3 #include "announcer.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
9 #include "scoreboard.qh"
10 #include "shownames.qh"
11 #include "waypointsprites.qh"
13 #include "../common/constants.qh"
14 #include "../common/mapinfo.qh"
15 #include "../common/nades.qh"
16 #include "../common/stats.qh"
17 #include "../common/triggers/target/music.qh"
18 #include "../common/teams.qh"
19 #include "../common/util.qh"
21 #include "../common/weapons/all.qh"
23 #include "../csqcmodellib/cl_player.qh"
25 #include "../warpzonelib/client.qh"
26 #include "../warpzonelib/common.qh"
27 #include "../warpzonelib/mathlib.qh"
33 vector p, dir, ang, q, nextdir;
34 float portal_number, portal1_idx;
36 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
38 if(g_balance_porto_secondary)
44 if (getstati(STAT_HEALTH) <= 0)
49 if(angles_held_status)
51 makevectors(angles_held);
65 traceline(p, p + 65536 * dir, true, porto);
66 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
68 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
74 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
77 ang = vectoangles2(trace_plane_normal, dir);
80 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
82 if(portal_number == 1)
85 if(portal_number >= 2)
96 if(idx-1 >= portal1_idx)
98 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
102 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
111 porto.classname = "porto";
112 porto.draw = Porto_Draw;
113 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
118 vector GetCurrentFov(float fov)
120 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
121 float velocityzoom, curspeed;
124 zoomsensitivity = autocvar_cl_zoomsensitivity;
125 zoomfactor = autocvar_cl_zoomfactor;
126 if(zoomfactor < 1 || zoomfactor > 30)
128 zoomspeed = autocvar_cl_zoomspeed;
130 if(zoomspeed < 0.5 || zoomspeed > 16)
133 zoomdir = button_zoom;
134 if(hud == HUD_NORMAL)
135 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
136 zoomdir += button_attack2;
137 if(spectatee_status > 0 || isdemo())
139 if(spectatorbutton_zoom)
146 // fteqcc failed twice here already, don't optimize this
149 if(zoomdir) { zoomin_effect = 0; }
153 current_viewzoom = min(1, current_viewzoom + drawframetime);
155 else if(autocvar_cl_spawnzoom && zoomin_effect)
157 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
159 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
160 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
161 if(current_viewzoom == 1) { zoomin_effect = 0; }
165 if(zoomspeed < 0) // instant zoom
168 current_viewzoom = 1 / zoomfactor;
170 current_viewzoom = 1;
175 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
177 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
181 if(almost_equals(current_viewzoom, 1))
182 current_zoomfraction = 0;
183 else if(almost_equals(current_viewzoom, 1/zoomfactor))
184 current_zoomfraction = 1;
186 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
188 if(zoomsensitivity < 1)
189 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
191 setsensitivityscale(1);
193 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
195 if(intermission) { curspeed = 0; }
199 makevectors(view_angles);
202 v = csqcplayer.velocity;
204 switch(autocvar_cl_velocityzoom_type)
206 case 3: curspeed = max(0, v_forward * v); break;
207 case 2: curspeed = (v_forward * v); break;
208 case 1: default: curspeed = vlen(v); break;
212 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
213 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
214 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
216 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
221 float frustumx, frustumy, fovx, fovy;
222 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
223 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
224 fovx = atan2(frustumx, 1) / M_PI * 360.0;
225 fovy = atan2(frustumy, 1) / M_PI * 360.0;
227 return '1 0 0' * fovx + '0 1 0' * fovy;
230 vector GetViewLocationFOV(float fov)
232 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
233 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
234 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
235 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
236 return '1 0 0' * fovx + '0 1 0' * fovy;
239 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
242 float width = (ov_worldmax.x - ov_worldmin.x);
243 float height = (ov_worldmax.y - ov_worldmin.y);
244 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
245 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
246 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
247 return '1 0 0' * fovx + '0 1 0' * fovy;
250 // this function must match W_SetupShot!
251 float zoomscript_caught;
253 vector wcross_origin;
254 float wcross_scale_prev, wcross_alpha_prev;
255 vector wcross_color_prev;
256 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
257 vector wcross_color_goal_prev;
258 float wcross_changedonetime;
260 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
261 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
262 float wcross_name_changestarttime, wcross_name_changedonetime;
263 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
265 float wcross_ring_prev;
268 entity trueaim_rifle;
270 const float SHOTTYPE_HITTEAM = 1;
271 const float SHOTTYPE_HITOBSTRUCTION = 2;
272 const float SHOTTYPE_HITWORLD = 3;
273 const float SHOTTYPE_HITENEMY = 4;
278 trueaim.classname = "trueaim";
279 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
280 trueaim_rifle = spawn();
281 trueaim_rifle.classname = "trueaim_rifle";
282 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
285 float EnemyHitCheck()
288 wcross_origin = project_3d_to_2d(trace_endpos);
291 n = trace_ent.entnum;
293 n = trace_networkentity;
295 return SHOTTYPE_HITWORLD;
297 return SHOTTYPE_HITWORLD;
298 t = GetPlayerColor(n - 1);
301 return SHOTTYPE_HITTEAM;
302 if(t == NUM_SPECTATOR)
303 return SHOTTYPE_HITWORLD;
304 return SHOTTYPE_HITENEMY;
309 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?
310 vector vecs, trueaimpoint, w_shotorg;
318 mv = MOVE_NOMONSTERS;
320 switch(activeweapon) // WEAPONTODO
322 case WEP_TUBA.m_id: // no aim
323 case WEP_PORTO.m_id: // shoots from eye
324 case WEP_HOOK.m_id: // no trueaim
325 case WEP_MORTAR.m_id: // toss curve
326 return SHOTTYPE_HITWORLD;
327 case WEP_VORTEX.m_id:
328 case WEP_VAPORIZER.m_id:
334 if(zoomscript_caught)
336 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
337 return EnemyHitCheck();
340 case WEP_DEVASTATOR.m_id: // projectile has a size!
344 case WEP_FIREBALL.m_id: // projectile has a size!
348 case WEP_SEEKER.m_id: // projectile has a size!
352 case WEP_ELECTRO.m_id: // projectile has a size!
358 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
360 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
362 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
363 trueaimpoint = trace_endpos;
365 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
366 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
373 dv = view_right * vecs.y + view_up * vecs.z;
374 w_shotorg = traceorigin + dv;
376 // now move the vecs forward as much as requested if possible
377 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
378 w_shotorg = trace_endpos - view_forward * nudge;
380 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
381 shottype = EnemyHitCheck();
382 if(shottype != SHOTTYPE_HITWORLD)
386 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
387 // or rather, I know why, but see no fix
388 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
389 // 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
390 return SHOTTYPE_HITOBSTRUCTION;
393 return SHOTTYPE_HITWORLD;
396 void CSQC_common_hud(void);
399 void CSQC_Demo_Camera();
400 float HUD_WouldDrawScoreboard();
402 const float CAMERA_FREE = 1;
403 const float CAMERA_CHASE = 2;
405 string reticle_image;
406 string NextFrameCommand;
408 vector freeze_org, freeze_ang;
409 entity nightvision_noise, nightvision_noise2;
411 const float MAX_TIME_DIFF = 5;
412 float pickup_crosshair_time, pickup_crosshair_size;
413 float hitindication_crosshair_size;
414 float use_vortex_chargepool;
416 float myhealth, myhealth_prev;
417 float myhealth_flash;
419 float old_blurradius, old_bluralpha;
420 float old_sharpen_intensity;
422 vector myhealth_gentlergb;
424 float contentavgalpha, liquidalpha_prev;
425 vector liquidcolor_prev;
427 float eventchase_current_distance;
428 float eventchase_running;
429 bool WantEventchase()
431 if(autocvar_cl_orthoview)
437 if(spectatee_status >= 0)
439 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
441 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
443 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
445 if(autocvar_cl_eventchase_death == 2)
447 // don't stop eventchase once it's started (even if velocity changes afterwards)
448 if(self.velocity == '0 0 0' || eventchase_running)
457 vector damage_blurpostprocess, content_blurpostprocess;
461 float unaccounted_damage = 0;
464 // accumulate damage with each stat update
465 static float damage_total_prev = 0;
466 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
467 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
468 damage_total_prev = damage_total;
470 static float damage_dealt_time_prev = 0;
471 float damage_dealt_time = getstatf(STAT_HIT_TIME);
472 if (damage_dealt_time != damage_dealt_time_prev)
474 unaccounted_damage += unaccounted_damage_new;
475 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
477 damage_dealt_time_prev = damage_dealt_time;
479 // prevent hitsound when switching spectatee
480 static float spectatee_status_prev = 0;
481 if (spectatee_status != spectatee_status_prev)
482 unaccounted_damage = 0;
483 spectatee_status_prev = spectatee_status;
486 void UpdateHitsound()
488 // varying sound pitch
490 static float hitsound_time_prev = 0;
491 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
492 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
493 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
495 if (autocvar_cl_hitsound && unaccounted_damage)
497 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
498 float a = autocvar_cl_hitsound_max_pitch;
499 float b = autocvar_cl_hitsound_min_pitch;
500 float c = autocvar_cl_hitsound_nom_damage;
501 float x = unaccounted_damage;
502 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
504 // if sound variation is disabled, set pitch_shift to 1
505 if (autocvar_cl_hitsound == 1)
508 // if pitch shift is reversed, mirror in (max-min)/2 + min
509 if (autocvar_cl_hitsound == 3)
511 float mirror_value = (a-b)/2 + b;
512 pitch_shift = mirror_value + (mirror_value - pitch_shift);
515 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
517 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
518 // todo: normalize sound pressure levels? seems unnecessary
520 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
522 unaccounted_damage = 0;
523 hitsound_time_prev = time;
526 static float typehit_time_prev = 0;
527 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
528 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
530 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
531 typehit_time_prev = typehit_time;
535 void UpdateCrosshair()
537 static float rainbow_last_flicker;
538 static vector rainbow_prev_color;
542 if(getstati(STAT_FROZEN))
543 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
544 else if (getstatf(STAT_HEALING_ORB)>time)
545 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
547 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
549 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
550 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);
552 else if(getstatf(STAT_REVIVE_PROGRESS))
554 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
555 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
558 if(autocvar_r_letterbox == 0)
559 if(autocvar_viewsize < 120)
562 // crosshair goes VERY LAST
563 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc)
565 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
569 float wcross_alpha, wcross_resolution;
570 wcross_style = autocvar_crosshair;
571 if (wcross_style == "0")
573 wcross_resolution = autocvar_crosshair_size;
574 if (wcross_resolution == 0)
576 wcross_alpha = autocvar_crosshair_alpha;
577 if (wcross_alpha == 0)
583 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
584 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
586 if(autocvar_crosshair_hittest)
588 vector wcross_oldorigin;
589 wcross_oldorigin = wcross_origin;
590 shottype = TrueAimCheck();
591 if(shottype == SHOTTYPE_HITWORLD)
593 v = wcross_origin - wcross_oldorigin;
595 v.y /= vid_conheight;
597 shottype = SHOTTYPE_HITOBSTRUCTION;
599 if(!autocvar_crosshair_hittest_showimpact)
600 wcross_origin = wcross_oldorigin;
603 shottype = SHOTTYPE_HITWORLD;
605 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
606 string wcross_name = "";
607 float wcross_scale, wcross_blur;
609 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
611 e = get_weaponinfo(switchingweapon);
614 if(autocvar_crosshair_per_weapon)
616 // WEAPONTODO: access these through some general settings (with non-balance config settings)
617 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
618 //if (wcross_resolution == 0)
621 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
622 wcross_resolution *= e.w_crosshair_size;
623 wcross_name = e.w_crosshair;
628 if(wcross_name == "")
629 wcross_name = strcat("gfx/crosshair", wcross_style);
631 // MAIN CROSSHAIR COLOR DECISION
632 switch(autocvar_crosshair_color_special)
634 case 1: // crosshair_color_per_weapon
638 wcross_color = e.wpcolor;
641 else { goto normalcolor; }
644 case 2: // crosshair_color_by_health
646 float x = getstati(STAT_HEALTH);
661 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
662 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
666 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
667 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
668 wcross_color.z = 1 - (x-100)*0.02;
674 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
679 wcross_color.y = (x-20)*90/27/100;
680 wcross_color.z = (x-20)*90/27/100 * 0.2;
690 case 3: // crosshair_color_rainbow
692 if(time >= rainbow_last_flicker)
694 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
695 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
697 wcross_color = rainbow_prev_color;
701 default: { wcross_color = stov(autocvar_crosshair_color); break; }
704 if(autocvar_crosshair_effect_scalefade)
706 wcross_scale = wcross_resolution;
707 wcross_resolution = 1;
714 if(autocvar_crosshair_pickup)
716 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
718 if(pickup_crosshair_time < stat_pickup_time)
720 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
721 pickup_crosshair_size = 1;
723 pickup_crosshair_time = stat_pickup_time;
726 if(pickup_crosshair_size > 0)
727 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
729 pickup_crosshair_size = 0;
731 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
734 // todo: make crosshair hit indication dependent on damage dealt
735 if(autocvar_crosshair_hitindication)
737 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
739 if(unaccounted_damage)
741 hitindication_crosshair_size = 1;
744 if(hitindication_crosshair_size > 0)
745 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
747 hitindication_crosshair_size = 0;
749 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
750 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
751 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
752 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
755 if(shottype == SHOTTYPE_HITENEMY)
756 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
757 if(shottype == SHOTTYPE_HITTEAM)
758 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
760 f = fabs(autocvar_crosshair_effect_time);
761 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
763 wcross_changedonetime = time + f;
765 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
767 wcross_name_changestarttime = time;
768 wcross_name_changedonetime = time + f;
769 if(wcross_name_goal_prev_prev)
770 strunzone(wcross_name_goal_prev_prev);
771 wcross_name_goal_prev_prev = wcross_name_goal_prev;
772 wcross_name_goal_prev = strzone(wcross_name);
773 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
774 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
775 wcross_resolution_goal_prev = wcross_resolution;
778 wcross_scale_goal_prev = wcross_scale;
779 wcross_alpha_goal_prev = wcross_alpha;
780 wcross_color_goal_prev = wcross_color;
782 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
785 wcross_alpha *= 0.75;
789 // *_prev is at time-frametime
790 // * is at wcross_changedonetime+f
791 // what do we have at time?
792 if(time < wcross_changedonetime)
794 f = frametime / (wcross_changedonetime - time + frametime);
795 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
796 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
797 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
800 wcross_scale_prev = wcross_scale;
801 wcross_alpha_prev = wcross_alpha;
802 wcross_color_prev = wcross_color;
804 wcross_scale *= 1 - autocvar__menu_alpha;
805 wcross_alpha *= 1 - autocvar__menu_alpha;
806 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
808 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
810 // crosshair rings for weapon stats
811 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
813 // declarations and stats
814 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
815 string ring_image = string_null, ring_inner_image = string_null;
816 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
818 ring_scale = autocvar_crosshair_ring_size;
820 float weapon_clipload, weapon_clipsize;
821 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
822 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
824 float ok_ammo_charge, ok_ammo_chargepool;
825 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
826 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
828 float vortex_charge, vortex_chargepool;
829 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
830 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
832 float arc_heat = getstatf(STAT_ARC_HEAT);
834 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
835 vortex_charge_movingavg = vortex_charge;
839 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
841 if (vortex_chargepool || use_vortex_chargepool) {
842 use_vortex_chargepool = 1;
843 ring_inner_value = vortex_chargepool;
845 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
846 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
849 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
850 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;
851 ring_inner_image = "gfx/crosshair_ring_inner.tga";
853 // draw the outer ring to show the current charge of the weapon
854 ring_value = vortex_charge;
855 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
856 ring_rgb = wcross_color;
857 ring_image = "gfx/crosshair_ring_nexgun.tga";
859 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
861 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
862 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
863 ring_rgb = wcross_color;
864 ring_image = "gfx/crosshair_ring.tga";
866 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
868 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
869 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
870 ring_rgb = wcross_color;
871 ring_image = "gfx/crosshair_ring.tga";
873 else if (ok_ammo_charge)
875 ring_value = ok_ammo_chargepool;
876 ring_alpha = autocvar_crosshair_ring_reload_alpha;
877 ring_rgb = wcross_color;
878 ring_image = "gfx/crosshair_ring.tga";
880 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
882 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
883 ring_scale = autocvar_crosshair_ring_reload_size;
884 ring_alpha = autocvar_crosshair_ring_reload_alpha;
885 ring_rgb = wcross_color;
887 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
888 // if a new image for another weapon is added, add the code (and its respective file/value) here
889 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
890 ring_image = "gfx/crosshair_ring_rifle.tga";
892 ring_image = "gfx/crosshair_ring.tga";
894 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
896 ring_value = arc_heat;
897 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
898 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
899 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
900 ring_image = "gfx/crosshair_ring.tga";
903 // if in weapon switch animation, fade ring out/in
904 if(autocvar_crosshair_effect_time > 0)
906 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
909 wcross_ring_prev = ((ring_image) ? true : false);
915 ring_alpha *= fabs(1 - bound(0, f, 1));
920 ring_alpha *= bound(0, f, 1);
924 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
925 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
928 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
931 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
934 if(wcross_blur > 0) \
936 for(i = -2; i <= 2; ++i) \
937 for(j = -2; j <= 2; ++j) \
938 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
942 M(0,0,sz,wcross_name,wcross_alpha); \
947 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
948 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)
950 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
951 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
953 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
955 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
956 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
957 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
964 wcross_name_alpha_goal_prev = f;
966 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
967 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
969 if(autocvar_crosshair_dot)
971 vector wcross_color_old;
972 wcross_color_old = wcross_color;
974 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
975 wcross_color = stov(autocvar_crosshair_dot_color);
977 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
978 // FIXME why don't we use wcross_alpha here?cl_notice_run();
979 wcross_color = wcross_color_old;
985 wcross_scale_prev = 0;
986 wcross_alpha_prev = 0;
987 wcross_scale_goal_prev = 0;
988 wcross_alpha_goal_prev = 0;
989 wcross_changedonetime = 0;
990 if(wcross_name_goal_prev)
991 strunzone(wcross_name_goal_prev);
992 wcross_name_goal_prev = string_null;
993 if(wcross_name_goal_prev_prev)
994 strunzone(wcross_name_goal_prev_prev);
995 wcross_name_goal_prev_prev = string_null;
996 wcross_name_changestarttime = 0;
997 wcross_name_changedonetime = 0;
998 wcross_name_alpha_goal_prev = 0;
999 wcross_name_alpha_goal_prev_prev = 0;
1000 wcross_resolution_goal_prev = 0;
1001 wcross_resolution_goal_prev_prev = 0;
1005 const int BUTTON_3 = 4;
1006 const int BUTTON_4 = 8;
1007 float cl_notice_run();
1010 float vh_notice_time;
1011 void CSQC_UpdateView(float w, float h)
1017 vector vf_size, vf_min;
1020 execute_next_frame();
1024 hud = getstati(STAT_HUD);
1026 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1027 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1031 if(autocvar__hud_showbinds_reload) // menu can set this one
1034 binddb = db_create();
1035 cvar_set("_hud_showbinds_reload", "0");
1038 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1039 view_quality = getproperty(VF_MINFPS_QUALITY);
1043 button_attack2 = (input_buttons & BUTTON_3);
1044 button_zoom = (input_buttons & BUTTON_4);
1046 #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
1047 float checkfailv = (func)(parm); \
1048 if (checkfailv != (val)) { \
1049 if (!checkfail[(flag)]) \
1050 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
1051 checkfail[(flag)] = 1; \
1054 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1055 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1056 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
1057 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1058 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1059 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1060 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1062 vf_size = getpropertyvec(VF_SIZE);
1063 vf_min = getpropertyvec(VF_MIN);
1064 vid_width = vf_size.x;
1065 vid_height = vf_size.y;
1067 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1068 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1070 WaypointSprite_Load();
1072 CSQCPlayer_SetCamera();
1074 if(player_localentnum <= maxclients) // is it a client?
1075 current_player = player_localentnum - 1;
1076 else // then player_localentnum is the vehicle I'm driving
1077 current_player = player_localnum;
1078 myteam = GetPlayerColor(current_player);
1080 if(myteam != prev_myteam)
1082 myteamcolors = colormapPaletteColor(myteam, 1);
1083 for(i = 0; i < HUD_PANEL_NUM; ++i)
1084 hud_panel[i].update_time = time;
1085 prev_myteam = myteam;
1088 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1090 float is_dead = (getstati(STAT_HEALTH) <= 0);
1092 // FIXME do we need this hack?
1095 // in demos, input_buttons do not work
1096 button_zoom = (autocvar__togglezoom == "-");
1099 && autocvar_cl_unpress_zoom_on_death
1100 && (spectatee_status >= 0)
1101 && (is_dead || intermission))
1103 // no zoom while dead or in intermission please
1104 localcmd("-zoom\n");
1105 button_zoom = false;
1108 // event chase camera
1109 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1111 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1112 if(WantEventchase())
1114 eventchase_running = true;
1116 // 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.)
1117 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1119 // detect maximum viewoffset and use it
1120 vector view_offset = autocvar_cl_eventchase_viewoffset;
1121 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1125 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1126 if(trace_fraction == 1) { current_view_origin += view_offset; }
1127 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1130 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1131 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1132 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1133 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1135 // make the camera smooth back
1136 float chase_distance = autocvar_cl_eventchase_distance;
1137 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1139 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1140 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1141 else if(eventchase_current_distance != chase_distance)
1142 eventchase_current_distance = chase_distance;
1144 makevectors(view_angles);
1146 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1147 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1149 // If the boxtrace fails, revert back to line tracing.
1151 if(trace_startsolid)
1153 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1154 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1155 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1157 else { setproperty(VF_ORIGIN, trace_endpos); }
1160 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1162 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1164 eventchase_running = false;
1165 cvar_set("chase_active", "0");
1166 eventchase_current_distance = 0; // start from 0 next time
1169 // workaround for camera stuck between player's legs when using chase_active 1
1170 // because the engine stops updating the chase_active camera when the game ends
1171 else if(intermission)
1173 cvar_settemp("chase_active", "-1");
1174 eventchase_current_distance = 0;
1177 // do lockview after event chase camera so that it still applies whenever necessary.
1178 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1180 setproperty(VF_ORIGIN, freeze_org);
1181 setproperty(VF_ANGLES, freeze_ang);
1185 freeze_org = getpropertyvec(VF_ORIGIN);
1186 freeze_ang = getpropertyvec(VF_ANGLES);
1190 //WarpZone_FixPMove();
1192 vector ov_org = '0 0 0';
1193 vector ov_mid = '0 0 0';
1194 vector ov_worldmin = '0 0 0';
1195 vector ov_worldmax = '0 0 0';
1196 if(autocvar_cl_orthoview)
1198 ov_worldmin = mi_picmin;
1199 ov_worldmax = mi_picmax;
1201 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1202 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1203 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1205 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1206 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1208 float ov_nearest = vlen(ov_org - vec3(
1209 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1210 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1211 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1214 float ov_furthest = 0;
1217 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1218 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1219 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1220 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1221 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1222 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1223 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1224 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1226 cvar_settemp("r_nearclip", ftos(ov_nearest));
1227 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1228 cvar_settemp("r_farclip_world", "0");
1229 cvar_settemp("r_novis", "1");
1230 cvar_settemp("r_useportalculling", "0");
1231 cvar_settemp("r_useinfinitefarclip", "0");
1233 setproperty(VF_ORIGIN, ov_org);
1234 setproperty(VF_ANGLES, '90 0 0');
1237 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1239 vtos(getpropertyvec(VF_ANGLES)),
1247 view_origin = getpropertyvec(VF_ORIGIN);
1248 view_angles = getpropertyvec(VF_ANGLES);
1249 makevectors(view_angles);
1250 view_forward = v_forward;
1251 view_right = v_right;
1255 if(time > blurtest_time0 && time < blurtest_time1)
1259 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1260 r = t * blurtest_radius;
1261 f = 1 / pow(t, blurtest_power) - 1;
1263 cvar_set("r_glsl_postprocess", "1");
1264 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1268 cvar_set("r_glsl_postprocess", "0");
1269 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1273 TargetMusic_Advance();
1277 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1279 drawframetime = bound(0.000001, time - drawtime, 1);
1282 // watch for gametype changes here...
1283 // in ParseStuffCMD the cmd isn't executed yet :/
1284 // might even be better to add the gametype to TE_CSQC_INIT...?
1288 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1290 if(calledhooks & HOOK_START)
1292 localcmd("\ncl_hook_gameend\n");
1293 calledhooks |= HOOK_END;
1302 if(!zoomscript_caught)
1304 localcmd("+button9\n");
1305 zoomscript_caught = 1;
1310 if(zoomscript_caught)
1312 localcmd("-button9\n");
1313 zoomscript_caught = 0;
1317 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1319 // next WANTED weapon (for HUD)
1320 switchweapon = getstati(STAT_SWITCHWEAPON);
1322 // currently switching-to weapon (for crosshair)
1323 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1325 // actually active weapon (for zoom)
1326 activeweapon = getstati(STAT_ACTIVEWEAPON);
1328 f = (serverflags & SERVERFLAG_TEAMPLAY);
1335 if(last_switchweapon != switchweapon)
1338 last_switchweapon = switchweapon;
1339 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1341 localcmd("-zoom\n");
1342 button_zoom = false;
1344 if(autocvar_cl_unpress_attack_on_weapon_switch)
1346 localcmd("-fire\n");
1347 localcmd("-fire2\n");
1348 button_attack2 = false;
1351 if(last_activeweapon != activeweapon)
1353 last_activeweapon = activeweapon;
1355 e = get_weaponinfo(activeweapon);
1357 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1359 localcmd("\ncl_hook_activeweapon none\n");
1362 // ALWAYS Clear Current Scene First
1365 setproperty(VF_ORIGIN, view_origin);
1366 setproperty(VF_ANGLES, view_angles);
1368 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1369 setproperty(VF_SIZE, vf_size);
1370 setproperty(VF_MIN, vf_min);
1372 // Assign Standard Viewflags
1373 // Draw the World (and sky)
1374 setproperty(VF_DRAWWORLD, 1);
1376 // Set the console size vars
1377 vid_conwidth = autocvar_vid_conwidth;
1378 vid_conheight = autocvar_vid_conheight;
1379 vid_pixelheight = autocvar_vid_pixelheight;
1381 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1382 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1383 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1385 // Camera for demo playback
1388 if(autocvar_camera_enable)
1392 cvar_set("chase_active", ftos(chase_active_backup));
1393 cvar_set("cl_demo_mousegrab", "0");
1394 camera_active = false;
1400 if(autocvar_camera_enable)
1402 if(autocvar_camera_enable && isdemo())
1405 // Enable required Darkplaces cvars
1406 chase_active_backup = autocvar_chase_active;
1407 cvar_set("chase_active", "2");
1408 cvar_set("cl_demo_mousegrab", "1");
1409 camera_active = true;
1410 camera_mode = false;
1414 // Draw the Crosshair
1415 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1417 // Draw the Engine Status Bar (the default Quake HUD)
1418 setproperty(VF_DRAWENGINESBAR, 0);
1420 // Update the mouse position
1422 mousepos_x = vid_conwidth;
1423 mousepos_y = vid_conheight;
1424 mousepos = mousepos*0.5 + getmousepos();
1428 for(self = world; (self = nextent(self)); )
1433 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1436 // now switch to 2D drawing mode by calling a 2D drawing function
1437 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1438 // next R_RenderScene call
1439 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1441 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1442 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1444 // apply night vision effect
1445 vector tc_00, tc_01, tc_10, tc_11;
1446 vector rgb = '0 0 0';
1448 if(!nightvision_noise)
1450 nightvision_noise = spawn();
1451 nightvision_noise.classname = "nightvision_noise";
1453 if(!nightvision_noise2)
1455 nightvision_noise2 = spawn();
1456 nightvision_noise2.classname = "nightvision_noise2";
1459 // color tint in yellow
1460 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1463 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1465 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1466 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1467 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1468 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1469 tc_11 = tc_01 + tc_10 - tc_00;
1470 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1471 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1472 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1473 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1474 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1478 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1479 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1480 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1481 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1482 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1483 tc_11 = tc_01 + tc_10 - tc_00;
1484 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1485 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1486 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1487 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1488 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1492 if(autocvar_cl_reticle)
1494 // Draw the aiming reticle for weapons that use it
1495 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1496 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1497 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1498 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1500 // no zoom reticle while dead
1503 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1505 if(reticle_image != "") { reticle_type = 2; }
1506 else { reticle_type = 0; }
1508 else if(button_zoom || zoomscript_caught)
1516 if(autocvar_cl_reticle_stretch)
1518 reticle_size.x = vid_conwidth;
1519 reticle_size.y = vid_conheight;
1525 reticle_size.x = max(vid_conwidth, vid_conheight);
1526 reticle_size.y = max(vid_conwidth, vid_conheight);
1527 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1528 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1531 if(zoomscript_caught)
1534 f = current_zoomfraction;
1538 switch(reticle_type)
1540 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1541 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1548 if(reticle_type != 0) { reticle_type = 0; }
1552 // improved polyblend
1553 if(autocvar_hud_contents)
1555 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1558 switch(pointcontents(view_origin))
1561 liquidalpha = autocvar_hud_contents_water_alpha;
1562 liquidcolor = stov(autocvar_hud_contents_water_color);
1567 liquidalpha = autocvar_hud_contents_lava_alpha;
1568 liquidcolor = stov(autocvar_hud_contents_lava_color);
1573 liquidalpha = autocvar_hud_contents_slime_alpha;
1574 liquidcolor = stov(autocvar_hud_contents_slime_color);
1580 liquidcolor = '0 0 0';
1585 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1586 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1587 contentfadetime = autocvar_hud_contents_fadeintime;
1588 liquidalpha_prev = liquidalpha;
1589 liquidcolor_prev = liquidcolor;
1592 contentfadetime = autocvar_hud_contents_fadeouttime;
1594 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1595 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1598 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1600 if(autocvar_hud_postprocessing)
1602 if(autocvar_hud_contents_blur && contentavgalpha)
1604 content_blurpostprocess.x = 1;
1605 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1606 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1610 content_blurpostprocess.x = 0;
1611 content_blurpostprocess.y = 0;
1612 content_blurpostprocess.z = 0;
1617 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1619 splash_size.x = max(vid_conwidth, vid_conheight);
1620 splash_size.y = max(vid_conwidth, vid_conheight);
1621 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1622 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1624 float myhealth_flash_temp;
1625 myhealth = getstati(STAT_HEALTH);
1628 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1630 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1632 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1633 pain_threshold = autocvar_hud_damage_pain_threshold;
1634 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1635 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1637 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1639 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);
1642 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1644 if(myhealth_prev < 1)
1648 myhealth_flash = 0; // just spawned, clear the flash immediately
1649 myhealth_flash_temp = 0;
1653 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1657 if(spectatee_status == -1 || intermission)
1659 myhealth_flash = 0; // observing, or match ended
1660 myhealth_flash_temp = 0;
1663 myhealth_prev = myhealth;
1665 // IDEA: change damage color/picture based on player model for robot/alien species?
1666 // pro: matches model better
1667 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1668 // maybe different reddish pics?
1669 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1671 if(autocvar_cl_gentle_damage == 2)
1673 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1675 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1679 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1681 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);
1684 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1686 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.
1688 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1690 damage_blurpostprocess.x = 1;
1691 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1692 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1696 damage_blurpostprocess.x = 0;
1697 damage_blurpostprocess.y = 0;
1698 damage_blurpostprocess.z = 0;
1703 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1704 float e2 = (autocvar_hud_powerup != 0);
1705 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1707 // enable or disable rendering types if they are used or not
1708 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1709 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1711 // blur postprocess handling done first (used by hud_damage and hud_contents)
1712 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1714 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1715 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1716 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1718 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1719 old_blurradius = blurradius;
1720 old_bluralpha = bluralpha;
1723 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1725 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1730 // edge detection postprocess handling done second (used by hud_powerup)
1731 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1732 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1733 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1735 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1737 if(autocvar_hud_powerup && sharpen_intensity > 0)
1739 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1741 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1742 old_sharpen_intensity = sharpen_intensity;
1745 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1747 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1748 old_sharpen_intensity = 0;
1751 if(cvar("r_glsl_postprocess") == 0)
1752 cvar_set("r_glsl_postprocess", "2");
1754 else if(cvar("r_glsl_postprocess") == 2)
1755 cvar_set("r_glsl_postprocess", "0");
1760 /*if(gametype == MAPINFO_TYPE_CTF)
1767 for(self = world; (self = nextent(self)); )
1771 Draw_ShowNames_All();
1773 scoreboard_active = HUD_WouldDrawScoreboard();
1779 if(NextFrameCommand)
1781 localcmd("\n", NextFrameCommand, "\n");
1782 NextFrameCommand = string_null;
1785 // we must do this check AFTER a frame was rendered, or it won't work
1786 if(cs_project_is_b0rked == 0)
1789 w0 = ftos(autocvar_vid_conwidth);
1790 h0 = ftos(autocvar_vid_conheight);
1791 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1792 //setproperty(VF_FOV, '90 90 0');
1793 setproperty(VF_ORIGIN, '0 0 0');
1794 setproperty(VF_ANGLES, '0 0 0');
1795 setproperty(VF_PERSPECTIVE, 1);
1796 makevectors('0 0 0');
1798 cvar_set("vid_conwidth", "800");
1799 cvar_set("vid_conheight", "600");
1800 v1 = cs_project(v_forward);
1801 cvar_set("vid_conwidth", "640");
1802 cvar_set("vid_conheight", "480");
1803 v2 = cs_project(v_forward);
1805 cs_project_is_b0rked = 1;
1807 cs_project_is_b0rked = -1;
1808 cvar_set("vid_conwidth", w0);
1809 cvar_set("vid_conheight", h0);
1812 if(autocvar__hud_configure)
1815 if(hud && !intermission)
1816 if(hud == HUD_BUMBLEBEE_GUN)
1817 CSQC_BUMBLE_GUN_HUD();
1819 VEH_ACTION(hud, VR_HUD);
1823 // let's reset the view back to normal for the end
1824 setproperty(VF_MIN, '0 0 0');
1825 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1829 void CSQC_common_hud(void)
1831 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1832 Accuracy_LoadLevels();
1834 HUD_Main(); // always run these functions for alpha checks
1835 HUD_DrawScoreboard();
1837 // scoreboard/accuracy, map/gametype voting screen
1838 if (scoreboard_active || intermission == 2)
1843 // following vectors must be global to allow seamless switching between camera modes
1844 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1845 void CSQC_Demo_Camera()
1847 float speed, attenuation, dimensions;
1850 if( autocvar_camera_reset || !camera_mode )
1852 camera_offset = '0 0 0';
1853 current_angles = '0 0 0';
1854 camera_direction = '0 0 0';
1855 camera_offset.z += 30;
1856 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1857 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1858 current_origin = view_origin;
1859 current_camera_offset = camera_offset;
1860 cvar_set("camera_reset", "0");
1861 camera_mode = CAMERA_CHASE;
1866 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1868 if(autocvar_camera_look_player)
1873 dir = normalize(view_origin - current_position);
1875 mouse_angles = vectoangles(dir);
1876 mouse_angles.x = mouse_angles.x * -1;
1881 tmp = getmousepos() * 0.1;
1882 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1884 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1885 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1889 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1890 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1891 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1892 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1894 // Fix difference when angles don't have the same sign
1896 if(mouse_angles.y < -60 && current_angles.y > 60)
1898 if(mouse_angles.y > 60 && current_angles.y < -60)
1901 if(autocvar_camera_look_player)
1902 attenuation = autocvar_camera_look_attenuation;
1904 attenuation = autocvar_camera_speed_attenuation;
1906 attenuation = 1 / max(1, attenuation);
1907 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1909 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1910 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1911 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1912 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1918 if( camera_direction.x )
1920 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1921 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1922 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1923 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1927 if( camera_direction.y )
1929 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1930 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1931 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1935 if( camera_direction.z )
1937 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1941 if(autocvar_camera_free)
1942 speed = autocvar_camera_speed_free;
1944 speed = autocvar_camera_speed_chase;
1948 speed = speed * sqrt(1 / dimensions);
1949 camera_offset += tmp * speed;
1952 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1955 if( autocvar_camera_free )
1957 if ( camera_mode == CAMERA_CHASE )
1959 current_camera_offset = current_origin + current_camera_offset;
1960 camera_offset = current_origin + camera_offset;
1963 camera_mode = CAMERA_FREE;
1964 current_position = current_camera_offset;
1968 if ( camera_mode == CAMERA_FREE )
1970 current_origin = view_origin;
1971 camera_offset = camera_offset - current_origin;
1972 current_camera_offset = current_camera_offset - current_origin;
1975 camera_mode = CAMERA_CHASE;
1977 if(autocvar_camera_chase_smoothly)
1978 current_origin += (view_origin - current_origin) * attenuation;
1980 current_origin = view_origin;
1982 current_position = current_origin + current_camera_offset;
1985 setproperty(VF_ANGLES, current_angles);
1986 setproperty(VF_ORIGIN, current_position);