3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
25 #include <common/weapons/weapon/tuba.qh>
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
42 float autocvar_cl_viewmodel_scale;
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
67 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 float __ignore; lowpass(value, frac, ref_store, __ignore); \
73 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
76 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
78 float __f = 0; lowpass(value, frac, ref_store, __f); \
79 ret = (value) - __f; \
82 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
84 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
85 ret = (value) - __f; \
88 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
90 lowpass(value.x, frac, ref_store.x, ref_out.x); \
91 lowpass(value.y, frac, ref_store.y, ref_out.y); \
94 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
96 highpass(value.x, frac, ref_store.x, ref_out.x); \
97 highpass(value.y, frac, ref_store.y, ref_out.y); \
100 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
102 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 lowpass(value.x, frac, ref_store.x, ref_out.x); \
109 lowpass(value.y, frac, ref_store.y, ref_out.y); \
110 lowpass(value.z, frac, ref_store.z, ref_out.z); \
113 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 highpass(value.x, frac, ref_store.x, ref_out.x); \
116 highpass(value.y, frac, ref_store.y, ref_out.y); \
117 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 void calc_followmodel_ofs(entity view)
122 if(cl_followmodel_time == time)
123 return; // cl_followmodel_ofs already calculated for this frame
126 vector gunorg = '0 0 0';
127 static vector vel_average;
128 static vector gunorg_adjustment_highpass;
129 static vector gunorg_adjustment_lowpass;
132 if (autocvar_cl_followmodel_velocity_absolute)
136 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
137 MAKEVECTORS(makevectors, view_angles, forward, right, up);
138 vel.x = view.velocity * forward;
139 vel.y = view.velocity * right * -1;
140 vel.z = view.velocity * up;
143 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
147 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148 lowpass3(vel, frac, vel_average, gunorg);
150 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
152 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154 frac = avg_factor(autocvar_cl_followmodel_highpass);
155 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156 frac = avg_factor(autocvar_cl_followmodel_lowpass);
157 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
159 if (autocvar_cl_followmodel_velocity_absolute)
162 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
163 MAKEVECTORS(makevectors, view_angles, forward, right, up);
164 fixed_gunorg.x = gunorg * forward;
165 fixed_gunorg.y = gunorg * right * -1;
166 fixed_gunorg.z = gunorg * up;
167 gunorg = fixed_gunorg;
170 cl_followmodel_ofs = gunorg;
171 cl_followmodel_time = time;
174 vector leanmodel_ofs(entity view)
177 vector gunangles = '0 0 0';
178 static vector gunangles_prev = '0 0 0';
179 static vector gunangles_highpass = '0 0 0';
180 static vector gunangles_adjustment_highpass;
181 static vector gunangles_adjustment_lowpass;
183 if (view.csqcmodel_teleported)
184 gunangles_prev = view_angles;
186 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187 gunangles_highpass += gunangles_prev;
188 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193 gunangles_prev = view_angles;
194 gunangles_highpass -= gunangles_prev;
196 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
199 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200 frac = avg_factor(autocvar_cl_leanmodel_highpass);
201 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
210 vector bobmodel_ofs(entity view)
212 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213 static bool oldonground;
214 static float hitgroundtime;
217 float f = time; // cl.movecmd[0].time
221 oldonground = clonground;
223 // calculate for swinging gun model
224 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225 vector gunorg = '0 0 0';
226 static float bobmodel_scale = 0;
227 static float time_ofs = 0; // makes the effect always restart in the same way
230 if (time - hitgroundtime > 0.05)
231 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
234 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
236 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237 if (bobmodel_scale && xyspeed)
239 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250 void viewmodel_animate(entity this)
252 if (autocvar_chase_active) return;
253 if (STAT(HEALTH) <= 0) return;
255 entity view = CSQCModel_server2csqc(player_localentnum - 1);
257 if (autocvar_cl_followmodel)
259 calc_followmodel_ofs(view);
260 this.origin += cl_followmodel_ofs;
263 if (autocvar_cl_leanmodel)
264 this.angles += leanmodel_ofs(view);
266 // vertical view bobbing code
269 // horizontal view bobbing code
273 // causes the view to swing down and back up when touching the ground
276 // gun model bobbing code
277 if (autocvar_cl_bobmodel)
278 this.origin += bobmodel_ofs(view);
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
288 void viewmodel_draw(entity this)
290 if(!this.activeweapon || !autocvar_r_drawviewmodel)
292 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293 float a = this.alpha;
294 static bool wasinvehicle;
295 bool invehicle = player_localentnum > maxclients;
296 if (invehicle) a = -1;
297 else if (wasinvehicle) a = 1;
298 wasinvehicle = invehicle;
299 Weapon wep = this.activeweapon;
300 int c = entcs_GetClientColors(current_player);
301 vector g = weaponentity_glowmod(wep, NULL, c, this);
302 entity me = CSQCModel_server2csqc(player_localentnum - 1);
303 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
305 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
306 for (entity e = this; e; e = e.weaponchild)
310 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
312 e.csqcmodel_effects = fx;
313 CSQCModel_Effects_Apply(e);
316 string name = wep.mdl;
317 string newname = wep.wr_viewmodel(wep, this);
320 bool swap = name != this.name_last;
323 this.name_last = name;
324 CL_WeaponEntity_SetModel(this, name, swap);
325 this.viewmodel_origin = this.origin;
326 this.viewmodel_angles = this.angles;
329 if (!this.animstate_override && !this.animstate_looping)
330 anim_set(this, this.anim_idle, true, false, false);
332 float f = 0; // 0..1; 0: fully active
333 float rate = STAT(WEAPONRATEFACTOR);
334 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335 if (eta <= 0) f = this.weapon_eta_last;
336 else switch (this.state)
340 f = eta / max(eta, this.weapon_switchdelay);
345 f = 1 - eta / max(eta, this.weapon_switchdelay);
354 this.weapon_eta_last = f;
355 this.origin = this.viewmodel_origin;
356 this.angles = this.viewmodel_angles;
357 this.angles_x = (-90 * f * f);
358 viewmodel_animate(this);
359 setorigin(this, this.origin);
362 STATIC_INIT(viewmodel) {
363 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364 viewmodels[slot] = new(viewmodel);
367 void Porto_Draw(entity this);
370 entity e = new_pure(porto);
372 IL_PUSH(g_drawables, e);
373 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
376 const int polyline_length = 16;
377 .vector polyline[polyline_length];
378 void Porto_Draw(entity this)
380 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
382 entity wepent = viewmodels[slot];
384 if (wepent.activeweapon != WEP_PORTO) continue;
385 if (spectatee_status) continue;
386 if (WEP_CVAR(porto, secondary)) continue;
387 if (intermission == 1) continue;
388 if (intermission == 2) continue;
389 if (STAT(HEALTH) <= 0) continue;
391 vector pos = view_origin;
392 vector dir = view_forward;
393 if (wepent.angles_held_status)
395 makevectors(wepent.angles_held);
399 wepent.polyline[0] = pos;
401 int portal_number = 0, portal1_idx = 1, portal_max = 2;
402 int n = 1 + 2; // 2 lines == 3 points
403 for (int idx = 0; idx < n && idx < polyline_length - 1; )
405 traceline(pos, pos + 65536 * dir, true, this);
406 dir = reflect(dir, trace_plane_normal);
408 wepent.polyline[++idx] = pos;
409 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
414 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
421 vector ang = vectoangles2(trace_plane_normal, dir);
424 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
431 if (portal_number >= portal_max) break;
432 if (portal_number == 1) portal1_idx = idx;
434 for (int idx = 0; idx < n - 1; ++idx)
436 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
437 if (idx == 0) p -= view_up * 16; // line from player
438 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
439 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
446 vector GetCurrentFov(float fov)
448 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
449 float velocityzoom, curspeed;
452 zoomsensitivity = autocvar_cl_zoomsensitivity;
453 zoomfactor = autocvar_cl_zoomfactor;
454 if(zoomfactor < 1 || zoomfactor > 30)
456 zoomspeed = autocvar_cl_zoomspeed;
458 if(zoomspeed < 0.5 || zoomspeed > 16)
461 zoomdir = button_zoom;
463 if(hud == HUD_NORMAL && !spectatee_status)
465 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
467 entity wepent = viewmodels[slot];
468 if(wepent.switchweapon == wepent.activeweapon)
469 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
470 zoomdir += button_attack2;
473 if(spectatee_status > 0 || isdemo())
475 if(spectatorbutton_zoom)
482 // fteqcc failed twice here already, don't optimize this
485 if(zoomdir) { zoomin_effect = 0; }
489 current_viewzoom = min(1, current_viewzoom + drawframetime);
491 else if(autocvar_cl_spawnzoom && zoomin_effect)
493 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
495 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
496 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
497 if(current_viewzoom == 1) { zoomin_effect = 0; }
501 if(zoomspeed < 0) // instant zoom
504 current_viewzoom = 1 / zoomfactor;
506 current_viewzoom = 1;
511 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
513 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
517 if(almost_equals(current_viewzoom, 1))
518 current_zoomfraction = 0;
519 else if(almost_equals(current_viewzoom, 1/zoomfactor))
520 current_zoomfraction = 1;
522 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
524 if(zoomsensitivity < 1)
525 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
527 setsensitivityscale(1);
529 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
531 if(intermission) { curspeed = 0; }
535 makevectors(view_angles);
538 v = csqcplayer.velocity;
540 switch(autocvar_cl_velocityzoom_type)
542 case 3: curspeed = max(0, v_forward * v); break;
543 case 2: curspeed = (v_forward * v); break;
544 case 1: default: curspeed = vlen(v); break;
548 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
549 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
550 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
552 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
557 float frustumx, frustumy, fovx, fovy;
558 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
559 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
560 fovx = atan2(frustumx, 1) / M_PI * 360.0;
561 fovy = atan2(frustumy, 1) / M_PI * 360.0;
563 return '1 0 0' * fovx + '0 1 0' * fovy;
566 vector GetViewLocationFOV(float fov)
568 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
569 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
570 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
571 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
572 return '1 0 0' * fovx + '0 1 0' * fovy;
575 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
578 float width = (ov_worldmax.x - ov_worldmin.x);
579 float height = (ov_worldmax.y - ov_worldmin.y);
580 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
581 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
582 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
583 return '1 0 0' * fovx + '0 1 0' * fovy;
586 // this function must match W_SetupShot!
587 float zoomscript_caught;
589 vector wcross_origin;
590 float wcross_scale_prev, wcross_alpha_prev;
591 vector wcross_color_prev;
592 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
593 vector wcross_color_goal_prev;
594 float wcross_changedonetime;
596 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
597 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
598 float wcross_name_changestarttime, wcross_name_changedonetime;
599 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
601 float wcross_ring_prev;
604 entity trueaim_rifle;
606 const float SHOTTYPE_HITTEAM = 1;
607 const float SHOTTYPE_HITOBSTRUCTION = 2;
608 const float SHOTTYPE_HITWORLD = 3;
609 const float SHOTTYPE_HITENEMY = 4;
613 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
614 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
617 float EnemyHitCheck()
620 wcross_origin = project_3d_to_2d(trace_endpos);
623 n = trace_ent.entnum;
625 n = trace_networkentity;
627 return SHOTTYPE_HITWORLD;
629 return SHOTTYPE_HITWORLD;
630 t = entcs_GetTeam(n - 1);
633 return SHOTTYPE_HITTEAM;
634 if(t == NUM_SPECTATOR)
635 return SHOTTYPE_HITWORLD;
636 return SHOTTYPE_HITENEMY;
639 float TrueAimCheck(entity wepent)
641 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?
642 vector vecs, trueaimpoint, w_shotorg;
650 mv = MOVE_NOMONSTERS;
652 switch(wepent.activeweapon) // WEAPONTODO
654 case WEP_TUBA: // no aim
655 case WEP_PORTO: // shoots from eye
656 case WEP_NEXBALL: // shoots from eye
657 case WEP_HOOK: // no trueaim
658 case WEP_MORTAR: // toss curve
659 return SHOTTYPE_HITWORLD;
667 if(zoomscript_caught)
669 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
670 return EnemyHitCheck();
673 case WEP_DEVASTATOR: // projectile has a size!
677 case WEP_FIREBALL: // projectile has a size!
681 case WEP_SEEKER: // projectile has a size!
685 case WEP_ELECTRO: // projectile has a size!
691 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
693 vecs = decompressShotOrigin(STAT(SHOTORG));
695 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
696 trueaimpoint = trace_endpos;
698 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
699 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
706 dv = view_right * vecs.y + view_up * vecs.z;
707 w_shotorg = traceorigin + dv;
709 // now move the vecs forward as much as requested if possible
710 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
711 w_shotorg = trace_endpos - view_forward * nudge;
713 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
714 shottype = EnemyHitCheck();
715 if(shottype != SHOTTYPE_HITWORLD)
719 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
720 // or rather, I know why, but see no fix
721 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
722 // 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
723 return SHOTTYPE_HITOBSTRUCTION;
726 return SHOTTYPE_HITWORLD;
730 void CSQC_Demo_Camera();
732 const float CAMERA_FREE = 1;
733 const float CAMERA_CHASE = 2;
735 string NextFrameCommand;
737 vector freeze_org, freeze_ang;
738 entity nightvision_noise, nightvision_noise2;
740 const float MAX_TIME_DIFF = 5;
741 float pickup_crosshair_time, pickup_crosshair_size;
742 float hitindication_crosshair_size;
743 float use_vortex_chargepool;
745 float myhealth, myhealth_prev;
746 float myhealth_flash;
748 float old_blurradius, old_bluralpha;
749 float old_sharpen_intensity;
751 vector myhealth_gentlergb;
753 float contentavgalpha, liquidalpha_prev;
754 vector liquidcolor_prev;
756 float eventchase_current_distance;
757 float eventchase_running;
758 bool WantEventchase(entity this)
760 if(autocvar_cl_orthoview)
762 if(STAT(GAMEOVER) || intermission)
766 if(spectatee_status >= 0)
768 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
770 if(MUTATOR_CALLHOOK(WantEventchase, this))
772 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
774 if(autocvar_cl_eventchase_death == 2)
776 // don't stop eventchase once it's started (even if velocity changes afterwards)
777 if(this.velocity == '0 0 0' || eventchase_running)
786 void HUD_Crosshair_Vehicle(entity this)
788 if(hud != HUD_BUMBLEBEE_GUN)
790 Vehicle info = Vehicles_from(hud);
791 info.vr_crosshair(info, this);
795 vector damage_blurpostprocess, content_blurpostprocess;
797 float unaccounted_damage = 0;
800 // accumulate damage with each stat update
801 static float damage_total_prev = 0;
802 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
803 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
804 damage_total_prev = damage_total;
806 static float damage_dealt_time_prev = 0;
807 float damage_dealt_time = STAT(HIT_TIME);
808 if (damage_dealt_time != damage_dealt_time_prev)
810 unaccounted_damage += unaccounted_damage_new;
811 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
813 damage_dealt_time_prev = damage_dealt_time;
815 // prevent hitsound when switching spectatee
816 static float spectatee_status_prev = 0;
817 if (spectatee_status != spectatee_status_prev)
818 unaccounted_damage = 0;
819 spectatee_status_prev = spectatee_status;
824 // varying sound pitch
826 bool have_arc = false;
827 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
829 entity wepent = viewmodels[slot];
831 if(wepent.activeweapon == WEP_ARC)
835 static float hitsound_time_prev = 0;
836 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
837 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
838 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
840 if (autocvar_cl_hitsound && unaccounted_damage)
842 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
843 float a = autocvar_cl_hitsound_max_pitch;
844 float b = autocvar_cl_hitsound_min_pitch;
845 float c = autocvar_cl_hitsound_nom_damage;
846 float d = unaccounted_damage;
847 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
849 // if sound variation is disabled, set pitch_shift to 1
850 if (autocvar_cl_hitsound == 1)
853 // if pitch shift is reversed, mirror in (max-min)/2 + min
854 if (autocvar_cl_hitsound == 3)
856 float mirror_value = (a-b)/2 + b;
857 pitch_shift = mirror_value + (mirror_value - pitch_shift);
860 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
862 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
863 // todo: normalize sound pressure levels? seems unnecessary
865 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
867 unaccounted_damage = 0;
868 hitsound_time_prev = time;
871 static float typehit_time_prev = 0;
872 float typehit_time = STAT(TYPEHIT_TIME);
873 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
875 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
876 typehit_time_prev = typehit_time;
880 vector crosshair_getcolor(entity this, float health_stat)
882 static float rainbow_last_flicker;
883 static vector rainbow_prev_color;
884 vector wcross_color = '0 0 0';
885 switch(autocvar_crosshair_color_special)
887 case 1: // crosshair_color_per_weapon
889 if(this != WEP_Null && hud == HUD_NORMAL)
891 wcross_color = this.wpcolor;
894 else { goto normalcolor; }
897 case 2: // crosshair_color_by_health
899 float hp = health_stat;
914 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
915 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
919 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
920 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
921 wcross_color.z = 1 - (hp-100)*0.02;
927 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
932 wcross_color.y = (hp-20)*90/27/100;
933 wcross_color.z = (hp-20)*90/27/100 * 0.2;
943 case 3: // crosshair_color_rainbow
945 if(time >= rainbow_last_flicker)
947 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
948 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
950 wcross_color = rainbow_prev_color;
954 default: { wcross_color = stov(autocvar_crosshair_color); break; }
960 void HUD_Crosshair(entity this)
964 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) &&
965 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
966 !HUD_MinigameMenu_IsOpened() )
968 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
971 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
974 if (hud != HUD_NORMAL)
976 HUD_Crosshair_Vehicle(this);
981 float wcross_alpha, wcross_resolution;
982 wcross_style = autocvar_crosshair;
983 if (wcross_style == "0")
985 wcross_resolution = autocvar_crosshair_size;
986 if (wcross_resolution == 0)
988 wcross_alpha = autocvar_crosshair_alpha;
989 if (wcross_alpha == 0)
995 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
996 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
998 if(autocvar_crosshair_hittest)
1000 vector wcross_oldorigin;
1001 entity thiswep = viewmodels[0]; // TODO: unhardcode
1002 wcross_oldorigin = wcross_origin;
1003 shottype = TrueAimCheck(thiswep);
1004 if(shottype == SHOTTYPE_HITWORLD)
1006 v = wcross_origin - wcross_oldorigin;
1007 v.x /= vid_conwidth;
1008 v.y /= vid_conheight;
1009 if(vdist(v, >, 0.01))
1010 shottype = SHOTTYPE_HITOBSTRUCTION;
1012 if(!autocvar_crosshair_hittest_showimpact)
1013 wcross_origin = wcross_oldorigin;
1016 shottype = SHOTTYPE_HITWORLD;
1018 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1019 string wcross_name = "";
1020 float wcross_scale, wcross_blur;
1022 entity e = WEP_Null;
1023 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1025 entity wepent = viewmodels[0]; // TODO: unhardcode
1026 e = wepent.switchingweapon;
1029 if(autocvar_crosshair_per_weapon)
1031 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1032 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1033 //if (wcross_resolution == 0)
1036 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1037 wcross_resolution *= e.w_crosshair_size;
1038 wcross_name = e.w_crosshair;
1043 if(wcross_name == "")
1044 wcross_name = strcat("gfx/crosshair", wcross_style);
1046 // MAIN CROSSHAIR COLOR DECISION
1047 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1049 if(autocvar_crosshair_effect_scalefade)
1051 wcross_scale = wcross_resolution;
1052 wcross_resolution = 1;
1059 if(autocvar_crosshair_pickup)
1061 float stat_pickup_time = STAT(LAST_PICKUP);
1063 if(pickup_crosshair_time < stat_pickup_time)
1065 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1066 pickup_crosshair_size = 1;
1068 pickup_crosshair_time = stat_pickup_time;
1071 if(pickup_crosshair_size > 0)
1072 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1074 pickup_crosshair_size = 0;
1076 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1079 // todo: make crosshair hit indication dependent on damage dealt
1080 if(autocvar_crosshair_hitindication)
1082 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1084 if(unaccounted_damage)
1086 hitindication_crosshair_size = 1;
1089 if(hitindication_crosshair_size > 0)
1090 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1092 hitindication_crosshair_size = 0;
1094 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1095 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1096 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1097 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1100 if(shottype == SHOTTYPE_HITENEMY)
1101 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1102 if(shottype == SHOTTYPE_HITTEAM)
1103 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1105 f = fabs(autocvar_crosshair_effect_time);
1106 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1108 wcross_changedonetime = time + f;
1110 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1112 wcross_name_changestarttime = time;
1113 wcross_name_changedonetime = time + f;
1114 if(wcross_name_goal_prev_prev)
1115 strunzone(wcross_name_goal_prev_prev);
1116 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1117 wcross_name_goal_prev = strzone(wcross_name);
1118 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1119 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1120 wcross_resolution_goal_prev = wcross_resolution;
1123 wcross_scale_goal_prev = wcross_scale;
1124 wcross_alpha_goal_prev = wcross_alpha;
1125 wcross_color_goal_prev = wcross_color;
1127 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1130 wcross_alpha *= 0.75;
1134 // *_prev is at time-frametime
1135 // * is at wcross_changedonetime+f
1136 // what do we have at time?
1137 if(time < wcross_changedonetime)
1139 f = frametime / (wcross_changedonetime - time + frametime);
1140 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1141 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1142 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1145 wcross_scale_prev = wcross_scale;
1146 wcross_alpha_prev = wcross_alpha;
1147 wcross_color_prev = wcross_color;
1149 MUTATOR_CALLHOOK(UpdateCrosshair);
1151 wcross_scale *= 1 - autocvar__menu_alpha;
1152 wcross_alpha *= 1 - autocvar__menu_alpha;
1153 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1155 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1157 // crosshair rings for weapon stats
1158 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1160 // declarations and stats
1161 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1162 string ring_image = string_null, ring_inner_image = string_null;
1163 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1165 ring_scale = autocvar_crosshair_ring_size;
1167 float weapon_clipload, weapon_clipsize;
1168 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1169 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1171 float vortex_charge, vortex_chargepool;
1172 vortex_charge = STAT(VORTEX_CHARGE);
1173 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1175 float arc_heat = STAT(ARC_HEAT);
1177 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1178 vortex_charge_movingavg = vortex_charge;
1180 entity wepent = viewmodels[0]; // TODO: unhardcode
1182 // handle the values
1183 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1185 if (vortex_chargepool || use_vortex_chargepool) {
1186 use_vortex_chargepool = 1;
1187 ring_inner_value = vortex_chargepool;
1189 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1190 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1193 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1194 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;
1195 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1197 // draw the outer ring to show the current charge of the weapon
1198 ring_value = vortex_charge;
1199 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1200 ring_rgb = wcross_color;
1201 ring_image = "gfx/crosshair_ring_nexgun.tga";
1203 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1205 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.
1206 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1207 ring_rgb = wcross_color;
1208 ring_image = "gfx/crosshair_ring.tga";
1210 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1212 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1213 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1214 ring_rgb = wcross_color;
1215 ring_image = "gfx/crosshair_ring.tga";
1217 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1219 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1220 ring_scale = autocvar_crosshair_ring_reload_size;
1221 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1222 ring_rgb = wcross_color;
1224 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1225 // if a new image for another weapon is added, add the code (and its respective file/value) here
1226 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1227 ring_image = "gfx/crosshair_ring_rifle.tga";
1229 ring_image = "gfx/crosshair_ring.tga";
1231 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1233 ring_value = arc_heat;
1234 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1235 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1236 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1237 ring_image = "gfx/crosshair_ring.tga";
1240 // if in weapon switch animation, fade ring out/in
1241 if(autocvar_crosshair_effect_time > 0)
1243 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1246 wcross_ring_prev = ((ring_image) ? true : false);
1249 if(wcross_ring_prev)
1252 ring_alpha *= fabs(1 - bound(0, f, 1));
1257 ring_alpha *= bound(0, f, 1);
1261 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1262 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1265 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1268 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1270 if(wcross_blur > 0) \
1272 for(i = -2; i <= 2; ++i) \
1273 for(j = -2; j <= 2; ++j) \
1274 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1278 M(0,0,sz,wcross_name,wcross_alpha); \
1282 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1283 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)
1285 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1286 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1288 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1290 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1291 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1292 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1299 wcross_name_alpha_goal_prev = f;
1301 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1302 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1304 if(autocvar_crosshair_dot)
1306 vector wcross_color_old;
1307 wcross_color_old = wcross_color;
1309 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1310 wcross_color = stov(autocvar_crosshair_dot_color);
1312 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1313 // FIXME why don't we use wcross_alpha here?
1314 wcross_color = wcross_color_old;
1320 wcross_scale_prev = 0;
1321 wcross_alpha_prev = 0;
1322 wcross_scale_goal_prev = 0;
1323 wcross_alpha_goal_prev = 0;
1324 wcross_changedonetime = 0;
1325 if(wcross_name_goal_prev)
1326 strunzone(wcross_name_goal_prev);
1327 wcross_name_goal_prev = string_null;
1328 if(wcross_name_goal_prev_prev)
1329 strunzone(wcross_name_goal_prev_prev);
1330 wcross_name_goal_prev_prev = string_null;
1331 wcross_name_changestarttime = 0;
1332 wcross_name_changedonetime = 0;
1333 wcross_name_alpha_goal_prev = 0;
1334 wcross_name_alpha_goal_prev_prev = 0;
1335 wcross_resolution_goal_prev = 0;
1336 wcross_resolution_goal_prev_prev = 0;
1340 void HUD_Draw(entity this)
1342 // if we don't know gametype and scores yet avoid drawing the scoreboard
1343 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1344 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1345 // cl_deathscoreboard would show the scoreboard and so on
1350 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1352 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1354 else if(STAT(FROZEN))
1356 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);
1359 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1361 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);
1362 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);
1364 else if(STAT(CAPTURE_PROGRESS))
1366 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1367 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1369 else if(STAT(REVIVE_PROGRESS))
1371 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);
1372 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1375 if(autocvar_r_letterbox == 0)
1376 if(autocvar_viewsize < 120)
1378 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1379 Accuracy_LoadLevels();
1382 HUD_Scale_Disable();
1385 // crosshair goes VERY LAST
1387 HUD_Crosshair(this);
1392 float oldr_nearclip;
1393 float oldr_farclip_base;
1394 float oldr_farclip_world;
1396 float oldr_useportalculling;
1397 float oldr_useinfinitefarclip;
1399 void cl_notice_run();
1403 float vh_notice_time;
1404 void WaypointSprite_Load();
1405 void CSQC_UpdateView(entity this, float w, float h)
1407 TC(int, w); TC(int, h);
1411 vector vf_size, vf_min;
1414 execute_next_frame();
1421 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1422 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1426 HUD_Scale_Disable();
1428 if(autocvar__hud_showbinds_reload) // menu can set this one
1431 binddb = db_create();
1432 cvar_set("_hud_showbinds_reload", "0");
1435 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1436 view_quality = getproperty(VF_MINFPS_QUALITY);
1440 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1441 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1443 vf_size = getpropertyvec(VF_SIZE);
1444 vf_min = getpropertyvec(VF_MIN);
1445 vid_width = vf_size.x;
1446 vid_height = vf_size.y;
1448 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1449 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1451 WaypointSprite_Load();
1453 CSQCPlayer_SetCamera();
1455 if(player_localentnum <= maxclients) // is it a client?
1456 current_player = player_localentnum - 1;
1457 else // then player_localentnum is the vehicle I'm driving
1458 current_player = player_localnum;
1459 myteam = entcs_GetTeam(current_player);
1461 if(myteam != prev_myteam)
1463 myteamcolors = colormapPaletteColor(myteam, 1);
1464 FOREACH(hud_panels, true, it.update_time = time);
1465 prev_myteam = myteam;
1468 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1470 float is_dead = (STAT(HEALTH) <= 0);
1472 // FIXME do we need this hack?
1475 // in demos, input_buttons do not work
1476 button_zoom = (autocvar__togglezoom == "-");
1479 && autocvar_cl_unpress_zoom_on_death
1480 && (spectatee_status >= 0)
1481 && (is_dead || intermission))
1483 // no zoom while dead or in intermission please
1484 localcmd("-zoom\n");
1485 button_zoom = false;
1488 // event chase camera
1489 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1491 if(STAT(CAMERA_SPECTATOR))
1493 if(spectatee_status > 0)
1495 if(!autocvar_chase_active)
1497 cvar_set("chase_active", "-2");
1498 goto skip_eventchase_death;
1501 else if(autocvar_chase_active == -2)
1502 cvar_set("chase_active", "0");
1504 if(autocvar_chase_active == -2)
1505 goto skip_eventchase_death;
1507 else if(autocvar_chase_active == -2)
1508 cvar_set("chase_active", "0");
1510 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1512 float vehicle_viewdist = 0;
1513 vector vehicle_viewofs = '0 0 0';
1517 if(hud != HUD_BUMBLEBEE_GUN)
1519 Vehicle info = Vehicles_from(hud);
1520 vehicle_viewdist = info.height;
1521 vehicle_viewofs = info.view_ofs;
1525 if(WantEventchase(this))
1527 vector current_view_origin_override = '0 0 0';
1528 vector view_offset_override = '0 0 0';
1529 float chase_distance_override = 0;
1530 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1531 if(custom_eventchase)
1533 current_view_origin_override = M_ARGV(0, vector);
1534 view_offset_override = M_ARGV(1, vector);
1535 chase_distance_override = M_ARGV(0, float);
1537 eventchase_running = true;
1539 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1541 local_player = this; // fall back!
1543 // 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.)
1544 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1545 if (custom_eventchase)
1546 current_view_origin = current_view_origin_override;
1548 // detect maximum viewoffset and use it
1549 vector view_offset = autocvar_cl_eventchase_viewoffset;
1553 view_offset = vehicle_viewofs;
1555 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1557 if (custom_eventchase)
1558 view_offset = view_offset_override;
1562 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1563 if(trace_fraction == 1) { current_view_origin += view_offset; }
1564 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1567 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1568 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1569 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1570 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1572 // make the camera smooth back
1573 float chase_distance = autocvar_cl_eventchase_distance;
1577 chase_distance = vehicle_viewdist;
1579 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1581 if (custom_eventchase)
1582 chase_distance = chase_distance_override;
1584 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1585 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1586 else if(eventchase_current_distance != chase_distance)
1587 eventchase_current_distance = chase_distance;
1589 makevectors(view_angles);
1591 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1592 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1594 // If the boxtrace fails, revert back to line tracing.
1595 if(!local_player.viewloc)
1596 if(trace_startsolid)
1598 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1599 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1600 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1602 else { setproperty(VF_ORIGIN, trace_endpos); }
1604 if(!local_player.viewloc)
1605 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1607 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1609 eventchase_running = false;
1610 cvar_set("chase_active", "0");
1611 eventchase_current_distance = 0; // start from 0 next time
1614 // workaround for camera stuck between player's legs when using chase_active 1
1615 // because the engine stops updating the chase_active camera when the game ends
1616 else if(intermission)
1618 cvar_settemp("chase_active", "-1");
1619 eventchase_current_distance = 0;
1622 LABEL(skip_eventchase_death);
1624 // do lockview after event chase camera so that it still applies whenever necessary.
1625 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1627 setproperty(VF_ORIGIN, freeze_org);
1628 setproperty(VF_ANGLES, freeze_ang);
1632 freeze_org = getpropertyvec(VF_ORIGIN);
1633 freeze_ang = getpropertyvec(VF_ANGLES);
1637 //WarpZone_FixPMove();
1639 vector ov_org = '0 0 0';
1640 vector ov_mid = '0 0 0';
1641 vector ov_worldmin = '0 0 0';
1642 vector ov_worldmax = '0 0 0';
1643 if(autocvar_cl_orthoview)
1645 ov_worldmin = mi_picmin;
1646 ov_worldmax = mi_picmax;
1648 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1649 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1650 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1652 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1653 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1655 float ov_nearest = vlen(ov_org - vec3(
1656 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1657 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1658 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1661 float ov_furthest = 0;
1664 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1665 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1666 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1667 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1668 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1669 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1670 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1671 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1675 oldr_nearclip = cvar("r_nearclip");
1676 oldr_farclip_base = cvar("r_farclip_base");
1677 oldr_farclip_world = cvar("r_farclip_world");
1678 oldr_novis = cvar("r_novis");
1679 oldr_useportalculling = cvar("r_useportalculling");
1680 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1683 cvar_settemp("r_nearclip", ftos(ov_nearest));
1684 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1685 cvar_settemp("r_farclip_world", "0");
1686 cvar_settemp("r_novis", "1");
1687 cvar_settemp("r_useportalculling", "0");
1688 cvar_settemp("r_useinfinitefarclip", "0");
1690 setproperty(VF_ORIGIN, ov_org);
1691 setproperty(VF_ANGLES, '90 0 0');
1696 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1698 vtos(getpropertyvec(VF_ANGLES)),
1708 cvar_set("r_nearclip", ftos(oldr_nearclip));
1709 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1710 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1711 cvar_set("r_novis", ftos(oldr_novis));
1712 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1713 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1718 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1719 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1720 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1721 viewmodel_draw(viewmodels[slot]);
1724 view_origin = getpropertyvec(VF_ORIGIN);
1725 view_angles = getpropertyvec(VF_ANGLES);
1726 makevectors(view_angles);
1727 view_forward = v_forward;
1728 view_right = v_right;
1732 if(time > blurtest_time0 && time < blurtest_time1)
1736 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1737 r = t * blurtest_radius;
1738 f = 1 / pow(t, blurtest_power) - 1;
1740 cvar_set("r_glsl_postprocess", "1");
1741 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1745 cvar_set("r_glsl_postprocess", "0");
1746 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1750 TargetMusic_Advance();
1754 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1756 drawframetime = bound(0.000001, time - drawtime, 1);
1759 // watch for gametype changes here...
1760 // in ParseStuffCMD the cmd isn't executed yet :/
1761 // might even be better to add the gametype to TE_CSQC_INIT...?
1765 if(intermission && !intermission_time)
1766 intermission_time = time;
1768 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1770 if(calledhooks & HOOK_START)
1772 localcmd("\ncl_hook_gameend\n");
1773 calledhooks |= HOOK_END;
1782 if(!zoomscript_caught)
1784 localcmd("+button9\n");
1785 zoomscript_caught = 1;
1790 if(zoomscript_caught)
1792 localcmd("-button9\n");
1793 zoomscript_caught = 0;
1797 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1799 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1801 entity wepent = viewmodels[slot];
1803 if(wepent.last_switchweapon != wepent.switchweapon)
1806 wepent.last_switchweapon = wepent.switchweapon;
1807 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1809 localcmd("-zoom\n");
1810 button_zoom = false;
1812 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1814 localcmd("-fire\n");
1815 localcmd("-fire2\n");
1816 button_attack2 = false;
1819 if(wepent.last_activeweapon != wepent.activeweapon)
1821 wepent.last_activeweapon = wepent.activeweapon;
1823 e = wepent.activeweapon;
1825 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1827 localcmd("\ncl_hook_activeweapon none\n");
1831 // ALWAYS Clear Current Scene First
1834 setproperty(VF_ORIGIN, view_origin);
1835 setproperty(VF_ANGLES, view_angles);
1837 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1838 setproperty(VF_SIZE, vf_size);
1839 setproperty(VF_MIN, vf_min);
1841 // Assign Standard Viewflags
1842 // Draw the World (and sky)
1843 setproperty(VF_DRAWWORLD, 1);
1845 // Set the console size vars
1846 vid_conwidth = autocvar_vid_conwidth;
1847 vid_conheight = autocvar_vid_conheight;
1848 vid_pixelheight = autocvar_vid_pixelheight;
1850 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1851 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1852 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1854 if(camera_active) // Camera for demo playback
1856 if(autocvar_camera_enable)
1860 cvar_set("chase_active", ftos(chase_active_backup));
1861 cvar_set("cl_demo_mousegrab", "0");
1862 camera_active = false;
1868 if(autocvar_camera_enable)
1870 if(autocvar_camera_enable && isdemo())
1873 // Enable required Darkplaces cvars
1874 chase_active_backup = autocvar_chase_active;
1875 cvar_set("chase_active", "2");
1876 cvar_set("cl_demo_mousegrab", "1");
1877 camera_active = true;
1878 camera_mode = false;
1882 // Draw the Crosshair
1883 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1885 // Draw the Engine Status Bar (the default Quake HUD)
1886 setproperty(VF_DRAWENGINESBAR, 0);
1888 // Update the mouse position
1890 mousepos_x = vid_conwidth;
1891 mousepos_y = vid_conheight;
1892 mousepos = mousepos*0.5 + getmousepos();
1895 IL_EACH(g_drawables, it.draw, it.draw(it));
1897 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1900 // now switch to 2D drawing mode by calling a 2D drawing function
1901 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1902 // next R_RenderScene call
1903 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1905 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1906 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1908 // apply night vision effect
1909 vector tc_00, tc_01, tc_10, tc_11;
1910 vector rgb = '0 0 0';
1912 if(!nightvision_noise)
1914 nightvision_noise = new(nightvision_noise);
1916 if(!nightvision_noise2)
1918 nightvision_noise2 = new(nightvision_noise2);
1921 // color tint in yellow
1922 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1925 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1927 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1928 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1929 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1930 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1931 tc_11 = tc_01 + tc_10 - tc_00;
1932 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1933 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1934 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1935 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1936 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1940 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1941 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1942 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1943 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1944 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1945 tc_11 = tc_01 + tc_10 - tc_00;
1946 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1947 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1948 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1949 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1950 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1954 if(autocvar_cl_reticle)
1956 string reticle_image = "";
1957 bool wep_zoomed = false;
1958 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1960 entity wepe = viewmodels[slot];
1961 Weapon wep = wepe.activeweapon;
1962 if(wep != WEP_Null && wep.wr_zoom)
1964 bool do_zoom = wep.wr_zoom(wep, NULL);
1965 if(reticle_image == "" && wep.w_reticle && wep.w_reticle != "")
1966 reticle_image = wep.w_reticle;
1967 wep_zoomed += do_zoom;
1970 // Draw the aiming reticle for weapons that use it
1971 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1972 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1973 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1974 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1976 // no zoom reticle while dead
1979 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1981 if(reticle_image != "") { reticle_type = 2; }
1982 else { reticle_type = 0; }
1984 else if(button_zoom || zoomscript_caught)
1992 if(autocvar_cl_reticle_stretch)
1994 reticle_size.x = vid_conwidth;
1995 reticle_size.y = vid_conheight;
2001 reticle_size.x = max(vid_conwidth, vid_conheight);
2002 reticle_size.y = max(vid_conwidth, vid_conheight);
2003 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2004 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2007 if(zoomscript_caught)
2010 f = current_zoomfraction;
2014 switch(reticle_type)
2016 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2017 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2024 if(reticle_type != 0) { reticle_type = 0; }
2028 // improved polyblend
2029 if(autocvar_hud_contents)
2031 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2034 switch(pointcontents(view_origin))
2037 liquidalpha = autocvar_hud_contents_water_alpha;
2038 liquidcolor = stov(autocvar_hud_contents_water_color);
2043 liquidalpha = autocvar_hud_contents_lava_alpha;
2044 liquidcolor = stov(autocvar_hud_contents_lava_color);
2049 liquidalpha = autocvar_hud_contents_slime_alpha;
2050 liquidcolor = stov(autocvar_hud_contents_slime_color);
2056 liquidcolor = '0 0 0';
2061 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2062 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2063 contentfadetime = autocvar_hud_contents_fadeintime;
2064 liquidalpha_prev = liquidalpha;
2065 liquidcolor_prev = liquidcolor;
2068 contentfadetime = autocvar_hud_contents_fadeouttime;
2070 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2071 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2074 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2076 if(autocvar_hud_postprocessing)
2078 if(autocvar_hud_contents_blur && contentavgalpha)
2080 content_blurpostprocess.x = 1;
2081 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2082 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2086 content_blurpostprocess.x = 0;
2087 content_blurpostprocess.y = 0;
2088 content_blurpostprocess.z = 0;
2093 if(autocvar_hud_damage && !STAT(FROZEN))
2095 splash_size.x = max(vid_conwidth, vid_conheight);
2096 splash_size.y = max(vid_conwidth, vid_conheight);
2097 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2098 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2100 float myhealth_flash_temp;
2101 myhealth = STAT(HEALTH);
2104 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2106 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2108 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2109 pain_threshold = autocvar_hud_damage_pain_threshold;
2110 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2111 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2113 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2115 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);
2118 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2120 if(myhealth_prev < 1)
2124 myhealth_flash = 0; // just spawned, clear the flash immediately
2125 myhealth_flash_temp = 0;
2129 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2133 if(spectatee_status == -1 || intermission)
2135 myhealth_flash = 0; // observing, or match ended
2136 myhealth_flash_temp = 0;
2139 myhealth_prev = myhealth;
2141 // IDEA: change damage color/picture based on player model for robot/alien species?
2142 // pro: matches model better
2143 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2144 // maybe different reddish pics?
2145 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2147 if(autocvar_cl_gentle_damage == 2)
2149 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2150 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2153 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2155 if(myhealth_flash_temp > 0)
2156 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);
2158 else if(myhealth_flash_temp > 0)
2159 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2161 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.
2163 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2165 damage_blurpostprocess.x = 1;
2166 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2167 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2171 damage_blurpostprocess.x = 0;
2172 damage_blurpostprocess.y = 0;
2173 damage_blurpostprocess.z = 0;
2178 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2179 float e2 = (autocvar_hud_powerup != 0);
2180 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2182 // enable or disable rendering types if they are used or not
2183 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2184 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2186 // blur postprocess handling done first (used by hud_damage and hud_contents)
2187 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2189 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2190 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2191 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2193 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2194 old_blurradius = blurradius;
2195 old_bluralpha = bluralpha;
2198 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2200 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2205 // edge detection postprocess handling done second (used by hud_powerup)
2206 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2207 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2208 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2210 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.
2212 if(autocvar_hud_powerup && sharpen_intensity > 0)
2214 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2216 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2217 old_sharpen_intensity = sharpen_intensity;
2220 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2222 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2223 old_sharpen_intensity = 0;
2226 if(cvar("r_glsl_postprocess") == 0)
2227 cvar_set("r_glsl_postprocess", "2");
2229 else if(cvar("r_glsl_postprocess") == 2)
2230 cvar_set("r_glsl_postprocess", "0");
2232 /*if(gametype == MAPINFO_TYPE_CTF)
2238 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2239 Draw_ShowNames_All();
2242 scoreboard_active = Scoreboard_WouldDraw();
2244 HUD_Draw(this); // this parameter for deep vehicle function
2246 if(NextFrameCommand)
2248 localcmd("\n", NextFrameCommand, "\n");
2249 NextFrameCommand = string_null;
2252 // we must do this check AFTER a frame was rendered, or it won't work
2253 if(cs_project_is_b0rked == 0)
2256 w0 = ftos(autocvar_vid_conwidth);
2257 h0 = ftos(autocvar_vid_conheight);
2258 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2259 //setproperty(VF_FOV, '90 90 0');
2260 setproperty(VF_ORIGIN, '0 0 0');
2261 setproperty(VF_ANGLES, '0 0 0');
2262 setproperty(VF_PERSPECTIVE, 1);
2263 makevectors('0 0 0');
2265 cvar_set("vid_conwidth", "800");
2266 cvar_set("vid_conheight", "600");
2267 v1 = cs_project(v_forward);
2268 cvar_set("vid_conwidth", "640");
2269 cvar_set("vid_conheight", "480");
2270 v2 = cs_project(v_forward);
2272 cs_project_is_b0rked = 1;
2274 cs_project_is_b0rked = -1;
2275 cvar_set("vid_conwidth", w0);
2276 cvar_set("vid_conheight", h0);
2279 if(autocvar__hud_configure)
2281 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2282 HUD_Minigame_Mouse();
2283 else if(QuickMenu_IsOpened())
2292 // let's reset the view back to normal for the end
2293 setproperty(VF_MIN, '0 0 0');
2294 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2300 // following vectors must be global to allow seamless switching between camera modes
2301 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2302 void CSQC_Demo_Camera()
2304 float speed, attenuation, dimensions;
2307 if( autocvar_camera_reset || !camera_mode )
2309 camera_offset = '0 0 0';
2310 current_angles = '0 0 0';
2311 camera_direction = '0 0 0';
2312 camera_offset.z += 30;
2313 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2314 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2315 current_origin = view_origin;
2316 current_camera_offset = camera_offset;
2317 cvar_set("camera_reset", "0");
2318 camera_mode = CAMERA_CHASE;
2323 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2325 if(autocvar_camera_look_player)
2330 dir = normalize(view_origin - current_position);
2332 mouse_angles = vectoangles(dir);
2333 mouse_angles.x = mouse_angles.x * -1;
2338 tmp = getmousepos() * 0.1;
2339 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2341 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2342 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2346 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2347 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2348 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2349 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2351 // Fix difference when angles don't have the same sign
2353 if(mouse_angles.y < -60 && current_angles.y > 60)
2355 if(mouse_angles.y > 60 && current_angles.y < -60)
2358 if(autocvar_camera_look_player)
2359 attenuation = autocvar_camera_look_attenuation;
2361 attenuation = autocvar_camera_speed_attenuation;
2363 attenuation = 1 / max(1, attenuation);
2364 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2366 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2367 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2368 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2369 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2375 if( camera_direction.x )
2377 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2378 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2379 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2380 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2384 if( camera_direction.y )
2386 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2387 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2388 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2392 if( camera_direction.z )
2394 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2398 if(autocvar_camera_free)
2399 speed = autocvar_camera_speed_free;
2401 speed = autocvar_camera_speed_chase;
2405 speed = speed * sqrt(1 / dimensions);
2406 camera_offset += tmp * speed;
2409 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2412 if( autocvar_camera_free )
2414 if ( camera_mode == CAMERA_CHASE )
2416 current_camera_offset = current_origin + current_camera_offset;
2417 camera_offset = current_origin + camera_offset;
2420 camera_mode = CAMERA_FREE;
2421 current_position = current_camera_offset;
2425 if ( camera_mode == CAMERA_FREE )
2427 current_origin = view_origin;
2428 camera_offset = camera_offset - current_origin;
2429 current_camera_offset = current_camera_offset - current_origin;
2432 camera_mode = CAMERA_CHASE;
2434 if(autocvar_camera_chase_smoothly)
2435 current_origin += (view_origin - current_origin) * attenuation;
2437 current_origin = view_origin;
2439 current_position = current_origin + current_camera_offset;
2442 setproperty(VF_ANGLES, current_angles);
2443 setproperty(VF_ORIGIN, current_position);