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 calc_followmodel_ofs(entity view)
114 if(cl_followmodel_time == time)
115 return; // cl_followmodel_ofs already calculated for this frame
118 vector gunorg = '0 0 0';
119 static vector vel_average;
120 static vector gunorg_prev = '0 0 0';
121 static vector gunorg_adjustment_highpass;
122 static vector gunorg_adjustment_lowpass;
125 if (autocvar_cl_followmodel_velocity_absolute)
129 vector forward, right = '0 0 0', up = '0 0 0';
130 MAKEVECTORS(makevectors, view_angles, forward, right, up);
131 vel.x = view.velocity * forward;
132 vel.y = view.velocity * right * -1;
133 vel.z = view.velocity * up;
136 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
137 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
138 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
140 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
141 lowpass3(vel, frac, vel_average, gunorg);
143 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
145 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
146 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
147 frac = avg_factor(autocvar_cl_followmodel_highpass);
148 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
149 frac = avg_factor(autocvar_cl_followmodel_lowpass);
150 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
152 if (autocvar_cl_followmodel_velocity_absolute)
155 vector forward, right = '0 0 0', up = '0 0 0';
156 MAKEVECTORS(makevectors, view_angles, forward, right, up);
157 fixed_gunorg.x = gunorg * forward;
158 fixed_gunorg.y = gunorg * right * -1;
159 fixed_gunorg.z = gunorg * up;
160 gunorg = fixed_gunorg;
163 cl_followmodel_ofs = gunorg;
164 cl_followmodel_time = time;
167 vector leanmodel_ofs(entity view)
170 vector gunangles = '0 0 0';
171 static vector gunangles_prev = '0 0 0';
172 static vector gunangles_highpass = '0 0 0';
173 static vector gunangles_adjustment_highpass;
174 static vector gunangles_adjustment_lowpass;
176 if (view.csqcmodel_teleported)
177 gunangles_prev = view_angles;
179 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
180 gunangles_highpass += gunangles_prev;
181 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
182 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
183 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
184 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
185 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
186 gunangles_prev = view_angles;
187 gunangles_highpass -= gunangles_prev;
189 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
190 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
192 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
193 frac = avg_factor(autocvar_cl_leanmodel_highpass);
194 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
195 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
196 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
198 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
203 vector bobmodel_ofs(entity view)
205 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
206 static bool oldonground;
207 static float hitgroundtime;
210 float f = time; // cl.movecmd[0].time
214 oldonground = clonground;
216 // calculate for swinging gun model
217 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
218 vector gunorg = '0 0 0';
219 static float bobmodel_scale = 0;
220 static float time_ofs = 0; // makes the effect always restart in the same way
223 if (time - hitgroundtime > 0.05)
224 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
227 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
229 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
230 if (bobmodel_scale && xyspeed)
232 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
233 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
234 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
235 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
243 void viewmodel_animate(entity this)
245 if (autocvar_chase_active) return;
246 if (STAT(HEALTH) <= 0) return;
248 entity view = CSQCModel_server2csqc(player_localentnum - 1);
250 if (autocvar_cl_followmodel)
252 calc_followmodel_ofs(view);
253 this.origin += cl_followmodel_ofs;
256 if (autocvar_cl_leanmodel)
257 this.angles += leanmodel_ofs(view);
259 // vertical view bobbing code
262 // horizontal view bobbing code
266 // causes the view to swing down and back up when touching the ground
269 // gun model bobbing code
270 if (autocvar_cl_bobmodel)
271 this.origin += bobmodel_ofs(view);
274 .vector viewmodel_origin, viewmodel_angles;
275 .float weapon_nextthink;
276 .float weapon_eta_last;
277 .float weapon_switchdelay;
279 void viewmodel_draw(entity this)
283 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
284 float a = this.alpha;
285 static bool wasinvehicle;
286 bool invehicle = player_localentnum > maxclients;
287 if (invehicle) a = -1;
288 else if (wasinvehicle) a = 1;
289 wasinvehicle = invehicle;
290 Weapon wep = activeweapon;
291 int c = stof(getplayerkeyvalue(current_player, "colors"));
292 vector g = weaponentity_glowmod(wep, c);
293 entity me = CSQCModel_server2csqc(player_localentnum - 1);
294 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
296 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
297 for (entity e = this; e; e = e.weaponchild)
301 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
303 e.csqcmodel_effects = fx;
304 CSQCModel_Effects_Apply(e);
307 static string name_last;
308 string name = wep.mdl;
309 if (name != name_last)
312 CL_WeaponEntity_SetModel(this, name);
313 this.viewmodel_origin = this.origin;
314 this.viewmodel_angles = this.angles;
317 if (!this.animstate_override)
318 anim_set(this, this.anim_idle, true, false, false);
320 float f = 0; // 0..1; 0: fully active
321 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
322 if (eta <= 0) f = this.weapon_eta_last;
323 else switch (this.state)
327 f = eta / max(eta, this.weapon_switchdelay);
332 f = 1 - eta / max(eta, this.weapon_switchdelay);
341 this.weapon_eta_last = f;
342 this.origin = this.viewmodel_origin;
343 this.angles = this.viewmodel_angles;
344 this.angles_x = (-90 * f * f);
345 viewmodel_animate(this);
346 setorigin(this, this.origin);
350 STATIC_INIT(viewmodel) {
351 viewmodel = new(viewmodel);
352 make_pure(viewmodel);
357 void Porto_Draw(entity this)
359 vector p, dir, ang, q, nextdir;
360 float portal_number, portal1_idx;
362 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
364 if(WEP_CVAR(porto, secondary))
366 if(intermission == 1)
368 if(intermission == 2)
370 if (STAT(HEALTH) <= 0)
375 if(angles_held_status)
377 makevectors(angles_held);
391 traceline(p, p + 65536 * dir, true, porto);
392 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
394 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
400 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
403 ang = vectoangles2(trace_plane_normal, dir);
406 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
408 if(portal_number == 1)
411 if(portal_number >= 2)
421 p = p - view_up * 16;
422 if(idx-1 >= portal1_idx)
424 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
428 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
438 porto.draw = Porto_Draw;
439 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
444 vector GetCurrentFov(float fov)
446 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
447 float velocityzoom, curspeed;
450 zoomsensitivity = autocvar_cl_zoomsensitivity;
451 zoomfactor = autocvar_cl_zoomfactor;
452 if(zoomfactor < 1 || zoomfactor > 30)
454 zoomspeed = autocvar_cl_zoomspeed;
456 if(zoomspeed < 0.5 || zoomspeed > 16)
459 zoomdir = button_zoom;
460 if(hud == HUD_NORMAL)
461 if(switchweapon == activeweapon)
462 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
463 zoomdir += button_attack2;
464 if(spectatee_status > 0 || isdemo())
466 if(spectatorbutton_zoom)
473 // fteqcc failed twice here already, don't optimize this
476 if(zoomdir) { zoomin_effect = 0; }
480 current_viewzoom = min(1, current_viewzoom + drawframetime);
482 else if(autocvar_cl_spawnzoom && zoomin_effect)
484 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
486 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
487 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
488 if(current_viewzoom == 1) { zoomin_effect = 0; }
492 if(zoomspeed < 0) // instant zoom
495 current_viewzoom = 1 / zoomfactor;
497 current_viewzoom = 1;
502 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
504 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
508 if(almost_equals(current_viewzoom, 1))
509 current_zoomfraction = 0;
510 else if(almost_equals(current_viewzoom, 1/zoomfactor))
511 current_zoomfraction = 1;
513 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
515 if(zoomsensitivity < 1)
516 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
518 setsensitivityscale(1);
520 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
522 if(intermission) { curspeed = 0; }
526 makevectors(view_angles);
529 v = csqcplayer.velocity;
531 switch(autocvar_cl_velocityzoom_type)
533 case 3: curspeed = max(0, v_forward * v); break;
534 case 2: curspeed = (v_forward * v); break;
535 case 1: default: curspeed = vlen(v); break;
539 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
540 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
541 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
543 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
548 float frustumx, frustumy, fovx, fovy;
549 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
550 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
551 fovx = atan2(frustumx, 1) / M_PI * 360.0;
552 fovy = atan2(frustumy, 1) / M_PI * 360.0;
554 return '1 0 0' * fovx + '0 1 0' * fovy;
557 vector GetViewLocationFOV(float fov)
559 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
560 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
561 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
562 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
563 return '1 0 0' * fovx + '0 1 0' * fovy;
566 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
569 float width = (ov_worldmax.x - ov_worldmin.x);
570 float height = (ov_worldmax.y - ov_worldmin.y);
571 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
572 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
573 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
574 return '1 0 0' * fovx + '0 1 0' * fovy;
577 // this function must match W_SetupShot!
578 float zoomscript_caught;
580 vector wcross_origin;
581 float wcross_scale_prev, wcross_alpha_prev;
582 vector wcross_color_prev;
583 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
584 vector wcross_color_goal_prev;
585 float wcross_changedonetime;
587 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
588 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
589 float wcross_name_changestarttime, wcross_name_changedonetime;
590 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
592 float wcross_ring_prev;
595 entity trueaim_rifle;
597 const float SHOTTYPE_HITTEAM = 1;
598 const float SHOTTYPE_HITOBSTRUCTION = 2;
599 const float SHOTTYPE_HITWORLD = 3;
600 const float SHOTTYPE_HITENEMY = 4;
604 trueaim = new(trueaim);
606 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
607 trueaim_rifle = new(trueaim_rifle);
608 make_pure(trueaim_rifle);
609 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
612 float EnemyHitCheck()
615 wcross_origin = project_3d_to_2d(trace_endpos);
618 n = trace_ent.entnum;
620 n = trace_networkentity;
622 return SHOTTYPE_HITWORLD;
624 return SHOTTYPE_HITWORLD;
625 t = entcs_GetTeam(n - 1);
628 return SHOTTYPE_HITTEAM;
629 if(t == NUM_SPECTATOR)
630 return SHOTTYPE_HITWORLD;
631 return SHOTTYPE_HITENEMY;
636 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?
637 vector vecs, trueaimpoint, w_shotorg;
645 mv = MOVE_NOMONSTERS;
647 switch(activeweapon) // WEAPONTODO
649 case WEP_TUBA: // no aim
650 case WEP_PORTO: // shoots from eye
651 case WEP_NEXBALL: // shoots from eye
652 case WEP_HOOK: // no trueaim
653 case WEP_MORTAR: // toss curve
654 return SHOTTYPE_HITWORLD;
662 if(zoomscript_caught)
664 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
665 return EnemyHitCheck();
668 case WEP_DEVASTATOR: // projectile has a size!
672 case WEP_FIREBALL: // projectile has a size!
676 case WEP_SEEKER: // projectile has a size!
680 case WEP_ELECTRO: // projectile has a size!
686 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
688 vecs = decompressShotOrigin(STAT(SHOTORG));
690 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
691 trueaimpoint = trace_endpos;
693 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
694 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
701 dv = view_right * vecs.y + view_up * vecs.z;
702 w_shotorg = traceorigin + dv;
704 // now move the vecs forward as much as requested if possible
705 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
706 w_shotorg = trace_endpos - view_forward * nudge;
708 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
709 shottype = EnemyHitCheck();
710 if(shottype != SHOTTYPE_HITWORLD)
714 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
715 // or rather, I know why, but see no fix
716 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
717 // 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
718 return SHOTTYPE_HITOBSTRUCTION;
721 return SHOTTYPE_HITWORLD;
725 void CSQC_Demo_Camera();
726 float HUD_WouldDrawScoreboard();
728 const float CAMERA_FREE = 1;
729 const float CAMERA_CHASE = 2;
731 string reticle_image;
732 string NextFrameCommand;
734 vector freeze_org, freeze_ang;
735 entity nightvision_noise, nightvision_noise2;
737 const float MAX_TIME_DIFF = 5;
738 float pickup_crosshair_time, pickup_crosshair_size;
739 float hitindication_crosshair_size;
740 float use_vortex_chargepool;
742 float myhealth, myhealth_prev;
743 float myhealth_flash;
745 float old_blurradius, old_bluralpha;
746 float old_sharpen_intensity;
748 vector myhealth_gentlergb;
750 float contentavgalpha, liquidalpha_prev;
751 vector liquidcolor_prev;
753 float eventchase_current_distance;
754 float eventchase_running;
755 bool WantEventchase(entity this)
757 if(autocvar_cl_orthoview)
763 if(spectatee_status >= 0)
765 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
767 if(MUTATOR_CALLHOOK(WantEventchase, this))
769 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
771 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
773 if(autocvar_cl_eventchase_death == 2)
775 // don't stop eventchase once it's started (even if velocity changes afterwards)
776 if(this.velocity == '0 0 0' || eventchase_running)
785 void HUD_Crosshair_Vehicle()
787 if(hud != HUD_BUMBLEBEE_GUN)
789 Vehicle info = Vehicles_from(hud);
790 info.vr_crosshair(info);
794 vector damage_blurpostprocess, content_blurpostprocess;
796 float unaccounted_damage = 0;
799 // accumulate damage with each stat update
800 static float damage_total_prev = 0;
801 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
802 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
803 damage_total_prev = damage_total;
805 static float damage_dealt_time_prev = 0;
806 float damage_dealt_time = STAT(HIT_TIME);
807 if (damage_dealt_time != damage_dealt_time_prev)
809 unaccounted_damage += unaccounted_damage_new;
810 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
812 damage_dealt_time_prev = damage_dealt_time;
814 // prevent hitsound when switching spectatee
815 static float spectatee_status_prev = 0;
816 if (spectatee_status != spectatee_status_prev)
817 unaccounted_damage = 0;
818 spectatee_status_prev = spectatee_status;
823 // varying sound pitch
825 static float hitsound_time_prev = 0;
826 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
827 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
828 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
830 if (autocvar_cl_hitsound && unaccounted_damage)
832 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
833 float a = autocvar_cl_hitsound_max_pitch;
834 float b = autocvar_cl_hitsound_min_pitch;
835 float c = autocvar_cl_hitsound_nom_damage;
836 float x = unaccounted_damage;
837 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
839 // if sound variation is disabled, set pitch_shift to 1
840 if (autocvar_cl_hitsound == 1)
843 // if pitch shift is reversed, mirror in (max-min)/2 + min
844 if (autocvar_cl_hitsound == 3)
846 float mirror_value = (a-b)/2 + b;
847 pitch_shift = mirror_value + (mirror_value - pitch_shift);
850 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
852 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
853 // todo: normalize sound pressure levels? seems unnecessary
855 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
857 unaccounted_damage = 0;
858 hitsound_time_prev = time;
861 static float typehit_time_prev = 0;
862 float typehit_time = STAT(TYPEHIT_TIME);
863 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
865 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
866 typehit_time_prev = typehit_time;
872 static float rainbow_last_flicker;
873 static vector rainbow_prev_color;
877 if(!scoreboard_active && !camera_active && intermission != 2 &&
878 spectatee_status != -1 && !csqcplayer.viewloc &&
879 !HUD_MinigameMenu_IsOpened() )
881 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
884 if (hud != HUD_NORMAL)
886 HUD_Crosshair_Vehicle();
891 float wcross_alpha, wcross_resolution;
892 wcross_style = autocvar_crosshair;
893 if (wcross_style == "0")
895 wcross_resolution = autocvar_crosshair_size;
896 if (wcross_resolution == 0)
898 wcross_alpha = autocvar_crosshair_alpha;
899 if (wcross_alpha == 0)
905 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
906 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
908 if(autocvar_crosshair_hittest)
910 vector wcross_oldorigin;
911 wcross_oldorigin = wcross_origin;
912 shottype = TrueAimCheck();
913 if(shottype == SHOTTYPE_HITWORLD)
915 v = wcross_origin - wcross_oldorigin;
917 v.y /= vid_conheight;
919 shottype = SHOTTYPE_HITOBSTRUCTION;
921 if(!autocvar_crosshair_hittest_showimpact)
922 wcross_origin = wcross_oldorigin;
925 shottype = SHOTTYPE_HITWORLD;
927 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
928 string wcross_name = "";
929 float wcross_scale, wcross_blur;
931 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
936 if(autocvar_crosshair_per_weapon)
938 // WEAPONTODO: access these through some general settings (with non-balance config settings)
939 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
940 //if (wcross_resolution == 0)
943 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
944 wcross_resolution *= e.w_crosshair_size;
945 wcross_name = e.w_crosshair;
950 if(wcross_name == "")
951 wcross_name = strcat("gfx/crosshair", wcross_style);
953 // MAIN CROSSHAIR COLOR DECISION
954 switch(autocvar_crosshair_color_special)
956 case 1: // crosshair_color_per_weapon
960 wcross_color = e.wpcolor;
963 else { goto normalcolor; }
966 case 2: // crosshair_color_by_health
968 float x = STAT(HEALTH);
983 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
984 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
988 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
989 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
990 wcross_color.z = 1 - (x-100)*0.02;
996 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
1001 wcross_color.y = (x-20)*90/27/100;
1002 wcross_color.z = (x-20)*90/27/100 * 0.2;
1012 case 3: // crosshair_color_rainbow
1014 if(time >= rainbow_last_flicker)
1016 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1017 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1019 wcross_color = rainbow_prev_color;
1023 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1026 if(autocvar_crosshair_effect_scalefade)
1028 wcross_scale = wcross_resolution;
1029 wcross_resolution = 1;
1036 if(autocvar_crosshair_pickup)
1038 float stat_pickup_time = STAT(LAST_PICKUP);
1040 if(pickup_crosshair_time < stat_pickup_time)
1042 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1043 pickup_crosshair_size = 1;
1045 pickup_crosshair_time = stat_pickup_time;
1048 if(pickup_crosshair_size > 0)
1049 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1051 pickup_crosshair_size = 0;
1053 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1056 // todo: make crosshair hit indication dependent on damage dealt
1057 if(autocvar_crosshair_hitindication)
1059 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1061 if(unaccounted_damage)
1063 hitindication_crosshair_size = 1;
1066 if(hitindication_crosshair_size > 0)
1067 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1069 hitindication_crosshair_size = 0;
1071 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1072 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1073 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1074 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1077 if(shottype == SHOTTYPE_HITENEMY)
1078 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1079 if(shottype == SHOTTYPE_HITTEAM)
1080 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1082 f = fabs(autocvar_crosshair_effect_time);
1083 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1085 wcross_changedonetime = time + f;
1087 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1089 wcross_name_changestarttime = time;
1090 wcross_name_changedonetime = time + f;
1091 if(wcross_name_goal_prev_prev)
1092 strunzone(wcross_name_goal_prev_prev);
1093 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1094 wcross_name_goal_prev = strzone(wcross_name);
1095 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1096 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1097 wcross_resolution_goal_prev = wcross_resolution;
1100 wcross_scale_goal_prev = wcross_scale;
1101 wcross_alpha_goal_prev = wcross_alpha;
1102 wcross_color_goal_prev = wcross_color;
1104 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1107 wcross_alpha *= 0.75;
1111 // *_prev is at time-frametime
1112 // * is at wcross_changedonetime+f
1113 // what do we have at time?
1114 if(time < wcross_changedonetime)
1116 f = frametime / (wcross_changedonetime - time + frametime);
1117 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1118 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1119 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1122 wcross_scale_prev = wcross_scale;
1123 wcross_alpha_prev = wcross_alpha;
1124 wcross_color_prev = wcross_color;
1126 MUTATOR_CALLHOOK(UpdateCrosshair);
1128 wcross_scale *= 1 - autocvar__menu_alpha;
1129 wcross_alpha *= 1 - autocvar__menu_alpha;
1130 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1132 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1134 // crosshair rings for weapon stats
1135 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1137 // declarations and stats
1138 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1139 string ring_image = string_null, ring_inner_image = string_null;
1140 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1142 ring_scale = autocvar_crosshair_ring_size;
1144 float weapon_clipload, weapon_clipsize;
1145 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1146 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1148 float ok_ammo_charge, ok_ammo_chargepool;
1149 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1150 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1152 float vortex_charge, vortex_chargepool;
1153 vortex_charge = STAT(VORTEX_CHARGE);
1154 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1156 float arc_heat = STAT(ARC_HEAT);
1158 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1159 vortex_charge_movingavg = vortex_charge;
1162 // handle the values
1163 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1165 if (vortex_chargepool || use_vortex_chargepool) {
1166 use_vortex_chargepool = 1;
1167 ring_inner_value = vortex_chargepool;
1169 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1170 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1173 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1174 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;
1175 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1177 // draw the outer ring to show the current charge of the weapon
1178 ring_value = vortex_charge;
1179 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1180 ring_rgb = wcross_color;
1181 ring_image = "gfx/crosshair_ring_nexgun.tga";
1183 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1185 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.
1186 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1187 ring_rgb = wcross_color;
1188 ring_image = "gfx/crosshair_ring.tga";
1190 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1192 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1193 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1194 ring_rgb = wcross_color;
1195 ring_image = "gfx/crosshair_ring.tga";
1197 else if (ok_ammo_charge)
1199 ring_value = ok_ammo_chargepool;
1200 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1201 ring_rgb = wcross_color;
1202 ring_image = "gfx/crosshair_ring.tga";
1204 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1206 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1207 ring_scale = autocvar_crosshair_ring_reload_size;
1208 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1209 ring_rgb = wcross_color;
1211 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1212 // if a new image for another weapon is added, add the code (and its respective file/value) here
1213 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1214 ring_image = "gfx/crosshair_ring_rifle.tga";
1216 ring_image = "gfx/crosshair_ring.tga";
1218 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1220 ring_value = arc_heat;
1221 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1222 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1223 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1224 ring_image = "gfx/crosshair_ring.tga";
1227 // if in weapon switch animation, fade ring out/in
1228 if(autocvar_crosshair_effect_time > 0)
1230 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1233 wcross_ring_prev = ((ring_image) ? true : false);
1236 if(wcross_ring_prev)
1239 ring_alpha *= fabs(1 - bound(0, f, 1));
1244 ring_alpha *= bound(0, f, 1);
1248 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1249 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1252 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1255 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1257 if(wcross_blur > 0) \
1259 for(i = -2; i <= 2; ++i) \
1260 for(j = -2; j <= 2; ++j) \
1261 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1265 M(0,0,sz,wcross_name,wcross_alpha); \
1269 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1270 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)
1272 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1273 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1275 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1277 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1278 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1279 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1286 wcross_name_alpha_goal_prev = f;
1288 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1289 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1291 if(autocvar_crosshair_dot)
1293 vector wcross_color_old;
1294 wcross_color_old = wcross_color;
1296 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1297 wcross_color = stov(autocvar_crosshair_dot_color);
1299 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1300 // FIXME why don't we use wcross_alpha here?
1301 wcross_color = wcross_color_old;
1307 wcross_scale_prev = 0;
1308 wcross_alpha_prev = 0;
1309 wcross_scale_goal_prev = 0;
1310 wcross_alpha_goal_prev = 0;
1311 wcross_changedonetime = 0;
1312 if(wcross_name_goal_prev)
1313 strunzone(wcross_name_goal_prev);
1314 wcross_name_goal_prev = string_null;
1315 if(wcross_name_goal_prev_prev)
1316 strunzone(wcross_name_goal_prev_prev);
1317 wcross_name_goal_prev_prev = string_null;
1318 wcross_name_changestarttime = 0;
1319 wcross_name_changedonetime = 0;
1320 wcross_name_alpha_goal_prev = 0;
1321 wcross_name_alpha_goal_prev_prev = 0;
1322 wcross_resolution_goal_prev = 0;
1323 wcross_resolution_goal_prev_prev = 0;
1329 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1331 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
1333 else if(STAT(FROZEN))
1335 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((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'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1338 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1340 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);
1341 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);
1343 else if(STAT(REVIVE_PROGRESS))
1345 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);
1346 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1349 if(autocvar_r_letterbox == 0)
1350 if(autocvar_viewsize < 120)
1352 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1353 Accuracy_LoadLevels();
1356 HUD_DrawScoreboard();
1359 // crosshair goes VERY LAST
1366 float oldr_nearclip;
1367 float oldr_farclip_base;
1368 float oldr_farclip_world;
1370 float oldr_useportalculling;
1371 float oldr_useinfinitefarclip;
1373 void cl_notice_run();
1376 float vh_notice_time;
1377 void WaypointSprite_Load();
1378 void CSQC_UpdateView(float w, float h)
1383 vector vf_size, vf_min;
1386 execute_next_frame();
1393 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1394 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1398 if(autocvar__hud_showbinds_reload) // menu can set this one
1401 binddb = db_create();
1402 cvar_set("_hud_showbinds_reload", "0");
1405 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1406 view_quality = getproperty(VF_MINFPS_QUALITY);
1410 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1411 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1413 vf_size = getpropertyvec(VF_SIZE);
1414 vf_min = getpropertyvec(VF_MIN);
1415 vid_width = vf_size.x;
1416 vid_height = vf_size.y;
1418 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1419 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1421 WaypointSprite_Load();
1423 CSQCPlayer_SetCamera();
1425 if(player_localentnum <= maxclients) // is it a client?
1426 current_player = player_localentnum - 1;
1427 else // then player_localentnum is the vehicle I'm driving
1428 current_player = player_localnum;
1429 myteam = entcs_GetTeam(current_player);
1431 if(myteam != prev_myteam)
1433 myteamcolors = colormapPaletteColor(myteam, 1);
1434 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1435 prev_myteam = myteam;
1438 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1440 float is_dead = (STAT(HEALTH) <= 0);
1442 // FIXME do we need this hack?
1445 // in demos, input_buttons do not work
1446 button_zoom = (autocvar__togglezoom == "-");
1449 && autocvar_cl_unpress_zoom_on_death
1450 && (spectatee_status >= 0)
1451 && (is_dead || intermission))
1453 // no zoom while dead or in intermission please
1454 localcmd("-zoom\n");
1455 button_zoom = false;
1458 // event chase camera
1459 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1461 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1462 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1465 float vehicle_viewdist = 0;
1466 vector vehicle_viewofs = '0 0 0';
1470 if(hud != HUD_BUMBLEBEE_GUN)
1472 Vehicle info = Vehicles_from(hud);
1473 vehicle_viewdist = info.height;
1474 vehicle_viewofs = info.view_ofs;
1480 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1485 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1487 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1489 eventchase_running = true;
1491 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1493 local_player = self; // fall back!
1495 // 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.)
1496 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1497 if(ons_roundlost) { current_view_origin = gen.origin; }
1499 // detect maximum viewoffset and use it
1500 vector view_offset = autocvar_cl_eventchase_viewoffset;
1504 view_offset = vehicle_viewofs;
1506 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1508 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1512 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1513 if(trace_fraction == 1) { current_view_origin += view_offset; }
1514 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1517 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1518 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1519 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1520 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1522 // make the camera smooth back
1523 float chase_distance = autocvar_cl_eventchase_distance;
1527 chase_distance = vehicle_viewdist;
1529 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1531 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1533 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1534 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1535 else if(eventchase_current_distance != chase_distance)
1536 eventchase_current_distance = chase_distance;
1538 makevectors(view_angles);
1540 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1541 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1543 // If the boxtrace fails, revert back to line tracing.
1544 if(!local_player.viewloc)
1545 if(trace_startsolid)
1547 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1548 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1549 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1551 else { setproperty(VF_ORIGIN, trace_endpos); }
1553 if(!local_player.viewloc)
1554 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1556 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1558 eventchase_running = false;
1559 cvar_set("chase_active", "0");
1560 eventchase_current_distance = 0; // start from 0 next time
1563 // workaround for camera stuck between player's legs when using chase_active 1
1564 // because the engine stops updating the chase_active camera when the game ends
1565 else if(intermission)
1567 cvar_settemp("chase_active", "-1");
1568 eventchase_current_distance = 0;
1571 // do lockview after event chase camera so that it still applies whenever necessary.
1572 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1574 setproperty(VF_ORIGIN, freeze_org);
1575 setproperty(VF_ANGLES, freeze_ang);
1579 freeze_org = getpropertyvec(VF_ORIGIN);
1580 freeze_ang = getpropertyvec(VF_ANGLES);
1584 //WarpZone_FixPMove();
1586 vector ov_org = '0 0 0';
1587 vector ov_mid = '0 0 0';
1588 vector ov_worldmin = '0 0 0';
1589 vector ov_worldmax = '0 0 0';
1590 if(autocvar_cl_orthoview)
1592 ov_worldmin = mi_picmin;
1593 ov_worldmax = mi_picmax;
1595 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1596 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1597 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1599 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1600 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1602 float ov_nearest = vlen(ov_org - vec3(
1603 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1604 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1605 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1608 float ov_furthest = 0;
1611 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1612 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1613 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1614 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1615 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1616 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1617 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1618 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1622 oldr_nearclip = cvar("r_nearclip");
1623 oldr_farclip_base = cvar("r_farclip_base");
1624 oldr_farclip_world = cvar("r_farclip_world");
1625 oldr_novis = cvar("r_novis");
1626 oldr_useportalculling = cvar("r_useportalculling");
1627 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1630 cvar_settemp("r_nearclip", ftos(ov_nearest));
1631 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1632 cvar_settemp("r_farclip_world", "0");
1633 cvar_settemp("r_novis", "1");
1634 cvar_settemp("r_useportalculling", "0");
1635 cvar_settemp("r_useinfinitefarclip", "0");
1637 setproperty(VF_ORIGIN, ov_org);
1638 setproperty(VF_ANGLES, '90 0 0');
1643 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1645 vtos(getpropertyvec(VF_ANGLES)),
1655 cvar_set("r_nearclip", ftos(oldr_nearclip));
1656 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1657 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1658 cvar_set("r_novis", ftos(oldr_novis));
1659 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1660 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1665 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1666 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1667 viewmodel_draw(viewmodel);
1670 view_origin = getpropertyvec(VF_ORIGIN);
1671 view_angles = getpropertyvec(VF_ANGLES);
1672 makevectors(view_angles);
1673 view_forward = v_forward;
1674 view_right = v_right;
1678 if(time > blurtest_time0 && time < blurtest_time1)
1682 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1683 r = t * blurtest_radius;
1684 f = 1 / pow(t, blurtest_power) - 1;
1686 cvar_set("r_glsl_postprocess", "1");
1687 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1691 cvar_set("r_glsl_postprocess", "0");
1692 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1696 TargetMusic_Advance();
1700 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1702 drawframetime = bound(0.000001, time - drawtime, 1);
1705 // watch for gametype changes here...
1706 // in ParseStuffCMD the cmd isn't executed yet :/
1707 // might even be better to add the gametype to TE_CSQC_INIT...?
1711 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1713 if(calledhooks & HOOK_START)
1715 localcmd("\ncl_hook_gameend\n");
1716 calledhooks |= HOOK_END;
1725 if(!zoomscript_caught)
1727 localcmd("+button9\n");
1728 zoomscript_caught = 1;
1733 if(zoomscript_caught)
1735 localcmd("-button9\n");
1736 zoomscript_caught = 0;
1740 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1742 // currently switching-to weapon (for crosshair)
1743 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1745 // actually active weapon (for zoom)
1746 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1748 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1750 f = (serverflags & SERVERFLAG_TEAMPLAY);
1757 if(last_switchweapon != switchweapon)
1760 last_switchweapon = switchweapon;
1761 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1763 localcmd("-zoom\n");
1764 button_zoom = false;
1766 if(autocvar_cl_unpress_attack_on_weapon_switch)
1768 localcmd("-fire\n");
1769 localcmd("-fire2\n");
1770 button_attack2 = false;
1773 if(last_activeweapon != activeweapon)
1775 last_activeweapon = activeweapon;
1779 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1781 localcmd("\ncl_hook_activeweapon none\n");
1784 // ALWAYS Clear Current Scene First
1787 setproperty(VF_ORIGIN, view_origin);
1788 setproperty(VF_ANGLES, view_angles);
1790 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1791 setproperty(VF_SIZE, vf_size);
1792 setproperty(VF_MIN, vf_min);
1794 // Assign Standard Viewflags
1795 // Draw the World (and sky)
1796 setproperty(VF_DRAWWORLD, 1);
1798 // Set the console size vars
1799 vid_conwidth = autocvar_vid_conwidth;
1800 vid_conheight = autocvar_vid_conheight;
1801 vid_pixelheight = autocvar_vid_pixelheight;
1803 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1804 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1805 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1807 // Camera for demo playback
1810 if(autocvar_camera_enable)
1814 cvar_set("chase_active", ftos(chase_active_backup));
1815 cvar_set("cl_demo_mousegrab", "0");
1816 camera_active = false;
1822 if(autocvar_camera_enable)
1824 if(autocvar_camera_enable && isdemo())
1827 // Enable required Darkplaces cvars
1828 chase_active_backup = autocvar_chase_active;
1829 cvar_set("chase_active", "2");
1830 cvar_set("cl_demo_mousegrab", "1");
1831 camera_active = true;
1832 camera_mode = false;
1836 // Draw the Crosshair
1837 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1839 // Draw the Engine Status Bar (the default Quake HUD)
1840 setproperty(VF_DRAWENGINESBAR, 0);
1842 // Update the mouse position
1844 mousepos_x = vid_conwidth;
1845 mousepos_y = vid_conheight;
1846 mousepos = mousepos*0.5 + getmousepos();
1849 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1851 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1854 // now switch to 2D drawing mode by calling a 2D drawing function
1855 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1856 // next R_RenderScene call
1857 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1859 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1860 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1862 // apply night vision effect
1863 vector tc_00, tc_01, tc_10, tc_11;
1864 vector rgb = '0 0 0';
1866 if(!nightvision_noise)
1868 nightvision_noise = new(nightvision_noise);
1870 if(!nightvision_noise2)
1872 nightvision_noise2 = new(nightvision_noise2);
1875 // color tint in yellow
1876 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1879 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1881 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1882 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1883 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1884 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1885 tc_11 = tc_01 + tc_10 - tc_00;
1886 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1887 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1888 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1889 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1890 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1894 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1895 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1896 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1897 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1898 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1899 tc_11 = tc_01 + tc_10 - tc_00;
1900 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1901 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1902 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1903 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1904 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1908 if(autocvar_cl_reticle)
1910 Weapon wep = activeweapon;
1911 // Draw the aiming reticle for weapons that use it
1912 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1913 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1914 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1915 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1917 // no zoom reticle while dead
1920 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1922 if(reticle_image != "") { reticle_type = 2; }
1923 else { reticle_type = 0; }
1925 else if(button_zoom || zoomscript_caught)
1933 if(autocvar_cl_reticle_stretch)
1935 reticle_size.x = vid_conwidth;
1936 reticle_size.y = vid_conheight;
1942 reticle_size.x = max(vid_conwidth, vid_conheight);
1943 reticle_size.y = max(vid_conwidth, vid_conheight);
1944 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1945 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1948 if(zoomscript_caught)
1951 f = current_zoomfraction;
1955 switch(reticle_type)
1957 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1958 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1965 if(reticle_type != 0) { reticle_type = 0; }
1969 // improved polyblend
1970 if(autocvar_hud_contents)
1972 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1975 switch(pointcontents(view_origin))
1978 liquidalpha = autocvar_hud_contents_water_alpha;
1979 liquidcolor = stov(autocvar_hud_contents_water_color);
1984 liquidalpha = autocvar_hud_contents_lava_alpha;
1985 liquidcolor = stov(autocvar_hud_contents_lava_color);
1990 liquidalpha = autocvar_hud_contents_slime_alpha;
1991 liquidcolor = stov(autocvar_hud_contents_slime_color);
1997 liquidcolor = '0 0 0';
2002 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2003 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2004 contentfadetime = autocvar_hud_contents_fadeintime;
2005 liquidalpha_prev = liquidalpha;
2006 liquidcolor_prev = liquidcolor;
2009 contentfadetime = autocvar_hud_contents_fadeouttime;
2011 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2012 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2015 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2017 if(autocvar_hud_postprocessing)
2019 if(autocvar_hud_contents_blur && contentavgalpha)
2021 content_blurpostprocess.x = 1;
2022 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2023 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2027 content_blurpostprocess.x = 0;
2028 content_blurpostprocess.y = 0;
2029 content_blurpostprocess.z = 0;
2034 if(autocvar_hud_damage && !STAT(FROZEN))
2036 splash_size.x = max(vid_conwidth, vid_conheight);
2037 splash_size.y = max(vid_conwidth, vid_conheight);
2038 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2039 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2041 float myhealth_flash_temp;
2042 myhealth = STAT(HEALTH);
2045 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2047 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2049 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2050 pain_threshold = autocvar_hud_damage_pain_threshold;
2051 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2052 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2054 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2056 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);
2059 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2061 if(myhealth_prev < 1)
2065 myhealth_flash = 0; // just spawned, clear the flash immediately
2066 myhealth_flash_temp = 0;
2070 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2074 if(spectatee_status == -1 || intermission)
2076 myhealth_flash = 0; // observing, or match ended
2077 myhealth_flash_temp = 0;
2080 myhealth_prev = myhealth;
2082 // IDEA: change damage color/picture based on player model for robot/alien species?
2083 // pro: matches model better
2084 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2085 // maybe different reddish pics?
2086 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2088 if(autocvar_cl_gentle_damage == 2)
2090 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2091 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2094 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2096 if(myhealth_flash_temp > 0)
2097 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);
2099 else if(myhealth_flash_temp > 0)
2100 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2102 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.
2104 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2106 damage_blurpostprocess.x = 1;
2107 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2108 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2112 damage_blurpostprocess.x = 0;
2113 damage_blurpostprocess.y = 0;
2114 damage_blurpostprocess.z = 0;
2119 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2120 float e2 = (autocvar_hud_powerup != 0);
2121 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2123 // enable or disable rendering types if they are used or not
2124 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2125 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2127 // blur postprocess handling done first (used by hud_damage and hud_contents)
2128 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2130 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2131 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2132 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2134 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2135 old_blurradius = blurradius;
2136 old_bluralpha = bluralpha;
2139 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2141 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2146 // edge detection postprocess handling done second (used by hud_powerup)
2147 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2148 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2149 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2151 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.
2153 if(autocvar_hud_powerup && sharpen_intensity > 0)
2155 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2157 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2158 old_sharpen_intensity = sharpen_intensity;
2161 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2163 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2164 old_sharpen_intensity = 0;
2167 if(cvar("r_glsl_postprocess") == 0)
2168 cvar_set("r_glsl_postprocess", "2");
2170 else if(cvar("r_glsl_postprocess") == 2)
2171 cvar_set("r_glsl_postprocess", "0");
2173 /*if(gametype == MAPINFO_TYPE_CTF)
2179 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2180 Draw_ShowNames_All();
2183 scoreboard_active = HUD_WouldDrawScoreboard();
2187 if(NextFrameCommand)
2189 localcmd("\n", NextFrameCommand, "\n");
2190 NextFrameCommand = string_null;
2193 // we must do this check AFTER a frame was rendered, or it won't work
2194 if(cs_project_is_b0rked == 0)
2197 w0 = ftos(autocvar_vid_conwidth);
2198 h0 = ftos(autocvar_vid_conheight);
2199 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2200 //setproperty(VF_FOV, '90 90 0');
2201 setproperty(VF_ORIGIN, '0 0 0');
2202 setproperty(VF_ANGLES, '0 0 0');
2203 setproperty(VF_PERSPECTIVE, 1);
2204 makevectors('0 0 0');
2206 cvar_set("vid_conwidth", "800");
2207 cvar_set("vid_conheight", "600");
2208 v1 = cs_project(v_forward);
2209 cvar_set("vid_conwidth", "640");
2210 cvar_set("vid_conheight", "480");
2211 v2 = cs_project(v_forward);
2213 cs_project_is_b0rked = 1;
2215 cs_project_is_b0rked = -1;
2216 cvar_set("vid_conwidth", w0);
2217 cvar_set("vid_conheight", h0);
2220 if(autocvar__hud_configure)
2222 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2223 HUD_Minigame_Mouse();
2224 else if(QuickMenu_IsOpened())
2233 // let's reset the view back to normal for the end
2234 setproperty(VF_MIN, '0 0 0');
2235 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2239 // following vectors must be global to allow seamless switching between camera modes
2240 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2241 void CSQC_Demo_Camera()
2243 float speed, attenuation, dimensions;
2246 if( autocvar_camera_reset || !camera_mode )
2248 camera_offset = '0 0 0';
2249 current_angles = '0 0 0';
2250 camera_direction = '0 0 0';
2251 camera_offset.z += 30;
2252 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2253 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2254 current_origin = view_origin;
2255 current_camera_offset = camera_offset;
2256 cvar_set("camera_reset", "0");
2257 camera_mode = CAMERA_CHASE;
2262 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2264 if(autocvar_camera_look_player)
2269 dir = normalize(view_origin - current_position);
2271 mouse_angles = vectoangles(dir);
2272 mouse_angles.x = mouse_angles.x * -1;
2277 tmp = getmousepos() * 0.1;
2278 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2280 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2281 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2285 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2286 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2287 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2288 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2290 // Fix difference when angles don't have the same sign
2292 if(mouse_angles.y < -60 && current_angles.y > 60)
2294 if(mouse_angles.y > 60 && current_angles.y < -60)
2297 if(autocvar_camera_look_player)
2298 attenuation = autocvar_camera_look_attenuation;
2300 attenuation = autocvar_camera_speed_attenuation;
2302 attenuation = 1 / max(1, attenuation);
2303 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2305 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2306 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2307 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2308 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2314 if( camera_direction.x )
2316 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2317 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2318 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2319 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2323 if( camera_direction.y )
2325 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2326 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2327 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2331 if( camera_direction.z )
2333 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2337 if(autocvar_camera_free)
2338 speed = autocvar_camera_speed_free;
2340 speed = autocvar_camera_speed_chase;
2344 speed = speed * sqrt(1 / dimensions);
2345 camera_offset += tmp * speed;
2348 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2351 if( autocvar_camera_free )
2353 if ( camera_mode == CAMERA_CHASE )
2355 current_camera_offset = current_origin + current_camera_offset;
2356 camera_offset = current_origin + camera_offset;
2359 camera_mode = CAMERA_FREE;
2360 current_position = current_camera_offset;
2364 if ( camera_mode == CAMERA_FREE )
2366 current_origin = view_origin;
2367 camera_offset = camera_offset - current_origin;
2368 current_camera_offset = current_camera_offset - current_origin;
2371 camera_mode = CAMERA_CHASE;
2373 if(autocvar_camera_chase_smoothly)
2374 current_origin += (view_origin - current_origin) * attenuation;
2376 current_origin = view_origin;
2378 current_position = current_origin + current_camera_offset;
2381 setproperty(VF_ANGLES, current_angles);
2382 setproperty(VF_ORIGIN, current_position);