2 #include "announcer.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
9 #include "mutators/events.qh"
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
34 float autocvar_cl_viewmodel_scale;
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_side_speed;
43 float autocvar_cl_followmodel_side_highpass;
44 float autocvar_cl_followmodel_side_highpass1;
45 float autocvar_cl_followmodel_side_limit;
46 float autocvar_cl_followmodel_side_lowpass;
47 float autocvar_cl_followmodel_up_speed;
48 float autocvar_cl_followmodel_up_highpass;
49 float autocvar_cl_followmodel_up_highpass1;
50 float autocvar_cl_followmodel_up_limit;
51 float autocvar_cl_followmodel_up_lowpass;
53 float autocvar_cl_leanmodel;
54 float autocvar_cl_leanmodel_side_speed;
55 float autocvar_cl_leanmodel_side_highpass;
56 float autocvar_cl_leanmodel_side_highpass1;
57 float autocvar_cl_leanmodel_side_lowpass;
58 float autocvar_cl_leanmodel_side_limit;
59 float autocvar_cl_leanmodel_up_speed;
60 float autocvar_cl_leanmodel_up_highpass;
61 float autocvar_cl_leanmodel_up_highpass1;
62 float autocvar_cl_leanmodel_up_lowpass;
63 float autocvar_cl_leanmodel_up_limit;
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
67 float __frac = bound(0, frac, 1); \
68 ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
71 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
73 float __ignore; lowpass(value, frac, ref_store, __ignore); \
74 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
77 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
79 float __f = 0; lowpass(value, frac, ref_store, __f); \
80 ret = (value) - __f; \
83 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
85 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
86 ret = (value) - __f; \
89 #define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
91 lowpass(value.x, fracx, ref_store.x, ref_out.x); \
92 lowpass(value.y, fracy, ref_store.y, ref_out.y); \
93 lowpass(value.z, fracz, ref_store.z, ref_out.z); \
96 #define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
98 highpass(value.x, fracx, ref_store.x, ref_out.x); \
99 highpass(value.y, fracy, ref_store.y, ref_out.y); \
100 highpass(value.z, fracz, ref_store.z, ref_out.z); \
103 #define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
105 highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
106 highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
107 highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
110 void viewmodel_animate(entity this)
112 static float prevtime;
113 float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
116 if (autocvar_chase_active) return;
117 if (STAT(HEALTH) <= 0) return;
119 entity view = CSQCModel_server2csqc(player_localentnum - 1);
121 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
122 static bool oldonground;
123 static float hitgroundtime;
124 static float lastongroundtime;
127 float f = time; // cl.movecmd[0].time
130 lastongroundtime = f;
132 oldonground = clonground;
134 vector gunorg = '0 0 0', gunangles = '0 0 0';
135 static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
137 bool teleported = view.csqcmodel_teleported;
139 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
142 // try to fix the first highpass; result is NOT
143 // perfect! TODO find a better fix
144 gunangles_prev = view_angles;
145 gunorg_prev = view_origin;
148 static vector gunorg_highpass = '0 0 0';
150 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
151 gunorg_highpass += gunorg_prev;
152 highpass3_limited(view_origin,
153 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
154 frametime * autocvar_cl_followmodel_side_highpass1, autocvar_cl_followmodel_side_limit,
155 frametime * autocvar_cl_followmodel_up_highpass1, autocvar_cl_followmodel_up_limit,
156 gunorg_highpass, gunorg);
157 gunorg_prev = view_origin;
158 gunorg_highpass -= gunorg_prev;
160 static vector gunangles_highpass = '0 0 0';
162 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
163 gunangles_highpass += gunangles_prev;
164 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
165 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
166 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
167 highpass3_limited(view_angles,
168 frametime * autocvar_cl_leanmodel_up_highpass1, autocvar_cl_leanmodel_up_limit,
169 frametime * autocvar_cl_leanmodel_side_highpass1, autocvar_cl_leanmodel_side_limit,
171 gunangles_highpass, gunangles);
172 gunangles_prev = view_angles;
173 gunangles_highpass -= gunangles_prev;
175 // 3. calculate the RAW adjustment vectors
176 gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
177 gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_side_speed : 0);
178 gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_up_speed : 0);
180 PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_up_speed : 0);
181 YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_side_speed : 0);
184 static vector gunorg_adjustment_highpass;
185 static vector gunorg_adjustment_lowpass;
186 static vector gunangles_adjustment_highpass;
187 static vector gunangles_adjustment_lowpass;
189 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
190 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
192 frametime * autocvar_cl_followmodel_side_highpass,
193 frametime * autocvar_cl_followmodel_side_highpass,
194 frametime * autocvar_cl_followmodel_up_highpass,
195 gunorg_adjustment_highpass, gunorg);
197 frametime * autocvar_cl_followmodel_side_lowpass,
198 frametime * autocvar_cl_followmodel_side_lowpass,
199 frametime * autocvar_cl_followmodel_up_lowpass,
200 gunorg_adjustment_lowpass, gunorg);
201 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
203 frametime * autocvar_cl_leanmodel_up_highpass,
204 frametime * autocvar_cl_leanmodel_side_highpass,
206 gunangles_adjustment_highpass, gunangles);
208 frametime * autocvar_cl_leanmodel_up_lowpass,
209 frametime * autocvar_cl_leanmodel_side_lowpass,
211 gunangles_adjustment_lowpass, gunangles);
212 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
214 // vertical view bobbing code
217 // horizontal view bobbing code
221 // causes the view to swing down and back up when touching the ground
224 // gun model bobbing code
225 if (autocvar_cl_bobmodel)
227 // calculate for swinging gun model
228 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
229 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
230 // for the most part, but for some reason when you go through a message trigger or
231 // pick up an item or anything like that it will momentarily jolt the gun.
232 vector forward, right = '0 0 0', up = '0 0 0';
235 float s = time * autocvar_cl_bobmodel_speed;
238 if (time - hitgroundtime < 0.2)
240 // just hit the ground, speed the bob back up over the next 0.2 seconds
241 t = time - hitgroundtime;
242 t = bound(0, t, 0.2);
248 // recently left the ground, slow the bob down over the next 0.2 seconds
249 t = time - lastongroundtime;
250 t = 0.2 - bound(0, t, 0.2);
253 bspeed = xyspeed * 0.01;
254 MAKEVECTORS(makevectors, view_angles, forward, right, up);
255 float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
256 gunorg += bobr * right;
257 float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
260 vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
263 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
264 this.angles += gunangles;
267 .vector viewmodel_origin, viewmodel_angles;
268 .float weapon_nextthink;
269 .float weapon_eta_last;
270 .float weapon_switchdelay;
272 void viewmodel_draw(entity this)
274 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
275 float a = this.alpha;
276 static bool wasinvehicle;
277 bool invehicle = player_localentnum > maxclients;
278 if (invehicle) a = -1;
279 else if (wasinvehicle) a = 1;
280 wasinvehicle = invehicle;
281 Weapon wep = activeweapon;
282 int c = stof(getplayerkeyvalue(current_player, "colors"));
283 vector g = weaponentity_glowmod(wep, c);
284 entity me = CSQCModel_server2csqc(player_localentnum - 1);
285 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
287 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
288 for (entity e = this; e; e = e.weaponchild)
292 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
294 e.csqcmodel_effects = fx;
295 CSQCModel_Effects_Apply(e);
298 static string name_last;
299 string name = wep.mdl;
300 if (name != name_last)
303 CL_WeaponEntity_SetModel(this, name);
304 this.viewmodel_origin = this.origin;
305 this.viewmodel_angles = this.angles;
308 if (!this.animstate_override)
309 anim_set(this, this.anim_idle, true, false, false);
311 float f = 0; // 0..1; 0: fully active
312 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
313 if (eta <= 0) f = this.weapon_eta_last;
314 else switch (this.state)
318 f = eta / max(eta, this.weapon_switchdelay);
323 f = 1 - eta / max(eta, this.weapon_switchdelay);
332 this.weapon_eta_last = f;
333 this.origin = this.viewmodel_origin;
334 this.angles = this.viewmodel_angles;
335 this.angles_x = (-90 * f * f);
336 viewmodel_animate(this);
337 setorigin(this, this.origin);
341 STATIC_INIT(viewmodel) {
342 viewmodel = new(viewmodel);
343 make_pure(viewmodel);
344 viewmodel.draw = viewmodel_draw;
349 void Porto_Draw(entity this)
351 vector p, dir, ang, q, nextdir;
352 float portal_number, portal1_idx;
354 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
356 if(WEP_CVAR(porto, secondary))
358 if(intermission == 1)
360 if(intermission == 2)
362 if (STAT(HEALTH) <= 0)
367 if(angles_held_status)
369 makevectors(angles_held);
383 traceline(p, p + 65536 * dir, true, porto);
384 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
386 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
392 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
395 ang = vectoangles2(trace_plane_normal, dir);
398 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
400 if(portal_number == 1)
403 if(portal_number >= 2)
413 p = p - view_up * 16;
414 if(idx-1 >= portal1_idx)
416 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
420 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
430 porto.draw = Porto_Draw;
431 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
436 vector GetCurrentFov(float fov)
438 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
439 float velocityzoom, curspeed;
442 zoomsensitivity = autocvar_cl_zoomsensitivity;
443 zoomfactor = autocvar_cl_zoomfactor;
444 if(zoomfactor < 1 || zoomfactor > 30)
446 zoomspeed = autocvar_cl_zoomspeed;
448 if(zoomspeed < 0.5 || zoomspeed > 16)
451 zoomdir = button_zoom;
452 if(hud == HUD_NORMAL)
453 if(switchweapon == activeweapon)
454 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
455 zoomdir += button_attack2;
456 if(spectatee_status > 0 || isdemo())
458 if(spectatorbutton_zoom)
465 // fteqcc failed twice here already, don't optimize this
468 if(zoomdir) { zoomin_effect = 0; }
472 current_viewzoom = min(1, current_viewzoom + drawframetime);
474 else if(autocvar_cl_spawnzoom && zoomin_effect)
476 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
478 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
479 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
480 if(current_viewzoom == 1) { zoomin_effect = 0; }
484 if(zoomspeed < 0) // instant zoom
487 current_viewzoom = 1 / zoomfactor;
489 current_viewzoom = 1;
494 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
496 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
500 if(almost_equals(current_viewzoom, 1))
501 current_zoomfraction = 0;
502 else if(almost_equals(current_viewzoom, 1/zoomfactor))
503 current_zoomfraction = 1;
505 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
507 if(zoomsensitivity < 1)
508 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
510 setsensitivityscale(1);
512 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
514 if(intermission) { curspeed = 0; }
518 makevectors(view_angles);
521 v = csqcplayer.velocity;
523 switch(autocvar_cl_velocityzoom_type)
525 case 3: curspeed = max(0, v_forward * v); break;
526 case 2: curspeed = (v_forward * v); break;
527 case 1: default: curspeed = vlen(v); break;
531 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
532 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
533 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
535 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
540 float frustumx, frustumy, fovx, fovy;
541 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
542 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
543 fovx = atan2(frustumx, 1) / M_PI * 360.0;
544 fovy = atan2(frustumy, 1) / M_PI * 360.0;
546 return '1 0 0' * fovx + '0 1 0' * fovy;
549 vector GetViewLocationFOV(float fov)
551 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
552 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
553 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
554 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
555 return '1 0 0' * fovx + '0 1 0' * fovy;
558 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
561 float width = (ov_worldmax.x - ov_worldmin.x);
562 float height = (ov_worldmax.y - ov_worldmin.y);
563 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
564 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
565 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
566 return '1 0 0' * fovx + '0 1 0' * fovy;
569 // this function must match W_SetupShot!
570 float zoomscript_caught;
572 vector wcross_origin;
573 float wcross_scale_prev, wcross_alpha_prev;
574 vector wcross_color_prev;
575 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
576 vector wcross_color_goal_prev;
577 float wcross_changedonetime;
579 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
580 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
581 float wcross_name_changestarttime, wcross_name_changedonetime;
582 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
584 float wcross_ring_prev;
587 entity trueaim_rifle;
589 const float SHOTTYPE_HITTEAM = 1;
590 const float SHOTTYPE_HITOBSTRUCTION = 2;
591 const float SHOTTYPE_HITWORLD = 3;
592 const float SHOTTYPE_HITENEMY = 4;
596 trueaim = new(trueaim);
598 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
599 trueaim_rifle = new(trueaim_rifle);
600 make_pure(trueaim_rifle);
601 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
604 float EnemyHitCheck()
607 wcross_origin = project_3d_to_2d(trace_endpos);
610 n = trace_ent.entnum;
612 n = trace_networkentity;
614 return SHOTTYPE_HITWORLD;
616 return SHOTTYPE_HITWORLD;
617 t = entcs_GetTeam(n - 1);
620 return SHOTTYPE_HITTEAM;
621 if(t == NUM_SPECTATOR)
622 return SHOTTYPE_HITWORLD;
623 return SHOTTYPE_HITENEMY;
628 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?
629 vector vecs, trueaimpoint, w_shotorg;
637 mv = MOVE_NOMONSTERS;
639 switch(activeweapon) // WEAPONTODO
641 case WEP_TUBA: // no aim
642 case WEP_PORTO: // shoots from eye
643 case WEP_NEXBALL: // shoots from eye
644 case WEP_HOOK: // no trueaim
645 case WEP_MORTAR: // toss curve
646 return SHOTTYPE_HITWORLD;
654 if(zoomscript_caught)
656 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
657 return EnemyHitCheck();
660 case WEP_DEVASTATOR: // projectile has a size!
664 case WEP_FIREBALL: // projectile has a size!
668 case WEP_SEEKER: // projectile has a size!
672 case WEP_ELECTRO: // projectile has a size!
678 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
680 vecs = decompressShotOrigin(STAT(SHOTORG));
682 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
683 trueaimpoint = trace_endpos;
685 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
686 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
693 dv = view_right * vecs.y + view_up * vecs.z;
694 w_shotorg = traceorigin + dv;
696 // now move the vecs forward as much as requested if possible
697 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
698 w_shotorg = trace_endpos - view_forward * nudge;
700 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
701 shottype = EnemyHitCheck();
702 if(shottype != SHOTTYPE_HITWORLD)
706 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
707 // or rather, I know why, but see no fix
708 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
709 // 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
710 return SHOTTYPE_HITOBSTRUCTION;
713 return SHOTTYPE_HITWORLD;
717 void CSQC_Demo_Camera();
718 float HUD_WouldDrawScoreboard();
720 const float CAMERA_FREE = 1;
721 const float CAMERA_CHASE = 2;
723 string reticle_image;
724 string NextFrameCommand;
726 vector freeze_org, freeze_ang;
727 entity nightvision_noise, nightvision_noise2;
729 const float MAX_TIME_DIFF = 5;
730 float pickup_crosshair_time, pickup_crosshair_size;
731 float hitindication_crosshair_size;
732 float use_vortex_chargepool;
734 float myhealth, myhealth_prev;
735 float myhealth_flash;
737 float old_blurradius, old_bluralpha;
738 float old_sharpen_intensity;
740 vector myhealth_gentlergb;
742 float contentavgalpha, liquidalpha_prev;
743 vector liquidcolor_prev;
745 float eventchase_current_distance;
746 float eventchase_running;
747 bool WantEventchase(entity this)
749 if(autocvar_cl_orthoview)
755 if(spectatee_status >= 0)
757 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
759 if(MUTATOR_CALLHOOK(WantEventchase, this))
761 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
763 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
765 if(autocvar_cl_eventchase_death == 2)
767 // don't stop eventchase once it's started (even if velocity changes afterwards)
768 if(this.velocity == '0 0 0' || eventchase_running)
777 void HUD_Crosshair_Vehicle()
779 if(hud != HUD_BUMBLEBEE_GUN)
781 Vehicle info = Vehicles_from(hud);
782 info.vr_crosshair(info);
786 vector damage_blurpostprocess, content_blurpostprocess;
788 float unaccounted_damage = 0;
791 // accumulate damage with each stat update
792 static float damage_total_prev = 0;
793 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
794 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
795 damage_total_prev = damage_total;
797 static float damage_dealt_time_prev = 0;
798 float damage_dealt_time = STAT(HIT_TIME);
799 if (damage_dealt_time != damage_dealt_time_prev)
801 unaccounted_damage += unaccounted_damage_new;
802 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
804 damage_dealt_time_prev = damage_dealt_time;
806 // prevent hitsound when switching spectatee
807 static float spectatee_status_prev = 0;
808 if (spectatee_status != spectatee_status_prev)
809 unaccounted_damage = 0;
810 spectatee_status_prev = spectatee_status;
815 // varying sound pitch
817 static float hitsound_time_prev = 0;
818 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
819 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
820 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
822 if (autocvar_cl_hitsound && unaccounted_damage)
824 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
825 float a = autocvar_cl_hitsound_max_pitch;
826 float b = autocvar_cl_hitsound_min_pitch;
827 float c = autocvar_cl_hitsound_nom_damage;
828 float x = unaccounted_damage;
829 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
831 // if sound variation is disabled, set pitch_shift to 1
832 if (autocvar_cl_hitsound == 1)
835 // if pitch shift is reversed, mirror in (max-min)/2 + min
836 if (autocvar_cl_hitsound == 3)
838 float mirror_value = (a-b)/2 + b;
839 pitch_shift = mirror_value + (mirror_value - pitch_shift);
842 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
844 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
845 // todo: normalize sound pressure levels? seems unnecessary
847 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
849 unaccounted_damage = 0;
850 hitsound_time_prev = time;
853 static float typehit_time_prev = 0;
854 float typehit_time = STAT(TYPEHIT_TIME);
855 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
857 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
858 typehit_time_prev = typehit_time;
864 static float rainbow_last_flicker;
865 static vector rainbow_prev_color;
869 if(!scoreboard_active && !camera_active && intermission != 2 &&
870 spectatee_status != -1 && !csqcplayer.viewloc &&
871 !HUD_MinigameMenu_IsOpened() )
873 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
876 if (hud != HUD_NORMAL)
878 HUD_Crosshair_Vehicle();
883 float wcross_alpha, wcross_resolution;
884 wcross_style = autocvar_crosshair;
885 if (wcross_style == "0")
887 wcross_resolution = autocvar_crosshair_size;
888 if (wcross_resolution == 0)
890 wcross_alpha = autocvar_crosshair_alpha;
891 if (wcross_alpha == 0)
897 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
898 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
900 if(autocvar_crosshair_hittest)
902 vector wcross_oldorigin;
903 wcross_oldorigin = wcross_origin;
904 shottype = TrueAimCheck();
905 if(shottype == SHOTTYPE_HITWORLD)
907 v = wcross_origin - wcross_oldorigin;
909 v.y /= vid_conheight;
911 shottype = SHOTTYPE_HITOBSTRUCTION;
913 if(!autocvar_crosshair_hittest_showimpact)
914 wcross_origin = wcross_oldorigin;
917 shottype = SHOTTYPE_HITWORLD;
919 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
920 string wcross_name = "";
921 float wcross_scale, wcross_blur;
923 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
928 if(autocvar_crosshair_per_weapon)
930 // WEAPONTODO: access these through some general settings (with non-balance config settings)
931 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
932 //if (wcross_resolution == 0)
935 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
936 wcross_resolution *= e.w_crosshair_size;
937 wcross_name = e.w_crosshair;
942 if(wcross_name == "")
943 wcross_name = strcat("gfx/crosshair", wcross_style);
945 // MAIN CROSSHAIR COLOR DECISION
946 switch(autocvar_crosshair_color_special)
948 case 1: // crosshair_color_per_weapon
952 wcross_color = e.wpcolor;
955 else { goto normalcolor; }
958 case 2: // crosshair_color_by_health
960 float x = STAT(HEALTH);
975 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
976 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
980 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
981 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
982 wcross_color.z = 1 - (x-100)*0.02;
988 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
993 wcross_color.y = (x-20)*90/27/100;
994 wcross_color.z = (x-20)*90/27/100 * 0.2;
1004 case 3: // crosshair_color_rainbow
1006 if(time >= rainbow_last_flicker)
1008 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1009 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1011 wcross_color = rainbow_prev_color;
1015 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1018 if(autocvar_crosshair_effect_scalefade)
1020 wcross_scale = wcross_resolution;
1021 wcross_resolution = 1;
1028 if(autocvar_crosshair_pickup)
1030 float stat_pickup_time = STAT(LAST_PICKUP);
1032 if(pickup_crosshair_time < stat_pickup_time)
1034 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1035 pickup_crosshair_size = 1;
1037 pickup_crosshair_time = stat_pickup_time;
1040 if(pickup_crosshair_size > 0)
1041 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1043 pickup_crosshair_size = 0;
1045 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1048 // todo: make crosshair hit indication dependent on damage dealt
1049 if(autocvar_crosshair_hitindication)
1051 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1053 if(unaccounted_damage)
1055 hitindication_crosshair_size = 1;
1058 if(hitindication_crosshair_size > 0)
1059 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1061 hitindication_crosshair_size = 0;
1063 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1064 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1065 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1066 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1069 if(shottype == SHOTTYPE_HITENEMY)
1070 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1071 if(shottype == SHOTTYPE_HITTEAM)
1072 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1074 f = fabs(autocvar_crosshair_effect_time);
1075 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1077 wcross_changedonetime = time + f;
1079 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1081 wcross_name_changestarttime = time;
1082 wcross_name_changedonetime = time + f;
1083 if(wcross_name_goal_prev_prev)
1084 strunzone(wcross_name_goal_prev_prev);
1085 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1086 wcross_name_goal_prev = strzone(wcross_name);
1087 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1088 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1089 wcross_resolution_goal_prev = wcross_resolution;
1092 wcross_scale_goal_prev = wcross_scale;
1093 wcross_alpha_goal_prev = wcross_alpha;
1094 wcross_color_goal_prev = wcross_color;
1096 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1099 wcross_alpha *= 0.75;
1103 // *_prev is at time-frametime
1104 // * is at wcross_changedonetime+f
1105 // what do we have at time?
1106 if(time < wcross_changedonetime)
1108 f = frametime / (wcross_changedonetime - time + frametime);
1109 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1110 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1111 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1114 wcross_scale_prev = wcross_scale;
1115 wcross_alpha_prev = wcross_alpha;
1116 wcross_color_prev = wcross_color;
1118 MUTATOR_CALLHOOK(UpdateCrosshair);
1120 wcross_scale *= 1 - autocvar__menu_alpha;
1121 wcross_alpha *= 1 - autocvar__menu_alpha;
1122 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1124 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1126 // crosshair rings for weapon stats
1127 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1129 // declarations and stats
1130 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1131 string ring_image = string_null, ring_inner_image = string_null;
1132 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1134 ring_scale = autocvar_crosshair_ring_size;
1136 float weapon_clipload, weapon_clipsize;
1137 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1138 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1140 float ok_ammo_charge, ok_ammo_chargepool;
1141 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1142 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1144 float vortex_charge, vortex_chargepool;
1145 vortex_charge = STAT(VORTEX_CHARGE);
1146 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1148 float arc_heat = STAT(ARC_HEAT);
1150 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1151 vortex_charge_movingavg = vortex_charge;
1154 // handle the values
1155 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1157 if (vortex_chargepool || use_vortex_chargepool) {
1158 use_vortex_chargepool = 1;
1159 ring_inner_value = vortex_chargepool;
1161 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1162 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1165 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1166 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;
1167 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1169 // draw the outer ring to show the current charge of the weapon
1170 ring_value = vortex_charge;
1171 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1172 ring_rgb = wcross_color;
1173 ring_image = "gfx/crosshair_ring_nexgun.tga";
1175 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1177 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.
1178 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1179 ring_rgb = wcross_color;
1180 ring_image = "gfx/crosshair_ring.tga";
1182 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1184 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1185 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1186 ring_rgb = wcross_color;
1187 ring_image = "gfx/crosshair_ring.tga";
1189 else if (ok_ammo_charge)
1191 ring_value = ok_ammo_chargepool;
1192 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1193 ring_rgb = wcross_color;
1194 ring_image = "gfx/crosshair_ring.tga";
1196 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1198 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1199 ring_scale = autocvar_crosshair_ring_reload_size;
1200 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1201 ring_rgb = wcross_color;
1203 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1204 // if a new image for another weapon is added, add the code (and its respective file/value) here
1205 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1206 ring_image = "gfx/crosshair_ring_rifle.tga";
1208 ring_image = "gfx/crosshair_ring.tga";
1210 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1212 ring_value = arc_heat;
1213 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1214 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1215 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1216 ring_image = "gfx/crosshair_ring.tga";
1219 // if in weapon switch animation, fade ring out/in
1220 if(autocvar_crosshair_effect_time > 0)
1222 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1225 wcross_ring_prev = ((ring_image) ? true : false);
1228 if(wcross_ring_prev)
1231 ring_alpha *= fabs(1 - bound(0, f, 1));
1236 ring_alpha *= bound(0, f, 1);
1240 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1241 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1244 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1247 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1249 if(wcross_blur > 0) \
1251 for(i = -2; i <= 2; ++i) \
1252 for(j = -2; j <= 2; ++j) \
1253 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1257 M(0,0,sz,wcross_name,wcross_alpha); \
1261 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1262 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)
1264 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1265 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1267 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1269 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1270 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1271 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1278 wcross_name_alpha_goal_prev = f;
1280 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1281 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1283 if(autocvar_crosshair_dot)
1285 vector wcross_color_old;
1286 wcross_color_old = wcross_color;
1288 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1289 wcross_color = stov(autocvar_crosshair_dot_color);
1291 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1292 // FIXME why don't we use wcross_alpha here?
1293 wcross_color = wcross_color_old;
1299 wcross_scale_prev = 0;
1300 wcross_alpha_prev = 0;
1301 wcross_scale_goal_prev = 0;
1302 wcross_alpha_goal_prev = 0;
1303 wcross_changedonetime = 0;
1304 if(wcross_name_goal_prev)
1305 strunzone(wcross_name_goal_prev);
1306 wcross_name_goal_prev = string_null;
1307 if(wcross_name_goal_prev_prev)
1308 strunzone(wcross_name_goal_prev_prev);
1309 wcross_name_goal_prev_prev = string_null;
1310 wcross_name_changestarttime = 0;
1311 wcross_name_changedonetime = 0;
1312 wcross_name_alpha_goal_prev = 0;
1313 wcross_name_alpha_goal_prev_prev = 0;
1314 wcross_resolution_goal_prev = 0;
1315 wcross_resolution_goal_prev_prev = 0;
1321 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1323 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, MUTATOR_ARGV(0, vector), autocvar_hud_colorflash_alpha * MUTATOR_ARGV(0, float), DRAWFLAG_ADDITIVE);
1325 else if(STAT(FROZEN))
1327 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);
1330 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1332 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);
1333 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);
1335 else if(STAT(REVIVE_PROGRESS))
1337 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);
1338 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1341 if(autocvar_r_letterbox == 0)
1342 if(autocvar_viewsize < 120)
1344 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1345 Accuracy_LoadLevels();
1348 HUD_DrawScoreboard();
1351 // crosshair goes VERY LAST
1358 float oldr_nearclip;
1359 float oldr_farclip_base;
1360 float oldr_farclip_world;
1362 float oldr_useportalculling;
1363 float oldr_useinfinitefarclip;
1365 void cl_notice_run();
1368 float vh_notice_time;
1369 void WaypointSprite_Load();
1370 void CSQC_UpdateView(float w, float h)
1375 vector vf_size, vf_min;
1378 execute_next_frame();
1385 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1386 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1390 if(autocvar__hud_showbinds_reload) // menu can set this one
1393 binddb = db_create();
1394 cvar_set("_hud_showbinds_reload", "0");
1397 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1398 view_quality = getproperty(VF_MINFPS_QUALITY);
1402 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1403 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1405 vf_size = getpropertyvec(VF_SIZE);
1406 vf_min = getpropertyvec(VF_MIN);
1407 vid_width = vf_size.x;
1408 vid_height = vf_size.y;
1410 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1411 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1413 WaypointSprite_Load();
1415 CSQCPlayer_SetCamera();
1417 if(player_localentnum <= maxclients) // is it a client?
1418 current_player = player_localentnum - 1;
1419 else // then player_localentnum is the vehicle I'm driving
1420 current_player = player_localnum;
1421 myteam = entcs_GetTeam(current_player);
1423 if(myteam != prev_myteam)
1425 myteamcolors = colormapPaletteColor(myteam, 1);
1426 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1427 prev_myteam = myteam;
1430 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1432 float is_dead = (STAT(HEALTH) <= 0);
1434 // FIXME do we need this hack?
1437 // in demos, input_buttons do not work
1438 button_zoom = (autocvar__togglezoom == "-");
1441 && autocvar_cl_unpress_zoom_on_death
1442 && (spectatee_status >= 0)
1443 && (is_dead || intermission))
1445 // no zoom while dead or in intermission please
1446 localcmd("-zoom\n");
1447 button_zoom = false;
1450 // event chase camera
1451 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1453 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1454 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1457 float vehicle_viewdist = 0;
1458 vector vehicle_viewofs = '0 0 0';
1462 if(hud != HUD_BUMBLEBEE_GUN)
1464 Vehicle info = Vehicles_from(hud);
1465 vehicle_viewdist = info.height;
1466 vehicle_viewofs = info.view_ofs;
1472 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1477 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1479 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1481 eventchase_running = true;
1483 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1485 local_player = self; // fall back!
1487 // 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.)
1488 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1489 if(ons_roundlost) { current_view_origin = gen.origin; }
1491 // detect maximum viewoffset and use it
1492 vector view_offset = autocvar_cl_eventchase_viewoffset;
1496 view_offset = vehicle_viewofs;
1498 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1500 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1504 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1505 if(trace_fraction == 1) { current_view_origin += view_offset; }
1506 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1509 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1510 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1511 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1512 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1514 // make the camera smooth back
1515 float chase_distance = autocvar_cl_eventchase_distance;
1519 chase_distance = vehicle_viewdist;
1521 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1523 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1525 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1526 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1527 else if(eventchase_current_distance != chase_distance)
1528 eventchase_current_distance = chase_distance;
1530 makevectors(view_angles);
1532 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1533 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1535 // If the boxtrace fails, revert back to line tracing.
1536 if(!local_player.viewloc)
1537 if(trace_startsolid)
1539 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1540 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1541 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1543 else { setproperty(VF_ORIGIN, trace_endpos); }
1545 if(!local_player.viewloc)
1546 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1548 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1550 eventchase_running = false;
1551 cvar_set("chase_active", "0");
1552 eventchase_current_distance = 0; // start from 0 next time
1555 // workaround for camera stuck between player's legs when using chase_active 1
1556 // because the engine stops updating the chase_active camera when the game ends
1557 else if(intermission)
1559 cvar_settemp("chase_active", "-1");
1560 eventchase_current_distance = 0;
1563 // do lockview after event chase camera so that it still applies whenever necessary.
1564 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1566 setproperty(VF_ORIGIN, freeze_org);
1567 setproperty(VF_ANGLES, freeze_ang);
1571 freeze_org = getpropertyvec(VF_ORIGIN);
1572 freeze_ang = getpropertyvec(VF_ANGLES);
1576 //WarpZone_FixPMove();
1578 vector ov_org = '0 0 0';
1579 vector ov_mid = '0 0 0';
1580 vector ov_worldmin = '0 0 0';
1581 vector ov_worldmax = '0 0 0';
1582 if(autocvar_cl_orthoview)
1584 ov_worldmin = mi_picmin;
1585 ov_worldmax = mi_picmax;
1587 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1588 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1589 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1591 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1592 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1594 float ov_nearest = vlen(ov_org - vec3(
1595 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1596 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1597 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1600 float ov_furthest = 0;
1603 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1604 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1605 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1606 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1607 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1608 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1609 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1610 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1614 oldr_nearclip = cvar("r_nearclip");
1615 oldr_farclip_base = cvar("r_farclip_base");
1616 oldr_farclip_world = cvar("r_farclip_world");
1617 oldr_novis = cvar("r_novis");
1618 oldr_useportalculling = cvar("r_useportalculling");
1619 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1622 cvar_settemp("r_nearclip", ftos(ov_nearest));
1623 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1624 cvar_settemp("r_farclip_world", "0");
1625 cvar_settemp("r_novis", "1");
1626 cvar_settemp("r_useportalculling", "0");
1627 cvar_settemp("r_useinfinitefarclip", "0");
1629 setproperty(VF_ORIGIN, ov_org);
1630 setproperty(VF_ANGLES, '90 0 0');
1635 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1637 vtos(getpropertyvec(VF_ANGLES)),
1647 cvar_set("r_nearclip", ftos(oldr_nearclip));
1648 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1649 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1650 cvar_set("r_novis", ftos(oldr_novis));
1651 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1652 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1658 view_origin = getpropertyvec(VF_ORIGIN);
1659 view_angles = getpropertyvec(VF_ANGLES);
1660 makevectors(view_angles);
1661 view_forward = v_forward;
1662 view_right = v_right;
1666 if(time > blurtest_time0 && time < blurtest_time1)
1670 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1671 r = t * blurtest_radius;
1672 f = 1 / pow(t, blurtest_power) - 1;
1674 cvar_set("r_glsl_postprocess", "1");
1675 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1679 cvar_set("r_glsl_postprocess", "0");
1680 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1684 TargetMusic_Advance();
1688 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1690 drawframetime = bound(0.000001, time - drawtime, 1);
1693 // watch for gametype changes here...
1694 // in ParseStuffCMD the cmd isn't executed yet :/
1695 // might even be better to add the gametype to TE_CSQC_INIT...?
1699 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1701 if(calledhooks & HOOK_START)
1703 localcmd("\ncl_hook_gameend\n");
1704 calledhooks |= HOOK_END;
1713 if(!zoomscript_caught)
1715 localcmd("+button9\n");
1716 zoomscript_caught = 1;
1721 if(zoomscript_caught)
1723 localcmd("-button9\n");
1724 zoomscript_caught = 0;
1728 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1730 // currently switching-to weapon (for crosshair)
1731 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1733 // actually active weapon (for zoom)
1734 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1736 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1738 f = (serverflags & SERVERFLAG_TEAMPLAY);
1745 if(last_switchweapon != switchweapon)
1748 last_switchweapon = switchweapon;
1749 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1751 localcmd("-zoom\n");
1752 button_zoom = false;
1754 if(autocvar_cl_unpress_attack_on_weapon_switch)
1756 localcmd("-fire\n");
1757 localcmd("-fire2\n");
1758 button_attack2 = false;
1761 if(last_activeweapon != activeweapon)
1763 last_activeweapon = activeweapon;
1767 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1769 localcmd("\ncl_hook_activeweapon none\n");
1772 // ALWAYS Clear Current Scene First
1775 setproperty(VF_ORIGIN, view_origin);
1776 setproperty(VF_ANGLES, view_angles);
1778 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1779 setproperty(VF_SIZE, vf_size);
1780 setproperty(VF_MIN, vf_min);
1782 // Assign Standard Viewflags
1783 // Draw the World (and sky)
1784 setproperty(VF_DRAWWORLD, 1);
1786 // Set the console size vars
1787 vid_conwidth = autocvar_vid_conwidth;
1788 vid_conheight = autocvar_vid_conheight;
1789 vid_pixelheight = autocvar_vid_pixelheight;
1791 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1792 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1793 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1795 // Camera for demo playback
1798 if(autocvar_camera_enable)
1802 cvar_set("chase_active", ftos(chase_active_backup));
1803 cvar_set("cl_demo_mousegrab", "0");
1804 camera_active = false;
1810 if(autocvar_camera_enable)
1812 if(autocvar_camera_enable && isdemo())
1815 // Enable required Darkplaces cvars
1816 chase_active_backup = autocvar_chase_active;
1817 cvar_set("chase_active", "2");
1818 cvar_set("cl_demo_mousegrab", "1");
1819 camera_active = true;
1820 camera_mode = false;
1824 // Draw the Crosshair
1825 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1827 // Draw the Engine Status Bar (the default Quake HUD)
1828 setproperty(VF_DRAWENGINESBAR, 0);
1830 // Update the mouse position
1832 mousepos_x = vid_conwidth;
1833 mousepos_y = vid_conheight;
1834 mousepos = mousepos*0.5 + getmousepos();
1837 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1839 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1842 // now switch to 2D drawing mode by calling a 2D drawing function
1843 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1844 // next R_RenderScene call
1845 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1847 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1848 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1850 // apply night vision effect
1851 vector tc_00, tc_01, tc_10, tc_11;
1852 vector rgb = '0 0 0';
1854 if(!nightvision_noise)
1856 nightvision_noise = new(nightvision_noise);
1858 if(!nightvision_noise2)
1860 nightvision_noise2 = new(nightvision_noise2);
1863 // color tint in yellow
1864 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1867 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1869 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1870 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1871 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1872 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1873 tc_11 = tc_01 + tc_10 - tc_00;
1874 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1875 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1876 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1877 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1878 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1882 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1883 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1884 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1885 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1886 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1887 tc_11 = tc_01 + tc_10 - tc_00;
1888 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1889 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1890 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1891 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1892 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1896 if(autocvar_cl_reticle)
1898 Weapon wep = activeweapon;
1899 // Draw the aiming reticle for weapons that use it
1900 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1901 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1902 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1903 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1905 // no zoom reticle while dead
1908 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1910 if(reticle_image != "") { reticle_type = 2; }
1911 else { reticle_type = 0; }
1913 else if(button_zoom || zoomscript_caught)
1921 if(autocvar_cl_reticle_stretch)
1923 reticle_size.x = vid_conwidth;
1924 reticle_size.y = vid_conheight;
1930 reticle_size.x = max(vid_conwidth, vid_conheight);
1931 reticle_size.y = max(vid_conwidth, vid_conheight);
1932 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1933 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1936 if(zoomscript_caught)
1939 f = current_zoomfraction;
1943 switch(reticle_type)
1945 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1946 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1953 if(reticle_type != 0) { reticle_type = 0; }
1957 // improved polyblend
1958 if(autocvar_hud_contents)
1960 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1963 switch(pointcontents(view_origin))
1966 liquidalpha = autocvar_hud_contents_water_alpha;
1967 liquidcolor = stov(autocvar_hud_contents_water_color);
1972 liquidalpha = autocvar_hud_contents_lava_alpha;
1973 liquidcolor = stov(autocvar_hud_contents_lava_color);
1978 liquidalpha = autocvar_hud_contents_slime_alpha;
1979 liquidcolor = stov(autocvar_hud_contents_slime_color);
1985 liquidcolor = '0 0 0';
1990 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1991 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1992 contentfadetime = autocvar_hud_contents_fadeintime;
1993 liquidalpha_prev = liquidalpha;
1994 liquidcolor_prev = liquidcolor;
1997 contentfadetime = autocvar_hud_contents_fadeouttime;
1999 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2000 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2003 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2005 if(autocvar_hud_postprocessing)
2007 if(autocvar_hud_contents_blur && contentavgalpha)
2009 content_blurpostprocess.x = 1;
2010 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2011 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2015 content_blurpostprocess.x = 0;
2016 content_blurpostprocess.y = 0;
2017 content_blurpostprocess.z = 0;
2022 if(autocvar_hud_damage && !STAT(FROZEN))
2024 splash_size.x = max(vid_conwidth, vid_conheight);
2025 splash_size.y = max(vid_conwidth, vid_conheight);
2026 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2027 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2029 float myhealth_flash_temp;
2030 myhealth = STAT(HEALTH);
2033 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2035 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2037 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2038 pain_threshold = autocvar_hud_damage_pain_threshold;
2039 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2040 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2042 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2044 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);
2047 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2049 if(myhealth_prev < 1)
2053 myhealth_flash = 0; // just spawned, clear the flash immediately
2054 myhealth_flash_temp = 0;
2058 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2062 if(spectatee_status == -1 || intermission)
2064 myhealth_flash = 0; // observing, or match ended
2065 myhealth_flash_temp = 0;
2068 myhealth_prev = myhealth;
2070 // IDEA: change damage color/picture based on player model for robot/alien species?
2071 // pro: matches model better
2072 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2073 // maybe different reddish pics?
2074 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2076 if(autocvar_cl_gentle_damage == 2)
2078 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2079 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2082 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2084 if(myhealth_flash_temp > 0)
2085 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);
2087 else if(myhealth_flash_temp > 0)
2088 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2090 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.
2092 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2094 damage_blurpostprocess.x = 1;
2095 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2096 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2100 damage_blurpostprocess.x = 0;
2101 damage_blurpostprocess.y = 0;
2102 damage_blurpostprocess.z = 0;
2107 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2108 float e2 = (autocvar_hud_powerup != 0);
2109 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2111 // enable or disable rendering types if they are used or not
2112 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2113 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2115 // blur postprocess handling done first (used by hud_damage and hud_contents)
2116 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2118 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2119 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2120 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2122 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2123 old_blurradius = blurradius;
2124 old_bluralpha = bluralpha;
2127 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2129 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2134 // edge detection postprocess handling done second (used by hud_powerup)
2135 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2136 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2137 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2139 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.
2141 if(autocvar_hud_powerup && sharpen_intensity > 0)
2143 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2145 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2146 old_sharpen_intensity = sharpen_intensity;
2149 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2151 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2152 old_sharpen_intensity = 0;
2155 if(cvar("r_glsl_postprocess") == 0)
2156 cvar_set("r_glsl_postprocess", "2");
2158 else if(cvar("r_glsl_postprocess") == 2)
2159 cvar_set("r_glsl_postprocess", "0");
2161 /*if(gametype == MAPINFO_TYPE_CTF)
2167 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2168 Draw_ShowNames_All();
2171 scoreboard_active = HUD_WouldDrawScoreboard();
2175 if(NextFrameCommand)
2177 localcmd("\n", NextFrameCommand, "\n");
2178 NextFrameCommand = string_null;
2181 // we must do this check AFTER a frame was rendered, or it won't work
2182 if(cs_project_is_b0rked == 0)
2185 w0 = ftos(autocvar_vid_conwidth);
2186 h0 = ftos(autocvar_vid_conheight);
2187 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2188 //setproperty(VF_FOV, '90 90 0');
2189 setproperty(VF_ORIGIN, '0 0 0');
2190 setproperty(VF_ANGLES, '0 0 0');
2191 setproperty(VF_PERSPECTIVE, 1);
2192 makevectors('0 0 0');
2194 cvar_set("vid_conwidth", "800");
2195 cvar_set("vid_conheight", "600");
2196 v1 = cs_project(v_forward);
2197 cvar_set("vid_conwidth", "640");
2198 cvar_set("vid_conheight", "480");
2199 v2 = cs_project(v_forward);
2201 cs_project_is_b0rked = 1;
2203 cs_project_is_b0rked = -1;
2204 cvar_set("vid_conwidth", w0);
2205 cvar_set("vid_conheight", h0);
2208 if(autocvar__hud_configure)
2210 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2211 HUD_Minigame_Mouse();
2212 else if(QuickMenu_IsOpened())
2221 // let's reset the view back to normal for the end
2222 setproperty(VF_MIN, '0 0 0');
2223 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2227 // following vectors must be global to allow seamless switching between camera modes
2228 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2229 void CSQC_Demo_Camera()
2231 float speed, attenuation, dimensions;
2234 if( autocvar_camera_reset || !camera_mode )
2236 camera_offset = '0 0 0';
2237 current_angles = '0 0 0';
2238 camera_direction = '0 0 0';
2239 camera_offset.z += 30;
2240 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2241 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2242 current_origin = view_origin;
2243 current_camera_offset = camera_offset;
2244 cvar_set("camera_reset", "0");
2245 camera_mode = CAMERA_CHASE;
2250 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2252 if(autocvar_camera_look_player)
2257 dir = normalize(view_origin - current_position);
2259 mouse_angles = vectoangles(dir);
2260 mouse_angles.x = mouse_angles.x * -1;
2265 tmp = getmousepos() * 0.1;
2266 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2268 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2269 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2273 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2274 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2275 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2276 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2278 // Fix difference when angles don't have the same sign
2280 if(mouse_angles.y < -60 && current_angles.y > 60)
2282 if(mouse_angles.y > 60 && current_angles.y < -60)
2285 if(autocvar_camera_look_player)
2286 attenuation = autocvar_camera_look_attenuation;
2288 attenuation = autocvar_camera_speed_attenuation;
2290 attenuation = 1 / max(1, attenuation);
2291 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2293 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2294 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2295 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2296 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2302 if( camera_direction.x )
2304 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2305 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2306 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2307 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2311 if( camera_direction.y )
2313 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2314 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2315 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2319 if( camera_direction.z )
2321 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2325 if(autocvar_camera_free)
2326 speed = autocvar_camera_speed_free;
2328 speed = autocvar_camera_speed_chase;
2332 speed = speed * sqrt(1 / dimensions);
2333 camera_offset += tmp * speed;
2336 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2339 if( autocvar_camera_free )
2341 if ( camera_mode == CAMERA_CHASE )
2343 current_camera_offset = current_origin + current_camera_offset;
2344 camera_offset = current_origin + camera_offset;
2347 camera_mode = CAMERA_FREE;
2348 current_position = current_camera_offset;
2352 if ( camera_mode == CAMERA_FREE )
2354 current_origin = view_origin;
2355 camera_offset = camera_offset - current_origin;
2356 current_camera_offset = current_camera_offset - current_origin;
2359 camera_mode = CAMERA_CHASE;
2361 if(autocvar_camera_chase_smoothly)
2362 current_origin += (view_origin - current_origin) * attenuation;
2364 current_origin = view_origin;
2366 current_position = current_origin + current_camera_offset;
2369 setproperty(VF_ANGLES, current_angles);
2370 setproperty(VF_ORIGIN, current_position);