound(0, f, 1);
1235 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1236 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1239 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1242 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1244 if(wcross_blur > 0) \
1246 for(i = -2; i <= 2; ++i) \
1247 for(j = -2; j <= 2; ++j) \
1248 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1252 M(0,0,sz,wcross_name,wcross_alpha); \
1256 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1257 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)
1259 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1260 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1262 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1264 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1265 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1266 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1273 wcross_name_alpha_goal_prev = f;
1275 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1276 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1278 if(autocvar_crosshair_dot)
1280 vector wcross_color_old;
1281 wcross_color_old = wcross_color;
1283 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1284 wcross_color = stov(autocvar_crosshair_dot_color);
1286 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1287 // FIXME why don't we use wcross_alpha here?
1288 wcross_color = wcross_color_old;
1294 wcross_scale_prev = 0;
1295 wcross_alpha_prev = 0;
1296 wcross_scale_goal_prev = 0;
1297 wcross_alpha_goal_prev = 0;
1298 wcross_changedonetime = 0;
1299 if(wcross_name_goal_prev)
1300 strunzone(wcross_name_goal_prev);
1301 wcross_name_goal_prev = string_null;
1302 if(wcross_name_goal_prev_prev)
1303 strunzone(wcross_name_goal_prev_prev);
1304 wcross_name_goal_prev_prev = string_null;
1305 wcross_name_changestarttime = 0;
1306 wcross_name_changedonetime = 0;
1307 wcross_name_alpha_goal_prev = 0;
1308 wcross_name_alpha_goal_prev_prev = 0;
1309 wcross_resolution_goal_prev = 0;
1310 wcross_resolution_goal_prev_prev = 0;
1316 vector rgb = '0 0 0';
1318 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1320 rgb = MUTATOR_ARGV(0, vector);
1321 a = MUTATOR_ARGV(0, float);
1323 else if(STAT(FROZEN))
1325 rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
1327 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1329 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1331 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1332 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);
1334 else if(STAT(REVIVE_PROGRESS))
1336 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1337 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1340 if(autocvar_r_letterbox == 0)
1341 if(autocvar_viewsize < 120)
1343 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1344 Accuracy_LoadLevels();
1347 HUD_DrawScoreboard();
1350 // crosshair goes VERY LAST
1357 float oldr_nearclip;
1358 float oldr_farclip_base;
1359 float oldr_farclip_world;
1361 float oldr_useportalculling;
1362 float oldr_useinfinitefarclip;
1364 void cl_notice_run();
1367 float vh_notice_time;
1368 void WaypointSprite_Load();
1369 void CSQC_UpdateView(float w, float h)
1374 vector vf_size, vf_min;
1377 execute_next_frame();
1384 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1385 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1389 if(autocvar__hud_showbinds_reload) // menu can set this one
1392 binddb = db_create();
1393 cvar_set("_hud_showbinds_reload", "0");
1396 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1397 view_quality = getproperty(VF_MINFPS_QUALITY);
1401 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1402 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1404 vf_size = getpropertyvec(VF_SIZE);
1405 vf_min = getpropertyvec(VF_MIN);
1406 vid_width = vf_size.x;
1407 vid_height = vf_size.y;
1409 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1410 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1412 WaypointSprite_Load();
1414 CSQCPlayer_SetCamera();
1416 if(player_localentnum <= maxclients) // is it a client?
1417 current_player = player_localentnum - 1;
1418 else // then player_localentnum is the vehicle I'm driving
1419 current_player = player_localnum;
1420 myteam = entcs_GetTeam(current_player);
1422 if(myteam != prev_myteam)
1424 myteamcolors = colormapPaletteColor(myteam, 1);
1425 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1426 prev_myteam = myteam;
1429 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1431 float is_dead = (STAT(HEALTH) <= 0);
1433 // FIXME do we need this hack?
1436 // in demos, input_buttons do not work
1437 button_zoom = (autocvar__togglezoom == "-");
1440 && autocvar_cl_unpress_zoom_on_death
1441 && (spectatee_status >= 0)
1442 && (is_dead || intermission))
1444 // no zoom while dead or in intermission please
1445 localcmd("-zoom\n");
1446 button_zoom = false;
1449 // event chase camera
1450 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1452 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1453 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1456 float vehicle_viewdist = 0;
1457 vector vehicle_viewofs = '0 0 0';
1461 if(hud != HUD_BUMBLEBEE_GUN)
1463 Vehicle info = Vehicles_from(hud);
1464 vehicle_viewdist = info.height;
1465 vehicle_viewofs = info.view_ofs;
1471 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1476 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1478 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1480 eventchase_running = true;
1482 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1484 local_player = self; // fall back!
1486 // 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.)
1487 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1488 if(ons_roundlost) { current_view_origin = gen.origin; }
1490 // detect maximum viewoffset and use it
1491 vector view_offset = autocvar_cl_eventchase_viewoffset;
1495 view_offset = vehicle_viewofs;
1497 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1499 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1503 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1504 if(trace_fraction == 1) { current_view_origin += view_offset; }
1505 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1508 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1509 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1510 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1511 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1513 // make the camera smooth back
1514 float chase_distance = autocvar_cl_eventchase_distance;
1518 chase_distance = vehicle_viewdist;
1520 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1522 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1524 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1525 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1526 else if(eventchase_current_distance != chase_distance)
1527 eventchase_current_distance = chase_distance;
1529 makevectors(view_angles);
1531 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1532 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1534 // If the boxtrace fails, revert back to line tracing.
1535 if(!local_player.viewloc)
1536 if(trace_startsolid)
1538 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1539 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1540 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1542 else { setproperty(VF_ORIGIN, trace_endpos); }
1544 if(!local_player.viewloc)
1545 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1547 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1549 eventchase_running = false;
1550 cvar_set("chase_active", "0");
1551 eventchase_current_distance = 0; // start from 0 next time
1554 // workaround for camera stuck between player's legs when using chase_active 1
1555 // because the engine stops updating the chase_active camera when the game ends
1556 else if(intermission)
1558 cvar_settemp("chase_active", "-1");
1559 eventchase_current_distance = 0;
1562 // do lockview after event chase camera so that it still applies whenever necessary.
1563 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1565 setproperty(VF_ORIGIN, freeze_org);
1566 setproperty(VF_ANGLES, freeze_ang);
1570 freeze_org = getpropertyvec(VF_ORIGIN);
1571 freeze_ang = getpropertyvec(VF_ANGLES);
1575 //WarpZone_FixPMove();
1577 vector ov_org = '0 0 0';
1578 vector ov_mid = '0 0 0';
1579 vector ov_worldmin = '0 0 0';
1580 vector ov_worldmax = '0 0 0';
1581 if(autocvar_cl_orthoview)
1583 ov_worldmin = mi_picmin;
1584 ov_worldmax = mi_picmax;
1586 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1587 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1588 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1590 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1591 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1593 float ov_nearest = vlen(ov_org - vec3(
1594 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1595 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1596 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1599 float ov_furthest = 0;
1602 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1603 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1604 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1605 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1606 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1607 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1608 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1609 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1613 oldr_nearclip = cvar("r_nearclip");
1614 oldr_farclip_base = cvar("r_farclip_base");
1615 oldr_farclip_world = cvar("r_farclip_world");
1616 oldr_novis = cvar("r_novis");
1617 oldr_useportalculling = cvar("r_useportalculling");
1618 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1621 cvar_settemp("r_nearclip", ftos(ov_nearest));
1622 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1623 cvar_settemp("r_farclip_world", "0");
1624 cvar_settemp("r_novis", "1");
1625 cvar_settemp("r_useportalculling", "0");
1626 cvar_settemp("r_useinfinitefarclip", "0");
1628 setproperty(VF_ORIGIN, ov_org);
1629 setproperty(VF_ANGLES, '90 0 0');
1634 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1636 vtos(getpropertyvec(VF_ANGLES)),
1646 cvar_set("r_nearclip", ftos(oldr_nearclip));
1647 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1648 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1649 cvar_set("r_novis", ftos(oldr_novis));
1650 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1651 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1656 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1657 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1658 viewmodel_draw(viewmodel);
1661 view_origin = getpropertyvec(VF_ORIGIN);
1662 view_angles = getpropertyvec(VF_ANGLES);
1663 makevectors(view_angles);
1664 view_forward = v_forward;
1665 view_right = v_right;
1669 if(time > blurtest_time0 && time < blurtest_time1)
1673 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1674 r = t * blurtest_radius;
1675 f = 1 / pow(t, blurtest_power) - 1;
1677 cvar_set("r_glsl_postprocess", "1");
1678 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1682 cvar_set("r_glsl_postprocess", "0");
1683 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1687 TargetMusic_Advance();
1691 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1693 drawframetime = bound(0.000001, time - drawtime, 1);
1696 // watch for gametype changes here...
1697 // in ParseStuffCMD the cmd isn't executed yet :/
1698 // might even be better to add the gametype to TE_CSQC_INIT...?
1702 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1704 if(calledhooks & HOOK_START)
1706 localcmd("\ncl_hook_gameend\n");
1707 calledhooks |= HOOK_END;
1716 if(!zoomscript_caught)
1718 localcmd("+button9\n");
1719 zoomscript_caught = 1;
1724 if(zoomscript_caught)
1726 localcmd("-button9\n");
1727 zoomscript_caught = 0;
1731 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1733 // currently switching-to weapon (for crosshair)
1734 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1736 // actually active weapon (for zoom)
1737 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1739 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1741 f = (serverflags & SERVERFLAG_TEAMPLAY);
1748 if(last_switchweapon != switchweapon)
1751 last_switchweapon = switchweapon;
1752 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1754 localcmd("-zoom\n");
1755 button_zoom = false;
1757 if(autocvar_cl_unpress_attack_on_weapon_switch)
1759 localcmd("-fire\n");
1760 localcmd("-fire2\n");
1761 button_attack2 = false;
1764 if(last_activeweapon != activeweapon)
1766 last_activeweapon = activeweapon;
1770 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1772 localcmd("\ncl_hook_activeweapon none\n");
1775 // ALWAYS Clear Current Scene First
1778 setproperty(VF_ORIGIN, view_origin);
1779 setproperty(VF_ANGLES, view_angles);
1781 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1782 setproperty(VF_SIZE, vf_size);
1783 setproperty(VF_MIN, vf_min);
1785 // Assign Standard Viewflags
1786 // Draw the World (and sky)
1787 setproperty(VF_DRAWWORLD, 1);
1789 // Set the console size vars
1790 vid_conwidth = autocvar_vid_conwidth;
1791 vid_conheight = autocvar_vid_conheight;
1792 vid_pixelheight = autocvar_vid_pixelheight;
1794 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1795 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1796 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1798 // Camera for demo playback
1801 if(autocvar_camera_enable)
1805 cvar_set("chase_active", ftos(chase_active_backup));
1806 cvar_set("cl_demo_mousegrab", "0");
1807 camera_active = false;
1813 if(autocvar_camera_enable)
1815 if(autocvar_camera_enable && isdemo())
1818 // Enable required Darkplaces cvars
1819 chase_active_backup = autocvar_chase_active;
1820 cvar_set("chase_active", "2");
1821 cvar_set("cl_demo_mousegrab", "1");
1822 camera_active = true;
1823 camera_mode = false;
1827 // Draw the Crosshair
1828 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1830 // Draw the Engine Status Bar (the default Quake HUD)
1831 setproperty(VF_DRAWENGINESBAR, 0);
1833 // Update the mouse position
1835 mousepos_x = vid_conwidth;
1836 mousepos_y = vid_conheight;
1837 mousepos = mousepos*0.5 + getmousepos();
1840 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1842 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1845 // now switch to 2D drawing mode by calling a 2D drawing function
1846 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1847 // next R_RenderScene call
1848 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1850 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1851 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1853 // apply night vision effect
1854 vector tc_00, tc_01, tc_10, tc_11;
1855 vector rgb = '0 0 0';
1857 if(!nightvision_noise)
1859 nightvision_noise = new(nightvision_noise);
1861 if(!nightvision_noise2)
1863 nightvision_noise2 = new(nightvision_noise2);
1866 // color tint in yellow
1867 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1870 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1872 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1873 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1874 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1875 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1876 tc_11 = tc_01 + tc_10 - tc_00;
1877 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1878 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1879 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1880 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1881 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1885 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1886 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1887 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1888 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1889 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1890 tc_11 = tc_01 + tc_10 - tc_00;
1891 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1892 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1893 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1894 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1895 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1899 if(autocvar_cl_reticle)
1901 Weapon wep = activeweapon;
1902 // Draw the aiming reticle for weapons that use it
1903 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1904 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1905 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1906 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1908 // no zoom reticle while dead
1911 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1913 if(reticle_image != "") { reticle_type = 2; }
1914 else { reticle_type = 0; }
1916 else if(button_zoom || zoomscript_caught)
1924 if(autocvar_cl_reticle_stretch)
1926 reticle_size.x = vid_conwidth;
1927 reticle_size.y = vid_conheight;
1933 reticle_size.x = max(vid_conwidth, vid_conheight);
1934 reticle_size.y = max(vid_conwidth, vid_conheight);
1935 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1936 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1939 if(zoomscript_caught)
1942 f = current_zoomfraction;
1946 switch(reticle_type)
1948 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1949 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1956 if(reticle_type != 0) { reticle_type = 0; }
1960 // improved polyblend
1961 if(autocvar_hud_contents)
1963 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1966 switch(pointcontents(view_origin))
1969 liquidalpha = autocvar_hud_contents_water_alpha;
1970 liquidcolor = stov(autocvar_hud_contents_water_color);
1975 liquidalpha = autocvar_hud_contents_lava_alpha;
1976 liquidcolor = stov(autocvar_hud_contents_lava_color);
1981 liquidalpha = autocvar_hud_contents_slime_alpha;
1982 liquidcolor = stov(autocvar_hud_contents_slime_color);
1988 liquidcolor = '0 0 0';
1993 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1994 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1995 contentfadetime = autocvar_hud_contents_fadeintime;
1996 liquidalpha_prev = liquidalpha;
1997 liquidcolor_prev = liquidcolor;
2000 contentfadetime = autocvar_hud_contents_fadeouttime;
2002 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2003 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2006 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2008 if(autocvar_hud_postprocessing)
2010 if(autocvar_hud_contents_blur && contentavgalpha)
2012 content_blurpostprocess.x = 1;
2013 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2014 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2018 content_blurpostprocess.x = 0;
2019 content_blurpostprocess.y = 0;
2020 content_blurpostprocess.z = 0;
2025 if(autocvar_hud_damage && !STAT(FROZEN))
2027 splash_size.x = max(vid_conwidth, vid_conheight);
2028 splash_size.y = max(vid_conwidth, vid_conheight);
2029 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2030 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2032 float myhealth_flash_temp;
2033 myhealth = STAT(HEALTH);
2036 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2038 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2040 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2041 pain_threshold = autocvar_hud_damage_pain_threshold;
2042 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2043 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2045 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2047 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);
2050 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2052 if(myhealth_prev < 1)
2056 myhealth_flash = 0; // just spawned, clear the flash immediately
2057 myhealth_flash_temp = 0;
2061 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2065 if(spectatee_status == -1 || intermission)
2067 myhealth_flash = 0; // observing, or match ended
2068 myhealth_flash_temp = 0;
2071 myhealth_prev = myhealth;
2073 // IDEA: change damage color/picture based on player model for robot/alien species?
2074 // pro: matches model better
2075 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2076 // maybe different reddish pics?
2077 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2079 if(autocvar_cl_gentle_damage == 2)
2081 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2082 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2085 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2087 if(myhealth_flash_temp > 0)
2088 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);
2090 else if(myhealth_flash_temp > 0)
2091 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2093 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.
2095 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2097 damage_blurpostprocess.x = 1;
2098 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2099 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2103 damage_blurpostprocess.x = 0;
2104 damage_blurpostprocess.y = 0;
2105 damage_blurpostprocess.z = 0;
2110 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2111 float e2 = (autocvar_hud_powerup != 0);
2112 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2114 // enable or disable rendering types if they are used or not
2115 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2116 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2118 // blur postprocess handling done first (used by hud_damage and hud_contents)
2119 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2121 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2122 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2123 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2125 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2126 old_blurradius = blurradius;
2127 old_bluralpha = bluralpha;
2130 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2132 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2137 // edge detection postprocess handling done second (used by hud_powerup)
2138 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2139 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2140 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2142 sharpen_intensity = bound(0, ((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.
2144 if(autocvar_hud_powerup && sharpen_intensity > 0)
2146 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2148 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2149 old_sharpen_intensity = sharpen_intensity;
2152 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2154 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2155 old_sharpen_intensity = 0;
2158 if(cvar("r_glsl_postprocess") == 0)
2159 cvar_set("r_glsl_postprocess", "2");
2161 else if(cvar("r_glsl_postprocess") == 2)
2162 cvar_set("r_glsl_postprocess", "0");
2164 /*if(gametype == MAPINFO_TYPE_CTF)
2170 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2171 Draw_ShowNames_All();
2174 scoreboard_active = HUD_WouldDrawScoreboard();
2178 if(NextFrameCommand)
2180 localcmd("\n", NextFrameCommand, "\n");
2181 NextFrameCommand = string_null;
2184 // we must do this check AFTER a frame was rendered, or it won't work
2185 if(cs_project_is_b0rked == 0)
2188 w0 = ftos(autocvar_vid_conwidth);
2189 h0 = ftos(autocvar_vid_conheight);
2190 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2191 //setproperty(VF_FOV, '90 90 0');
2192 setproperty(VF_ORIGIN, '0 0 0');
2193 setproperty(VF_ANGLES, '0 0 0');
2194 setproperty(VF_PERSPECTIVE, 1);
2195 makevectors('0 0 0');
2197 cvar_set("vid_conwidth", "800");
2198 cvar_set("vid_conheight", "600");
2199 v1 = cs_project(v_forward);
2200 cvar_set("vid_conwidth", "640");
2201 cvar_set("vid_conheight", "480");
2202 v2 = cs_project(v_forward);
2204 cs_project_is_b0rked = 1;
2206 cs_project_is_b0rked = -1;
2207 cvar_set("vid_conwidth", w0);
2208 cvar_set("vid_conheight", h0);
2211 if(autocvar__hud_configure)
2213 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2214 HUD_Minigame_Mouse();
2215 else if(QuickMenu_IsOpened())
2224 // let's reset the view back to normal for the end
2225 setproperty(VF_MIN, '0 0 0');
2226 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2230 // following vectors must be global to allow seamless switching between camera modes
2231 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2232 void CSQC_Demo_Camera()
2234 float speed, attenuation, dimensions;
2237 if( autocvar_camera_reset || !camera_mode )
2239 camera_offset = '0 0 0';
2240 current_angles = '0 0 0';
2241 camera_direction = '0 0 0';
2242 camera_offset.z += 30;
2243 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2244 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2245 current_origin = view_origin;
2246 current_camera_offset = camera_offset;
2247 cvar_set("camera_reset", "0");
2248 camera_mode = CAMERA_CHASE;
2253 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2255 if(autocvar_camera_look_player)
2260 dir = normalize(view_origin - current_position);
2262 mouse_angles = vectoangles(dir);
2263 mouse_angles.x = mouse_angles.x * -1;
2268 tmp = getmousepos() * 0.1;
2269 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2271 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2272 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2276 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2277 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2278 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2279 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2281 // Fix difference when angles don't have the same sign
2283 if(mouse_angles.y < -60 && current_angles.y > 60)
2285 if(mouse_angles.y > 60 && current_angles.y < -60)
2288 if(autocvar_camera_look_player)
2289 attenuation = autocvar_camera_look_attenuation;
2291 attenuation = autocvar_camera_speed_attenuation;
2293 attenuation = 1 / max(1, attenuation);
2294 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2296 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2297 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2298 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2299 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2305 if( camera_direction.x )
2307 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2308 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2309 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2310 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2314 if( camera_direction.y )
2316 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2317 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2318 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2322 if( camera_direction.z )
2324 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2328 if(autocvar_camera_free)
2329 speed = autocvar_camera_speed_free;
2331 speed = autocvar_camera_speed_chase;
2335 speed = speed * sqrt(1 / dimensions);
2336 camera_offset += tmp * speed;
2339 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2342 if( autocvar_camera_free )
2344 if ( camera_mode == CAMERA_CHASE )
2346 current_camera_offset = current_origin + current_camera_offset;
2347 camera_offset = current_origin + camera_offset;
2350 camera_mode = CAMERA_FREE;
2351 current_position = current_camera_offset;
2355 if ( camera_mode == CAMERA_FREE )
2357 current_origin = view_origin;
2358 camera_offset = camera_offset - current_origin;
2359 current_camera_offset = current_camera_offset - current_origin;
2362 camera_mode = CAMERA_CHASE;
2364 if(autocvar_camera_chase_smoothly)
2365 current_origin += (view_origin - current_origin) * attenuation;
2367 current_origin = view_origin;
2369 current_position = current_origin + current_camera_offset;
2372 setproperty(VF_ANGLES, current_angles);
2373 setproperty(VF_ORIGIN, current_position);