3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include "mutators/events.qh"
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/debug.qh>
21 #include <common/mapinfo.qh>
22 #include <common/gamemodes/_mod.qh>
23 #include <common/physics/player.qh>
24 #include <common/stats.qh>
25 #include <common/triggers/target/music.qh>
26 #include <common/teams.qh>
27 #include <common/wepent.qh>
29 #include <common/weapons/weapon/tuba.qh>
31 #include <common/vehicles/all.qh>
32 #include <common/weapons/_all.qh>
33 #include <common/viewloc.qh>
34 #include <common/triggers/trigger/viewloc.qh>
35 #include <common/minigames/cl_minigames.qh>
36 #include <common/minigames/cl_minigames_hud.qh>
38 #include <lib/csqcmodel/cl_player.qh>
39 #include <lib/csqcmodel/cl_model.qh>
40 #include "csqcmodel_hooks.qh"
42 #include <lib/warpzone/client.qh>
43 #include <lib/warpzone/common.qh>
45 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
47 float autocvar_cl_viewmodel_scale;
49 bool autocvar_cl_bobmodel;
50 float autocvar_cl_bobmodel_speed;
51 float autocvar_cl_bobmodel_side;
52 float autocvar_cl_bobmodel_up;
54 float autocvar_cl_followmodel;
55 float autocvar_cl_followmodel_speed = 0.3;
56 float autocvar_cl_followmodel_limit = 135;
57 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
58 float autocvar_cl_followmodel_highpass = 0.05;
59 float autocvar_cl_followmodel_lowpass = 0.03;
60 bool autocvar_cl_followmodel_velocity_absolute;
62 float autocvar_cl_leanmodel;
63 float autocvar_cl_leanmodel_speed = 0.3;
64 float autocvar_cl_leanmodel_limit = 30;
65 float autocvar_cl_leanmodel_highpass1 = 0.2;
66 float autocvar_cl_leanmodel_highpass = 0.2;
67 float autocvar_cl_leanmodel_lowpass = 0.05;
69 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
71 #define lowpass(value, frac, ref_store, ret) \
72 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
74 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
76 float __ignore; lowpass(value, frac, ref_store, __ignore); \
77 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
80 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
82 float __f = 0; lowpass(value, frac, ref_store, __f); \
83 ret = (value) - __f; \
86 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
88 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
89 ret = (value) - __f; \
92 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
94 lowpass(value.x, frac, ref_store.x, ref_out.x); \
95 lowpass(value.y, frac, ref_store.y, ref_out.y); \
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
100 highpass(value.x, frac, ref_store.x, ref_out.x); \
101 highpass(value.y, frac, ref_store.y, ref_out.y); \
104 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
106 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
107 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
110 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
112 lowpass(value.x, frac, ref_store.x, ref_out.x); \
113 lowpass(value.y, frac, ref_store.y, ref_out.y); \
114 lowpass(value.z, frac, ref_store.z, ref_out.z); \
117 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
119 highpass(value.x, frac, ref_store.x, ref_out.x); \
120 highpass(value.y, frac, ref_store.y, ref_out.y); \
121 highpass(value.z, frac, ref_store.z, ref_out.z); \
124 void calc_followmodel_ofs(entity view)
126 if(cl_followmodel_time == time)
127 return; // cl_followmodel_ofs already calculated for this frame
130 vector gunorg = '0 0 0';
131 static vector vel_average;
132 static vector gunorg_adjustment_highpass;
133 static vector gunorg_adjustment_lowpass;
136 if (autocvar_cl_followmodel_velocity_absolute)
140 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
141 MAKEVECTORS(makevectors, view_angles, forward, right, up);
142 vel.x = view.velocity * forward;
143 vel.y = view.velocity * right * -1;
144 vel.z = view.velocity * up;
147 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
148 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
149 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
151 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
152 lowpass3(vel, frac, vel_average, gunorg);
154 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
156 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
157 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
158 frac = avg_factor(autocvar_cl_followmodel_highpass);
159 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
160 frac = avg_factor(autocvar_cl_followmodel_lowpass);
161 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
163 if (autocvar_cl_followmodel_velocity_absolute)
166 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
167 MAKEVECTORS(makevectors, view_angles, forward, right, up);
168 fixed_gunorg.x = gunorg * forward;
169 fixed_gunorg.y = gunorg * right * -1;
170 fixed_gunorg.z = gunorg * up;
171 gunorg = fixed_gunorg;
174 cl_followmodel_ofs = gunorg;
175 cl_followmodel_time = time;
178 vector leanmodel_ofs(entity view)
181 vector gunangles = '0 0 0';
182 static vector gunangles_prev = '0 0 0';
183 static vector gunangles_highpass = '0 0 0';
184 static vector gunangles_adjustment_highpass;
185 static vector gunangles_adjustment_lowpass;
187 if (view.csqcmodel_teleported)
188 gunangles_prev = view_angles;
190 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
191 gunangles_highpass += gunangles_prev;
192 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
193 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
194 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
195 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
196 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
197 gunangles_prev = view_angles;
198 gunangles_highpass -= gunangles_prev;
200 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
201 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
203 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
204 frac = avg_factor(autocvar_cl_leanmodel_highpass);
205 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
206 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
207 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
209 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
214 vector bobmodel_ofs(entity view)
216 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
217 static bool oldonground;
218 static float hitgroundtime;
221 float f = time; // cl.movecmd[0].time
225 oldonground = clonground;
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 vector gunorg = '0 0 0';
230 static float bobmodel_scale = 0;
231 static float time_ofs = 0; // makes the effect always restart in the same way
234 if (time - hitgroundtime > 0.05)
235 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
238 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
240 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
241 if (bobmodel_scale && xyspeed)
243 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
244 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
245 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
246 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
254 void viewmodel_animate(entity this)
256 if (autocvar_chase_active) return;
257 if (STAT(HEALTH) <= 0) return;
259 entity view = CSQCModel_server2csqc(player_localentnum - 1);
261 if (autocvar_cl_followmodel)
263 calc_followmodel_ofs(view);
264 this.origin += cl_followmodel_ofs;
267 if (autocvar_cl_leanmodel)
268 this.angles += leanmodel_ofs(view);
270 // vertical view bobbing code
273 // horizontal view bobbing code
277 // causes the view to swing down and back up when touching the ground
280 // gun model bobbing code
281 if (autocvar_cl_bobmodel)
282 this.origin += bobmodel_ofs(view);
285 .vector viewmodel_origin, viewmodel_angles;
286 .float weapon_nextthink;
287 .float weapon_eta_last;
288 .float weapon_switchdelay;
292 void viewmodel_draw(entity this)
294 if(!this.activeweapon || !autocvar_r_drawviewmodel)
296 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
297 float a = this.alpha;
298 static bool wasinvehicle;
299 bool invehicle = player_localentnum > maxclients;
300 if (invehicle) a = -1;
301 else if (wasinvehicle) a = 1;
302 wasinvehicle = invehicle;
303 Weapon wep = this.activeweapon;
304 int c = entcs_GetClientColors(current_player);
305 vector g = weaponentity_glowmod(wep, NULL, c, this);
306 entity me = CSQCModel_server2csqc(player_localentnum - 1);
307 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
309 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
310 for (entity e = this; e; e = e.weaponchild)
314 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
316 e.csqcmodel_effects = fx;
317 CSQCModel_Effects_Apply(e);
321 string name = wep.mdl;
322 string newname = wep.wr_viewmodel(wep, this);
325 bool swap = name != this.name_last;
328 this.name_last = name;
329 CL_WeaponEntity_SetModel(this, name, swap);
330 this.viewmodel_origin = this.origin;
331 this.viewmodel_angles = this.angles;
334 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
335 anim_set(this, this.anim_idle, true, false, false);
337 float f = 0; // 0..1; 0: fully active
338 float rate = STAT(WEAPONRATEFACTOR);
339 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
340 if (eta <= 0) f = this.weapon_eta_last;
341 else switch (this.state)
345 f = eta / max(eta, this.weapon_switchdelay);
350 f = 1 - eta / max(eta, this.weapon_switchdelay);
359 this.weapon_eta_last = f;
360 this.origin = this.viewmodel_origin;
361 this.angles = this.viewmodel_angles;
362 this.angles_x = (-90 * f * f);
363 viewmodel_animate(this);
364 MUTATOR_CALLHOOK(DrawViewModel, this);
365 setorigin(this, this.origin);
368 STATIC_INIT(viewmodel) {
369 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
370 viewmodels[slot] = new(viewmodel);
373 void Porto_Draw(entity this);
376 entity e = new_pure(porto);
378 IL_PUSH(g_drawables, e);
379 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
382 const int polyline_length = 16;
383 .vector polyline[polyline_length];
384 void Porto_Draw(entity this)
386 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
388 entity wepent = viewmodels[slot];
390 if (wepent.activeweapon != WEP_PORTO) continue;
391 if (spectatee_status) continue;
392 if (WEP_CVAR(porto, secondary)) continue;
393 if (intermission == 1) continue;
394 if (intermission == 2) continue;
395 if (STAT(HEALTH) <= 0) continue;
397 vector pos = view_origin;
398 vector dir = view_forward;
399 if (wepent.angles_held_status)
401 makevectors(wepent.angles_held);
405 wepent.polyline[0] = pos;
407 int portal_number = 0, portal1_idx = 1, portal_max = 2;
408 int n = 1 + 2; // 2 lines == 3 points
409 for (int idx = 0; idx < n && idx < polyline_length - 1; )
411 traceline(pos, pos + 65536 * dir, true, this);
412 dir = reflect(dir, trace_plane_normal);
414 wepent.polyline[++idx] = pos;
415 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
420 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
427 vector ang = vectoangles2(trace_plane_normal, dir);
430 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
437 if (portal_number >= portal_max) break;
438 if (portal_number == 1) portal1_idx = idx;
440 for (int idx = 0; idx < n - 1; ++idx)
442 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
443 if (idx == 0) p -= view_up * 16; // line from player
444 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
445 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
452 vector GetCurrentFov(float fov)
454 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
455 float velocityzoom, curspeed;
458 zoomsensitivity = autocvar_cl_zoomsensitivity;
459 zoomfactor = autocvar_cl_zoomfactor;
460 if(zoomfactor < 1 || zoomfactor > 30)
462 zoomspeed = autocvar_cl_zoomspeed;
464 if(zoomspeed < 0.5 || zoomspeed > 16)
467 zoomdir = button_zoom;
469 if(hud == HUD_NORMAL && !spectatee_status)
471 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
473 entity wepent = viewmodels[slot];
474 if(wepent.switchweapon == wepent.activeweapon)
475 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
476 zoomdir += button_attack2;
479 if(spectatee_status > 0 || isdemo())
481 if(spectatorbutton_zoom)
488 // fteqcc failed twice here already, don't optimize this
491 if(zoomdir) { zoomin_effect = 0; }
495 current_viewzoom = min(1, current_viewzoom + drawframetime);
497 else if(autocvar_cl_spawnzoom && zoomin_effect)
499 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
501 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
502 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
503 if(current_viewzoom == 1) { zoomin_effect = 0; }
507 if(zoomspeed < 0) // instant zoom
510 current_viewzoom = 1 / zoomfactor;
512 current_viewzoom = 1;
517 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
519 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
523 if(almost_equals(current_viewzoom, 1))
524 current_zoomfraction = 0;
525 else if(almost_equals(current_viewzoom, 1/zoomfactor))
526 current_zoomfraction = 1;
528 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
530 if(zoomsensitivity < 1)
531 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
533 setsensitivityscale(1);
535 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
537 if(intermission) { curspeed = 0; }
541 makevectors(view_angles);
544 v = csqcplayer.velocity;
546 switch(autocvar_cl_velocityzoom_type)
548 case 3: curspeed = max(0, v_forward * v); break;
549 case 2: curspeed = (v_forward * v); break;
550 case 1: default: curspeed = vlen(v); break;
554 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
555 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
556 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
558 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
563 float frustumx, frustumy, fovx, fovy;
564 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
565 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
566 fovx = atan2(frustumx, 1) / M_PI * 360.0;
567 fovy = atan2(frustumy, 1) / M_PI * 360.0;
569 return '1 0 0' * fovx + '0 1 0' * fovy;
572 vector GetViewLocationFOV(float fov)
574 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
575 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
576 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
577 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
578 return '1 0 0' * fovx + '0 1 0' * fovy;
581 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
584 float width = (ov_worldmax.x - ov_worldmin.x);
585 float height = (ov_worldmax.y - ov_worldmin.y);
586 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
587 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
588 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
589 return '1 0 0' * fovx + '0 1 0' * fovy;
592 // this function must match W_SetupShot!
593 float zoomscript_caught;
595 vector wcross_origin;
596 float wcross_scale_prev, wcross_alpha_prev;
597 vector wcross_color_prev;
598 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
599 vector wcross_color_goal_prev;
600 float wcross_changedonetime;
602 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
603 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
604 float wcross_name_changestarttime, wcross_name_changedonetime;
605 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
607 float wcross_ring_prev;
610 entity trueaim_rifle;
612 const float SHOTTYPE_HITTEAM = 1;
613 const float SHOTTYPE_HITOBSTRUCTION = 2;
614 const float SHOTTYPE_HITWORLD = 3;
615 const float SHOTTYPE_HITENEMY = 4;
619 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
620 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
623 float EnemyHitCheck()
626 wcross_origin = project_3d_to_2d(trace_endpos);
629 n = trace_ent.entnum;
631 n = trace_networkentity;
633 return SHOTTYPE_HITWORLD;
635 return SHOTTYPE_HITWORLD;
636 t = entcs_GetTeam(n - 1);
639 return SHOTTYPE_HITTEAM;
640 if(t == NUM_SPECTATOR)
641 return SHOTTYPE_HITWORLD;
642 return SHOTTYPE_HITENEMY;
645 float TrueAimCheck(entity wepent)
647 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?
648 vector vecs, trueaimpoint, w_shotorg;
656 mv = MOVE_NOMONSTERS;
658 switch(wepent.activeweapon) // WEAPONTODO
660 case WEP_TUBA: // no aim
661 case WEP_PORTO: // shoots from eye
662 case WEP_NEXBALL: // shoots from eye
663 case WEP_HOOK: // no trueaim
664 case WEP_MORTAR: // toss curve
665 return SHOTTYPE_HITWORLD;
673 if(zoomscript_caught)
675 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
676 return EnemyHitCheck();
679 case WEP_DEVASTATOR: // projectile has a size!
683 case WEP_FIREBALL: // projectile has a size!
687 case WEP_SEEKER: // projectile has a size!
691 case WEP_ELECTRO: // projectile has a size!
697 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
699 vecs = decompressShotOrigin(STAT(SHOTORG));
701 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
702 trueaimpoint = trace_endpos;
704 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
705 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
712 dv = view_right * vecs.y + view_up * vecs.z;
713 w_shotorg = traceorigin + dv;
715 // now move the vecs forward as much as requested if possible
716 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
717 w_shotorg = trace_endpos - view_forward * nudge;
719 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
720 shottype = EnemyHitCheck();
721 if(shottype != SHOTTYPE_HITWORLD)
725 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
726 // or rather, I know why, but see no fix
727 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
728 // 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
729 return SHOTTYPE_HITOBSTRUCTION;
732 return SHOTTYPE_HITWORLD;
736 void CSQC_Demo_Camera();
738 const float CAMERA_FREE = 1;
739 const float CAMERA_CHASE = 2;
741 string NextFrameCommand;
743 vector freeze_org, freeze_ang;
744 entity nightvision_noise, nightvision_noise2;
746 const float MAX_TIME_DIFF = 5;
747 float pickup_crosshair_time, pickup_crosshair_size;
748 float hitindication_crosshair_size;
749 float use_vortex_chargepool;
751 float myhealth, myhealth_prev;
752 float myhealth_flash;
754 float old_blurradius, old_bluralpha;
755 float old_sharpen_intensity;
757 vector myhealth_gentlergb;
759 float contentavgalpha, liquidalpha_prev;
760 vector liquidcolor_prev;
762 float eventchase_current_distance;
763 float eventchase_running;
764 bool WantEventchase(entity this)
766 if(autocvar_cl_orthoview)
768 if(STAT(GAME_STOPPED) || intermission)
772 if(spectatee_status >= 0)
774 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
776 if(MUTATOR_CALLHOOK(WantEventchase, this))
778 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
780 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
782 if(autocvar_cl_eventchase_death == 2)
784 // don't stop eventchase once it's started (even if velocity changes afterwards)
785 if(this.velocity == '0 0 0' || eventchase_running)
794 void HUD_Crosshair_Vehicle(entity this)
796 if(hud != HUD_BUMBLEBEE_GUN)
798 Vehicle info = Vehicles_from(hud);
799 info.vr_crosshair(info, this);
803 vector damage_blurpostprocess, content_blurpostprocess;
805 float unaccounted_damage = 0;
808 // accumulate damage with each stat update
809 static float damage_total_prev = 0;
810 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
811 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
812 damage_total_prev = damage_total;
814 static float damage_dealt_time_prev = 0;
815 float damage_dealt_time = STAT(HIT_TIME);
816 if (damage_dealt_time != damage_dealt_time_prev)
818 unaccounted_damage += unaccounted_damage_new;
819 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
821 damage_dealt_time_prev = damage_dealt_time;
823 // prevent hitsound when switching spectatee
824 static float spectatee_status_prev = 0;
825 if (spectatee_status != spectatee_status_prev)
826 unaccounted_damage = 0;
827 spectatee_status_prev = spectatee_status;
832 // varying sound pitch
834 bool have_arc = false;
835 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
837 entity wepent = viewmodels[slot];
839 if(wepent.activeweapon == WEP_ARC)
843 static float hitsound_time_prev = 0;
844 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
845 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
846 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
848 if (autocvar_cl_hitsound && unaccounted_damage)
850 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
851 float a = autocvar_cl_hitsound_max_pitch;
852 float b = autocvar_cl_hitsound_min_pitch;
853 float c = autocvar_cl_hitsound_nom_damage;
854 float d = unaccounted_damage;
855 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
857 // if sound variation is disabled, set pitch_shift to 1
858 if (autocvar_cl_hitsound == 1)
861 // if pitch shift is reversed, mirror in (max-min)/2 + min
862 if (autocvar_cl_hitsound == 3)
864 float mirror_value = (a-b)/2 + b;
865 pitch_shift = mirror_value + (mirror_value - pitch_shift);
868 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
870 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
871 // todo: normalize sound pressure levels? seems unnecessary
873 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
875 unaccounted_damage = 0;
876 hitsound_time_prev = time;
879 static float typehit_time_prev = 0;
880 float typehit_time = STAT(TYPEHIT_TIME);
881 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
883 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
884 typehit_time_prev = typehit_time;
887 static float kill_time_prev = 0;
888 float kill_time = STAT(KILL_TIME);
889 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
891 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
892 kill_time_prev = kill_time;
896 vector crosshair_getcolor(entity this, float health_stat)
898 static float rainbow_last_flicker;
899 static vector rainbow_prev_color;
900 vector wcross_color = '0 0 0';
901 switch(autocvar_crosshair_color_special)
903 case 1: // crosshair_color_per_weapon
905 if(this != WEP_Null && hud == HUD_NORMAL)
907 wcross_color = this.wpcolor;
910 else { goto normalcolor; }
913 case 2: // crosshair_color_by_health
915 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
916 float hp = floor(v.x + 1);
931 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
932 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
936 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
937 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
938 wcross_color.z = 1 - (hp-100)*0.02;
944 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
949 wcross_color.y = (hp-20)*90/27/100;
950 wcross_color.z = (hp-20)*90/27/100 * 0.2;
960 case 3: // crosshair_color_rainbow
962 if(time >= rainbow_last_flicker)
964 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
965 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
967 wcross_color = rainbow_prev_color;
971 default: { wcross_color = stov(autocvar_crosshair_color); break; }
977 void HUD_Crosshair(entity this)
981 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
982 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
983 !HUD_MinigameMenu_IsOpened() )
985 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
988 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
991 if (hud != HUD_NORMAL)
993 HUD_Crosshair_Vehicle(this);
998 float wcross_alpha, wcross_resolution;
999 wcross_style = autocvar_crosshair;
1000 if (wcross_style == "0")
1002 wcross_resolution = autocvar_crosshair_size;
1003 if (wcross_resolution == 0)
1005 wcross_alpha = autocvar_crosshair_alpha;
1006 if (wcross_alpha == 0)
1012 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1013 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1014 wcross_origin = viewloc_mousepos;
1016 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1017 wcross_origin.z = 0;
1018 if(autocvar_crosshair_hittest)
1020 vector wcross_oldorigin;
1021 entity thiswep = viewmodels[0]; // TODO: unhardcode
1022 wcross_oldorigin = wcross_origin;
1023 shottype = TrueAimCheck(thiswep);
1024 if(shottype == SHOTTYPE_HITWORLD)
1026 v = wcross_origin - wcross_oldorigin;
1027 v.x /= vid_conwidth;
1028 v.y /= vid_conheight;
1029 if(vdist(v, >, 0.01))
1030 shottype = SHOTTYPE_HITOBSTRUCTION;
1032 if(!autocvar_crosshair_hittest_showimpact)
1033 wcross_origin = wcross_oldorigin;
1036 shottype = SHOTTYPE_HITWORLD;
1038 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1039 string wcross_name = "";
1040 float wcross_scale, wcross_blur;
1042 entity e = WEP_Null;
1043 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1045 entity wepent = viewmodels[0]; // TODO: unhardcode
1046 e = wepent.switchingweapon;
1049 if(autocvar_crosshair_per_weapon)
1051 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1052 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1053 //if (wcross_resolution == 0)
1056 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1057 wcross_resolution *= e.w_crosshair_size;
1058 wcross_name = e.w_crosshair;
1063 if(wcross_name == "")
1064 wcross_name = strcat("gfx/crosshair", wcross_style);
1066 // MAIN CROSSHAIR COLOR DECISION
1067 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1069 if(autocvar_crosshair_effect_scalefade)
1071 wcross_scale = wcross_resolution;
1072 wcross_resolution = 1;
1079 if(autocvar_crosshair_pickup)
1081 float stat_pickup_time = STAT(LAST_PICKUP);
1083 if(pickup_crosshair_time < stat_pickup_time)
1085 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1086 pickup_crosshair_size = 1;
1088 pickup_crosshair_time = stat_pickup_time;
1091 if(pickup_crosshair_size > 0)
1092 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1094 pickup_crosshair_size = 0;
1096 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1099 // todo: make crosshair hit indication dependent on damage dealt
1100 if(autocvar_crosshair_hitindication)
1102 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1104 if(unaccounted_damage)
1106 hitindication_crosshair_size = 1;
1109 if(hitindication_crosshair_size > 0)
1110 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1112 hitindication_crosshair_size = 0;
1114 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1115 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1116 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1117 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1120 if(shottype == SHOTTYPE_HITENEMY)
1121 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1122 if(shottype == SHOTTYPE_HITTEAM)
1123 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1125 f = fabs(autocvar_crosshair_effect_time);
1126 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1128 wcross_changedonetime = time + f;
1130 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1132 wcross_name_changestarttime = time;
1133 wcross_name_changedonetime = time + f;
1134 if(wcross_name_goal_prev_prev)
1135 strunzone(wcross_name_goal_prev_prev);
1136 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1137 wcross_name_goal_prev = strzone(wcross_name);
1138 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1139 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1140 wcross_resolution_goal_prev = wcross_resolution;
1143 wcross_scale_goal_prev = wcross_scale;
1144 wcross_alpha_goal_prev = wcross_alpha;
1145 wcross_color_goal_prev = wcross_color;
1147 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1150 wcross_alpha *= 0.75;
1154 // *_prev is at time-frametime
1155 // * is at wcross_changedonetime+f
1156 // what do we have at time?
1157 if(time < wcross_changedonetime)
1159 f = frametime / (wcross_changedonetime - time + frametime);
1160 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1161 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1162 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1165 wcross_scale_prev = wcross_scale;
1166 wcross_alpha_prev = wcross_alpha;
1167 wcross_color_prev = wcross_color;
1169 MUTATOR_CALLHOOK(UpdateCrosshair);
1171 wcross_scale *= 1 - autocvar__menu_alpha;
1172 wcross_alpha *= 1 - autocvar__menu_alpha;
1173 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1175 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1177 // crosshair rings for weapon stats
1178 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1180 // declarations and stats
1181 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1182 string ring_image = string_null, ring_inner_image = string_null;
1183 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1185 ring_scale = autocvar_crosshair_ring_size;
1187 float weapon_clipload, weapon_clipsize;
1188 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1189 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1191 float vortex_charge, vortex_chargepool;
1192 vortex_charge = STAT(VORTEX_CHARGE);
1193 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1195 float arc_heat = STAT(ARC_HEAT);
1197 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1198 vortex_charge_movingavg = vortex_charge;
1200 entity wepent = viewmodels[0]; // TODO: unhardcode
1202 // handle the values
1203 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1205 if (vortex_chargepool || use_vortex_chargepool) {
1206 use_vortex_chargepool = 1;
1207 ring_inner_value = vortex_chargepool;
1209 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1210 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1213 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1214 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1215 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1217 // draw the outer ring to show the current charge of the weapon
1218 ring_value = vortex_charge;
1219 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1220 ring_rgb = wcross_color;
1221 ring_image = "gfx/crosshair_ring_nexgun.tga";
1223 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1225 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.
1226 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1227 ring_rgb = wcross_color;
1228 ring_image = "gfx/crosshair_ring.tga";
1230 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1232 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1233 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1234 ring_rgb = wcross_color;
1235 ring_image = "gfx/crosshair_ring.tga";
1237 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1239 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1240 ring_scale = autocvar_crosshair_ring_reload_size;
1241 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1242 ring_rgb = wcross_color;
1244 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1245 // if a new image for another weapon is added, add the code (and its respective file/value) here
1246 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1247 ring_image = "gfx/crosshair_ring_rifle.tga";
1249 ring_image = "gfx/crosshair_ring.tga";
1251 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1253 ring_value = arc_heat;
1254 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1255 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1256 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1257 ring_image = "gfx/crosshair_ring.tga";
1260 // if in weapon switch animation, fade ring out/in
1261 if(autocvar_crosshair_effect_time > 0)
1263 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1266 wcross_ring_prev = ((ring_image) ? true : false);
1269 if(wcross_ring_prev)
1272 ring_alpha *= fabs(1 - bound(0, f, 1));
1277 ring_alpha *= bound(0, f, 1);
1281 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1282 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1285 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1288 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1290 if(wcross_blur > 0) \
1292 for(i = -2; i <= 2; ++i) \
1293 for(j = -2; j <= 2; ++j) \
1294 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1298 M(0,0,sz,wcross_name,wcross_alpha); \
1302 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1303 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)
1305 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1306 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1308 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1310 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1311 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1312 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1319 wcross_name_alpha_goal_prev = f;
1321 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1322 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1324 if(autocvar_crosshair_dot)
1326 vector wcross_color_old;
1327 wcross_color_old = wcross_color;
1329 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1330 wcross_color = stov(autocvar_crosshair_dot_color);
1332 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1333 // FIXME why don't we use wcross_alpha here?
1334 wcross_color = wcross_color_old;
1340 wcross_scale_prev = 0;
1341 wcross_alpha_prev = 0;
1342 wcross_scale_goal_prev = 0;
1343 wcross_alpha_goal_prev = 0;
1344 wcross_changedonetime = 0;
1345 if(wcross_name_goal_prev)
1346 strunzone(wcross_name_goal_prev);
1347 wcross_name_goal_prev = string_null;
1348 if(wcross_name_goal_prev_prev)
1349 strunzone(wcross_name_goal_prev_prev);
1350 wcross_name_goal_prev_prev = string_null;
1351 wcross_name_changestarttime = 0;
1352 wcross_name_changedonetime = 0;
1353 wcross_name_alpha_goal_prev = 0;
1354 wcross_name_alpha_goal_prev_prev = 0;
1355 wcross_resolution_goal_prev = 0;
1356 wcross_resolution_goal_prev_prev = 0;
1360 const int MAX_SPECIALCOMMAND = 15;
1361 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1362 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1363 const float SPECIALCOMMAND_SPEED = 150;
1364 const float SPECIALCOMMAND_TURNSPEED = 2;
1365 const float SPECIALCOMMAND_SIZE = 0.025;
1366 const float SPECIALCOMMAND_CHANCE = 0.35;
1367 float sc_spawntime, sc_changetime;
1368 vector sc_color = '1 1 1';
1369 void SpecialCommand()
1371 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1374 if(time >= sc_changetime)
1376 sc_changetime = time + 1;
1377 sc_color = randomvec() * 1.5;
1378 sc_color.x = bound(0.2, sc_color.x, 0.75);
1379 sc_color.y = bound(0.2, sc_color.y, 0.75);
1380 sc_color.z = bound(0.2, sc_color.z, 0.75);
1382 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
1384 if(!precache_pic("gfx/smile"))
1385 return; // damn party poopers
1387 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1389 vector slot = specialcommand_slots[j];
1391 slot.y += SPECIALCOMMAND_SPEED * frametime;
1393 slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1394 if(slot.y >= vid_conheight)
1399 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1401 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1402 slot.y = 1; // start it off 0 so we can use it
1404 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1405 vector newcolor = randomvec() * 2;
1406 newcolor.x = bound(0.4, newcolor.x, 1);
1407 newcolor.y = bound(0.4, newcolor.y, 1);
1408 newcolor.z = bound(0.4, newcolor.z, 1);
1409 specialcommand_colors[j] = newcolor;
1414 vector splash_size = '0 0 0';
1415 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1416 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1417 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1418 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1421 specialcommand_slots[j] = slot;
1425 void HUD_Draw(entity this)
1427 // if we don't know gametype and scores yet avoid drawing the scoreboard
1428 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1429 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1430 // cl_deathscoreboard would show the scoreboard and so on
1434 Hud_Dynamic_Frame();
1437 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1439 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1441 else if(STAT(FROZEN))
1443 vector col = '0.25 0.90 1';
1444 if(STAT(REVIVE_PROGRESS))
1445 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1446 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1451 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1453 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1454 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1455 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1457 else if(STAT(CAPTURE_PROGRESS))
1459 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1460 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1462 else if(STAT(REVIVE_PROGRESS))
1464 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 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);
1465 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1467 HUD_Scale_Disable();
1469 if(autocvar_r_letterbox == 0)
1470 if(autocvar_viewsize < 120)
1472 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1473 Accuracy_LoadLevels();
1476 HUD_Scale_Disable();
1479 // crosshair goes VERY LAST
1482 HUD_Crosshair(this);
1486 void ViewLocation_Mouse()
1488 if(spectatee_status)
1489 return; // don't draw it as spectator!
1491 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1492 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1493 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1495 //float cursor_alpha = 1 - autocvar__menu_alpha;
1496 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1500 float oldr_nearclip;
1501 float oldr_farclip_base;
1502 float oldr_farclip_world;
1504 float oldr_useportalculling;
1505 float oldr_useinfinitefarclip;
1507 void cl_notice_run();
1511 float vh_notice_time;
1512 void WaypointSprite_Load();
1513 void CSQC_UpdateView(entity this, float w, float h)
1515 TC(int, w); TC(int, h);
1519 vector vf_size, vf_min;
1522 execute_next_frame();
1529 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1530 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1534 HUD_Scale_Disable();
1536 if(autocvar__hud_showbinds_reload) // menu can set this one
1539 binddb = db_create();
1540 cvar_set("_hud_showbinds_reload", "0");
1543 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1544 view_quality = getproperty(VF_MINFPS_QUALITY);
1548 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1549 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1551 vf_size = getpropertyvec(VF_SIZE);
1552 vf_min = getpropertyvec(VF_MIN);
1553 vid_width = vf_size.x;
1554 vid_height = vf_size.y;
1556 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1557 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1559 WaypointSprite_Load();
1561 CSQCPlayer_SetCamera();
1563 if(player_localentnum <= maxclients) // is it a client?
1564 current_player = player_localentnum - 1;
1565 else // then player_localentnum is the vehicle I'm driving
1566 current_player = player_localnum;
1567 myteam = entcs_GetTeam(current_player);
1569 if(myteam != prev_myteam)
1571 myteamcolors = colormapPaletteColor(myteam, 1);
1572 FOREACH(hud_panels, true, it.update_time = time);
1573 prev_myteam = myteam;
1576 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1578 float is_dead = (STAT(HEALTH) <= 0);
1580 // FIXME do we need this hack?
1583 // in demos, input_buttons do not work
1584 button_zoom = (autocvar__togglezoom == "-");
1587 && autocvar_cl_unpress_zoom_on_death
1588 && (spectatee_status >= 0)
1589 && (is_dead || intermission))
1591 // no zoom while dead or in intermission please
1592 localcmd("-zoom\n");
1593 button_zoom = false;
1596 // abused multiple places below
1597 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1599 local_player = this; // fall back!
1601 // event chase camera
1602 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1604 if(STAT(CAMERA_SPECTATOR))
1606 if(spectatee_status > 0)
1608 if(!autocvar_chase_active)
1610 cvar_set("chase_active", "-2");
1611 goto skip_eventchase_death;
1614 else if(autocvar_chase_active == -2)
1615 cvar_set("chase_active", "0");
1617 if(autocvar_chase_active == -2)
1618 goto skip_eventchase_death;
1620 else if(autocvar_chase_active == -2)
1621 cvar_set("chase_active", "0");
1623 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1625 float vehicle_viewdist = 0;
1626 vector vehicle_viewofs = '0 0 0';
1630 if(hud != HUD_BUMBLEBEE_GUN)
1632 Vehicle info = Vehicles_from(hud);
1633 vehicle_viewdist = info.height;
1634 vehicle_viewofs = info.view_ofs;
1638 if(WantEventchase(this))
1640 vector current_view_origin_override = '0 0 0';
1641 vector view_offset_override = '0 0 0';
1642 float chase_distance_override = 0;
1643 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1644 if(custom_eventchase)
1646 current_view_origin_override = M_ARGV(0, vector);
1647 view_offset_override = M_ARGV(1, vector);
1648 chase_distance_override = M_ARGV(0, float);
1650 eventchase_running = true;
1652 // 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.)
1653 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1654 if (custom_eventchase)
1655 current_view_origin = current_view_origin_override;
1657 // detect maximum viewoffset and use it
1658 vector view_offset = autocvar_cl_eventchase_viewoffset;
1662 view_offset = vehicle_viewofs;
1664 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1666 if (custom_eventchase)
1667 view_offset = view_offset_override;
1671 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1672 if(trace_fraction == 1) { current_view_origin += view_offset; }
1673 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1676 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1677 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1678 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1679 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1681 // make the camera smooth back
1682 float chase_distance = autocvar_cl_eventchase_distance;
1686 chase_distance = vehicle_viewdist;
1688 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1690 if (custom_eventchase)
1691 chase_distance = chase_distance_override;
1693 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1694 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1695 else if(eventchase_current_distance != chase_distance)
1696 eventchase_current_distance = chase_distance;
1698 makevectors(view_angles);
1700 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1701 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1703 // If the boxtrace fails, revert back to line tracing.
1704 if(!local_player.viewloc)
1705 if(trace_startsolid)
1707 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1708 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1709 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1711 else { setproperty(VF_ORIGIN, trace_endpos); }
1713 if(!local_player.viewloc)
1714 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1716 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1718 eventchase_running = false;
1719 cvar_set("chase_active", "0");
1720 eventchase_current_distance = 0; // start from 0 next time
1723 // workaround for camera stuck between player's legs when using chase_active 1
1724 // because the engine stops updating the chase_active camera when the game ends
1725 else if(intermission)
1727 cvar_settemp("chase_active", "-1");
1728 eventchase_current_distance = 0;
1731 LABEL(skip_eventchase_death);
1733 // do lockview after event chase camera so that it still applies whenever necessary.
1734 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1736 setproperty(VF_ORIGIN, freeze_org);
1737 setproperty(VF_ANGLES, freeze_ang);
1741 freeze_org = getpropertyvec(VF_ORIGIN);
1742 freeze_ang = getpropertyvec(VF_ANGLES);
1746 //WarpZone_FixPMove();
1748 vector ov_org = '0 0 0';
1749 vector ov_mid = '0 0 0';
1750 vector ov_worldmin = '0 0 0';
1751 vector ov_worldmax = '0 0 0';
1752 if(autocvar_cl_orthoview)
1754 ov_worldmin = mi_picmin;
1755 ov_worldmax = mi_picmax;
1757 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1758 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1759 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1761 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1762 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1764 float ov_nearest = vlen(ov_org - vec3(
1765 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1766 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1767 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1770 float ov_furthest = 0;
1773 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1774 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1775 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1776 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1777 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1778 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1779 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1780 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1784 oldr_nearclip = cvar("r_nearclip");
1785 oldr_farclip_base = cvar("r_farclip_base");
1786 oldr_farclip_world = cvar("r_farclip_world");
1787 oldr_novis = cvar("r_novis");
1788 oldr_useportalculling = cvar("r_useportalculling");
1789 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1792 cvar_settemp("r_nearclip", ftos(ov_nearest));
1793 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1794 cvar_settemp("r_farclip_world", "0");
1795 cvar_settemp("r_novis", "1");
1796 cvar_settemp("r_useportalculling", "0");
1797 cvar_settemp("r_useinfinitefarclip", "0");
1799 setproperty(VF_ORIGIN, ov_org);
1800 setproperty(VF_ANGLES, '90 0 0');
1805 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1807 vtos(getpropertyvec(VF_ANGLES)),
1817 cvar_set("r_nearclip", ftos(oldr_nearclip));
1818 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1819 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1820 cvar_set("r_novis", ftos(oldr_novis));
1821 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1822 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1827 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1828 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1829 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1830 viewmodel_draw(viewmodels[slot]);
1833 view_origin = getpropertyvec(VF_ORIGIN);
1834 view_angles = getpropertyvec(VF_ANGLES);
1835 makevectors(view_angles);
1836 view_forward = v_forward;
1837 view_right = v_right;
1841 if(time > blurtest_time0 && time < blurtest_time1)
1845 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1846 r = t * blurtest_radius;
1847 f = 1 / (t ** blurtest_power) - 1;
1849 cvar_set("r_glsl_postprocess", "1");
1850 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1854 cvar_set("r_glsl_postprocess", "0");
1855 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1859 TargetMusic_Advance();
1863 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1865 drawframetime = bound(0.000001, time - drawtime, 1);
1868 // watch for gametype changes here...
1869 // in ParseStuffCMD the cmd isn't executed yet :/
1870 // might even be better to add the gametype to TE_CSQC_INIT...?
1874 if(intermission && !intermission_time)
1875 intermission_time = time;
1877 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1879 if(calledhooks & HOOK_START)
1881 localcmd("\ncl_hook_gameend\n");
1882 calledhooks |= HOOK_END;
1891 if(!zoomscript_caught)
1893 localcmd("+button9\n");
1894 zoomscript_caught = 1;
1899 if(zoomscript_caught)
1901 localcmd("-button9\n");
1902 zoomscript_caught = 0;
1906 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1908 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1910 entity wepent = viewmodels[slot];
1912 if(wepent.last_switchweapon != wepent.switchweapon)
1915 wepent.last_switchweapon = wepent.switchweapon;
1916 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1918 localcmd("-zoom\n");
1919 button_zoom = false;
1921 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1923 localcmd("-fire\n");
1924 localcmd("-fire2\n");
1925 button_attack2 = false;
1928 if(wepent.last_activeweapon != wepent.activeweapon)
1930 wepent.last_activeweapon = wepent.activeweapon;
1932 e = wepent.activeweapon;
1934 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1936 localcmd("\ncl_hook_activeweapon none\n");
1940 // ALWAYS Clear Current Scene First
1943 setproperty(VF_ORIGIN, view_origin);
1944 setproperty(VF_ANGLES, view_angles);
1946 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1947 setproperty(VF_SIZE, vf_size);
1948 setproperty(VF_MIN, vf_min);
1950 // Assign Standard Viewflags
1951 // Draw the World (and sky)
1952 setproperty(VF_DRAWWORLD, 1);
1954 // Set the console size vars
1955 vid_conwidth = autocvar_vid_conwidth;
1956 vid_conheight = autocvar_vid_conheight;
1957 vid_pixelheight = autocvar_vid_pixelheight;
1959 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1960 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1961 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1963 if(camera_active) // Camera for demo playback
1965 if(autocvar_camera_enable)
1969 cvar_set("chase_active", ftos(chase_active_backup));
1970 cvar_set("cl_demo_mousegrab", "0");
1971 camera_active = false;
1977 if(autocvar_camera_enable)
1979 if(autocvar_camera_enable && isdemo())
1982 // Enable required Darkplaces cvars
1983 chase_active_backup = autocvar_chase_active;
1984 cvar_set("chase_active", "2");
1985 cvar_set("cl_demo_mousegrab", "1");
1986 camera_active = true;
1987 camera_mode = false;
1991 // Draw the Crosshair
1992 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1994 // Draw the Engine Status Bar (the default Quake HUD)
1995 setproperty(VF_DRAWENGINESBAR, 0);
1997 // Update the mouse position
1999 mousepos_x = vid_conwidth;
2000 mousepos_y = vid_conheight;
2001 mousepos = mousepos*0.5 + getmousepos();
2004 IL_EACH(g_drawables, it.draw, it.draw(it));
2006 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2009 // now switch to 2D drawing mode by calling a 2D drawing function
2010 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2011 // next R_RenderScene call
2012 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2014 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2015 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2017 // apply night vision effect
2018 vector tc_00, tc_01, tc_10, tc_11;
2019 vector rgb = '0 0 0';
2021 if(!nightvision_noise)
2023 nightvision_noise = new(nightvision_noise);
2025 if(!nightvision_noise2)
2027 nightvision_noise2 = new(nightvision_noise2);
2030 // color tint in yellow
2031 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2034 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2036 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2037 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2038 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2039 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2040 tc_11 = tc_01 + tc_10 - tc_00;
2041 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2042 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2043 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2044 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2045 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2049 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2050 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2051 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2052 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2053 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2054 tc_11 = tc_01 + tc_10 - tc_00;
2055 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2056 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2057 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2058 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2059 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2063 if(autocvar_cl_reticle)
2065 string reticle_image = string_null;
2066 bool wep_zoomed = false;
2067 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2069 entity wepe = viewmodels[slot];
2070 Weapon wep = wepe.activeweapon;
2071 if(wep != WEP_Null && wep.wr_zoom)
2073 bool do_zoom = wep.wr_zoom(wep, NULL);
2074 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2075 reticle_image = wep.w_reticle;
2076 wep_zoomed += do_zoom;
2079 // Draw the aiming reticle for weapons that use it
2080 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2081 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2082 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2083 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2085 // no zoom reticle while dead
2088 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2090 if(reticle_image) { reticle_type = 2; }
2091 else { reticle_type = 0; }
2093 else if(button_zoom || zoomscript_caught)
2101 if(autocvar_cl_reticle_stretch)
2103 reticle_size.x = vid_conwidth;
2104 reticle_size.y = vid_conheight;
2110 reticle_size.x = max(vid_conwidth, vid_conheight);
2111 reticle_size.y = max(vid_conwidth, vid_conheight);
2112 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2113 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2116 if(zoomscript_caught)
2119 f = current_zoomfraction;
2123 switch(reticle_type)
2125 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2126 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2133 if(reticle_type != 0) { reticle_type = 0; }
2137 // improved polyblend
2138 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2140 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2143 switch(pointcontents(view_origin))
2146 liquidalpha = autocvar_hud_contents_water_alpha;
2147 liquidcolor = stov(autocvar_hud_contents_water_color);
2152 liquidalpha = autocvar_hud_contents_lava_alpha;
2153 liquidcolor = stov(autocvar_hud_contents_lava_color);
2158 liquidalpha = autocvar_hud_contents_slime_alpha;
2159 liquidcolor = stov(autocvar_hud_contents_slime_color);
2165 liquidcolor = '0 0 0';
2170 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2171 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2172 contentfadetime = autocvar_hud_contents_fadeintime;
2173 liquidalpha_prev = liquidalpha;
2174 liquidcolor_prev = liquidcolor;
2177 contentfadetime = autocvar_hud_contents_fadeouttime;
2179 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2180 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2183 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2185 if(autocvar_hud_postprocessing)
2187 if(autocvar_hud_contents_blur && contentavgalpha)
2189 content_blurpostprocess.x = 1;
2190 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2191 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2195 content_blurpostprocess.x = 0;
2196 content_blurpostprocess.y = 0;
2197 content_blurpostprocess.z = 0;
2202 if(autocvar_hud_damage && !STAT(FROZEN))
2204 splash_size.x = max(vid_conwidth, vid_conheight);
2205 splash_size.y = max(vid_conwidth, vid_conheight);
2206 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2207 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2209 float myhealth_flash_temp;
2210 myhealth = STAT(HEALTH);
2213 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2215 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2217 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2218 pain_threshold = autocvar_hud_damage_pain_threshold;
2219 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2220 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2222 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2224 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);
2227 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2229 if(myhealth_prev < 1)
2233 myhealth_flash = 0; // just spawned, clear the flash immediately
2234 myhealth_flash_temp = 0;
2238 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2242 if(spectatee_status == -1 || intermission)
2244 myhealth_flash = 0; // observing, or match ended
2245 myhealth_flash_temp = 0;
2248 myhealth_prev = myhealth;
2250 // IDEA: change damage color/picture based on player model for robot/alien species?
2251 // pro: matches model better
2252 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2253 // maybe different reddish pics?
2254 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2256 if(autocvar_cl_gentle_damage == 2)
2258 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2259 myhealth_gentlergb = randomvec();
2262 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2264 if(myhealth_flash_temp > 0)
2265 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2267 else if(myhealth_flash_temp > 0)
2268 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2270 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.
2272 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2274 damage_blurpostprocess.x = 1;
2275 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2276 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2280 damage_blurpostprocess.x = 0;
2281 damage_blurpostprocess.y = 0;
2282 damage_blurpostprocess.z = 0;
2287 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2288 float e2 = (autocvar_hud_powerup != 0);
2289 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2291 // enable or disable rendering types if they are used or not
2292 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2293 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2295 // blur postprocess handling done first (used by hud_damage and hud_contents)
2296 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2298 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2299 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2300 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2302 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2303 old_blurradius = blurradius;
2304 old_bluralpha = bluralpha;
2307 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2309 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2314 // edge detection postprocess handling done second (used by hud_powerup)
2315 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2316 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2317 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2319 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.
2321 if(autocvar_hud_powerup && sharpen_intensity > 0)
2323 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2325 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2326 old_sharpen_intensity = sharpen_intensity;
2329 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2331 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2332 old_sharpen_intensity = 0;
2335 if(cvar("r_glsl_postprocess") == 0)
2336 cvar_set("r_glsl_postprocess", "2");
2338 else if(cvar("r_glsl_postprocess") == 2)
2339 cvar_set("r_glsl_postprocess", "0");
2341 /*if(gametype == MAPINFO_TYPE_CTF)
2347 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2348 Draw_ShowNames_All();
2349 #if ENABLE_DEBUGDRAW
2353 scoreboard_active = Scoreboard_WouldDraw();
2355 HUD_Draw(this); // this parameter for deep vehicle function
2357 if(NextFrameCommand)
2359 localcmd("\n", NextFrameCommand, "\n");
2360 NextFrameCommand = string_null;
2363 // we must do this check AFTER a frame was rendered, or it won't work
2364 if(cs_project_is_b0rked == 0)
2367 w0 = ftos(autocvar_vid_conwidth);
2368 h0 = ftos(autocvar_vid_conheight);
2369 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2370 //setproperty(VF_FOV, '90 90 0');
2371 setproperty(VF_ORIGIN, '0 0 0');
2372 setproperty(VF_ANGLES, '0 0 0');
2373 setproperty(VF_PERSPECTIVE, 1);
2374 makevectors('0 0 0');
2376 cvar_set("vid_conwidth", "800");
2377 cvar_set("vid_conheight", "600");
2378 v1 = cs_project(v_forward);
2379 cvar_set("vid_conwidth", "640");
2380 cvar_set("vid_conheight", "480");
2381 v2 = cs_project(v_forward);
2383 cs_project_is_b0rked = 1;
2385 cs_project_is_b0rked = -1;
2386 cvar_set("vid_conwidth", w0);
2387 cvar_set("vid_conheight", h0);
2390 if(autocvar__hud_configure)
2392 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2393 HUD_Minigame_Mouse();
2394 else if(QuickMenu_IsOpened())
2396 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2397 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2405 // let's reset the view back to normal for the end
2406 setproperty(VF_MIN, '0 0 0');
2407 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2413 // following vectors must be global to allow seamless switching between camera modes
2414 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2415 void CSQC_Demo_Camera()
2417 float speed, attenuation, dimensions;
2420 if( autocvar_camera_reset || !camera_mode )
2422 camera_offset = '0 0 0';
2423 current_angles = '0 0 0';
2424 camera_direction = '0 0 0';
2425 camera_offset.z += 30;
2426 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2427 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2428 current_origin = view_origin;
2429 current_camera_offset = camera_offset;
2430 cvar_set("camera_reset", "0");
2431 camera_mode = CAMERA_CHASE;
2436 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2438 if(autocvar_camera_look_player)
2443 dir = normalize(view_origin - current_position);
2445 mouse_angles = vectoangles(dir);
2446 mouse_angles.x = mouse_angles.x * -1;
2451 tmp = getmousepos() * 0.1;
2452 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2454 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2455 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2459 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2460 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2461 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2462 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2464 // Fix difference when angles don't have the same sign
2466 if(mouse_angles.y < -60 && current_angles.y > 60)
2468 if(mouse_angles.y > 60 && current_angles.y < -60)
2471 if(autocvar_camera_look_player)
2472 attenuation = autocvar_camera_look_attenuation;
2474 attenuation = autocvar_camera_speed_attenuation;
2476 attenuation = 1 / max(1, attenuation);
2477 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2479 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2480 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2481 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2482 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2488 if( camera_direction.x )
2490 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2491 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2492 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2493 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2497 if( camera_direction.y )
2499 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2500 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2501 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2505 if( camera_direction.z )
2507 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2511 if(autocvar_camera_free)
2512 speed = autocvar_camera_speed_free;
2514 speed = autocvar_camera_speed_chase;
2518 speed = speed * sqrt(1 / dimensions);
2519 camera_offset += tmp * speed;
2522 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2525 if( autocvar_camera_free )
2527 if ( camera_mode == CAMERA_CHASE )
2529 current_camera_offset = current_origin + current_camera_offset;
2530 camera_offset = current_origin + camera_offset;
2533 camera_mode = CAMERA_FREE;
2534 current_position = current_camera_offset;
2538 if ( camera_mode == CAMERA_FREE )
2540 current_origin = view_origin;
2541 camera_offset = camera_offset - current_origin;
2542 current_camera_offset = current_camera_offset - current_origin;
2545 camera_mode = CAMERA_CHASE;
2547 if(autocvar_camera_chase_smoothly)
2548 current_origin += (view_origin - current_origin) * attenuation;
2550 current_origin = view_origin;
2552 current_position = current_origin + current_camera_offset;
2555 setproperty(VF_ANGLES, current_angles);
2556 setproperty(VF_ORIGIN, current_position);