2 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "scoreboard.qh"
7 #include "shownames.qh"
8 #include "quickmenu.qh"
10 #include "mutators/events.qh"
12 #include "../common/anim.qh"
13 #include "../common/constants.qh"
14 #include "../common/debug.qh"
15 #include "../common/mapinfo.qh"
16 #include "../common/gamemodes/all.qh"
17 #include "../common/nades/all.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
22 #include "../common/vehicles/all.qh"
23 #include "../common/weapons/all.qh"
24 #include "../common/viewloc.qh"
25 #include "../common/minigames/cl_minigames.qh"
26 #include "../common/minigames/cl_minigames_hud.qh"
28 #include "../lib/csqcmodel/cl_player.qh"
30 #include "../lib/warpzone/client.qh"
31 #include "../lib/warpzone/common.qh"
33 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
35 float autocvar_cl_viewmodel_scale;
37 bool autocvar_cl_bobmodel;
38 float autocvar_cl_bobmodel_speed;
39 float autocvar_cl_bobmodel_side;
40 float autocvar_cl_bobmodel_up;
42 float autocvar_cl_followmodel;
43 float autocvar_cl_followmodel_side_speed;
44 float autocvar_cl_followmodel_side_highpass;
45 float autocvar_cl_followmodel_side_highpass1;
46 float autocvar_cl_followmodel_side_limit;
47 float autocvar_cl_followmodel_side_lowpass;
48 float autocvar_cl_followmodel_up_speed;
49 float autocvar_cl_followmodel_up_highpass;
50 float autocvar_cl_followmodel_up_highpass1;
51 float autocvar_cl_followmodel_up_limit;
52 float autocvar_cl_followmodel_up_lowpass;
54 float autocvar_cl_leanmodel;
55 float autocvar_cl_leanmodel_side_speed;
56 float autocvar_cl_leanmodel_side_highpass;
57 float autocvar_cl_leanmodel_side_highpass1;
58 float autocvar_cl_leanmodel_side_lowpass;
59 float autocvar_cl_leanmodel_side_limit;
60 float autocvar_cl_leanmodel_up_speed;
61 float autocvar_cl_leanmodel_up_highpass;
62 float autocvar_cl_leanmodel_up_highpass1;
63 float autocvar_cl_leanmodel_up_lowpass;
64 float autocvar_cl_leanmodel_up_limit;
66 #define lowpass(value, frac, ref_store, ret) do \
68 float __frac = bound(0, frac, 1); \
69 ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
72 #define lowpass_limited(value, frac, limit, ref_store, ret) do \
74 float __ignore; lowpass(value, frac, ref_store, __ignore); \
75 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
78 #define highpass(value, frac, ref_store, ret) do \
80 float __f; lowpass(value, frac, ref_store, __f); \
81 ret = (value) - __f; \
84 #define highpass_limited(value, frac, limit, ref_store, ret) do \
86 float __f; lowpass_limited(value, frac, limit, ref_store, __f); \
87 ret = (value) - __f; \
90 #define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
92 lowpass(value.x, fracx, ref_store.x, ref_out.x); \
93 lowpass(value.y, fracy, ref_store.y, ref_out.y); \
94 lowpass(value.z, fracz, ref_store.z, ref_out.z); \
97 #define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) do \
99 highpass(value.x, fracx, ref_store.x, ref_out.x); \
100 highpass(value.y, fracy, ref_store.y, ref_out.y); \
101 highpass(value.z, fracz, ref_store.z, ref_out.z); \
104 #define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) do \
106 highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
107 highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
108 highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
111 void viewmodel_animate(entity this)
113 static float prevtime;
114 float frametime = (time - prevtime) * getstatf(STAT_MOVEVARS_TIMESCALE);
117 if (autocvar_chase_active) return;
118 if (getstati(STAT_HEALTH) <= 0) return;
120 vector gunorg = '0 0 0', gunangles = '0 0 0';
121 static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
123 bool teleported = false; // TODO: detect
125 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
128 // try to fix the first highpass; result is NOT
129 // perfect! TODO find a better fix
130 gunangles_prev = view_angles;
131 gunorg_prev = view_origin;
134 static vector gunorg_highpass = '0 0 0';
136 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
137 gunorg_highpass += gunorg_prev;
138 highpass3_limited(view_origin,
139 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
140 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
141 frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
142 gunorg_highpass, gunorg);
143 gunorg_prev = view_origin;
144 gunorg_highpass -= gunorg_prev;
146 static vector gunangles_highpass = '0 0 0';
148 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
149 gunangles_highpass += gunangles_prev;
150 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
151 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
152 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
153 highpass3_limited(view_angles,
154 frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
155 frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
157 gunangles_highpass, gunangles);
158 gunangles_prev = view_angles;
159 gunangles_highpass -= gunangles_prev;
161 // 3. calculate the RAW adjustment vectors
162 gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
163 gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
164 gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
166 PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
167 YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
170 static vector gunorg_adjustment_highpass;
171 static vector gunorg_adjustment_lowpass;
172 static vector gunangles_adjustment_highpass;
173 static vector gunangles_adjustment_lowpass;
175 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
176 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
178 frametime * autocvar_cl_followmodel_side_highpass,
179 frametime * autocvar_cl_followmodel_side_highpass,
180 frametime * autocvar_cl_followmodel_up_highpass,
181 gunorg_adjustment_highpass, gunorg);
183 frametime * autocvar_cl_followmodel_side_lowpass,
184 frametime * autocvar_cl_followmodel_side_lowpass,
185 frametime * autocvar_cl_followmodel_up_lowpass,
186 gunorg_adjustment_lowpass, gunorg);
187 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
189 frametime * autocvar_cl_leanmodel_up_highpass,
190 frametime * autocvar_cl_leanmodel_side_highpass,
192 gunangles_adjustment_highpass, gunangles);
194 frametime * autocvar_cl_leanmodel_up_lowpass,
195 frametime * autocvar_cl_leanmodel_side_lowpass,
197 gunangles_adjustment_lowpass, gunangles);
198 float xyspeed = bound(0, vlen(vec2(csqcplayer.velocity)), 400);
200 // vertical view bobbing code
203 // horizontal view bobbing code
207 // causes the view to swing down and back up when touching the ground
210 // gun model bobbing code
211 if (autocvar_cl_bobmodel)
213 // calculate for swinging gun model
214 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
215 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
216 // for the most part, but for some reason when you go through a message trigger or
217 // pick up an item or anything like that it will momentarily jolt the gun.
218 vector forward, right, up;
221 float s = time * autocvar_cl_bobmodel_speed;
225 // if (time - hitgroundtime < 0.2)
227 // // just hit the ground, speed the bob back up over the next 0.2 seconds
228 // t = time - hitgroundtime;
229 // t = bound(0, t, 0.2);
235 // // recently left the ground, slow the bob down over the next 0.2 seconds
236 // t = time - lastongroundtime;
237 // t = 0.2 - bound(0, t, 0.2);
240 bspeed = xyspeed * 0.01;
241 MAKEVECTORS(makevectors, gunangles, forward, right, up);
242 float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
243 gunorg += bobr * right;
244 float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
247 this.origin += view_forward * gunorg.x + view_right * gunorg.y + view_up * gunorg.z;
248 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
249 this.angles += gunangles;
252 .vector viewmodel_origin, viewmodel_angles;
254 void viewmodel_draw(entity this)
256 int mask = (intermission || (getstati(STAT_HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
257 float a = this.alpha;
258 int c = stof(getplayerkeyvalue(current_player, "colors"));
259 vector g = this.glowmod; // TODO: completely clientside: colormapPaletteColor(c & 0x0F, true) * 2;
260 entity me = CSQCModel_server2csqc(player_localentnum);
261 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
263 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
264 for (entity e = this; e; e = e.weaponchild)
270 e.csqcmodel_effects = fx;
271 WITH(entity, self, e, CSQCModel_Effects_Apply());
274 static string name_last;
275 string name = Weapons_from(activeweapon).mdl;
276 if (name != name_last)
279 CL_WeaponEntity_SetModel(this, name);
280 this.viewmodel_origin = this.origin;
281 this.viewmodel_angles = this.angles;
284 if (!this.animstate_override)
285 anim_set(this, this.anim_idle, true, false, false);
287 float eta = (getstatf(STAT_WEAPON_NEXTTHINK) - time); // TODO: / W_WeaponRateFactor();
288 float f = 0; // 0..1; 0: fully active
293 // entity newwep = Weapons_from(activeweapon);
294 float delay = 0.2; // TODO: newwep.switchdelay_raise;
295 f = eta / max(eta, delay);
300 // entity oldwep = Weapons_from(activeweapon);
301 float delay = 0.2; // TODO: newwep.switchdelay_drop;
302 f = 1 - eta / max(eta, delay);
311 this.origin = this.viewmodel_origin;
312 this.angles = this.viewmodel_angles;
313 this.angles_x = (-90 * f * f);
314 viewmodel_animate(this);
315 setorigin(this, this.origin);
319 STATIC_INIT(viewmodel) {
320 viewmodel = new(viewmodel);
321 viewmodel.draw = viewmodel_draw;
326 void Porto_Draw(entity this)
328 vector p, dir, ang, q, nextdir;
329 float portal_number, portal1_idx;
331 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
333 if(g_balance_porto_secondary)
335 if(intermission == 1)
337 if(intermission == 2)
339 if (getstati(STAT_HEALTH) <= 0)
344 if(angles_held_status)
346 makevectors(angles_held);
360 traceline(p, p + 65536 * dir, true, porto);
361 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
363 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
369 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
372 ang = vectoangles2(trace_plane_normal, dir);
375 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
377 if(portal_number == 1)
380 if(portal_number >= 2)
390 p = p - view_up * 16;
391 if(idx-1 >= portal1_idx)
393 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
397 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
407 porto.draw = Porto_Draw;
408 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
413 vector GetCurrentFov(float fov)
415 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
416 float velocityzoom, curspeed;
419 zoomsensitivity = autocvar_cl_zoomsensitivity;
420 zoomfactor = autocvar_cl_zoomfactor;
421 if(zoomfactor < 1 || zoomfactor > 30)
423 zoomspeed = autocvar_cl_zoomspeed;
425 if(zoomspeed < 0.5 || zoomspeed > 16)
428 zoomdir = button_zoom;
429 if(hud == HUD_NORMAL)
430 if(switchweapon == activeweapon)
431 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
432 zoomdir += button_attack2;
433 if(spectatee_status > 0 || isdemo())
435 if(spectatorbutton_zoom)
442 // fteqcc failed twice here already, don't optimize this
445 if(zoomdir) { zoomin_effect = 0; }
449 current_viewzoom = min(1, current_viewzoom + drawframetime);
451 else if(autocvar_cl_spawnzoom && zoomin_effect)
453 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
455 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
456 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
457 if(current_viewzoom == 1) { zoomin_effect = 0; }
461 if(zoomspeed < 0) // instant zoom
464 current_viewzoom = 1 / zoomfactor;
466 current_viewzoom = 1;
471 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
473 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
477 if(almost_equals(current_viewzoom, 1))
478 current_zoomfraction = 0;
479 else if(almost_equals(current_viewzoom, 1/zoomfactor))
480 current_zoomfraction = 1;
482 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
484 if(zoomsensitivity < 1)
485 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
487 setsensitivityscale(1);
489 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
491 if(intermission) { curspeed = 0; }
495 makevectors(view_angles);
498 v = csqcplayer.velocity;
500 switch(autocvar_cl_velocityzoom_type)
502 case 3: curspeed = max(0, v_forward * v); break;
503 case 2: curspeed = (v_forward * v); break;
504 case 1: default: curspeed = vlen(v); break;
508 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
509 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
510 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
512 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
517 float frustumx, frustumy, fovx, fovy;
518 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
519 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
520 fovx = atan2(frustumx, 1) / M_PI * 360.0;
521 fovy = atan2(frustumy, 1) / M_PI * 360.0;
523 return '1 0 0' * fovx + '0 1 0' * fovy;
526 vector GetViewLocationFOV(float fov)
528 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
529 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
530 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
531 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
532 return '1 0 0' * fovx + '0 1 0' * fovy;
535 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
538 float width = (ov_worldmax.x - ov_worldmin.x);
539 float height = (ov_worldmax.y - ov_worldmin.y);
540 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
541 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
542 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
543 return '1 0 0' * fovx + '0 1 0' * fovy;
546 // this function must match W_SetupShot!
547 float zoomscript_caught;
549 vector wcross_origin;
550 float wcross_scale_prev, wcross_alpha_prev;
551 vector wcross_color_prev;
552 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
553 vector wcross_color_goal_prev;
554 float wcross_changedonetime;
556 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
557 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
558 float wcross_name_changestarttime, wcross_name_changedonetime;
559 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
561 float wcross_ring_prev;
564 entity trueaim_rifle;
566 const float SHOTTYPE_HITTEAM = 1;
567 const float SHOTTYPE_HITOBSTRUCTION = 2;
568 const float SHOTTYPE_HITWORLD = 3;
569 const float SHOTTYPE_HITENEMY = 4;
573 trueaim = new(trueaim);
575 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
576 trueaim_rifle = new(trueaim_rifle);
577 make_pure(trueaim_rifle);
578 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
581 float EnemyHitCheck()
584 wcross_origin = project_3d_to_2d(trace_endpos);
587 n = trace_ent.entnum;
589 n = trace_networkentity;
591 return SHOTTYPE_HITWORLD;
593 return SHOTTYPE_HITWORLD;
594 t = GetPlayerColor(n - 1);
597 return SHOTTYPE_HITTEAM;
598 if(t == NUM_SPECTATOR)
599 return SHOTTYPE_HITWORLD;
600 return SHOTTYPE_HITENEMY;
605 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?
606 vector vecs, trueaimpoint, w_shotorg;
614 mv = MOVE_NOMONSTERS;
616 switch(activeweapon) // WEAPONTODO
618 case WEP_TUBA.m_id: // no aim
619 case WEP_PORTO.m_id: // shoots from eye
620 case WEP_NEXBALL.m_id: // shoots from eye
621 case WEP_HOOK.m_id: // no trueaim
622 case WEP_MORTAR.m_id: // toss curve
623 return SHOTTYPE_HITWORLD;
624 case WEP_VORTEX.m_id:
625 case WEP_VAPORIZER.m_id:
631 if(zoomscript_caught)
633 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
634 return EnemyHitCheck();
637 case WEP_DEVASTATOR.m_id: // projectile has a size!
641 case WEP_FIREBALL.m_id: // projectile has a size!
645 case WEP_SEEKER.m_id: // projectile has a size!
649 case WEP_ELECTRO.m_id: // projectile has a size!
655 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
657 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
659 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
660 trueaimpoint = trace_endpos;
662 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
663 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
670 dv = view_right * vecs.y + view_up * vecs.z;
671 w_shotorg = traceorigin + dv;
673 // now move the vecs forward as much as requested if possible
674 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
675 w_shotorg = trace_endpos - view_forward * nudge;
677 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
678 shottype = EnemyHitCheck();
679 if(shottype != SHOTTYPE_HITWORLD)
683 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
684 // or rather, I know why, but see no fix
685 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
686 // 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
687 return SHOTTYPE_HITOBSTRUCTION;
690 return SHOTTYPE_HITWORLD;
694 void CSQC_Demo_Camera();
695 float HUD_WouldDrawScoreboard();
697 const float CAMERA_FREE = 1;
698 const float CAMERA_CHASE = 2;
700 string reticle_image;
701 string NextFrameCommand;
703 vector freeze_org, freeze_ang;
704 entity nightvision_noise, nightvision_noise2;
706 const float MAX_TIME_DIFF = 5;
707 float pickup_crosshair_time, pickup_crosshair_size;
708 float hitindication_crosshair_size;
709 float use_vortex_chargepool;
711 float myhealth, myhealth_prev;
712 float myhealth_flash;
714 float old_blurradius, old_bluralpha;
715 float old_sharpen_intensity;
717 vector myhealth_gentlergb;
719 float contentavgalpha, liquidalpha_prev;
720 vector liquidcolor_prev;
722 float eventchase_current_distance;
723 float eventchase_running;
724 bool WantEventchase()
726 if(autocvar_cl_orthoview)
732 if(spectatee_status >= 0)
734 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
736 if(MUTATOR_CALLHOOK(WantEventchase, self))
738 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_NEXBALL.m_id)))
740 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
742 if(autocvar_cl_eventchase_death == 2)
744 // don't stop eventchase once it's started (even if velocity changes afterwards)
745 if(self.velocity == '0 0 0' || eventchase_running)
754 void HUD_Crosshair_Vehicle()
756 if(hud != HUD_BUMBLEBEE_GUN)
758 Vehicle info = get_vehicleinfo(hud);
759 info.vr_crosshair(info);
763 vector damage_blurpostprocess, content_blurpostprocess;
765 float unaccounted_damage = 0;
768 // accumulate damage with each stat update
769 static float damage_total_prev = 0;
770 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
771 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
772 damage_total_prev = damage_total;
774 static float damage_dealt_time_prev = 0;
775 float damage_dealt_time = getstatf(STAT_HIT_TIME);
776 if (damage_dealt_time != damage_dealt_time_prev)
778 unaccounted_damage += unaccounted_damage_new;
779 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
781 damage_dealt_time_prev = damage_dealt_time;
783 // prevent hitsound when switching spectatee
784 static float spectatee_status_prev = 0;
785 if (spectatee_status != spectatee_status_prev)
786 unaccounted_damage = 0;
787 spectatee_status_prev = spectatee_status;
792 // varying sound pitch
794 static float hitsound_time_prev = 0;
795 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
796 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
797 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
799 if (autocvar_cl_hitsound && unaccounted_damage)
801 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
802 float a = autocvar_cl_hitsound_max_pitch;
803 float b = autocvar_cl_hitsound_min_pitch;
804 float c = autocvar_cl_hitsound_nom_damage;
805 float x = unaccounted_damage;
806 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
808 // if sound variation is disabled, set pitch_shift to 1
809 if (autocvar_cl_hitsound == 1)
812 // if pitch shift is reversed, mirror in (max-min)/2 + min
813 if (autocvar_cl_hitsound == 3)
815 float mirror_value = (a-b)/2 + b;
816 pitch_shift = mirror_value + (mirror_value - pitch_shift);
819 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
821 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
822 // todo: normalize sound pressure levels? seems unnecessary
824 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
826 unaccounted_damage = 0;
827 hitsound_time_prev = time;
830 static float typehit_time_prev = 0;
831 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
832 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
834 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
835 typehit_time_prev = typehit_time;
841 static float rainbow_last_flicker;
842 static vector rainbow_prev_color;
846 if(!scoreboard_active && !camera_active && intermission != 2 &&
847 spectatee_status != -1 && !csqcplayer.viewloc &&
848 !HUD_MinigameMenu_IsOpened() )
850 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
853 if (hud != HUD_NORMAL)
855 HUD_Crosshair_Vehicle();
860 float wcross_alpha, wcross_resolution;
861 wcross_style = autocvar_crosshair;
862 if (wcross_style == "0")
864 wcross_resolution = autocvar_crosshair_size;
865 if (wcross_resolution == 0)
867 wcross_alpha = autocvar_crosshair_alpha;
868 if (wcross_alpha == 0)
874 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
875 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
877 if(autocvar_crosshair_hittest)
879 vector wcross_oldorigin;
880 wcross_oldorigin = wcross_origin;
881 shottype = TrueAimCheck();
882 if(shottype == SHOTTYPE_HITWORLD)
884 v = wcross_origin - wcross_oldorigin;
886 v.y /= vid_conheight;
888 shottype = SHOTTYPE_HITOBSTRUCTION;
890 if(!autocvar_crosshair_hittest_showimpact)
891 wcross_origin = wcross_oldorigin;
894 shottype = SHOTTYPE_HITWORLD;
896 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
897 string wcross_name = "";
898 float wcross_scale, wcross_blur;
900 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
902 e = get_weaponinfo(switchingweapon);
905 if(autocvar_crosshair_per_weapon)
907 // WEAPONTODO: access these through some general settings (with non-balance config settings)
908 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
909 //if (wcross_resolution == 0)
912 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
913 wcross_resolution *= e.w_crosshair_size;
914 wcross_name = e.w_crosshair;
919 if(wcross_name == "")
920 wcross_name = strcat("gfx/crosshair", wcross_style);
922 // MAIN CROSSHAIR COLOR DECISION
923 switch(autocvar_crosshair_color_special)
925 case 1: // crosshair_color_per_weapon
929 wcross_color = e.wpcolor;
932 else { goto normalcolor; }
935 case 2: // crosshair_color_by_health
937 float x = getstati(STAT_HEALTH);
952 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
953 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
957 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
958 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
959 wcross_color.z = 1 - (x-100)*0.02;
965 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
970 wcross_color.y = (x-20)*90/27/100;
971 wcross_color.z = (x-20)*90/27/100 * 0.2;
981 case 3: // crosshair_color_rainbow
983 if(time >= rainbow_last_flicker)
985 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
986 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
988 wcross_color = rainbow_prev_color;
992 default: { wcross_color = stov(autocvar_crosshair_color); break; }
995 if(autocvar_crosshair_effect_scalefade)
997 wcross_scale = wcross_resolution;
998 wcross_resolution = 1;
1005 if(autocvar_crosshair_pickup)
1007 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1009 if(pickup_crosshair_time < stat_pickup_time)
1011 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1012 pickup_crosshair_size = 1;
1014 pickup_crosshair_time = stat_pickup_time;
1017 if(pickup_crosshair_size > 0)
1018 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1020 pickup_crosshair_size = 0;
1022 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1025 // todo: make crosshair hit indication dependent on damage dealt
1026 if(autocvar_crosshair_hitindication)
1028 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1030 if(unaccounted_damage)
1032 hitindication_crosshair_size = 1;
1035 if(hitindication_crosshair_size > 0)
1036 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1038 hitindication_crosshair_size = 0;
1040 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1041 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1042 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1043 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1046 if(shottype == SHOTTYPE_HITENEMY)
1047 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1048 if(shottype == SHOTTYPE_HITTEAM)
1049 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1051 f = fabs(autocvar_crosshair_effect_time);
1052 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1054 wcross_changedonetime = time + f;
1056 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1058 wcross_name_changestarttime = time;
1059 wcross_name_changedonetime = time + f;
1060 if(wcross_name_goal_prev_prev)
1061 strunzone(wcross_name_goal_prev_prev);
1062 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1063 wcross_name_goal_prev = strzone(wcross_name);
1064 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1065 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1066 wcross_resolution_goal_prev = wcross_resolution;
1069 wcross_scale_goal_prev = wcross_scale;
1070 wcross_alpha_goal_prev = wcross_alpha;
1071 wcross_color_goal_prev = wcross_color;
1073 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1076 wcross_alpha *= 0.75;
1080 // *_prev is at time-frametime
1081 // * is at wcross_changedonetime+f
1082 // what do we have at time?
1083 if(time < wcross_changedonetime)
1085 f = frametime / (wcross_changedonetime - time + frametime);
1086 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1087 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1088 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1091 wcross_scale_prev = wcross_scale;
1092 wcross_alpha_prev = wcross_alpha;
1093 wcross_color_prev = wcross_color;
1095 MUTATOR_CALLHOOK(UpdateCrosshair);
1097 wcross_scale *= 1 - autocvar__menu_alpha;
1098 wcross_alpha *= 1 - autocvar__menu_alpha;
1099 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1101 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1103 // crosshair rings for weapon stats
1104 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1106 // declarations and stats
1107 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1108 string ring_image = string_null, ring_inner_image = string_null;
1109 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1111 ring_scale = autocvar_crosshair_ring_size;
1113 float weapon_clipload, weapon_clipsize;
1114 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1115 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1117 float ok_ammo_charge, ok_ammo_chargepool;
1118 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
1119 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
1121 float vortex_charge, vortex_chargepool;
1122 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
1123 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
1125 float arc_heat = getstatf(STAT_ARC_HEAT);
1127 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1128 vortex_charge_movingavg = vortex_charge;
1131 // handle the values
1132 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1134 if (vortex_chargepool || use_vortex_chargepool) {
1135 use_vortex_chargepool = 1;
1136 ring_inner_value = vortex_chargepool;
1138 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1139 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1142 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1143 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;
1144 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1146 // draw the outer ring to show the current charge of the weapon
1147 ring_value = vortex_charge;
1148 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1149 ring_rgb = wcross_color;
1150 ring_image = "gfx/crosshair_ring_nexgun.tga";
1152 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1154 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.
1155 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1156 ring_rgb = wcross_color;
1157 ring_image = "gfx/crosshair_ring.tga";
1159 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1161 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1162 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1163 ring_rgb = wcross_color;
1164 ring_image = "gfx/crosshair_ring.tga";
1166 else if (ok_ammo_charge)
1168 ring_value = ok_ammo_chargepool;
1169 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1170 ring_rgb = wcross_color;
1171 ring_image = "gfx/crosshair_ring.tga";
1173 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1175 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1176 ring_scale = autocvar_crosshair_ring_reload_size;
1177 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1178 ring_rgb = wcross_color;
1180 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1181 // if a new image for another weapon is added, add the code (and its respective file/value) here
1182 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
1183 ring_image = "gfx/crosshair_ring_rifle.tga";
1185 ring_image = "gfx/crosshair_ring.tga";
1187 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
1189 ring_value = arc_heat;
1190 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1191 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1192 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1193 ring_image = "gfx/crosshair_ring.tga";
1196 // if in weapon switch animation, fade ring out/in
1197 if(autocvar_crosshair_effect_time > 0)
1199 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1202 wcross_ring_prev = ((ring_image) ? true : false);
1205 if(wcross_ring_prev)
1208 ring_alpha *= fabs(1 - bound(0, f, 1));
1213 ring_alpha *= bound(0, f, 1);
1217 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1218 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1221 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1224 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1227 if(wcross_blur > 0) \
1229 for(i = -2; i <= 2; ++i) \
1230 for(j = -2; j <= 2; ++j) \
1231 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1235 M(0,0,sz,wcross_name,wcross_alpha); \
1240 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1241 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)
1243 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1244 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1246 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1248 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1249 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1250 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1257 wcross_name_alpha_goal_prev = f;
1259 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1260 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1262 if(autocvar_crosshair_dot)
1264 vector wcross_color_old;
1265 wcross_color_old = wcross_color;
1267 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1268 wcross_color = stov(autocvar_crosshair_dot_color);
1270 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1271 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1272 wcross_color = wcross_color_old;
1278 wcross_scale_prev = 0;
1279 wcross_alpha_prev = 0;
1280 wcross_scale_goal_prev = 0;
1281 wcross_alpha_goal_prev = 0;
1282 wcross_changedonetime = 0;
1283 if(wcross_name_goal_prev)
1284 strunzone(wcross_name_goal_prev);
1285 wcross_name_goal_prev = string_null;
1286 if(wcross_name_goal_prev_prev)
1287 strunzone(wcross_name_goal_prev_prev);
1288 wcross_name_goal_prev_prev = string_null;
1289 wcross_name_changestarttime = 0;
1290 wcross_name_changedonetime = 0;
1291 wcross_name_alpha_goal_prev = 0;
1292 wcross_name_alpha_goal_prev_prev = 0;
1293 wcross_resolution_goal_prev = 0;
1294 wcross_resolution_goal_prev_prev = 0;
1300 if(getstati(STAT_FROZEN))
1301 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);
1302 else if (getstatf(STAT_HEALING_ORB)>time)
1303 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
1305 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1307 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);
1308 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);
1310 else if(getstatf(STAT_REVIVE_PROGRESS))
1312 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);
1313 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1316 if(autocvar_r_letterbox == 0)
1317 if(autocvar_viewsize < 120)
1319 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1320 Accuracy_LoadLevels();
1323 HUD_DrawScoreboard();
1326 // crosshair goes VERY LAST
1333 float oldr_nearclip;
1334 float oldr_farclip_base;
1335 float oldr_farclip_world;
1337 float oldr_useportalculling;
1338 float oldr_useinfinitefarclip;
1340 const int BUTTON_3 = 4;
1341 const int BUTTON_4 = 8;
1342 float cl_notice_run();
1345 float vh_notice_time;
1346 void WaypointSprite_Load();
1347 void CSQC_UpdateView(float w, float h)
1352 vector vf_size, vf_min;
1355 execute_next_frame();
1359 hud = getstati(STAT_HUD);
1361 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1362 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1366 if(autocvar__hud_showbinds_reload) // menu can set this one
1369 binddb = db_create();
1370 cvar_set("_hud_showbinds_reload", "0");
1373 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1374 view_quality = getproperty(VF_MINFPS_QUALITY);
1378 button_attack2 = (input_buttons & BUTTON_3);
1379 button_zoom = (input_buttons & BUTTON_4);
1381 vf_size = getpropertyvec(VF_SIZE);
1382 vf_min = getpropertyvec(VF_MIN);
1383 vid_width = vf_size.x;
1384 vid_height = vf_size.y;
1386 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1387 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1389 WaypointSprite_Load();
1391 CSQCPlayer_SetCamera();
1393 if(player_localentnum <= maxclients) // is it a client?
1394 current_player = player_localentnum - 1;
1395 else // then player_localentnum is the vehicle I'm driving
1396 current_player = player_localnum;
1397 myteam = GetPlayerColor(current_player);
1399 if(myteam != prev_myteam)
1401 myteamcolors = colormapPaletteColor(myteam, 1);
1402 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1403 prev_myteam = myteam;
1406 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1408 float is_dead = (getstati(STAT_HEALTH) <= 0);
1410 // FIXME do we need this hack?
1413 // in demos, input_buttons do not work
1414 button_zoom = (autocvar__togglezoom == "-");
1417 && autocvar_cl_unpress_zoom_on_death
1418 && (spectatee_status >= 0)
1419 && (is_dead || intermission))
1421 // no zoom while dead or in intermission please
1422 localcmd("-zoom\n");
1423 button_zoom = false;
1426 // event chase camera
1427 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1429 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1430 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1436 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1445 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1447 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1449 eventchase_running = true;
1451 // 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.)
1452 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1453 if(ons_roundlost) { current_view_origin = gen.origin; }
1455 // detect maximum viewoffset and use it
1456 vector view_offset = autocvar_cl_eventchase_viewoffset;
1457 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1458 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1462 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1463 if(trace_fraction == 1) { current_view_origin += view_offset; }
1464 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1467 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1468 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1469 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1470 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1472 // make the camera smooth back
1473 float chase_distance = autocvar_cl_eventchase_distance;
1474 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1475 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1477 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1478 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1479 else if(eventchase_current_distance != chase_distance)
1480 eventchase_current_distance = chase_distance;
1482 makevectors(view_angles);
1484 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1485 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1487 // If the boxtrace fails, revert back to line tracing.
1489 if(trace_startsolid)
1491 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1492 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1493 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1495 else { setproperty(VF_ORIGIN, trace_endpos); }
1498 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1500 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1502 eventchase_running = false;
1503 cvar_set("chase_active", "0");
1504 eventchase_current_distance = 0; // start from 0 next time
1507 // workaround for camera stuck between player's legs when using chase_active 1
1508 // because the engine stops updating the chase_active camera when the game ends
1509 else if(intermission)
1511 cvar_settemp("chase_active", "-1");
1512 eventchase_current_distance = 0;
1515 // do lockview after event chase camera so that it still applies whenever necessary.
1516 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1518 setproperty(VF_ORIGIN, freeze_org);
1519 setproperty(VF_ANGLES, freeze_ang);
1523 freeze_org = getpropertyvec(VF_ORIGIN);
1524 freeze_ang = getpropertyvec(VF_ANGLES);
1528 //WarpZone_FixPMove();
1530 vector ov_org = '0 0 0';
1531 vector ov_mid = '0 0 0';
1532 vector ov_worldmin = '0 0 0';
1533 vector ov_worldmax = '0 0 0';
1534 if(autocvar_cl_orthoview)
1536 ov_worldmin = mi_picmin;
1537 ov_worldmax = mi_picmax;
1539 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1540 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1541 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1543 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1544 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1546 float ov_nearest = vlen(ov_org - vec3(
1547 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1548 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1549 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1552 float ov_furthest = 0;
1555 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1556 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1557 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1558 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1559 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1560 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1561 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1562 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1566 oldr_nearclip = cvar("r_nearclip");
1567 oldr_farclip_base = cvar("r_farclip_base");
1568 oldr_farclip_world = cvar("r_farclip_world");
1569 oldr_novis = cvar("r_novis");
1570 oldr_useportalculling = cvar("r_useportalculling");
1571 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1574 cvar_settemp("r_nearclip", ftos(ov_nearest));
1575 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1576 cvar_settemp("r_farclip_world", "0");
1577 cvar_settemp("r_novis", "1");
1578 cvar_settemp("r_useportalculling", "0");
1579 cvar_settemp("r_useinfinitefarclip", "0");
1581 setproperty(VF_ORIGIN, ov_org);
1582 setproperty(VF_ANGLES, '90 0 0');
1587 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1589 vtos(getpropertyvec(VF_ANGLES)),
1599 cvar_set("r_nearclip", ftos(oldr_nearclip));
1600 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1601 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1602 cvar_set("r_novis", ftos(oldr_novis));
1603 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1604 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1610 view_origin = getpropertyvec(VF_ORIGIN);
1611 view_angles = getpropertyvec(VF_ANGLES);
1612 makevectors(view_angles);
1613 view_forward = v_forward;
1614 view_right = v_right;
1618 if(time > blurtest_time0 && time < blurtest_time1)
1622 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1623 r = t * blurtest_radius;
1624 f = 1 / pow(t, blurtest_power) - 1;
1626 cvar_set("r_glsl_postprocess", "1");
1627 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1631 cvar_set("r_glsl_postprocess", "0");
1632 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1636 TargetMusic_Advance();
1640 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1642 drawframetime = bound(0.000001, time - drawtime, 1);
1645 // watch for gametype changes here...
1646 // in ParseStuffCMD the cmd isn't executed yet :/
1647 // might even be better to add the gametype to TE_CSQC_INIT...?
1651 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1653 if(calledhooks & HOOK_START)
1655 localcmd("\ncl_hook_gameend\n");
1656 calledhooks |= HOOK_END;
1665 if(!zoomscript_caught)
1667 localcmd("+button9\n");
1668 zoomscript_caught = 1;
1673 if(zoomscript_caught)
1675 localcmd("-button9\n");
1676 zoomscript_caught = 0;
1680 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1682 // next WANTED weapon (for HUD)
1683 switchweapon = getstati(STAT_SWITCHWEAPON);
1685 // currently switching-to weapon (for crosshair)
1686 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1688 // actually active weapon (for zoom)
1689 activeweapon = getstati(STAT_ACTIVEWEAPON);
1691 f = (serverflags & SERVERFLAG_TEAMPLAY);
1698 if(last_switchweapon != switchweapon)
1701 last_switchweapon = switchweapon;
1702 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1704 localcmd("-zoom\n");
1705 button_zoom = false;
1707 if(autocvar_cl_unpress_attack_on_weapon_switch)
1709 localcmd("-fire\n");
1710 localcmd("-fire2\n");
1711 button_attack2 = false;
1714 if(last_activeweapon != activeweapon)
1716 last_activeweapon = activeweapon;
1718 e = get_weaponinfo(activeweapon);
1720 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1722 localcmd("\ncl_hook_activeweapon none\n");
1725 // ALWAYS Clear Current Scene First
1728 setproperty(VF_ORIGIN, view_origin);
1729 setproperty(VF_ANGLES, view_angles);
1731 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1732 setproperty(VF_SIZE, vf_size);
1733 setproperty(VF_MIN, vf_min);
1735 // Assign Standard Viewflags
1736 // Draw the World (and sky)
1737 setproperty(VF_DRAWWORLD, 1);
1739 // Set the console size vars
1740 vid_conwidth = autocvar_vid_conwidth;
1741 vid_conheight = autocvar_vid_conheight;
1742 vid_pixelheight = autocvar_vid_pixelheight;
1744 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1745 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1746 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1748 // Camera for demo playback
1751 if(autocvar_camera_enable)
1755 cvar_set("chase_active", ftos(chase_active_backup));
1756 cvar_set("cl_demo_mousegrab", "0");
1757 camera_active = false;
1763 if(autocvar_camera_enable)
1765 if(autocvar_camera_enable && isdemo())
1768 // Enable required Darkplaces cvars
1769 chase_active_backup = autocvar_chase_active;
1770 cvar_set("chase_active", "2");
1771 cvar_set("cl_demo_mousegrab", "1");
1772 camera_active = true;
1773 camera_mode = false;
1777 // Draw the Crosshair
1778 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1780 // Draw the Engine Status Bar (the default Quake HUD)
1781 setproperty(VF_DRAWENGINESBAR, 0);
1783 // Update the mouse position
1785 mousepos_x = vid_conwidth;
1786 mousepos_y = vid_conheight;
1787 mousepos = mousepos*0.5 + getmousepos();
1790 for(entity e = NULL; (e = nextent(e)); ) if (e.draw) {
1791 WITH(entity, self, e, e.draw(e));
1794 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1797 // now switch to 2D drawing mode by calling a 2D drawing function
1798 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1799 // next R_RenderScene call
1800 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1802 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1803 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1805 // apply night vision effect
1806 vector tc_00, tc_01, tc_10, tc_11;
1807 vector rgb = '0 0 0';
1809 if(!nightvision_noise)
1811 nightvision_noise = new(nightvision_noise);
1813 if(!nightvision_noise2)
1815 nightvision_noise2 = new(nightvision_noise2);
1818 // color tint in yellow
1819 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1822 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1824 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1825 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1826 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1827 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1828 tc_11 = tc_01 + tc_10 - tc_00;
1829 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1830 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1831 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1832 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1833 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1837 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1838 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1839 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1840 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1841 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1842 tc_11 = tc_01 + tc_10 - tc_00;
1843 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1844 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1845 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1846 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1847 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1851 if(autocvar_cl_reticle)
1853 Weapon wep = get_weaponinfo(activeweapon);
1854 // Draw the aiming reticle for weapons that use it
1855 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1856 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1857 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1858 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1860 // no zoom reticle while dead
1863 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1865 if(reticle_image != "") { reticle_type = 2; }
1866 else { reticle_type = 0; }
1868 else if(button_zoom || zoomscript_caught)
1876 if(autocvar_cl_reticle_stretch)
1878 reticle_size.x = vid_conwidth;
1879 reticle_size.y = vid_conheight;
1885 reticle_size.x = max(vid_conwidth, vid_conheight);
1886 reticle_size.y = max(vid_conwidth, vid_conheight);
1887 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1888 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1891 if(zoomscript_caught)
1894 f = current_zoomfraction;
1898 switch(reticle_type)
1900 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1901 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1908 if(reticle_type != 0) { reticle_type = 0; }
1912 // improved polyblend
1913 if(autocvar_hud_contents)
1915 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1918 switch(pointcontents(view_origin))
1921 liquidalpha = autocvar_hud_contents_water_alpha;
1922 liquidcolor = stov(autocvar_hud_contents_water_color);
1927 liquidalpha = autocvar_hud_contents_lava_alpha;
1928 liquidcolor = stov(autocvar_hud_contents_lava_color);
1933 liquidalpha = autocvar_hud_contents_slime_alpha;
1934 liquidcolor = stov(autocvar_hud_contents_slime_color);
1940 liquidcolor = '0 0 0';
1945 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1946 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1947 contentfadetime = autocvar_hud_contents_fadeintime;
1948 liquidalpha_prev = liquidalpha;
1949 liquidcolor_prev = liquidcolor;
1952 contentfadetime = autocvar_hud_contents_fadeouttime;
1954 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1955 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1958 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1960 if(autocvar_hud_postprocessing)
1962 if(autocvar_hud_contents_blur && contentavgalpha)
1964 content_blurpostprocess.x = 1;
1965 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1966 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1970 content_blurpostprocess.x = 0;
1971 content_blurpostprocess.y = 0;
1972 content_blurpostprocess.z = 0;
1977 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1979 splash_size.x = max(vid_conwidth, vid_conheight);
1980 splash_size.y = max(vid_conwidth, vid_conheight);
1981 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1982 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1984 float myhealth_flash_temp;
1985 myhealth = getstati(STAT_HEALTH);
1988 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1990 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1992 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1993 pain_threshold = autocvar_hud_damage_pain_threshold;
1994 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1995 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1997 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1999 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);
2002 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2004 if(myhealth_prev < 1)
2008 myhealth_flash = 0; // just spawned, clear the flash immediately
2009 myhealth_flash_temp = 0;
2013 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2017 if(spectatee_status == -1 || intermission)
2019 myhealth_flash = 0; // observing, or match ended
2020 myhealth_flash_temp = 0;
2023 myhealth_prev = myhealth;
2025 // IDEA: change damage color/picture based on player model for robot/alien species?
2026 // pro: matches model better
2027 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2028 // maybe different reddish pics?
2029 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2031 if(autocvar_cl_gentle_damage == 2)
2033 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2034 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2037 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2039 if(myhealth_flash_temp > 0)
2040 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);
2042 else if(myhealth_flash_temp > 0)
2043 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2045 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.
2047 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2049 damage_blurpostprocess.x = 1;
2050 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2051 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2055 damage_blurpostprocess.x = 0;
2056 damage_blurpostprocess.y = 0;
2057 damage_blurpostprocess.z = 0;
2062 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2063 float e2 = (autocvar_hud_powerup != 0);
2064 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2066 // enable or disable rendering types if they are used or not
2067 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2068 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2070 // blur postprocess handling done first (used by hud_damage and hud_contents)
2071 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2073 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2074 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2075 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2077 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2078 old_blurradius = blurradius;
2079 old_bluralpha = bluralpha;
2082 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2084 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2089 // edge detection postprocess handling done second (used by hud_powerup)
2090 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
2091 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2092 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2094 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.
2096 if(autocvar_hud_powerup && sharpen_intensity > 0)
2098 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2100 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2101 old_sharpen_intensity = sharpen_intensity;
2104 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2106 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2107 old_sharpen_intensity = 0;
2110 if(cvar("r_glsl_postprocess") == 0)
2111 cvar_set("r_glsl_postprocess", "2");
2113 else if(cvar("r_glsl_postprocess") == 2)
2114 cvar_set("r_glsl_postprocess", "0");
2116 /*if(gametype == MAPINFO_TYPE_CTF)
2122 for (entity e = NULL; (e = nextent(e)); ) if (e.draw2d) {
2123 WITH(entity, self, e, e.draw2d(e));
2125 Draw_ShowNames_All();
2128 scoreboard_active = HUD_WouldDrawScoreboard();
2132 if(NextFrameCommand)
2134 localcmd("\n", NextFrameCommand, "\n");
2135 NextFrameCommand = string_null;
2138 // we must do this check AFTER a frame was rendered, or it won't work
2139 if(cs_project_is_b0rked == 0)
2142 w0 = ftos(autocvar_vid_conwidth);
2143 h0 = ftos(autocvar_vid_conheight);
2144 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2145 //setproperty(VF_FOV, '90 90 0');
2146 setproperty(VF_ORIGIN, '0 0 0');
2147 setproperty(VF_ANGLES, '0 0 0');
2148 setproperty(VF_PERSPECTIVE, 1);
2149 makevectors('0 0 0');
2151 cvar_set("vid_conwidth", "800");
2152 cvar_set("vid_conheight", "600");
2153 v1 = cs_project(v_forward);
2154 cvar_set("vid_conwidth", "640");
2155 cvar_set("vid_conheight", "480");
2156 v2 = cs_project(v_forward);
2158 cs_project_is_b0rked = 1;
2160 cs_project_is_b0rked = -1;
2161 cvar_set("vid_conwidth", w0);
2162 cvar_set("vid_conheight", h0);
2165 if(autocvar__hud_configure)
2167 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2168 HUD_Minigame_Mouse();
2169 else if(QuickMenu_IsOpened())
2176 // let's reset the view back to normal for the end
2177 setproperty(VF_MIN, '0 0 0');
2178 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2182 // following vectors must be global to allow seamless switching between camera modes
2183 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2184 void CSQC_Demo_Camera()
2186 float speed, attenuation, dimensions;
2189 if( autocvar_camera_reset || !camera_mode )
2191 camera_offset = '0 0 0';
2192 current_angles = '0 0 0';
2193 camera_direction = '0 0 0';
2194 camera_offset.z += 30;
2195 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2196 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2197 current_origin = view_origin;
2198 current_camera_offset = camera_offset;
2199 cvar_set("camera_reset", "0");
2200 camera_mode = CAMERA_CHASE;
2205 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2207 if(autocvar_camera_look_player)
2212 dir = normalize(view_origin - current_position);
2214 mouse_angles = vectoangles(dir);
2215 mouse_angles.x = mouse_angles.x * -1;
2220 tmp = getmousepos() * 0.1;
2221 if(vlen(tmp)>autocvar_camera_mouse_threshold)
2223 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2224 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2228 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2229 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2230 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2231 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2233 // Fix difference when angles don't have the same sign
2235 if(mouse_angles.y < -60 && current_angles.y > 60)
2237 if(mouse_angles.y > 60 && current_angles.y < -60)
2240 if(autocvar_camera_look_player)
2241 attenuation = autocvar_camera_look_attenuation;
2243 attenuation = autocvar_camera_speed_attenuation;
2245 attenuation = 1 / max(1, attenuation);
2246 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2248 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2249 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2250 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2251 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2257 if( camera_direction.x )
2259 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2260 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2261 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2262 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2266 if( camera_direction.y )
2268 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2269 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2270 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2274 if( camera_direction.z )
2276 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2280 if(autocvar_camera_free)
2281 speed = autocvar_camera_speed_free;
2283 speed = autocvar_camera_speed_chase;
2287 speed = speed * sqrt(1 / dimensions);
2288 camera_offset += tmp * speed;
2291 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2294 if( autocvar_camera_free )
2296 if ( camera_mode == CAMERA_CHASE )
2298 current_camera_offset = current_origin + current_camera_offset;
2299 camera_offset = current_origin + camera_offset;
2302 camera_mode = CAMERA_FREE;
2303 current_position = current_camera_offset;
2307 if ( camera_mode == CAMERA_FREE )
2309 current_origin = view_origin;
2310 camera_offset = camera_offset - current_origin;
2311 current_camera_offset = current_camera_offset - current_origin;
2314 camera_mode = CAMERA_CHASE;
2316 if(autocvar_camera_chase_smoothly)
2317 current_origin += (view_origin - current_origin) * attenuation;
2319 current_origin = view_origin;
2321 current_position = current_origin + current_camera_offset;
2324 setproperty(VF_ANGLES, current_angles);
2325 setproperty(VF_ORIGIN, current_position);