3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/debug.qh>
17 #include <common/mapinfo.qh>
18 #include <common/gamemodes/_mod.qh>
19 #include <common/physics/player.qh>
20 #include <common/stats.qh>
21 #include <common/triggers/target/music.qh>
22 #include <common/teams.qh>
24 #include <common/vehicles/all.qh>
25 #include <common/weapons/_all.qh>
26 #include <common/viewloc.qh>
27 #include <common/minigames/cl_minigames.qh>
28 #include <common/minigames/cl_minigames_hud.qh>
30 #include <lib/csqcmodel/cl_player.qh>
31 #include <lib/csqcmodel/cl_model.qh>
32 #include "csqcmodel_hooks.qh"
34 #include <lib/warpzone/client.qh>
35 #include <lib/warpzone/common.qh>
37 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
39 float autocvar_cl_viewmodel_scale;
41 bool autocvar_cl_bobmodel;
42 float autocvar_cl_bobmodel_speed;
43 float autocvar_cl_bobmodel_side;
44 float autocvar_cl_bobmodel_up;
46 float autocvar_cl_followmodel;
47 float autocvar_cl_followmodel_speed = 0.3;
48 float autocvar_cl_followmodel_limit = 135;
49 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
50 float autocvar_cl_followmodel_highpass = 0.05;
51 float autocvar_cl_followmodel_lowpass = 0.03;
52 bool autocvar_cl_followmodel_velocity_absolute;
54 float autocvar_cl_leanmodel;
55 float autocvar_cl_leanmodel_speed = 0.3;
56 float autocvar_cl_leanmodel_limit = 30;
57 float autocvar_cl_leanmodel_highpass1 = 0.2;
58 float autocvar_cl_leanmodel_highpass = 0.2;
59 float autocvar_cl_leanmodel_lowpass = 0.05;
61 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
62 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
64 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
67 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
69 float __ignore; lowpass(value, frac, ref_store, __ignore); \
70 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
73 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
75 float __f = 0; lowpass(value, frac, ref_store, __f); \
76 ret = (value) - __f; \
79 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
81 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
82 ret = (value) - __f; \
85 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
87 lowpass(value.x, frac, ref_store.x, ref_out.x); \
88 lowpass(value.y, frac, ref_store.y, ref_out.y); \
91 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
93 highpass(value.x, frac, ref_store.x, ref_out.x); \
94 highpass(value.y, frac, ref_store.y, ref_out.y); \
97 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
99 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
100 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
103 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
105 lowpass(value.x, frac, ref_store.x, ref_out.x); \
106 lowpass(value.y, frac, ref_store.y, ref_out.y); \
107 lowpass(value.z, frac, ref_store.z, ref_out.z); \
110 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 highpass(value.x, frac, ref_store.x, ref_out.x); \
113 highpass(value.y, frac, ref_store.y, ref_out.y); \
114 highpass(value.z, frac, ref_store.z, ref_out.z); \
117 void calc_followmodel_ofs(entity view)
119 if(cl_followmodel_time == time)
120 return; // cl_followmodel_ofs already calculated for this frame
123 vector gunorg = '0 0 0';
124 static vector vel_average;
125 static vector gunorg_prev = '0 0 0';
126 static vector gunorg_adjustment_highpass;
127 static vector gunorg_adjustment_lowpass;
130 if (autocvar_cl_followmodel_velocity_absolute)
134 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
135 MAKEVECTORS(makevectors, view_angles, forward, right, up);
136 vel.x = view.velocity * forward;
137 vel.y = view.velocity * right * -1;
138 vel.z = view.velocity * up;
141 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
142 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
143 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
145 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
146 lowpass3(vel, frac, vel_average, gunorg);
148 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
150 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
151 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
152 frac = avg_factor(autocvar_cl_followmodel_highpass);
153 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
154 frac = avg_factor(autocvar_cl_followmodel_lowpass);
155 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
157 if (autocvar_cl_followmodel_velocity_absolute)
160 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
161 MAKEVECTORS(makevectors, view_angles, forward, right, up);
162 fixed_gunorg.x = gunorg * forward;
163 fixed_gunorg.y = gunorg * right * -1;
164 fixed_gunorg.z = gunorg * up;
165 gunorg = fixed_gunorg;
168 cl_followmodel_ofs = gunorg;
169 cl_followmodel_time = time;
172 vector leanmodel_ofs(entity view)
175 vector gunangles = '0 0 0';
176 static vector gunangles_prev = '0 0 0';
177 static vector gunangles_highpass = '0 0 0';
178 static vector gunangles_adjustment_highpass;
179 static vector gunangles_adjustment_lowpass;
181 if (view.csqcmodel_teleported)
182 gunangles_prev = view_angles;
184 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
185 gunangles_highpass += gunangles_prev;
186 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
187 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
188 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
189 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
190 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
191 gunangles_prev = view_angles;
192 gunangles_highpass -= gunangles_prev;
194 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
195 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
197 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
198 frac = avg_factor(autocvar_cl_leanmodel_highpass);
199 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
200 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
201 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
203 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
208 vector bobmodel_ofs(entity view)
210 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
211 static bool oldonground;
212 static float hitgroundtime;
215 float f = time; // cl.movecmd[0].time
219 oldonground = clonground;
221 // calculate for swinging gun model
222 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
223 vector gunorg = '0 0 0';
224 static float bobmodel_scale = 0;
225 static float time_ofs = 0; // makes the effect always restart in the same way
228 if (time - hitgroundtime > 0.05)
229 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
232 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
234 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
235 if (bobmodel_scale && xyspeed)
237 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
238 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
239 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
240 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
248 void viewmodel_animate(entity this)
250 if (autocvar_chase_active) return;
251 if (STAT(HEALTH) <= 0) return;
253 entity view = CSQCModel_server2csqc(player_localentnum - 1);
255 if (autocvar_cl_followmodel)
257 calc_followmodel_ofs(view);
258 this.origin += cl_followmodel_ofs;
261 if (autocvar_cl_leanmodel)
262 this.angles += leanmodel_ofs(view);
264 // vertical view bobbing code
267 // horizontal view bobbing code
271 // causes the view to swing down and back up when touching the ground
274 // gun model bobbing code
275 if (autocvar_cl_bobmodel)
276 this.origin += bobmodel_ofs(view);
279 .vector viewmodel_origin, viewmodel_angles;
280 .float weapon_nextthink;
281 .float weapon_eta_last;
282 .float weapon_switchdelay;
286 void viewmodel_draw(entity this)
288 if(!this.activeweapon || !autocvar_r_drawviewmodel)
290 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
291 float a = this.alpha;
292 static bool wasinvehicle;
293 bool invehicle = player_localentnum > maxclients;
294 if (invehicle) a = -1;
295 else if (wasinvehicle) a = 1;
296 wasinvehicle = invehicle;
297 Weapon wep = this.activeweapon;
298 int c = entcs_GetClientColors(current_player);
299 vector g = weaponentity_glowmod(wep, NULL, c, this);
300 entity me = CSQCModel_server2csqc(player_localentnum - 1);
301 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304 for (entity e = this; e; e = e.weaponchild)
308 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
310 e.csqcmodel_effects = fx;
311 CSQCModel_Effects_Apply(e);
314 string name = wep.mdl;
317 name = (this.tuba_instrument == 0) ? "tuba" :
318 (this.tuba_instrument == 1) ? "akordeon" :
321 bool swap = name != this.name_last;
324 this.name_last = name;
325 CL_WeaponEntity_SetModel(this, name, swap);
326 this.viewmodel_origin = this.origin;
327 this.viewmodel_angles = this.angles;
330 if (!this.animstate_override && !this.animstate_looping)
331 anim_set(this, this.anim_idle, true, false, false);
333 float f = 0; // 0..1; 0: fully active
334 float rate = STAT(WEAPONRATEFACTOR);
335 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
336 if (eta <= 0) f = this.weapon_eta_last;
337 else switch (this.state)
341 f = eta / max(eta, this.weapon_switchdelay);
346 f = 1 - eta / max(eta, this.weapon_switchdelay);
355 this.weapon_eta_last = f;
356 this.origin = this.viewmodel_origin;
357 this.angles = this.viewmodel_angles;
358 this.angles_x = (-90 * f * f);
359 viewmodel_animate(this);
360 setorigin(this, this.origin);
363 STATIC_INIT(viewmodel) {
364 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 viewmodels[slot] = new(viewmodel);
368 void Porto_Draw(entity this);
371 entity e = new_pure(porto);
373 IL_PUSH(g_drawables, e);
374 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
377 const int polyline_length = 16;
378 .vector polyline[polyline_length];
379 void Porto_Draw(entity this)
381 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
383 entity wepent = viewmodels[slot];
385 if (wepent.activeweapon != WEP_PORTO) continue;
386 if (spectatee_status) continue;
387 if (WEP_CVAR(porto, secondary)) continue;
388 if (intermission == 1) continue;
389 if (intermission == 2) continue;
390 if (STAT(HEALTH) <= 0) continue;
392 vector pos = view_origin;
393 vector dir = view_forward;
394 if (wepent.angles_held_status)
396 makevectors(wepent.angles_held);
400 wepent.polyline[0] = pos;
402 int portal_number = 0, portal1_idx = 1, portal_max = 2;
403 int n = 1 + 2; // 2 lines == 3 points
404 for (int idx = 0; idx < n && idx < polyline_length - 1; )
406 traceline(pos, pos + 65536 * dir, true, this);
407 dir = reflect(dir, trace_plane_normal);
409 wepent.polyline[++idx] = pos;
410 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
415 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
422 vector ang = vectoangles2(trace_plane_normal, dir);
425 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
432 if (portal_number >= portal_max) break;
433 if (portal_number == 1) portal1_idx = idx;
435 for (int idx = 0; idx < n - 1; ++idx)
437 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
438 if (idx == 0) p -= view_up * 16; // line from player
439 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
440 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
447 vector GetCurrentFov(float fov)
449 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
450 float velocityzoom, curspeed;
453 zoomsensitivity = autocvar_cl_zoomsensitivity;
454 zoomfactor = autocvar_cl_zoomfactor;
455 if(zoomfactor < 1 || zoomfactor > 30)
457 zoomspeed = autocvar_cl_zoomspeed;
459 if(zoomspeed < 0.5 || zoomspeed > 16)
462 zoomdir = button_zoom;
464 if(hud == HUD_NORMAL && !spectatee_status)
466 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
468 entity wepent = viewmodels[slot];
469 if(wepent.switchweapon == wepent.activeweapon)
470 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
471 zoomdir += button_attack2;
474 if(spectatee_status > 0 || isdemo())
476 if(spectatorbutton_zoom)
483 // fteqcc failed twice here already, don't optimize this
486 if(zoomdir) { zoomin_effect = 0; }
490 current_viewzoom = min(1, current_viewzoom + drawframetime);
492 else if(autocvar_cl_spawnzoom && zoomin_effect)
494 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
496 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
497 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
498 if(current_viewzoom == 1) { zoomin_effect = 0; }
502 if(zoomspeed < 0) // instant zoom
505 current_viewzoom = 1 / zoomfactor;
507 current_viewzoom = 1;
512 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
514 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
518 if(almost_equals(current_viewzoom, 1))
519 current_zoomfraction = 0;
520 else if(almost_equals(current_viewzoom, 1/zoomfactor))
521 current_zoomfraction = 1;
523 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
525 if(zoomsensitivity < 1)
526 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
528 setsensitivityscale(1);
530 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
532 if(intermission) { curspeed = 0; }
536 makevectors(view_angles);
539 v = csqcplayer.velocity;
541 switch(autocvar_cl_velocityzoom_type)
543 case 3: curspeed = max(0, v_forward * v); break;
544 case 2: curspeed = (v_forward * v); break;
545 case 1: default: curspeed = vlen(v); break;
549 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
550 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
551 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
553 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
558 float frustumx, frustumy, fovx, fovy;
559 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
560 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
561 fovx = atan2(frustumx, 1) / M_PI * 360.0;
562 fovy = atan2(frustumy, 1) / M_PI * 360.0;
564 return '1 0 0' * fovx + '0 1 0' * fovy;
567 vector GetViewLocationFOV(float fov)
569 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
570 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
571 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
572 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
573 return '1 0 0' * fovx + '0 1 0' * fovy;
576 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
579 float width = (ov_worldmax.x - ov_worldmin.x);
580 float height = (ov_worldmax.y - ov_worldmin.y);
581 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
582 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
583 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
584 return '1 0 0' * fovx + '0 1 0' * fovy;
587 // this function must match W_SetupShot!
588 float zoomscript_caught;
590 vector wcross_origin;
591 float wcross_scale_prev, wcross_alpha_prev;
592 vector wcross_color_prev;
593 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
594 vector wcross_color_goal_prev;
595 float wcross_changedonetime;
597 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
598 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
599 float wcross_name_changestarttime, wcross_name_changedonetime;
600 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
602 float wcross_ring_prev;
605 entity trueaim_rifle;
607 const float SHOTTYPE_HITTEAM = 1;
608 const float SHOTTYPE_HITOBSTRUCTION = 2;
609 const float SHOTTYPE_HITWORLD = 3;
610 const float SHOTTYPE_HITENEMY = 4;
614 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
615 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
618 float EnemyHitCheck()
621 wcross_origin = project_3d_to_2d(trace_endpos);
624 n = trace_ent.entnum;
626 n = trace_networkentity;
628 return SHOTTYPE_HITWORLD;
630 return SHOTTYPE_HITWORLD;
631 t = entcs_GetTeam(n - 1);
634 return SHOTTYPE_HITTEAM;
635 if(t == NUM_SPECTATOR)
636 return SHOTTYPE_HITWORLD;
637 return SHOTTYPE_HITENEMY;
640 float TrueAimCheck(entity wepent)
642 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?
643 vector vecs, trueaimpoint, w_shotorg;
651 mv = MOVE_NOMONSTERS;
653 switch(wepent.activeweapon) // WEAPONTODO
655 case WEP_TUBA: // no aim
656 case WEP_PORTO: // shoots from eye
657 case WEP_NEXBALL: // shoots from eye
658 case WEP_HOOK: // no trueaim
659 case WEP_MORTAR: // toss curve
660 return SHOTTYPE_HITWORLD;
668 if(zoomscript_caught)
670 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
671 return EnemyHitCheck();
674 case WEP_DEVASTATOR: // projectile has a size!
678 case WEP_FIREBALL: // projectile has a size!
682 case WEP_SEEKER: // projectile has a size!
686 case WEP_ELECTRO: // projectile has a size!
692 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
694 vecs = decompressShotOrigin(STAT(SHOTORG));
696 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
697 trueaimpoint = trace_endpos;
699 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
700 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
707 dv = view_right * vecs.y + view_up * vecs.z;
708 w_shotorg = traceorigin + dv;
710 // now move the vecs forward as much as requested if possible
711 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
712 w_shotorg = trace_endpos - view_forward * nudge;
714 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
715 shottype = EnemyHitCheck();
716 if(shottype != SHOTTYPE_HITWORLD)
720 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
721 // or rather, I know why, but see no fix
722 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
723 // 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
724 return SHOTTYPE_HITOBSTRUCTION;
727 return SHOTTYPE_HITWORLD;
731 void CSQC_Demo_Camera();
733 const float CAMERA_FREE = 1;
734 const float CAMERA_CHASE = 2;
736 string NextFrameCommand;
738 vector freeze_org, freeze_ang;
739 entity nightvision_noise, nightvision_noise2;
741 const float MAX_TIME_DIFF = 5;
742 float pickup_crosshair_time, pickup_crosshair_size;
743 float hitindication_crosshair_size;
744 float use_vortex_chargepool;
746 float myhealth, myhealth_prev;
747 float myhealth_flash;
749 float old_blurradius, old_bluralpha;
750 float old_sharpen_intensity;
752 vector myhealth_gentlergb;
754 float contentavgalpha, liquidalpha_prev;
755 vector liquidcolor_prev;
757 float eventchase_current_distance;
758 float eventchase_running;
759 bool WantEventchase(entity this)
761 if(autocvar_cl_orthoview)
767 if(spectatee_status >= 0)
769 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
771 if(MUTATOR_CALLHOOK(WantEventchase, this))
773 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
775 if(autocvar_cl_eventchase_death == 2)
777 // don't stop eventchase once it's started (even if velocity changes afterwards)
778 if(this.velocity == '0 0 0' || eventchase_running)
787 void HUD_Crosshair_Vehicle(entity this)
789 if(hud != HUD_BUMBLEBEE_GUN)
791 Vehicle info = Vehicles_from(hud);
792 info.vr_crosshair(info, this);
796 vector damage_blurpostprocess, content_blurpostprocess;
798 float unaccounted_damage = 0;
801 // accumulate damage with each stat update
802 static float damage_total_prev = 0;
803 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
804 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
805 damage_total_prev = damage_total;
807 static float damage_dealt_time_prev = 0;
808 float damage_dealt_time = STAT(HIT_TIME);
809 if (damage_dealt_time != damage_dealt_time_prev)
811 unaccounted_damage += unaccounted_damage_new;
812 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
814 damage_dealt_time_prev = damage_dealt_time;
816 // prevent hitsound when switching spectatee
817 static float spectatee_status_prev = 0;
818 if (spectatee_status != spectatee_status_prev)
819 unaccounted_damage = 0;
820 spectatee_status_prev = spectatee_status;
825 // varying sound pitch
827 bool have_arc = false;
828 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
830 entity wepent = viewmodels[slot];
832 if(wepent.activeweapon == WEP_ARC)
836 static float hitsound_time_prev = 0;
837 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
838 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
839 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
841 if (autocvar_cl_hitsound && unaccounted_damage)
843 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
844 float a = autocvar_cl_hitsound_max_pitch;
845 float b = autocvar_cl_hitsound_min_pitch;
846 float c = autocvar_cl_hitsound_nom_damage;
847 float x = unaccounted_damage;
848 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
850 // if sound variation is disabled, set pitch_shift to 1
851 if (autocvar_cl_hitsound == 1)
854 // if pitch shift is reversed, mirror in (max-min)/2 + min
855 if (autocvar_cl_hitsound == 3)
857 float mirror_value = (a-b)/2 + b;
858 pitch_shift = mirror_value + (mirror_value - pitch_shift);
861 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
863 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
864 // todo: normalize sound pressure levels? seems unnecessary
866 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
868 unaccounted_damage = 0;
869 hitsound_time_prev = time;
872 static float typehit_time_prev = 0;
873 float typehit_time = STAT(TYPEHIT_TIME);
874 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
876 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
877 typehit_time_prev = typehit_time;
881 vector crosshair_getcolor(entity this, float health_stat)
883 static float rainbow_last_flicker;
884 static vector rainbow_prev_color;
885 vector wcross_color = '0 0 0';
886 switch(autocvar_crosshair_color_special)
888 case 1: // crosshair_color_per_weapon
890 if(this != WEP_Null && hud == HUD_NORMAL)
892 wcross_color = this.wpcolor;
895 else { goto normalcolor; }
898 case 2: // crosshair_color_by_health
900 float x = health_stat;
915 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
916 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
920 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
921 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
922 wcross_color.z = 1 - (x-100)*0.02;
928 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
933 wcross_color.y = (x-20)*90/27/100;
934 wcross_color.z = (x-20)*90/27/100 * 0.2;
944 case 3: // crosshair_color_rainbow
946 if(time >= rainbow_last_flicker)
948 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
949 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
951 wcross_color = rainbow_prev_color;
955 default: { wcross_color = stov(autocvar_crosshair_color); break; }
961 void HUD_Crosshair(entity this)
965 if(!scoreboard_active && !camera_active && intermission != 2 &&
966 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
967 !HUD_MinigameMenu_IsOpened() )
969 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
972 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
975 if (hud != HUD_NORMAL)
977 HUD_Crosshair_Vehicle(this);
982 float wcross_alpha, wcross_resolution;
983 wcross_style = autocvar_crosshair;
984 if (wcross_style == "0")
986 wcross_resolution = autocvar_crosshair_size;
987 if (wcross_resolution == 0)
989 wcross_alpha = autocvar_crosshair_alpha;
990 if (wcross_alpha == 0)
996 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
997 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
999 if(autocvar_crosshair_hittest)
1001 vector wcross_oldorigin;
1002 entity thiswep = viewmodels[0]; // TODO: unhardcode
1003 wcross_oldorigin = wcross_origin;
1004 shottype = TrueAimCheck(thiswep);
1005 if(shottype == SHOTTYPE_HITWORLD)
1007 v = wcross_origin - wcross_oldorigin;
1008 v.x /= vid_conwidth;
1009 v.y /= vid_conheight;
1010 if(vdist(v, >, 0.01))
1011 shottype = SHOTTYPE_HITOBSTRUCTION;
1013 if(!autocvar_crosshair_hittest_showimpact)
1014 wcross_origin = wcross_oldorigin;
1017 shottype = SHOTTYPE_HITWORLD;
1019 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1020 string wcross_name = "";
1021 float wcross_scale, wcross_blur;
1023 entity e = WEP_Null;
1024 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1026 entity wepent = viewmodels[0]; // TODO: unhardcode
1027 e = wepent.switchingweapon;
1030 if(autocvar_crosshair_per_weapon)
1032 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1033 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1034 //if (wcross_resolution == 0)
1037 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1038 wcross_resolution *= e.w_crosshair_size;
1039 wcross_name = e.w_crosshair;
1044 if(wcross_name == "")
1045 wcross_name = strcat("gfx/crosshair", wcross_style);
1047 // MAIN CROSSHAIR COLOR DECISION
1048 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1050 if(autocvar_crosshair_effect_scalefade)
1052 wcross_scale = wcross_resolution;
1053 wcross_resolution = 1;
1060 if(autocvar_crosshair_pickup)
1062 float stat_pickup_time = STAT(LAST_PICKUP);
1064 if(pickup_crosshair_time < stat_pickup_time)
1066 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1067 pickup_crosshair_size = 1;
1069 pickup_crosshair_time = stat_pickup_time;
1072 if(pickup_crosshair_size > 0)
1073 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1075 pickup_crosshair_size = 0;
1077 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1080 // todo: make crosshair hit indication dependent on damage dealt
1081 if(autocvar_crosshair_hitindication)
1083 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1085 if(unaccounted_damage)
1087 hitindication_crosshair_size = 1;
1090 if(hitindication_crosshair_size > 0)
1091 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1093 hitindication_crosshair_size = 0;
1095 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1096 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1097 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1098 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1101 if(shottype == SHOTTYPE_HITENEMY)
1102 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1103 if(shottype == SHOTTYPE_HITTEAM)
1104 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1106 f = fabs(autocvar_crosshair_effect_time);
1107 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1109 wcross_changedonetime = time + f;
1111 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1113 wcross_name_changestarttime = time;
1114 wcross_name_changedonetime = time + f;
1115 if(wcross_name_goal_prev_prev)
1116 strunzone(wcross_name_goal_prev_prev);
1117 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1118 wcross_name_goal_prev = strzone(wcross_name);
1119 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1120 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1121 wcross_resolution_goal_prev = wcross_resolution;
1124 wcross_scale_goal_prev = wcross_scale;
1125 wcross_alpha_goal_prev = wcross_alpha;
1126 wcross_color_goal_prev = wcross_color;
1128 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1131 wcross_alpha *= 0.75;
1135 // *_prev is at time-frametime
1136 // * is at wcross_changedonetime+f
1137 // what do we have at time?
1138 if(time < wcross_changedonetime)
1140 f = frametime / (wcross_changedonetime - time + frametime);
1141 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1142 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1143 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1146 wcross_scale_prev = wcross_scale;
1147 wcross_alpha_prev = wcross_alpha;
1148 wcross_color_prev = wcross_color;
1150 MUTATOR_CALLHOOK(UpdateCrosshair);
1152 wcross_scale *= 1 - autocvar__menu_alpha;
1153 wcross_alpha *= 1 - autocvar__menu_alpha;
1154 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1156 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1158 // crosshair rings for weapon stats
1159 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1161 // declarations and stats
1162 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1163 string ring_image = string_null, ring_inner_image = string_null;
1164 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1166 ring_scale = autocvar_crosshair_ring_size;
1168 float weapon_clipload, weapon_clipsize;
1169 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1170 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1172 float vortex_charge, vortex_chargepool;
1173 vortex_charge = STAT(VORTEX_CHARGE);
1174 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1176 float arc_heat = STAT(ARC_HEAT);
1178 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1179 vortex_charge_movingavg = vortex_charge;
1181 entity wepent = viewmodels[0]; // TODO: unhardcode
1183 // handle the values
1184 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1186 if (vortex_chargepool || use_vortex_chargepool) {
1187 use_vortex_chargepool = 1;
1188 ring_inner_value = vortex_chargepool;
1190 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1191 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1194 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1195 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;
1196 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1198 // draw the outer ring to show the current charge of the weapon
1199 ring_value = vortex_charge;
1200 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1201 ring_rgb = wcross_color;
1202 ring_image = "gfx/crosshair_ring_nexgun.tga";
1204 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1206 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.
1207 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1208 ring_rgb = wcross_color;
1209 ring_image = "gfx/crosshair_ring.tga";
1211 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1213 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1214 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1215 ring_rgb = wcross_color;
1216 ring_image = "gfx/crosshair_ring.tga";
1218 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1220 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1221 ring_scale = autocvar_crosshair_ring_reload_size;
1222 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1223 ring_rgb = wcross_color;
1225 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1226 // if a new image for another weapon is added, add the code (and its respective file/value) here
1227 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1228 ring_image = "gfx/crosshair_ring_rifle.tga";
1230 ring_image = "gfx/crosshair_ring.tga";
1232 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1234 ring_value = arc_heat;
1235 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1236 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1237 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1238 ring_image = "gfx/crosshair_ring.tga";
1241 // if in weapon switch animation, fade ring out/in
1242 if(autocvar_crosshair_effect_time > 0)
1244 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1247 wcross_ring_prev = ((ring_image) ? true : false);
1250 if(wcross_ring_prev)
1253 ring_alpha *= fabs(1 - bound(0, f, 1));
1258 ring_alpha *= bound(0, f, 1);
1262 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1263 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1266 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1269 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1271 if(wcross_blur > 0) \
1273 for(i = -2; i <= 2; ++i) \
1274 for(j = -2; j <= 2; ++j) \
1275 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1279 M(0,0,sz,wcross_name,wcross_alpha); \
1283 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1284 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)
1286 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1287 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1289 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1291 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1292 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1293 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1300 wcross_name_alpha_goal_prev = f;
1302 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1303 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1305 if(autocvar_crosshair_dot)
1307 vector wcross_color_old;
1308 wcross_color_old = wcross_color;
1310 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1311 wcross_color = stov(autocvar_crosshair_dot_color);
1313 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1314 // FIXME why don't we use wcross_alpha here?
1315 wcross_color = wcross_color_old;
1321 wcross_scale_prev = 0;
1322 wcross_alpha_prev = 0;
1323 wcross_scale_goal_prev = 0;
1324 wcross_alpha_goal_prev = 0;
1325 wcross_changedonetime = 0;
1326 if(wcross_name_goal_prev)
1327 strunzone(wcross_name_goal_prev);
1328 wcross_name_goal_prev = string_null;
1329 if(wcross_name_goal_prev_prev)
1330 strunzone(wcross_name_goal_prev_prev);
1331 wcross_name_goal_prev_prev = string_null;
1332 wcross_name_changestarttime = 0;
1333 wcross_name_changedonetime = 0;
1334 wcross_name_alpha_goal_prev = 0;
1335 wcross_name_alpha_goal_prev_prev = 0;
1336 wcross_resolution_goal_prev = 0;
1337 wcross_resolution_goal_prev_prev = 0;
1341 void HUD_Draw(entity this)
1343 // if we don't know gametype and scores yet avoid drawing the scoreboard
1344 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1345 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1346 // cl_deathscoreboard would show the scoreboard and so on
1351 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1353 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1355 else if(STAT(FROZEN))
1357 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);
1360 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1362 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);
1363 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);
1365 else if(STAT(CAPTURE_PROGRESS))
1367 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1368 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1370 else if(STAT(REVIVE_PROGRESS))
1372 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);
1373 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1376 if(autocvar_r_letterbox == 0)
1377 if(autocvar_viewsize < 120)
1379 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1380 Accuracy_LoadLevels();
1383 HUD_Scale_Disable();
1386 // crosshair goes VERY LAST
1388 HUD_Crosshair(this);
1393 float oldr_nearclip;
1394 float oldr_farclip_base;
1395 float oldr_farclip_world;
1397 float oldr_useportalculling;
1398 float oldr_useinfinitefarclip;
1400 void cl_notice_run();
1404 float vh_notice_time;
1405 void WaypointSprite_Load();
1406 void CSQC_UpdateView(entity this, float w, float h)
1408 TC(int, w); TC(int, h);
1412 vector vf_size, vf_min;
1415 execute_next_frame();
1422 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1423 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1427 HUD_Scale_Disable();
1429 if(autocvar__hud_showbinds_reload) // menu can set this one
1432 binddb = db_create();
1433 cvar_set("_hud_showbinds_reload", "0");
1436 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1437 view_quality = getproperty(VF_MINFPS_QUALITY);
1441 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1442 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1444 vf_size = getpropertyvec(VF_SIZE);
1445 vf_min = getpropertyvec(VF_MIN);
1446 vid_width = vf_size.x;
1447 vid_height = vf_size.y;
1449 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1450 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1452 WaypointSprite_Load();
1454 CSQCPlayer_SetCamera();
1456 if(player_localentnum <= maxclients) // is it a client?
1457 current_player = player_localentnum - 1;
1458 else // then player_localentnum is the vehicle I'm driving
1459 current_player = player_localnum;
1460 myteam = entcs_GetTeam(current_player);
1462 if(myteam != prev_myteam)
1464 myteamcolors = colormapPaletteColor(myteam, 1);
1465 FOREACH(hud_panels, true, it.update_time = time);
1466 prev_myteam = myteam;
1469 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1471 float is_dead = (STAT(HEALTH) <= 0);
1473 // FIXME do we need this hack?
1476 // in demos, input_buttons do not work
1477 button_zoom = (autocvar__togglezoom == "-");
1480 && autocvar_cl_unpress_zoom_on_death
1481 && (spectatee_status >= 0)
1482 && (is_dead || intermission))
1484 // no zoom while dead or in intermission please
1485 localcmd("-zoom\n");
1486 button_zoom = false;
1489 // event chase camera
1490 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1492 if(STAT(CAMERA_SPECTATOR))
1494 if(spectatee_status > 0)
1496 if(!autocvar_chase_active)
1498 cvar_set("chase_active", "-2");
1499 goto skip_eventchase_death;
1502 else if(autocvar_chase_active == -2)
1503 cvar_set("chase_active", "0");
1505 if(autocvar_chase_active == -2)
1506 goto skip_eventchase_death;
1508 else if(autocvar_chase_active == -2)
1509 cvar_set("chase_active", "0");
1511 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1513 float vehicle_viewdist = 0;
1514 vector vehicle_viewofs = '0 0 0';
1518 if(hud != HUD_BUMBLEBEE_GUN)
1520 Vehicle info = Vehicles_from(hud);
1521 vehicle_viewdist = info.height;
1522 vehicle_viewofs = info.view_ofs;
1526 if(WantEventchase(this))
1528 vector current_view_origin_override = '0 0 0';
1529 vector view_offset_override = '0 0 0';
1530 float chase_distance_override = 0;
1531 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1532 if(custom_eventchase)
1534 current_view_origin_override = M_ARGV(0, vector);
1535 view_offset_override = M_ARGV(1, vector);
1536 chase_distance_override = M_ARGV(0, float);
1538 eventchase_running = true;
1540 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1542 local_player = this; // fall back!
1544 // 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.)
1545 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1546 if (custom_eventchase)
1547 current_view_origin = current_view_origin_override;
1549 // detect maximum viewoffset and use it
1550 vector view_offset = autocvar_cl_eventchase_viewoffset;
1554 view_offset = vehicle_viewofs;
1556 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1558 if (custom_eventchase)
1559 view_offset = view_offset_override;
1563 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1564 if(trace_fraction == 1) { current_view_origin += view_offset; }
1565 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1568 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1569 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1570 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1571 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1573 // make the camera smooth back
1574 float chase_distance = autocvar_cl_eventchase_distance;
1578 chase_distance = vehicle_viewdist;
1580 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1582 if (custom_eventchase)
1583 chase_distance = chase_distance_override;
1585 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1586 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1587 else if(eventchase_current_distance != chase_distance)
1588 eventchase_current_distance = chase_distance;
1590 makevectors(view_angles);
1592 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1593 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1595 // If the boxtrace fails, revert back to line tracing.
1596 if(!local_player.viewloc)
1597 if(trace_startsolid)
1599 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1600 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1601 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1603 else { setproperty(VF_ORIGIN, trace_endpos); }
1605 if(!local_player.viewloc)
1606 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1608 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1610 eventchase_running = false;
1611 cvar_set("chase_active", "0");
1612 eventchase_current_distance = 0; // start from 0 next time
1615 // workaround for camera stuck between player's legs when using chase_active 1
1616 // because the engine stops updating the chase_active camera when the game ends
1617 else if(intermission)
1619 cvar_settemp("chase_active", "-1");
1620 eventchase_current_distance = 0;
1623 LABEL(skip_eventchase_death);
1625 // do lockview after event chase camera so that it still applies whenever necessary.
1626 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1628 setproperty(VF_ORIGIN, freeze_org);
1629 setproperty(VF_ANGLES, freeze_ang);
1633 freeze_org = getpropertyvec(VF_ORIGIN);
1634 freeze_ang = getpropertyvec(VF_ANGLES);
1638 //WarpZone_FixPMove();
1640 vector ov_org = '0 0 0';
1641 vector ov_mid = '0 0 0';
1642 vector ov_worldmin = '0 0 0';
1643 vector ov_worldmax = '0 0 0';
1644 if(autocvar_cl_orthoview)
1646 ov_worldmin = mi_picmin;
1647 ov_worldmax = mi_picmax;
1649 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1650 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1651 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1653 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1654 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1656 float ov_nearest = vlen(ov_org - vec3(
1657 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1658 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1659 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1662 float ov_furthest = 0;
1665 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1666 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1667 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1668 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1669 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1670 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1671 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1672 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1676 oldr_nearclip = cvar("r_nearclip");
1677 oldr_farclip_base = cvar("r_farclip_base");
1678 oldr_farclip_world = cvar("r_farclip_world");
1679 oldr_novis = cvar("r_novis");
1680 oldr_useportalculling = cvar("r_useportalculling");
1681 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1684 cvar_settemp("r_nearclip", ftos(ov_nearest));
1685 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1686 cvar_settemp("r_farclip_world", "0");
1687 cvar_settemp("r_novis", "1");
1688 cvar_settemp("r_useportalculling", "0");
1689 cvar_settemp("r_useinfinitefarclip", "0");
1691 setproperty(VF_ORIGIN, ov_org);
1692 setproperty(VF_ANGLES, '90 0 0');
1697 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1699 vtos(getpropertyvec(VF_ANGLES)),
1709 cvar_set("r_nearclip", ftos(oldr_nearclip));
1710 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1711 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1712 cvar_set("r_novis", ftos(oldr_novis));
1713 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1714 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1719 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1720 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1721 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1722 viewmodel_draw(viewmodels[slot]);
1725 view_origin = getpropertyvec(VF_ORIGIN);
1726 view_angles = getpropertyvec(VF_ANGLES);
1727 makevectors(view_angles);
1728 view_forward = v_forward;
1729 view_right = v_right;
1733 if(time > blurtest_time0 && time < blurtest_time1)
1737 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1738 r = t * blurtest_radius;
1739 f = 1 / pow(t, blurtest_power) - 1;
1741 cvar_set("r_glsl_postprocess", "1");
1742 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1746 cvar_set("r_glsl_postprocess", "0");
1747 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1751 TargetMusic_Advance();
1755 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1757 drawframetime = bound(0.000001, time - drawtime, 1);
1760 // watch for gametype changes here...
1761 // in ParseStuffCMD the cmd isn't executed yet :/
1762 // might even be better to add the gametype to TE_CSQC_INIT...?
1766 if(intermission && !gameover_time)
1767 gameover_time = time;
1769 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1771 if(calledhooks & HOOK_START)
1773 localcmd("\ncl_hook_gameend\n");
1774 calledhooks |= HOOK_END;
1783 if(!zoomscript_caught)
1785 localcmd("+button9\n");
1786 zoomscript_caught = 1;
1791 if(zoomscript_caught)
1793 localcmd("-button9\n");
1794 zoomscript_caught = 0;
1798 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1800 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1802 entity wepent = viewmodels[slot];
1804 if(wepent.last_switchweapon != wepent.switchweapon)
1807 wepent.last_switchweapon = wepent.switchweapon;
1808 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1810 localcmd("-zoom\n");
1811 button_zoom = false;
1813 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1815 localcmd("-fire\n");
1816 localcmd("-fire2\n");
1817 button_attack2 = false;
1820 if(wepent.last_activeweapon != wepent.activeweapon)
1822 wepent.last_activeweapon = wepent.activeweapon;
1824 e = wepent.activeweapon;
1826 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1828 localcmd("\ncl_hook_activeweapon none\n");
1832 // ALWAYS Clear Current Scene First
1835 setproperty(VF_ORIGIN, view_origin);
1836 setproperty(VF_ANGLES, view_angles);
1838 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1839 setproperty(VF_SIZE, vf_size);
1840 setproperty(VF_MIN, vf_min);
1842 // Assign Standard Viewflags
1843 // Draw the World (and sky)
1844 setproperty(VF_DRAWWORLD, 1);
1846 // Set the console size vars
1847 vid_conwidth = autocvar_vid_conwidth;
1848 vid_conheight = autocvar_vid_conheight;
1849 vid_pixelheight = autocvar_vid_pixelheight;
1851 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1852 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1853 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1855 if(camera_active) // Camera for demo playback
1857 if(autocvar_camera_enable)
1861 cvar_set("chase_active", ftos(chase_active_backup));
1862 cvar_set("cl_demo_mousegrab", "0");
1863 camera_active = false;
1869 if(autocvar_camera_enable)
1871 if(autocvar_camera_enable && isdemo())
1874 // Enable required Darkplaces cvars
1875 chase_active_backup = autocvar_chase_active;
1876 cvar_set("chase_active", "2");
1877 cvar_set("cl_demo_mousegrab", "1");
1878 camera_active = true;
1879 camera_mode = false;
1883 // Draw the Crosshair
1884 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1886 // Draw the Engine Status Bar (the default Quake HUD)
1887 setproperty(VF_DRAWENGINESBAR, 0);
1889 // Update the mouse position
1891 mousepos_x = vid_conwidth;
1892 mousepos_y = vid_conheight;
1893 mousepos = mousepos*0.5 + getmousepos();
1896 IL_EACH(g_drawables, it.draw, it.draw(it));
1898 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1901 // now switch to 2D drawing mode by calling a 2D drawing function
1902 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1903 // next R_RenderScene call
1904 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1906 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1907 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1909 // apply night vision effect
1910 vector tc_00, tc_01, tc_10, tc_11;
1911 vector rgb = '0 0 0';
1913 if(!nightvision_noise)
1915 nightvision_noise = new(nightvision_noise);
1917 if(!nightvision_noise2)
1919 nightvision_noise2 = new(nightvision_noise2);
1922 // color tint in yellow
1923 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1926 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1928 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1929 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1930 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1931 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1932 tc_11 = tc_01 + tc_10 - tc_00;
1933 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1934 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1935 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1936 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1937 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1941 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1942 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1943 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1944 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1945 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1946 tc_11 = tc_01 + tc_10 - tc_00;
1947 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1948 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1949 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1950 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1951 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1955 if(autocvar_cl_reticle)
1957 string reticle_image = "";
1958 bool wep_zoomed = false;
1959 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1961 entity wepe = viewmodels[slot];
1962 Weapon wep = wepe.activeweapon;
1963 if(wep != WEP_Null && wep.wr_zoom)
1965 bool do_zoom = wep.wr_zoom(wep, NULL);
1966 if(wep.w_reticle && wep.w_reticle != "")
1967 reticle_image = wep.w_reticle;
1968 wep_zoomed += do_zoom;
1971 // Draw the aiming reticle for weapons that use it
1972 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1973 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1974 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1975 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1977 // no zoom reticle while dead
1980 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1982 if(reticle_image && reticle_image != "") { reticle_type = 2; }
1983 else { reticle_type = 0; }
1985 else if(button_zoom || zoomscript_caught)
1993 if(autocvar_cl_reticle_stretch)
1995 reticle_size.x = vid_conwidth;
1996 reticle_size.y = vid_conheight;
2002 reticle_size.x = max(vid_conwidth, vid_conheight);
2003 reticle_size.y = max(vid_conwidth, vid_conheight);
2004 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2005 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2008 if(zoomscript_caught)
2011 f = current_zoomfraction;
2015 switch(reticle_type)
2017 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2018 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2025 if(reticle_type != 0) { reticle_type = 0; }
2029 // improved polyblend
2030 if(autocvar_hud_contents)
2032 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2035 switch(pointcontents(view_origin))
2038 liquidalpha = autocvar_hud_contents_water_alpha;
2039 liquidcolor = stov(autocvar_hud_contents_water_color);
2044 liquidalpha = autocvar_hud_contents_lava_alpha;
2045 liquidcolor = stov(autocvar_hud_contents_lava_color);
2050 liquidalpha = autocvar_hud_contents_slime_alpha;
2051 liquidcolor = stov(autocvar_hud_contents_slime_color);
2057 liquidcolor = '0 0 0';
2062 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2063 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2064 contentfadetime = autocvar_hud_contents_fadeintime;
2065 liquidalpha_prev = liquidalpha;
2066 liquidcolor_prev = liquidcolor;
2069 contentfadetime = autocvar_hud_contents_fadeouttime;
2071 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2072 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2075 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2077 if(autocvar_hud_postprocessing)
2079 if(autocvar_hud_contents_blur && contentavgalpha)
2081 content_blurpostprocess.x = 1;
2082 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2083 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2087 content_blurpostprocess.x = 0;
2088 content_blurpostprocess.y = 0;
2089 content_blurpostprocess.z = 0;
2094 if(autocvar_hud_damage && !STAT(FROZEN))
2096 splash_size.x = max(vid_conwidth, vid_conheight);
2097 splash_size.y = max(vid_conwidth, vid_conheight);
2098 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2099 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2101 float myhealth_flash_temp;
2102 myhealth = STAT(HEALTH);
2105 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2107 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2109 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2110 pain_threshold = autocvar_hud_damage_pain_threshold;
2111 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2112 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2114 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2116 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);
2119 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2121 if(myhealth_prev < 1)
2125 myhealth_flash = 0; // just spawned, clear the flash immediately
2126 myhealth_flash_temp = 0;
2130 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2134 if(spectatee_status == -1 || intermission)
2136 myhealth_flash = 0; // observing, or match ended
2137 myhealth_flash_temp = 0;
2140 myhealth_prev = myhealth;
2142 // IDEA: change damage color/picture based on player model for robot/alien species?
2143 // pro: matches model better
2144 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2145 // maybe different reddish pics?
2146 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2148 if(autocvar_cl_gentle_damage == 2)
2150 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2151 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2154 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2156 if(myhealth_flash_temp > 0)
2157 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);
2159 else if(myhealth_flash_temp > 0)
2160 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2162 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.
2164 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2166 damage_blurpostprocess.x = 1;
2167 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2168 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2172 damage_blurpostprocess.x = 0;
2173 damage_blurpostprocess.y = 0;
2174 damage_blurpostprocess.z = 0;
2179 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2180 float e2 = (autocvar_hud_powerup != 0);
2181 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2183 // enable or disable rendering types if they are used or not
2184 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2185 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2187 // blur postprocess handling done first (used by hud_damage and hud_contents)
2188 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2190 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2191 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2192 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2194 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2195 old_blurradius = blurradius;
2196 old_bluralpha = bluralpha;
2199 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2201 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2206 // edge detection postprocess handling done second (used by hud_powerup)
2207 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2208 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2209 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2211 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.
2213 if(autocvar_hud_powerup && sharpen_intensity > 0)
2215 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2217 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2218 old_sharpen_intensity = sharpen_intensity;
2221 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2223 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2224 old_sharpen_intensity = 0;
2227 if(cvar("r_glsl_postprocess") == 0)
2228 cvar_set("r_glsl_postprocess", "2");
2230 else if(cvar("r_glsl_postprocess") == 2)
2231 cvar_set("r_glsl_postprocess", "0");
2233 /*if(gametype == MAPINFO_TYPE_CTF)
2239 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2240 Draw_ShowNames_All();
2243 scoreboard_active = Scoreboard_WouldDraw();
2245 HUD_Draw(this); // this parameter for deep vehicle function
2247 if(NextFrameCommand)
2249 localcmd("\n", NextFrameCommand, "\n");
2250 NextFrameCommand = string_null;
2253 // we must do this check AFTER a frame was rendered, or it won't work
2254 if(cs_project_is_b0rked == 0)
2257 w0 = ftos(autocvar_vid_conwidth);
2258 h0 = ftos(autocvar_vid_conheight);
2259 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2260 //setproperty(VF_FOV, '90 90 0');
2261 setproperty(VF_ORIGIN, '0 0 0');
2262 setproperty(VF_ANGLES, '0 0 0');
2263 setproperty(VF_PERSPECTIVE, 1);
2264 makevectors('0 0 0');
2266 cvar_set("vid_conwidth", "800");
2267 cvar_set("vid_conheight", "600");
2268 v1 = cs_project(v_forward);
2269 cvar_set("vid_conwidth", "640");
2270 cvar_set("vid_conheight", "480");
2271 v2 = cs_project(v_forward);
2273 cs_project_is_b0rked = 1;
2275 cs_project_is_b0rked = -1;
2276 cvar_set("vid_conwidth", w0);
2277 cvar_set("vid_conheight", h0);
2280 if(autocvar__hud_configure)
2282 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2283 HUD_Minigame_Mouse();
2284 else if(QuickMenu_IsOpened())
2293 // let's reset the view back to normal for the end
2294 setproperty(VF_MIN, '0 0 0');
2295 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2301 // following vectors must be global to allow seamless switching between camera modes
2302 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2303 void CSQC_Demo_Camera()
2305 float speed, attenuation, dimensions;
2308 if( autocvar_camera_reset || !camera_mode )
2310 camera_offset = '0 0 0';
2311 current_angles = '0 0 0';
2312 camera_direction = '0 0 0';
2313 camera_offset.z += 30;
2314 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2315 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2316 current_origin = view_origin;
2317 current_camera_offset = camera_offset;
2318 cvar_set("camera_reset", "0");
2319 camera_mode = CAMERA_CHASE;
2324 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2326 if(autocvar_camera_look_player)
2331 dir = normalize(view_origin - current_position);
2333 mouse_angles = vectoangles(dir);
2334 mouse_angles.x = mouse_angles.x * -1;
2339 tmp = getmousepos() * 0.1;
2340 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2342 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2343 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2347 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2348 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2349 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2350 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2352 // Fix difference when angles don't have the same sign
2354 if(mouse_angles.y < -60 && current_angles.y > 60)
2356 if(mouse_angles.y > 60 && current_angles.y < -60)
2359 if(autocvar_camera_look_player)
2360 attenuation = autocvar_camera_look_attenuation;
2362 attenuation = autocvar_camera_speed_attenuation;
2364 attenuation = 1 / max(1, attenuation);
2365 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2367 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2368 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2369 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2370 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2376 if( camera_direction.x )
2378 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2379 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2380 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2381 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2385 if( camera_direction.y )
2387 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2388 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2389 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2393 if( camera_direction.z )
2395 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2399 if(autocvar_camera_free)
2400 speed = autocvar_camera_speed_free;
2402 speed = autocvar_camera_speed_chase;
2406 speed = speed * sqrt(1 / dimensions);
2407 camera_offset += tmp * speed;
2410 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2413 if( autocvar_camera_free )
2415 if ( camera_mode == CAMERA_CHASE )
2417 current_camera_offset = current_origin + current_camera_offset;
2418 camera_offset = current_origin + camera_offset;
2421 camera_mode = CAMERA_FREE;
2422 current_position = current_camera_offset;
2426 if ( camera_mode == CAMERA_FREE )
2428 current_origin = view_origin;
2429 camera_offset = camera_offset - current_origin;
2430 current_camera_offset = current_camera_offset - current_origin;
2433 camera_mode = CAMERA_CHASE;
2435 if(autocvar_camera_chase_smoothly)
2436 current_origin += (view_origin - current_origin) * attenuation;
2438 current_origin = view_origin;
2440 current_position = current_origin + current_camera_offset;
2443 setproperty(VF_ANGLES, current_angles);
2444 setproperty(VF_ORIGIN, current_position);