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/mutators/mutator/overkill/oknex.qh>
34 #include <common/viewloc.qh>
35 #include <common/triggers/trigger/viewloc.qh>
36 #include <common/minigames/cl_minigames.qh>
37 #include <common/minigames/cl_minigames_hud.qh>
39 #include <lib/csqcmodel/cl_player.qh>
40 #include <lib/csqcmodel/cl_model.qh>
41 #include "csqcmodel_hooks.qh"
43 #include <lib/warpzone/client.qh>
44 #include <lib/warpzone/common.qh>
46 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
48 float autocvar_cl_viewmodel_scale;
50 bool autocvar_cl_bobmodel;
51 float autocvar_cl_bobmodel_speed;
52 float autocvar_cl_bobmodel_side;
53 float autocvar_cl_bobmodel_up;
55 float autocvar_cl_followmodel;
56 float autocvar_cl_followmodel_speed = 0.3;
57 float autocvar_cl_followmodel_limit = 135;
58 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
59 float autocvar_cl_followmodel_highpass = 0.05;
60 float autocvar_cl_followmodel_lowpass = 0.03;
61 bool autocvar_cl_followmodel_velocity_absolute;
63 float autocvar_cl_leanmodel;
64 float autocvar_cl_leanmodel_speed = 0.3;
65 float autocvar_cl_leanmodel_limit = 30;
66 float autocvar_cl_leanmodel_highpass1 = 0.2;
67 float autocvar_cl_leanmodel_highpass = 0.2;
68 float autocvar_cl_leanmodel_lowpass = 0.05;
70 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
72 #define lowpass(value, frac, ref_store, ret) \
73 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
75 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
77 float __ignore; lowpass(value, frac, ref_store, __ignore); \
78 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
81 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
83 float __f = 0; lowpass(value, frac, ref_store, __f); \
84 ret = (value) - __f; \
87 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
89 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
90 ret = (value) - __f; \
93 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
95 lowpass(value.x, frac, ref_store.x, ref_out.x); \
96 lowpass(value.y, frac, ref_store.y, ref_out.y); \
99 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
101 highpass(value.x, frac, ref_store.x, ref_out.x); \
102 highpass(value.y, frac, ref_store.y, ref_out.y); \
105 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
107 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
108 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
111 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
113 lowpass(value.x, frac, ref_store.x, ref_out.x); \
114 lowpass(value.y, frac, ref_store.y, ref_out.y); \
115 lowpass(value.z, frac, ref_store.z, ref_out.z); \
118 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
120 highpass(value.x, frac, ref_store.x, ref_out.x); \
121 highpass(value.y, frac, ref_store.y, ref_out.y); \
122 highpass(value.z, frac, ref_store.z, ref_out.z); \
125 void calc_followmodel_ofs(entity view)
127 if(cl_followmodel_time == time)
128 return; // cl_followmodel_ofs already calculated for this frame
131 vector gunorg = '0 0 0';
132 static vector vel_average;
133 static vector gunorg_adjustment_highpass;
134 static vector gunorg_adjustment_lowpass;
137 if (autocvar_cl_followmodel_velocity_absolute)
141 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
142 MAKEVECTORS(makevectors, view_angles, forward, right, up);
143 vel.x = view.velocity * forward;
144 vel.y = view.velocity * right * -1;
145 vel.z = view.velocity * up;
148 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
149 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
150 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
152 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
153 lowpass3(vel, frac, vel_average, gunorg);
155 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
157 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
158 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
159 frac = avg_factor(autocvar_cl_followmodel_highpass);
160 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
161 frac = avg_factor(autocvar_cl_followmodel_lowpass);
162 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
164 if (autocvar_cl_followmodel_velocity_absolute)
167 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
168 MAKEVECTORS(makevectors, view_angles, forward, right, up);
169 fixed_gunorg.x = gunorg * forward;
170 fixed_gunorg.y = gunorg * right * -1;
171 fixed_gunorg.z = gunorg * up;
172 gunorg = fixed_gunorg;
175 cl_followmodel_ofs = gunorg;
176 cl_followmodel_time = time;
179 vector leanmodel_ofs(entity view)
182 vector gunangles = '0 0 0';
183 static vector gunangles_prev = '0 0 0';
184 static vector gunangles_highpass = '0 0 0';
185 static vector gunangles_adjustment_highpass;
186 static vector gunangles_adjustment_lowpass;
188 if (view.csqcmodel_teleported)
189 gunangles_prev = view_angles;
191 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
192 gunangles_highpass += gunangles_prev;
193 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
194 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
195 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
196 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
197 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
198 gunangles_prev = view_angles;
199 gunangles_highpass -= gunangles_prev;
201 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
202 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
204 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
205 frac = avg_factor(autocvar_cl_leanmodel_highpass);
206 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
207 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
208 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
210 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
215 vector bobmodel_ofs(entity view)
217 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
218 static bool oldonground;
219 static float hitgroundtime;
222 float f = time; // cl.movecmd[0].time
226 oldonground = clonground;
228 // calculate for swinging gun model
229 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
230 vector gunorg = '0 0 0';
231 static float bobmodel_scale = 0;
232 static float time_ofs = 0; // makes the effect always restart in the same way
235 if (time - hitgroundtime > 0.05)
236 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
239 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
241 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
242 if (bobmodel_scale && xyspeed)
244 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
245 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
246 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
247 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
255 void viewmodel_animate(entity this)
257 if (autocvar_chase_active) return;
258 if (STAT(HEALTH) <= 0) return;
260 entity view = CSQCModel_server2csqc(player_localentnum - 1);
262 if (autocvar_cl_followmodel)
264 calc_followmodel_ofs(view);
265 this.origin += cl_followmodel_ofs;
268 if (autocvar_cl_leanmodel)
269 this.angles += leanmodel_ofs(view);
271 // vertical view bobbing code
274 // horizontal view bobbing code
278 // causes the view to swing down and back up when touching the ground
281 // gun model bobbing code
282 if (autocvar_cl_bobmodel)
283 this.origin += bobmodel_ofs(view);
286 .vector viewmodel_origin, viewmodel_angles;
287 .float weapon_nextthink;
288 .float weapon_eta_last;
289 .float weapon_switchdelay;
293 void viewmodel_draw(entity this)
295 if(!this.activeweapon || !autocvar_r_drawviewmodel)
297 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
298 float a = this.alpha;
299 static bool wasinvehicle;
300 bool invehicle = player_localentnum > maxclients;
301 if (invehicle) a = -1;
302 else if (wasinvehicle) a = 1;
303 wasinvehicle = invehicle;
304 Weapon wep = this.activeweapon;
305 int c = entcs_GetClientColors(current_player);
306 vector g = weaponentity_glowmod(wep, NULL, c, this);
307 entity me = CSQCModel_server2csqc(player_localentnum - 1);
308 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
310 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
311 for (entity e = this; e; e = e.weaponchild)
315 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
317 e.csqcmodel_effects = fx;
318 CSQCModel_Effects_Apply(e);
322 string name = wep.mdl;
323 string newname = wep.wr_viewmodel(wep, this);
326 bool swap = name != this.name_last;
329 this.name_last = name;
330 CL_WeaponEntity_SetModel(this, name, swap);
331 this.viewmodel_origin = this.origin;
332 this.viewmodel_angles = this.angles;
335 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
336 anim_set(this, this.anim_idle, true, false, false);
338 float f = 0; // 0..1; 0: fully active
339 float rate = STAT(WEAPONRATEFACTOR);
340 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
341 if (eta <= 0) f = this.weapon_eta_last;
342 else switch (this.state)
346 f = eta / max(eta, this.weapon_switchdelay);
351 f = 1 - eta / max(eta, this.weapon_switchdelay);
360 this.weapon_eta_last = f;
361 this.origin = this.viewmodel_origin;
362 this.angles = this.viewmodel_angles;
363 this.angles_x = (-90 * f * f);
364 viewmodel_animate(this);
365 MUTATOR_CALLHOOK(DrawViewModel, this);
366 setorigin(this, this.origin);
369 STATIC_INIT(viewmodel) {
370 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
371 viewmodels[slot] = new(viewmodel);
374 void Porto_Draw(entity this);
377 entity e = new_pure(porto);
379 IL_PUSH(g_drawables, e);
380 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
383 const int polyline_length = 16;
384 .vector polyline[polyline_length];
385 void Porto_Draw(entity this)
387 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
389 entity wepent = viewmodels[slot];
391 if (wepent.activeweapon != WEP_PORTO) continue;
392 if (spectatee_status) continue;
393 if (WEP_CVAR(porto, secondary)) continue;
394 if (intermission == 1) continue;
395 if (intermission == 2) continue;
396 if (STAT(HEALTH) <= 0) continue;
398 vector pos = view_origin;
399 vector dir = view_forward;
400 if (wepent.angles_held_status)
402 makevectors(wepent.angles_held);
406 wepent.polyline[0] = pos;
408 int portal_number = 0, portal1_idx = 1, portal_max = 2;
409 int n = 1 + 2; // 2 lines == 3 points
410 for (int idx = 0; idx < n && idx < polyline_length - 1; )
412 traceline(pos, pos + 65536 * dir, true, this);
413 dir = reflect(dir, trace_plane_normal);
415 wepent.polyline[++idx] = pos;
416 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
421 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
428 vector ang = vectoangles2(trace_plane_normal, dir);
431 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
438 if (portal_number >= portal_max) break;
439 if (portal_number == 1) portal1_idx = idx;
441 for (int idx = 0; idx < n - 1; ++idx)
443 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
444 if (idx == 0) p -= view_up * 16; // line from player
445 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
446 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
453 vector GetCurrentFov(float fov)
455 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
456 float velocityzoom, curspeed;
459 zoomsensitivity = autocvar_cl_zoomsensitivity;
460 zoomfactor = autocvar_cl_zoomfactor;
461 if(zoomfactor < 1 || zoomfactor > 30)
463 zoomspeed = autocvar_cl_zoomspeed;
465 if(zoomspeed < 0.5 || zoomspeed > 16)
468 zoomdir = button_zoom;
470 if(hud == HUD_NORMAL && !spectatee_status)
472 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
474 entity wepent = viewmodels[slot];
475 if(wepent.switchweapon == wepent.activeweapon)
476 if((wepent.activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (wepent.activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary)) || (wepent.activeweapon == WEP_OVERKILL_NEX && !WEP_CVAR(oknex, secondary))) // do NOT use switchweapon here
477 zoomdir += button_attack2;
480 if(spectatee_status > 0 || isdemo())
482 if(spectatorbutton_zoom)
489 // fteqcc failed twice here already, don't optimize this
492 if(zoomdir) { zoomin_effect = 0; }
496 current_viewzoom = min(1, current_viewzoom + drawframetime);
498 else if(autocvar_cl_spawnzoom && zoomin_effect)
500 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
502 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
503 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
504 if(current_viewzoom == 1) { zoomin_effect = 0; }
508 if(zoomspeed < 0) // instant zoom
511 current_viewzoom = 1 / zoomfactor;
513 current_viewzoom = 1;
518 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
520 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
524 if(almost_equals(current_viewzoom, 1))
525 current_zoomfraction = 0;
526 else if(almost_equals(current_viewzoom, 1/zoomfactor))
527 current_zoomfraction = 1;
529 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
531 if(zoomsensitivity < 1)
532 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
534 setsensitivityscale(1);
536 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
538 if(intermission) { curspeed = 0; }
542 makevectors(view_angles);
545 v = csqcplayer.velocity;
547 switch(autocvar_cl_velocityzoom_type)
549 case 3: curspeed = max(0, v_forward * v); break;
550 case 2: curspeed = (v_forward * v); break;
551 case 1: default: curspeed = vlen(v); break;
555 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
556 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
557 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
559 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
564 float frustumx, frustumy, fovx, fovy;
565 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
566 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
567 fovx = atan2(frustumx, 1) / M_PI * 360.0;
568 fovy = atan2(frustumy, 1) / M_PI * 360.0;
570 return '1 0 0' * fovx + '0 1 0' * fovy;
573 vector GetViewLocationFOV(float fov)
575 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
576 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
577 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
578 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
579 return '1 0 0' * fovx + '0 1 0' * fovy;
582 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
585 float width = (ov_worldmax.x - ov_worldmin.x);
586 float height = (ov_worldmax.y - ov_worldmin.y);
587 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
588 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
589 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
590 return '1 0 0' * fovx + '0 1 0' * fovy;
593 // this function must match W_SetupShot!
594 float zoomscript_caught;
596 vector wcross_origin;
597 float wcross_scale_prev, wcross_alpha_prev;
598 vector wcross_color_prev;
599 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
600 vector wcross_color_goal_prev;
601 float wcross_changedonetime;
603 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
604 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
605 float wcross_name_changestarttime, wcross_name_changedonetime;
606 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
608 float wcross_ring_prev;
611 entity trueaim_rifle;
613 const float SHOTTYPE_HITTEAM = 1;
614 const float SHOTTYPE_HITOBSTRUCTION = 2;
615 const float SHOTTYPE_HITWORLD = 3;
616 const float SHOTTYPE_HITENEMY = 4;
620 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
621 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
624 float EnemyHitCheck()
627 wcross_origin = project_3d_to_2d(trace_endpos);
630 n = trace_ent.entnum;
632 n = trace_networkentity;
634 return SHOTTYPE_HITWORLD;
636 return SHOTTYPE_HITWORLD;
637 t = entcs_GetTeam(n - 1);
640 return SHOTTYPE_HITTEAM;
641 if(t == NUM_SPECTATOR)
642 return SHOTTYPE_HITWORLD;
643 return SHOTTYPE_HITENEMY;
646 float TrueAimCheck(entity wepent)
648 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?
649 vector vecs, trueaimpoint, w_shotorg;
657 mv = MOVE_NOMONSTERS;
659 switch(wepent.activeweapon) // WEAPONTODO
661 case WEP_TUBA: // no aim
662 case WEP_PORTO: // shoots from eye
663 case WEP_NEXBALL: // shoots from eye
664 case WEP_HOOK: // no trueaim
665 case WEP_MORTAR: // toss curve
666 return SHOTTYPE_HITWORLD;
668 case WEP_OVERKILL_NEX:
675 if(zoomscript_caught)
677 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
678 return EnemyHitCheck();
681 case WEP_DEVASTATOR: // projectile has a size!
685 case WEP_FIREBALL: // projectile has a size!
689 case WEP_SEEKER: // projectile has a size!
693 case WEP_ELECTRO: // projectile has a size!
699 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
701 vecs = decompressShotOrigin(STAT(SHOTORG));
703 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
704 trueaimpoint = trace_endpos;
706 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
707 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
714 dv = view_right * vecs.y + view_up * vecs.z;
715 w_shotorg = traceorigin + dv;
717 // now move the vecs forward as much as requested if possible
718 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
719 w_shotorg = trace_endpos - view_forward * nudge;
721 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
722 shottype = EnemyHitCheck();
723 if(shottype != SHOTTYPE_HITWORLD)
727 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
728 // or rather, I know why, but see no fix
729 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
730 // 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
731 return SHOTTYPE_HITOBSTRUCTION;
734 return SHOTTYPE_HITWORLD;
738 void CSQC_Demo_Camera();
740 const float CAMERA_FREE = 1;
741 const float CAMERA_CHASE = 2;
743 string NextFrameCommand;
745 vector freeze_org, freeze_ang;
746 entity nightvision_noise, nightvision_noise2;
748 const float MAX_TIME_DIFF = 5;
749 float pickup_crosshair_time, pickup_crosshair_size;
750 float hitindication_crosshair_size;
751 float use_vortex_chargepool;
753 float myhealth, myhealth_prev;
754 float myhealth_flash;
756 float old_blurradius, old_bluralpha;
757 float old_sharpen_intensity;
759 vector myhealth_gentlergb;
761 float contentavgalpha, liquidalpha_prev;
762 vector liquidcolor_prev;
764 float eventchase_current_distance;
765 float eventchase_running;
766 bool WantEventchase(entity this)
768 if(autocvar_cl_orthoview)
770 if(STAT(GAME_STOPPED) || intermission)
774 if(spectatee_status >= 0)
776 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
778 if(MUTATOR_CALLHOOK(WantEventchase, this))
780 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
782 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
784 if(autocvar_cl_eventchase_death == 2)
786 // don't stop eventchase once it's started (even if velocity changes afterwards)
787 if(this.velocity == '0 0 0' || eventchase_running)
796 void HUD_Crosshair_Vehicle(entity this)
798 if(hud != HUD_BUMBLEBEE_GUN)
800 Vehicle info = Vehicles_from(hud);
801 info.vr_crosshair(info, this);
805 vector damage_blurpostprocess, content_blurpostprocess;
807 float unaccounted_damage = 0;
810 // accumulate damage with each stat update
811 static float damage_total_prev = 0;
812 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
813 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
814 damage_total_prev = damage_total;
816 static float damage_dealt_time_prev = 0;
817 float damage_dealt_time = STAT(HIT_TIME);
818 if (damage_dealt_time != damage_dealt_time_prev)
820 unaccounted_damage += unaccounted_damage_new;
821 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
823 damage_dealt_time_prev = damage_dealt_time;
825 // prevent hitsound when switching spectatee
826 static float spectatee_status_prev = 0;
827 if (spectatee_status != spectatee_status_prev)
828 unaccounted_damage = 0;
829 spectatee_status_prev = spectatee_status;
834 // varying sound pitch
836 bool have_arc = false;
837 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
839 entity wepent = viewmodels[slot];
841 if(wepent.activeweapon == WEP_ARC)
845 static float hitsound_time_prev = 0;
846 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
847 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
848 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
850 if (autocvar_cl_hitsound && unaccounted_damage)
852 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
853 float a = autocvar_cl_hitsound_max_pitch;
854 float b = autocvar_cl_hitsound_min_pitch;
855 float c = autocvar_cl_hitsound_nom_damage;
856 float d = unaccounted_damage;
857 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
859 // if sound variation is disabled, set pitch_shift to 1
860 if (autocvar_cl_hitsound == 1)
863 // if pitch shift is reversed, mirror in (max-min)/2 + min
864 if (autocvar_cl_hitsound == 3)
866 float mirror_value = (a-b)/2 + b;
867 pitch_shift = mirror_value + (mirror_value - pitch_shift);
870 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
872 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
873 // todo: normalize sound pressure levels? seems unnecessary
875 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
877 unaccounted_damage = 0;
878 hitsound_time_prev = time;
881 static float typehit_time_prev = 0;
882 float typehit_time = STAT(TYPEHIT_TIME);
883 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
885 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
886 typehit_time_prev = typehit_time;
889 static float kill_time_prev = 0;
890 float kill_time = STAT(KILL_TIME);
891 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
893 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
894 kill_time_prev = kill_time;
898 vector crosshair_getcolor(entity this, float health_stat)
900 static float rainbow_last_flicker;
901 static vector rainbow_prev_color;
902 vector wcross_color = '0 0 0';
903 switch(autocvar_crosshair_color_special)
905 case 1: // crosshair_color_per_weapon
907 if(this != WEP_Null && hud == HUD_NORMAL)
909 wcross_color = this.wpcolor;
912 else { goto normalcolor; }
915 case 2: // crosshair_color_by_health
917 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
918 float hp = floor(v.x + 1);
933 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
934 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
938 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
939 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
940 wcross_color.z = 1 - (hp-100)*0.02;
946 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
951 wcross_color.y = (hp-20)*90/27/100;
952 wcross_color.z = (hp-20)*90/27/100 * 0.2;
962 case 3: // crosshair_color_rainbow
964 if(time >= rainbow_last_flicker)
966 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
967 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
969 wcross_color = rainbow_prev_color;
973 default: { wcross_color = stov(autocvar_crosshair_color); break; }
979 void HUD_Crosshair(entity this)
983 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
984 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
985 !HUD_MinigameMenu_IsOpened() )
987 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
990 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
993 if (hud != HUD_NORMAL)
995 HUD_Crosshair_Vehicle(this);
1000 float wcross_alpha, wcross_resolution;
1001 wcross_style = autocvar_crosshair;
1002 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1003 wcross_style = autocvar_crosshair_2d;
1004 if (wcross_style == "0")
1006 wcross_resolution = autocvar_crosshair_size;
1007 if (wcross_resolution == 0)
1009 wcross_alpha = autocvar_crosshair_alpha;
1010 if (wcross_alpha == 0)
1016 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1017 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1018 wcross_origin = viewloc_mousepos;
1020 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1021 wcross_origin.z = 0;
1022 if(autocvar_crosshair_hittest)
1024 vector wcross_oldorigin;
1025 entity thiswep = viewmodels[0]; // TODO: unhardcode
1026 wcross_oldorigin = wcross_origin;
1027 shottype = TrueAimCheck(thiswep);
1028 if(shottype == SHOTTYPE_HITWORLD)
1030 v = wcross_origin - wcross_oldorigin;
1031 v.x /= vid_conwidth;
1032 v.y /= vid_conheight;
1033 if(vdist(v, >, 0.01))
1034 shottype = SHOTTYPE_HITOBSTRUCTION;
1036 if(!autocvar_crosshair_hittest_showimpact)
1037 wcross_origin = wcross_oldorigin;
1040 shottype = SHOTTYPE_HITWORLD;
1042 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1043 string wcross_name = "";
1044 float wcross_scale, wcross_blur;
1046 entity e = WEP_Null;
1047 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1049 entity wepent = viewmodels[0]; // TODO: unhardcode
1050 e = wepent.switchingweapon;
1053 if(autocvar_crosshair_per_weapon)
1055 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1056 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1057 //if (wcross_resolution == 0)
1060 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1061 wcross_resolution *= e.w_crosshair_size;
1062 wcross_name = e.w_crosshair;
1067 if(wcross_name == "")
1068 wcross_name = strcat("gfx/crosshair", wcross_style);
1070 // MAIN CROSSHAIR COLOR DECISION
1071 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1073 if(autocvar_crosshair_effect_scalefade)
1075 wcross_scale = wcross_resolution;
1076 wcross_resolution = 1;
1083 if(autocvar_crosshair_pickup)
1085 float stat_pickup_time = STAT(LAST_PICKUP);
1087 if(pickup_crosshair_time < stat_pickup_time)
1089 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1090 pickup_crosshair_size = 1;
1092 pickup_crosshair_time = stat_pickup_time;
1095 if(pickup_crosshair_size > 0)
1096 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1098 pickup_crosshair_size = 0;
1100 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1103 // todo: make crosshair hit indication dependent on damage dealt
1104 if(autocvar_crosshair_hitindication)
1106 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1108 if(unaccounted_damage)
1110 hitindication_crosshair_size = 1;
1113 if(hitindication_crosshair_size > 0)
1114 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1116 hitindication_crosshair_size = 0;
1118 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1119 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1120 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1121 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1124 if(shottype == SHOTTYPE_HITENEMY)
1125 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1126 if(shottype == SHOTTYPE_HITTEAM)
1127 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1129 f = fabs(autocvar_crosshair_effect_time);
1130 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1132 wcross_changedonetime = time + f;
1134 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1136 wcross_name_changestarttime = time;
1137 wcross_name_changedonetime = time + f;
1138 if(wcross_name_goal_prev_prev)
1139 strunzone(wcross_name_goal_prev_prev);
1140 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1141 wcross_name_goal_prev = strzone(wcross_name);
1142 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1143 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1144 wcross_resolution_goal_prev = wcross_resolution;
1147 wcross_scale_goal_prev = wcross_scale;
1148 wcross_alpha_goal_prev = wcross_alpha;
1149 wcross_color_goal_prev = wcross_color;
1151 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1154 wcross_alpha *= 0.75;
1158 // *_prev is at time-frametime
1159 // * is at wcross_changedonetime+f
1160 // what do we have at time?
1161 if(time < wcross_changedonetime)
1163 f = frametime / (wcross_changedonetime - time + frametime);
1164 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1165 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1166 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1169 wcross_scale_prev = wcross_scale;
1170 wcross_alpha_prev = wcross_alpha;
1171 wcross_color_prev = wcross_color;
1173 MUTATOR_CALLHOOK(UpdateCrosshair);
1175 wcross_scale *= 1 - autocvar__menu_alpha;
1176 wcross_alpha *= 1 - autocvar__menu_alpha;
1177 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1179 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1181 // crosshair rings for weapon stats
1182 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1184 // declarations and stats
1185 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1186 string ring_image = string_null, ring_inner_image = string_null;
1187 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1189 ring_scale = autocvar_crosshair_ring_size;
1191 float weapon_clipload, weapon_clipsize;
1192 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1193 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1195 float vortex_charge, vortex_chargepool;
1196 vortex_charge = STAT(VORTEX_CHARGE);
1197 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1199 float oknex_charge, oknex_chargepool;
1200 oknex_charge = STAT(OVERKILL_NEX_CHARGE);
1201 oknex_chargepool = STAT(OVERKILL_NEX_CHARGEPOOL);
1203 float arc_heat = STAT(ARC_HEAT);
1205 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1206 vortex_charge_movingavg = vortex_charge;
1208 entity wepent = viewmodels[0]; // TODO: unhardcode
1210 // handle the values
1211 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1213 if (vortex_chargepool || use_vortex_chargepool) {
1214 use_vortex_chargepool = 1;
1215 ring_inner_value = vortex_chargepool;
1217 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1218 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1221 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1222 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);
1223 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1225 // draw the outer ring to show the current charge of the weapon
1226 ring_value = vortex_charge;
1227 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1228 ring_rgb = wcross_color;
1229 ring_image = "gfx/crosshair_ring_nexgun.tga";
1231 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge && autocvar_crosshair_ring_vortex)
1233 if (oknex_chargepool || use_vortex_chargepool) {
1234 use_vortex_chargepool = 1;
1235 ring_inner_value = oknex_chargepool;
1237 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge;
1238 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge - vortex_charge_movingavg), 1);
1241 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1242 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;
1243 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1245 // draw the outer ring to show the current charge of the weapon
1246 ring_value = oknex_charge;
1247 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1248 ring_rgb = wcross_color;
1249 ring_image = "gfx/crosshair_ring_nexgun.tga";
1251 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1253 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.
1254 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1255 ring_rgb = wcross_color;
1256 ring_image = "gfx/crosshair_ring.tga";
1258 else if (wepent.activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1260 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1261 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1262 ring_rgb = wcross_color;
1263 ring_image = "gfx/crosshair_ring.tga";
1265 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1267 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1268 ring_scale = autocvar_crosshair_ring_reload_size;
1269 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1270 ring_rgb = wcross_color;
1272 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1273 // if a new image for another weapon is added, add the code (and its respective file/value) here
1274 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1275 ring_image = "gfx/crosshair_ring_rifle.tga";
1277 ring_image = "gfx/crosshair_ring.tga";
1279 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1281 ring_value = arc_heat;
1282 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1283 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1284 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1285 ring_image = "gfx/crosshair_ring.tga";
1288 // if in weapon switch animation, fade ring out/in
1289 if(autocvar_crosshair_effect_time > 0)
1291 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1294 wcross_ring_prev = ((ring_image) ? true : false);
1297 if(wcross_ring_prev)
1300 ring_alpha *= fabs(1 - bound(0, f, 1));
1305 ring_alpha *= bound(0, f, 1);
1309 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1310 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1313 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1316 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1318 if(wcross_blur > 0) \
1320 for(i = -2; i <= 2; ++i) \
1321 for(j = -2; j <= 2; ++j) \
1322 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1326 M(0,0,sz,wcross_name,wcross_alpha); \
1330 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1331 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)
1333 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1334 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1336 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1338 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1339 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1340 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1347 wcross_name_alpha_goal_prev = f;
1349 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1350 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1352 if(autocvar_crosshair_dot)
1354 vector wcross_color_old;
1355 wcross_color_old = wcross_color;
1357 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1358 wcross_color = stov(autocvar_crosshair_dot_color);
1360 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1361 // FIXME why don't we use wcross_alpha here?
1362 wcross_color = wcross_color_old;
1368 wcross_scale_prev = 0;
1369 wcross_alpha_prev = 0;
1370 wcross_scale_goal_prev = 0;
1371 wcross_alpha_goal_prev = 0;
1372 wcross_changedonetime = 0;
1373 if(wcross_name_goal_prev)
1374 strunzone(wcross_name_goal_prev);
1375 wcross_name_goal_prev = string_null;
1376 if(wcross_name_goal_prev_prev)
1377 strunzone(wcross_name_goal_prev_prev);
1378 wcross_name_goal_prev_prev = string_null;
1379 wcross_name_changestarttime = 0;
1380 wcross_name_changedonetime = 0;
1381 wcross_name_alpha_goal_prev = 0;
1382 wcross_name_alpha_goal_prev_prev = 0;
1383 wcross_resolution_goal_prev = 0;
1384 wcross_resolution_goal_prev_prev = 0;
1388 const int MAX_SPECIALCOMMAND = 15;
1389 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1390 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1391 const float SPECIALCOMMAND_SPEED = 150;
1392 const float SPECIALCOMMAND_TURNSPEED = 2;
1393 const float SPECIALCOMMAND_SIZE = 0.025;
1394 const float SPECIALCOMMAND_CHANCE = 0.35;
1395 float sc_spawntime, sc_changetime;
1396 vector sc_color = '1 1 1';
1397 void SpecialCommand()
1399 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1402 if(time >= sc_changetime)
1404 sc_changetime = time + 1;
1405 sc_color = randomvec() * 1.5;
1406 sc_color.x = bound(0.2, sc_color.x, 0.75);
1407 sc_color.y = bound(0.2, sc_color.y, 0.75);
1408 sc_color.z = bound(0.2, sc_color.z, 0.75);
1410 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);
1412 if(!precache_pic("gfx/smile"))
1413 return; // damn party poopers
1415 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1417 vector slot = specialcommand_slots[j];
1419 slot.y += SPECIALCOMMAND_SPEED * frametime;
1421 slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1422 if(slot.y >= vid_conheight)
1427 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1429 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1430 slot.y = 1; // start it off 0 so we can use it
1432 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1433 vector newcolor = randomvec() * 2;
1434 newcolor.x = bound(0.4, newcolor.x, 1);
1435 newcolor.y = bound(0.4, newcolor.y, 1);
1436 newcolor.z = bound(0.4, newcolor.z, 1);
1437 specialcommand_colors[j] = newcolor;
1442 vector splash_size = '0 0 0';
1443 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1444 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1445 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1446 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1449 specialcommand_slots[j] = slot;
1453 void HUD_Draw(entity this)
1455 // if we don't know gametype and scores yet avoid drawing the scoreboard
1456 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1457 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1458 // cl_deathscoreboard would show the scoreboard and so on
1462 Hud_Dynamic_Frame();
1465 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1467 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1469 else if(STAT(FROZEN))
1471 vector col = '0.25 0.90 1';
1472 if(STAT(REVIVE_PROGRESS))
1473 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1474 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1479 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1481 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1482 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);
1483 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);
1485 else if(STAT(CAPTURE_PROGRESS))
1487 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);
1488 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1490 else if(STAT(REVIVE_PROGRESS))
1492 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);
1493 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1495 HUD_Scale_Disable();
1497 if(autocvar_r_letterbox == 0)
1498 if(autocvar_viewsize < 120)
1500 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1501 Accuracy_LoadLevels();
1504 HUD_Scale_Disable();
1507 // crosshair goes VERY LAST
1510 HUD_Crosshair(this);
1514 void ViewLocation_Mouse()
1516 if(spectatee_status)
1517 return; // don't draw it as spectator!
1519 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1520 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1521 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1523 //float cursor_alpha = 1 - autocvar__menu_alpha;
1524 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1528 float oldr_nearclip;
1529 float oldr_farclip_base;
1530 float oldr_farclip_world;
1532 float oldr_useportalculling;
1533 float oldr_useinfinitefarclip;
1535 void cl_notice_run();
1539 float vh_notice_time;
1540 void WaypointSprite_Load();
1541 void CSQC_UpdateView(entity this, float w, float h)
1543 TC(int, w); TC(int, h);
1547 vector vf_size, vf_min;
1550 execute_next_frame();
1557 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1558 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1562 HUD_Scale_Disable();
1564 if(autocvar__hud_showbinds_reload) // menu can set this one
1567 binddb = db_create();
1568 cvar_set("_hud_showbinds_reload", "0");
1571 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1572 view_quality = getproperty(VF_MINFPS_QUALITY);
1576 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1577 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1579 vf_size = getpropertyvec(VF_SIZE);
1580 vf_min = getpropertyvec(VF_MIN);
1581 vid_width = vf_size.x;
1582 vid_height = vf_size.y;
1584 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1585 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1587 WaypointSprite_Load();
1589 CSQCPlayer_SetCamera();
1591 if(player_localentnum <= maxclients) // is it a client?
1592 current_player = player_localentnum - 1;
1593 else // then player_localentnum is the vehicle I'm driving
1594 current_player = player_localnum;
1595 myteam = entcs_GetTeam(current_player);
1597 if(myteam != prev_myteam)
1599 myteamcolors = colormapPaletteColor(myteam, 1);
1600 FOREACH(hud_panels, true, it.update_time = time);
1601 prev_myteam = myteam;
1604 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1606 float is_dead = (STAT(HEALTH) <= 0);
1608 // FIXME do we need this hack?
1611 // in demos, input_buttons do not work
1612 button_zoom = (autocvar__togglezoom == "-");
1615 && autocvar_cl_unpress_zoom_on_death
1616 && (spectatee_status >= 0)
1617 && (is_dead || intermission))
1619 // no zoom while dead or in intermission please
1620 localcmd("-zoom\n");
1621 button_zoom = false;
1624 // abused multiple places below
1625 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1627 local_player = this; // fall back!
1629 // event chase camera
1630 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1632 if(STAT(CAMERA_SPECTATOR))
1634 if(spectatee_status > 0)
1636 if(!autocvar_chase_active)
1638 cvar_set("chase_active", "-2");
1639 goto skip_eventchase_death;
1642 else if(autocvar_chase_active == -2)
1643 cvar_set("chase_active", "0");
1645 if(autocvar_chase_active == -2)
1646 goto skip_eventchase_death;
1648 else if(autocvar_chase_active == -2)
1649 cvar_set("chase_active", "0");
1651 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1653 float vehicle_viewdist = 0;
1654 vector vehicle_viewofs = '0 0 0';
1658 if(hud != HUD_BUMBLEBEE_GUN)
1660 Vehicle info = Vehicles_from(hud);
1661 vehicle_viewdist = info.height;
1662 vehicle_viewofs = info.view_ofs;
1666 if(WantEventchase(this))
1668 vector current_view_origin_override = '0 0 0';
1669 vector view_offset_override = '0 0 0';
1670 float chase_distance_override = 0;
1671 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1672 if(custom_eventchase)
1674 current_view_origin_override = M_ARGV(0, vector);
1675 view_offset_override = M_ARGV(1, vector);
1676 chase_distance_override = M_ARGV(0, float);
1678 eventchase_running = true;
1680 // 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.)
1681 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1682 if (custom_eventchase)
1683 current_view_origin = current_view_origin_override;
1685 // detect maximum viewoffset and use it
1686 vector view_offset = autocvar_cl_eventchase_viewoffset;
1690 view_offset = vehicle_viewofs;
1692 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1694 if (custom_eventchase)
1695 view_offset = view_offset_override;
1699 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1700 if(trace_fraction == 1) { current_view_origin += view_offset; }
1701 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1704 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1705 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1706 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1707 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1709 // make the camera smooth back
1710 float chase_distance = autocvar_cl_eventchase_distance;
1714 chase_distance = vehicle_viewdist;
1716 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1718 if (custom_eventchase)
1719 chase_distance = chase_distance_override;
1721 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1722 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1723 else if(eventchase_current_distance != chase_distance)
1724 eventchase_current_distance = chase_distance;
1726 makevectors(view_angles);
1728 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1729 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1731 // If the boxtrace fails, revert back to line tracing.
1732 if(!local_player.viewloc)
1733 if(trace_startsolid)
1735 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1736 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1737 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1739 else { setproperty(VF_ORIGIN, trace_endpos); }
1741 if(!local_player.viewloc)
1742 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1744 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1746 eventchase_running = false;
1747 cvar_set("chase_active", "0");
1748 eventchase_current_distance = 0; // start from 0 next time
1751 // workaround for camera stuck between player's legs when using chase_active 1
1752 // because the engine stops updating the chase_active camera when the game ends
1753 else if(intermission)
1755 cvar_settemp("chase_active", "-1");
1756 eventchase_current_distance = 0;
1759 LABEL(skip_eventchase_death);
1761 // do lockview after event chase camera so that it still applies whenever necessary.
1762 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1764 setproperty(VF_ORIGIN, freeze_org);
1765 setproperty(VF_ANGLES, freeze_ang);
1769 freeze_org = getpropertyvec(VF_ORIGIN);
1770 freeze_ang = getpropertyvec(VF_ANGLES);
1774 //WarpZone_FixPMove();
1776 vector ov_org = '0 0 0';
1777 vector ov_mid = '0 0 0';
1778 vector ov_worldmin = '0 0 0';
1779 vector ov_worldmax = '0 0 0';
1780 if(autocvar_cl_orthoview)
1782 ov_worldmin = mi_picmin;
1783 ov_worldmax = mi_picmax;
1785 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1786 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1787 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1789 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1790 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1792 float ov_nearest = vlen(ov_org - vec3(
1793 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1794 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1795 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1798 float ov_furthest = 0;
1801 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1802 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1803 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1804 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1805 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1806 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1807 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1808 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1812 oldr_nearclip = cvar("r_nearclip");
1813 oldr_farclip_base = cvar("r_farclip_base");
1814 oldr_farclip_world = cvar("r_farclip_world");
1815 oldr_novis = cvar("r_novis");
1816 oldr_useportalculling = cvar("r_useportalculling");
1817 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1820 cvar_settemp("r_nearclip", ftos(ov_nearest));
1821 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1822 cvar_settemp("r_farclip_world", "0");
1823 cvar_settemp("r_novis", "1");
1824 cvar_settemp("r_useportalculling", "0");
1825 cvar_settemp("r_useinfinitefarclip", "0");
1827 setproperty(VF_ORIGIN, ov_org);
1828 setproperty(VF_ANGLES, '90 0 0');
1833 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1835 vtos(getpropertyvec(VF_ANGLES)),
1845 cvar_set("r_nearclip", ftos(oldr_nearclip));
1846 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1847 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1848 cvar_set("r_novis", ftos(oldr_novis));
1849 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1850 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1855 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1856 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1857 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1858 viewmodel_draw(viewmodels[slot]);
1861 view_origin = getpropertyvec(VF_ORIGIN);
1862 view_angles = getpropertyvec(VF_ANGLES);
1863 makevectors(view_angles);
1864 view_forward = v_forward;
1865 view_right = v_right;
1869 if(time > blurtest_time0 && time < blurtest_time1)
1873 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1874 r = t * blurtest_radius;
1875 f = 1 / (t ** blurtest_power) - 1;
1877 cvar_set("r_glsl_postprocess", "1");
1878 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1882 cvar_set("r_glsl_postprocess", "0");
1883 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1887 TargetMusic_Advance();
1891 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1893 drawframetime = bound(0.000001, time - drawtime, 1);
1896 // watch for gametype changes here...
1897 // in ParseStuffCMD the cmd isn't executed yet :/
1898 // might even be better to add the gametype to TE_CSQC_INIT...?
1902 if(intermission && !intermission_time)
1903 intermission_time = time;
1905 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1907 if(calledhooks & HOOK_START)
1909 localcmd("\ncl_hook_gameend\n");
1910 calledhooks |= HOOK_END;
1919 if(!zoomscript_caught)
1921 localcmd("+button9\n");
1922 zoomscript_caught = 1;
1927 if(zoomscript_caught)
1929 localcmd("-button9\n");
1930 zoomscript_caught = 0;
1934 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1936 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1938 entity wepent = viewmodels[slot];
1940 if(wepent.last_switchweapon != wepent.switchweapon)
1943 wepent.last_switchweapon = wepent.switchweapon;
1944 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1946 localcmd("-zoom\n");
1947 button_zoom = false;
1949 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1951 localcmd("-fire\n");
1952 localcmd("-fire2\n");
1953 button_attack2 = false;
1956 if(wepent.last_activeweapon != wepent.activeweapon)
1958 wepent.last_activeweapon = wepent.activeweapon;
1960 e = wepent.activeweapon;
1962 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1964 localcmd("\ncl_hook_activeweapon none\n");
1968 // ALWAYS Clear Current Scene First
1971 setproperty(VF_ORIGIN, view_origin);
1972 setproperty(VF_ANGLES, view_angles);
1974 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1975 setproperty(VF_SIZE, vf_size);
1976 setproperty(VF_MIN, vf_min);
1978 // Assign Standard Viewflags
1979 // Draw the World (and sky)
1980 setproperty(VF_DRAWWORLD, 1);
1982 // Set the console size vars
1983 vid_conwidth = autocvar_vid_conwidth;
1984 vid_conheight = autocvar_vid_conheight;
1985 vid_pixelheight = autocvar_vid_pixelheight;
1987 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1988 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1989 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1991 if(camera_active) // Camera for demo playback
1993 if(autocvar_camera_enable)
1997 cvar_set("chase_active", ftos(chase_active_backup));
1998 cvar_set("cl_demo_mousegrab", "0");
1999 camera_active = false;
2005 if(autocvar_camera_enable)
2007 if(autocvar_camera_enable && isdemo())
2010 // Enable required Darkplaces cvars
2011 chase_active_backup = autocvar_chase_active;
2012 cvar_set("chase_active", "2");
2013 cvar_set("cl_demo_mousegrab", "1");
2014 camera_active = true;
2015 camera_mode = false;
2019 // Draw the Crosshair
2020 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2022 // Draw the Engine Status Bar (the default Quake HUD)
2023 setproperty(VF_DRAWENGINESBAR, 0);
2025 // Update the mouse position
2027 mousepos_x = vid_conwidth;
2028 mousepos_y = vid_conheight;
2029 mousepos = mousepos*0.5 + getmousepos();
2032 IL_EACH(g_drawables, it.draw, it.draw(it));
2034 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
2037 // now switch to 2D drawing mode by calling a 2D drawing function
2038 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2039 // next R_RenderScene call
2040 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2042 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2043 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2045 // apply night vision effect
2046 vector tc_00, tc_01, tc_10, tc_11;
2047 vector rgb = '0 0 0';
2049 if(!nightvision_noise)
2051 nightvision_noise = new(nightvision_noise);
2053 if(!nightvision_noise2)
2055 nightvision_noise2 = new(nightvision_noise2);
2058 // color tint in yellow
2059 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2062 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2064 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2065 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2066 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2067 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2068 tc_11 = tc_01 + tc_10 - tc_00;
2069 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2070 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2071 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2072 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2073 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2077 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2078 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2079 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2080 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2081 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2082 tc_11 = tc_01 + tc_10 - tc_00;
2083 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2084 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2085 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2086 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2087 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2091 if(autocvar_cl_reticle)
2093 string reticle_image = string_null;
2094 bool wep_zoomed = false;
2095 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2097 entity wepe = viewmodels[slot];
2098 Weapon wep = wepe.activeweapon;
2099 if(wep != WEP_Null && wep.wr_zoom)
2101 bool do_zoom = wep.wr_zoom(wep, NULL);
2102 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2103 reticle_image = wep.w_reticle;
2104 wep_zoomed += do_zoom;
2107 // Draw the aiming reticle for weapons that use it
2108 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2109 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2110 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2111 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2113 // no zoom reticle while dead
2116 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2118 if(reticle_image) { reticle_type = 2; }
2119 else { reticle_type = 0; }
2121 else if(button_zoom || zoomscript_caught)
2129 if(autocvar_cl_reticle_stretch)
2131 reticle_size.x = vid_conwidth;
2132 reticle_size.y = vid_conheight;
2138 reticle_size.x = max(vid_conwidth, vid_conheight);
2139 reticle_size.y = max(vid_conwidth, vid_conheight);
2140 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2141 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2144 if(zoomscript_caught)
2147 f = current_zoomfraction;
2151 switch(reticle_type)
2153 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2154 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2161 if(reticle_type != 0) { reticle_type = 0; }
2165 // improved polyblend
2166 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2168 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2171 switch(pointcontents(view_origin))
2174 liquidalpha = autocvar_hud_contents_water_alpha;
2175 liquidcolor = stov(autocvar_hud_contents_water_color);
2180 liquidalpha = autocvar_hud_contents_lava_alpha;
2181 liquidcolor = stov(autocvar_hud_contents_lava_color);
2186 liquidalpha = autocvar_hud_contents_slime_alpha;
2187 liquidcolor = stov(autocvar_hud_contents_slime_color);
2193 liquidcolor = '0 0 0';
2198 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2199 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2200 contentfadetime = autocvar_hud_contents_fadeintime;
2201 liquidalpha_prev = liquidalpha;
2202 liquidcolor_prev = liquidcolor;
2205 contentfadetime = autocvar_hud_contents_fadeouttime;
2207 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2208 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2211 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2213 if(autocvar_hud_postprocessing)
2215 if(autocvar_hud_contents_blur && contentavgalpha)
2217 content_blurpostprocess.x = 1;
2218 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2219 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2223 content_blurpostprocess.x = 0;
2224 content_blurpostprocess.y = 0;
2225 content_blurpostprocess.z = 0;
2230 if(autocvar_hud_damage && !STAT(FROZEN))
2232 splash_size.x = max(vid_conwidth, vid_conheight);
2233 splash_size.y = max(vid_conwidth, vid_conheight);
2234 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2235 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2237 float myhealth_flash_temp;
2238 myhealth = STAT(HEALTH);
2241 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2243 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2245 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2246 pain_threshold = autocvar_hud_damage_pain_threshold;
2247 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2248 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2250 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2252 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);
2255 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2257 if(myhealth_prev < 1)
2261 myhealth_flash = 0; // just spawned, clear the flash immediately
2262 myhealth_flash_temp = 0;
2266 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2270 if(spectatee_status == -1 || intermission)
2272 myhealth_flash = 0; // observing, or match ended
2273 myhealth_flash_temp = 0;
2276 myhealth_prev = myhealth;
2278 // IDEA: change damage color/picture based on player model for robot/alien species?
2279 // pro: matches model better
2280 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2281 // maybe different reddish pics?
2282 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2284 if(autocvar_cl_gentle_damage == 2)
2286 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2287 myhealth_gentlergb = randomvec();
2290 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2292 if(myhealth_flash_temp > 0)
2293 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);
2295 else if(myhealth_flash_temp > 0)
2296 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2298 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.
2300 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2302 damage_blurpostprocess.x = 1;
2303 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2304 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2308 damage_blurpostprocess.x = 0;
2309 damage_blurpostprocess.y = 0;
2310 damage_blurpostprocess.z = 0;
2315 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2316 float e2 = (autocvar_hud_powerup != 0);
2317 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2319 // enable or disable rendering types if they are used or not
2320 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2321 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2323 // blur postprocess handling done first (used by hud_damage and hud_contents)
2324 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2326 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2327 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2328 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2330 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2331 old_blurradius = blurradius;
2332 old_bluralpha = bluralpha;
2335 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2337 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2342 // edge detection postprocess handling done second (used by hud_powerup)
2343 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2344 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2345 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2347 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.
2349 if(autocvar_hud_powerup && sharpen_intensity > 0)
2351 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2353 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2354 old_sharpen_intensity = sharpen_intensity;
2357 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2359 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2360 old_sharpen_intensity = 0;
2363 if(cvar("r_glsl_postprocess") == 0)
2364 cvar_set("r_glsl_postprocess", "2");
2366 else if(cvar("r_glsl_postprocess") == 2)
2367 cvar_set("r_glsl_postprocess", "0");
2369 /*if(gametype == MAPINFO_TYPE_CTF)
2375 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2376 Draw_ShowNames_All();
2377 #if ENABLE_DEBUGDRAW
2381 scoreboard_active = Scoreboard_WouldDraw();
2383 HUD_Draw(this); // this parameter for deep vehicle function
2385 if(NextFrameCommand)
2387 localcmd("\n", NextFrameCommand, "\n");
2388 NextFrameCommand = string_null;
2391 // we must do this check AFTER a frame was rendered, or it won't work
2392 if(cs_project_is_b0rked == 0)
2395 w0 = ftos(autocvar_vid_conwidth);
2396 h0 = ftos(autocvar_vid_conheight);
2397 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2398 //setproperty(VF_FOV, '90 90 0');
2399 setproperty(VF_ORIGIN, '0 0 0');
2400 setproperty(VF_ANGLES, '0 0 0');
2401 setproperty(VF_PERSPECTIVE, 1);
2402 makevectors('0 0 0');
2404 cvar_set("vid_conwidth", "800");
2405 cvar_set("vid_conheight", "600");
2406 v1 = cs_project(v_forward);
2407 cvar_set("vid_conwidth", "640");
2408 cvar_set("vid_conheight", "480");
2409 v2 = cs_project(v_forward);
2411 cs_project_is_b0rked = 1;
2413 cs_project_is_b0rked = -1;
2414 cvar_set("vid_conwidth", w0);
2415 cvar_set("vid_conheight", h0);
2418 if(autocvar__hud_configure)
2420 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2421 HUD_Minigame_Mouse();
2422 else if(QuickMenu_IsOpened())
2424 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2425 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2433 // let's reset the view back to normal for the end
2434 setproperty(VF_MIN, '0 0 0');
2435 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2441 // following vectors must be global to allow seamless switching between camera modes
2442 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2443 void CSQC_Demo_Camera()
2445 float speed, attenuation, dimensions;
2448 if( autocvar_camera_reset || !camera_mode )
2450 camera_offset = '0 0 0';
2451 current_angles = '0 0 0';
2452 camera_direction = '0 0 0';
2453 camera_offset.z += 30;
2454 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2455 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2456 current_origin = view_origin;
2457 current_camera_offset = camera_offset;
2458 cvar_set("camera_reset", "0");
2459 camera_mode = CAMERA_CHASE;
2464 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2466 if(autocvar_camera_look_player)
2471 dir = normalize(view_origin - current_position);
2473 mouse_angles = vectoangles(dir);
2474 mouse_angles.x = mouse_angles.x * -1;
2479 tmp = getmousepos() * 0.1;
2480 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2482 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2483 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2487 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2488 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2489 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2490 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2492 // Fix difference when angles don't have the same sign
2494 if(mouse_angles.y < -60 && current_angles.y > 60)
2496 if(mouse_angles.y > 60 && current_angles.y < -60)
2499 if(autocvar_camera_look_player)
2500 attenuation = autocvar_camera_look_attenuation;
2502 attenuation = autocvar_camera_speed_attenuation;
2504 attenuation = 1 / max(1, attenuation);
2505 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2507 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2508 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2509 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2510 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2516 if( camera_direction.x )
2518 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2519 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2520 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2521 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2525 if( camera_direction.y )
2527 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2528 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2529 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2533 if( camera_direction.z )
2535 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2539 if(autocvar_camera_free)
2540 speed = autocvar_camera_speed_free;
2542 speed = autocvar_camera_speed_chase;
2546 speed = speed * sqrt(1 / dimensions);
2547 camera_offset += tmp * speed;
2550 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2553 if( autocvar_camera_free )
2555 if ( camera_mode == CAMERA_CHASE )
2557 current_camera_offset = current_origin + current_camera_offset;
2558 camera_offset = current_origin + camera_offset;
2561 camera_mode = CAMERA_FREE;
2562 current_position = current_camera_offset;
2566 if ( camera_mode == CAMERA_FREE )
2568 current_origin = view_origin;
2569 camera_offset = camera_offset - current_origin;
2570 current_camera_offset = current_camera_offset - current_origin;
2573 camera_mode = CAMERA_CHASE;
2575 if(autocvar_camera_chase_smoothly)
2576 current_origin += (view_origin - current_origin) * attenuation;
2578 current_origin = view_origin;
2580 current_position = current_origin + current_camera_offset;
2583 setproperty(VF_ANGLES, current_angles);
2584 setproperty(VF_ORIGIN, current_position);