3 #include "announcer.qh"
6 #include "hud_config.qh"
7 #include "mapvoting.qh"
9 #include "scoreboard.qh"
10 #include "shownames.qh"
11 #include "waypointsprites.qh"
13 #include "mutators/events.qh"
15 #include "../common/constants.qh"
16 #include "../common/mapinfo.qh"
17 #include "../common/nades.qh"
18 #include "../common/stats.qh"
19 #include "../common/triggers/target/music.qh"
20 #include "../common/teams.qh"
21 #include "../common/util.qh"
23 #include "../common/weapons/all.qh"
25 #include "../csqcmodellib/cl_player.qh"
27 #include "../warpzonelib/client.qh"
28 #include "../warpzonelib/common.qh"
29 #include "../warpzonelib/mathlib.qh"
35 vector p, dir, ang, q, nextdir;
36 float portal_number, portal1_idx;
38 if(activeweapon != WEP_PORTO.m_id || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
40 if(g_balance_porto_secondary)
46 if (getstati(STAT_HEALTH) <= 0)
51 if(angles_held_status)
53 makevectors(angles_held);
67 traceline(p, p + 65536 * dir, true, porto);
68 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
70 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
76 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
79 ang = vectoangles2(trace_plane_normal, dir);
82 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
84 if(portal_number == 1)
87 if(portal_number >= 2)
98 if(idx-1 >= portal1_idx)
100 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
104 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
113 porto.classname = "porto";
114 porto.draw = Porto_Draw;
115 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
120 vector GetCurrentFov(float fov)
122 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
123 float velocityzoom, curspeed;
126 zoomsensitivity = autocvar_cl_zoomsensitivity;
127 zoomfactor = autocvar_cl_zoomfactor;
128 if(zoomfactor < 1 || zoomfactor > 30)
130 zoomspeed = autocvar_cl_zoomspeed;
132 if(zoomspeed < 0.5 || zoomspeed > 16)
135 zoomdir = button_zoom;
136 if(hud == HUD_NORMAL)
137 if((activeweapon == WEP_VORTEX.m_id && vortex_scope) || (activeweapon == WEP_RIFLE.m_id && rifle_scope)) // do NOT use switchweapon here
138 zoomdir += button_attack2;
139 if(spectatee_status > 0 || isdemo())
141 if(spectatorbutton_zoom)
148 // fteqcc failed twice here already, don't optimize this
151 if(zoomdir) { zoomin_effect = 0; }
155 current_viewzoom = min(1, current_viewzoom + drawframetime);
157 else if(autocvar_cl_spawnzoom && zoomin_effect)
159 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
161 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
162 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
163 if(current_viewzoom == 1) { zoomin_effect = 0; }
167 if(zoomspeed < 0) // instant zoom
170 current_viewzoom = 1 / zoomfactor;
172 current_viewzoom = 1;
177 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
179 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
183 if(almost_equals(current_viewzoom, 1))
184 current_zoomfraction = 0;
185 else if(almost_equals(current_viewzoom, 1/zoomfactor))
186 current_zoomfraction = 1;
188 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
190 if(zoomsensitivity < 1)
191 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
193 setsensitivityscale(1);
195 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
197 if(intermission) { curspeed = 0; }
201 makevectors(view_angles);
204 v = csqcplayer.velocity;
206 switch(autocvar_cl_velocityzoom_type)
208 case 3: curspeed = max(0, v_forward * v); break;
209 case 2: curspeed = (v_forward * v); break;
210 case 1: default: curspeed = vlen(v); break;
214 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
215 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
216 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
218 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
223 float frustumx, frustumy, fovx, fovy;
224 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
225 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
226 fovx = atan2(frustumx, 1) / M_PI * 360.0;
227 fovy = atan2(frustumy, 1) / M_PI * 360.0;
229 return '1 0 0' * fovx + '0 1 0' * fovy;
232 vector GetViewLocationFOV(float fov)
234 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
235 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
236 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
237 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
238 return '1 0 0' * fovx + '0 1 0' * fovy;
241 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
244 float width = (ov_worldmax.x - ov_worldmin.x);
245 float height = (ov_worldmax.y - ov_worldmin.y);
246 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
247 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
248 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
249 return '1 0 0' * fovx + '0 1 0' * fovy;
252 // this function must match W_SetupShot!
253 float zoomscript_caught;
255 vector wcross_origin;
256 float wcross_scale_prev, wcross_alpha_prev;
257 vector wcross_color_prev;
258 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
259 vector wcross_color_goal_prev;
260 float wcross_changedonetime;
262 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
263 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
264 float wcross_name_changestarttime, wcross_name_changedonetime;
265 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
267 float wcross_ring_prev;
270 entity trueaim_rifle;
272 const float SHOTTYPE_HITTEAM = 1;
273 const float SHOTTYPE_HITOBSTRUCTION = 2;
274 const float SHOTTYPE_HITWORLD = 3;
275 const float SHOTTYPE_HITENEMY = 4;
280 trueaim.classname = "trueaim";
281 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
282 trueaim_rifle = spawn();
283 trueaim_rifle.classname = "trueaim_rifle";
284 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
287 float EnemyHitCheck()
290 wcross_origin = project_3d_to_2d(trace_endpos);
293 n = trace_ent.entnum;
295 n = trace_networkentity;
297 return SHOTTYPE_HITWORLD;
299 return SHOTTYPE_HITWORLD;
300 t = GetPlayerColor(n - 1);
303 return SHOTTYPE_HITTEAM;
304 if(t == NUM_SPECTATOR)
305 return SHOTTYPE_HITWORLD;
306 return SHOTTYPE_HITENEMY;
311 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?
312 vector vecs, trueaimpoint, w_shotorg;
320 mv = MOVE_NOMONSTERS;
322 switch(activeweapon) // WEAPONTODO
324 case WEP_TUBA.m_id: // no aim
325 case WEP_PORTO.m_id: // shoots from eye
326 case WEP_HOOK.m_id: // no trueaim
327 case WEP_MORTAR.m_id: // toss curve
328 return SHOTTYPE_HITWORLD;
329 case WEP_VORTEX.m_id:
330 case WEP_VAPORIZER.m_id:
336 if(zoomscript_caught)
338 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
339 return EnemyHitCheck();
342 case WEP_DEVASTATOR.m_id: // projectile has a size!
346 case WEP_FIREBALL.m_id: // projectile has a size!
350 case WEP_SEEKER.m_id: // projectile has a size!
354 case WEP_ELECTRO.m_id: // projectile has a size!
360 vector traceorigin = getplayerorigin(player_localentnum-1) + (eZ * getstati(STAT_VIEWHEIGHT));
362 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
364 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
365 trueaimpoint = trace_endpos;
367 if(vlen(trueaimpoint - traceorigin) < g_trueaim_minrange)
368 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
375 dv = view_right * vecs.y + view_up * vecs.z;
376 w_shotorg = traceorigin + dv;
378 // now move the vecs forward as much as requested if possible
379 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
380 w_shotorg = trace_endpos - view_forward * nudge;
382 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
383 shottype = EnemyHitCheck();
384 if(shottype != SHOTTYPE_HITWORLD)
388 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
389 // or rather, I know why, but see no fix
390 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
391 // 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
392 return SHOTTYPE_HITOBSTRUCTION;
395 return SHOTTYPE_HITWORLD;
398 void CSQC_common_hud(void);
401 void CSQC_Demo_Camera();
402 float HUD_WouldDrawScoreboard();
404 const float CAMERA_FREE = 1;
405 const float CAMERA_CHASE = 2;
407 string reticle_image;
408 string NextFrameCommand;
410 vector freeze_org, freeze_ang;
411 entity nightvision_noise, nightvision_noise2;
413 const float MAX_TIME_DIFF = 5;
414 float pickup_crosshair_time, pickup_crosshair_size;
415 float hitindication_crosshair_size;
416 float use_vortex_chargepool;
418 float myhealth, myhealth_prev;
419 float myhealth_flash;
421 float old_blurradius, old_bluralpha;
422 float old_sharpen_intensity;
424 vector myhealth_gentlergb;
426 float contentavgalpha, liquidalpha_prev;
427 vector liquidcolor_prev;
429 float eventchase_current_distance;
430 float eventchase_running;
431 bool WantEventchase()
433 if(autocvar_cl_orthoview)
439 if(spectatee_status >= 0)
441 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
443 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WepSet_FromWeapon(WEP_PORTO.m_id)))
445 if(autocvar_cl_eventchase_death && (getstati(STAT_HEALTH) <= 0))
447 if(autocvar_cl_eventchase_death == 2)
449 // don't stop eventchase once it's started (even if velocity changes afterwards)
450 if(self.velocity == '0 0 0' || eventchase_running)
459 vector damage_blurpostprocess, content_blurpostprocess;
463 float unaccounted_damage = 0;
466 // accumulate damage with each stat update
467 static float damage_total_prev = 0;
468 float damage_total = getstati(STAT_DAMAGE_DEALT_TOTAL);
469 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
470 damage_total_prev = damage_total;
472 static float damage_dealt_time_prev = 0;
473 float damage_dealt_time = getstatf(STAT_HIT_TIME);
474 if (damage_dealt_time != damage_dealt_time_prev)
476 unaccounted_damage += unaccounted_damage_new;
477 dprint("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
479 damage_dealt_time_prev = damage_dealt_time;
481 // prevent hitsound when switching spectatee
482 static float spectatee_status_prev = 0;
483 if (spectatee_status != spectatee_status_prev)
484 unaccounted_damage = 0;
485 spectatee_status_prev = spectatee_status;
488 void UpdateHitsound()
490 // varying sound pitch
492 static float hitsound_time_prev = 0;
493 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
494 float arc_hack = activeweapon == WEP_ARC.m_id && autocvar_cl_hitsound >= 2;
495 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
497 if (autocvar_cl_hitsound && unaccounted_damage)
499 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
500 float a = autocvar_cl_hitsound_max_pitch;
501 float b = autocvar_cl_hitsound_min_pitch;
502 float c = autocvar_cl_hitsound_nom_damage;
503 float x = unaccounted_damage;
504 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
506 // if sound variation is disabled, set pitch_shift to 1
507 if (autocvar_cl_hitsound == 1)
510 // if pitch shift is reversed, mirror in (max-min)/2 + min
511 if (autocvar_cl_hitsound == 3)
513 float mirror_value = (a-b)/2 + b;
514 pitch_shift = mirror_value + (mirror_value - pitch_shift);
517 dprint("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
519 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
520 // todo: normalize sound pressure levels? seems unnecessary
522 sound7(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
524 unaccounted_damage = 0;
525 hitsound_time_prev = time;
528 static float typehit_time_prev = 0;
529 float typehit_time = getstatf(STAT_TYPEHIT_TIME);
530 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
532 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
533 typehit_time_prev = typehit_time;
537 void UpdateCrosshair()
539 static float rainbow_last_flicker;
540 static vector rainbow_prev_color;
544 if(getstati(STAT_FROZEN))
545 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((getstatf(STAT_REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * getstatf(STAT_REVIVE_PROGRESS)) + ('0 1 1' * getstatf(STAT_REVIVE_PROGRESS) * -1)) : '0.25 0.90 1'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
546 else if (getstatf(STAT_HEALING_ORB)>time)
547 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, NADE_TYPE_HEAL.m_color, autocvar_hud_colorflash_alpha*getstatf(STAT_HEALING_ORB_ALPHA), DRAWFLAG_ADDITIVE);
549 if(getstatf(STAT_NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
551 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * getstatf(STAT_NADE_TIMER)) - ('0 1 1' * getstatf(STAT_NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
552 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);
554 else if(getstatf(STAT_REVIVE_PROGRESS))
556 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
557 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
560 if(autocvar_r_letterbox == 0)
561 if(autocvar_viewsize < 120)
564 // crosshair goes VERY LAST
565 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL && !csqcplayer.viewloc)
567 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
571 float wcross_alpha, wcross_resolution;
572 wcross_style = autocvar_crosshair;
573 if (wcross_style == "0")
575 wcross_resolution = autocvar_crosshair_size;
576 if (wcross_resolution == 0)
578 wcross_alpha = autocvar_crosshair_alpha;
579 if (wcross_alpha == 0)
585 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
586 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
588 if(autocvar_crosshair_hittest)
590 vector wcross_oldorigin;
591 wcross_oldorigin = wcross_origin;
592 shottype = TrueAimCheck();
593 if(shottype == SHOTTYPE_HITWORLD)
595 v = wcross_origin - wcross_oldorigin;
597 v.y /= vid_conheight;
599 shottype = SHOTTYPE_HITOBSTRUCTION;
601 if(!autocvar_crosshair_hittest_showimpact)
602 wcross_origin = wcross_oldorigin;
605 shottype = SHOTTYPE_HITWORLD;
607 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
608 string wcross_name = "";
609 float wcross_scale, wcross_blur;
611 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
613 e = get_weaponinfo(switchingweapon);
616 if(autocvar_crosshair_per_weapon)
618 // WEAPONTODO: access these through some general settings (with non-balance config settings)
619 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
620 //if (wcross_resolution == 0)
623 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
624 wcross_resolution *= e.w_crosshair_size;
625 wcross_name = e.w_crosshair;
630 if(wcross_name == "")
631 wcross_name = strcat("gfx/crosshair", wcross_style);
633 // MAIN CROSSHAIR COLOR DECISION
634 switch(autocvar_crosshair_color_special)
636 case 1: // crosshair_color_per_weapon
640 wcross_color = e.wpcolor;
643 else { goto normalcolor; }
646 case 2: // crosshair_color_by_health
648 float x = getstati(STAT_HEALTH);
663 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
664 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
668 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
669 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
670 wcross_color.z = 1 - (x-100)*0.02;
676 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
681 wcross_color.y = (x-20)*90/27/100;
682 wcross_color.z = (x-20)*90/27/100 * 0.2;
692 case 3: // crosshair_color_rainbow
694 if(time >= rainbow_last_flicker)
696 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
697 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
699 wcross_color = rainbow_prev_color;
703 default: { wcross_color = stov(autocvar_crosshair_color); break; }
706 if(autocvar_crosshair_effect_scalefade)
708 wcross_scale = wcross_resolution;
709 wcross_resolution = 1;
716 if(autocvar_crosshair_pickup)
718 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
720 if(pickup_crosshair_time < stat_pickup_time)
722 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
723 pickup_crosshair_size = 1;
725 pickup_crosshair_time = stat_pickup_time;
728 if(pickup_crosshair_size > 0)
729 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
731 pickup_crosshair_size = 0;
733 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
736 // todo: make crosshair hit indication dependent on damage dealt
737 if(autocvar_crosshair_hitindication)
739 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
741 if(unaccounted_damage)
743 hitindication_crosshair_size = 1;
746 if(hitindication_crosshair_size > 0)
747 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
749 hitindication_crosshair_size = 0;
751 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
752 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
753 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
754 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
757 if(shottype == SHOTTYPE_HITENEMY)
758 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
759 if(shottype == SHOTTYPE_HITTEAM)
760 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
762 f = fabs(autocvar_crosshair_effect_time);
763 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
765 wcross_changedonetime = time + f;
767 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
769 wcross_name_changestarttime = time;
770 wcross_name_changedonetime = time + f;
771 if(wcross_name_goal_prev_prev)
772 strunzone(wcross_name_goal_prev_prev);
773 wcross_name_goal_prev_prev = wcross_name_goal_prev;
774 wcross_name_goal_prev = strzone(wcross_name);
775 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
776 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
777 wcross_resolution_goal_prev = wcross_resolution;
780 wcross_scale_goal_prev = wcross_scale;
781 wcross_alpha_goal_prev = wcross_alpha;
782 wcross_color_goal_prev = wcross_color;
784 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
787 wcross_alpha *= 0.75;
791 // *_prev is at time-frametime
792 // * is at wcross_changedonetime+f
793 // what do we have at time?
794 if(time < wcross_changedonetime)
796 f = frametime / (wcross_changedonetime - time + frametime);
797 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
798 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
799 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
802 wcross_scale_prev = wcross_scale;
803 wcross_alpha_prev = wcross_alpha;
804 wcross_color_prev = wcross_color;
806 MUTATOR_CALLHOOK(UpdateCrosshair);
808 wcross_scale *= 1 - autocvar__menu_alpha;
809 wcross_alpha *= 1 - autocvar__menu_alpha;
810 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
812 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
814 // crosshair rings for weapon stats
815 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
817 // declarations and stats
818 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
819 string ring_image = string_null, ring_inner_image = string_null;
820 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
822 ring_scale = autocvar_crosshair_ring_size;
824 float weapon_clipload, weapon_clipsize;
825 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
826 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
828 float ok_ammo_charge, ok_ammo_chargepool;
829 ok_ammo_charge = getstatf(STAT_OK_AMMO_CHARGE);
830 ok_ammo_chargepool = getstatf(STAT_OK_AMMO_CHARGEPOOL);
832 float vortex_charge, vortex_chargepool;
833 vortex_charge = getstatf(STAT_VORTEX_CHARGE);
834 vortex_chargepool = getstatf(STAT_VORTEX_CHARGEPOOL);
836 float arc_heat = getstatf(STAT_ARC_HEAT);
838 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
839 vortex_charge_movingavg = vortex_charge;
843 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX.m_id && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
845 if (vortex_chargepool || use_vortex_chargepool) {
846 use_vortex_chargepool = 1;
847 ring_inner_value = vortex_chargepool;
849 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
850 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
853 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
854 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;
855 ring_inner_image = "gfx/crosshair_ring_inner.tga";
857 // draw the outer ring to show the current charge of the weapon
858 ring_value = vortex_charge;
859 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
860 ring_rgb = wcross_color;
861 ring_image = "gfx/crosshair_ring_nexgun.tga";
863 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER.m_id && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
865 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
866 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
867 ring_rgb = wcross_color;
868 ring_image = "gfx/crosshair_ring.tga";
870 else if (activeweapon == WEP_HAGAR.m_id && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
872 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
873 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
874 ring_rgb = wcross_color;
875 ring_image = "gfx/crosshair_ring.tga";
877 else if (ok_ammo_charge)
879 ring_value = ok_ammo_chargepool;
880 ring_alpha = autocvar_crosshair_ring_reload_alpha;
881 ring_rgb = wcross_color;
882 ring_image = "gfx/crosshair_ring.tga";
884 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
886 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
887 ring_scale = autocvar_crosshair_ring_reload_size;
888 ring_alpha = autocvar_crosshair_ring_reload_alpha;
889 ring_rgb = wcross_color;
891 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
892 // if a new image for another weapon is added, add the code (and its respective file/value) here
893 if ((activeweapon == WEP_RIFLE.m_id) && (weapon_clipsize == 80))
894 ring_image = "gfx/crosshair_ring_rifle.tga";
896 ring_image = "gfx/crosshair_ring.tga";
898 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC.m_id )
900 ring_value = arc_heat;
901 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
902 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
903 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
904 ring_image = "gfx/crosshair_ring.tga";
907 // if in weapon switch animation, fade ring out/in
908 if(autocvar_crosshair_effect_time > 0)
910 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
913 wcross_ring_prev = ((ring_image) ? true : false);
919 ring_alpha *= fabs(1 - bound(0, f, 1));
924 ring_alpha *= bound(0, f, 1);
928 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
929 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
932 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
935 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
938 if(wcross_blur > 0) \
940 for(i = -2; i <= 2; ++i) \
941 for(j = -2; j <= 2; ++j) \
942 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
946 M(0,0,sz,wcross_name,wcross_alpha); \
951 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
952 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)
954 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
955 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
957 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
959 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
960 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
961 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
968 wcross_name_alpha_goal_prev = f;
970 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
971 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
973 if(autocvar_crosshair_dot)
975 vector wcross_color_old;
976 wcross_color_old = wcross_color;
978 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
979 wcross_color = stov(autocvar_crosshair_dot_color);
981 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
982 // FIXME why don't we use wcross_alpha here?cl_notice_run();
983 wcross_color = wcross_color_old;
989 wcross_scale_prev = 0;
990 wcross_alpha_prev = 0;
991 wcross_scale_goal_prev = 0;
992 wcross_alpha_goal_prev = 0;
993 wcross_changedonetime = 0;
994 if(wcross_name_goal_prev)
995 strunzone(wcross_name_goal_prev);
996 wcross_name_goal_prev = string_null;
997 if(wcross_name_goal_prev_prev)
998 strunzone(wcross_name_goal_prev_prev);
999 wcross_name_goal_prev_prev = string_null;
1000 wcross_name_changestarttime = 0;
1001 wcross_name_changedonetime = 0;
1002 wcross_name_alpha_goal_prev = 0;
1003 wcross_name_alpha_goal_prev_prev = 0;
1004 wcross_resolution_goal_prev = 0;
1005 wcross_resolution_goal_prev_prev = 0;
1009 const int BUTTON_3 = 4;
1010 const int BUTTON_4 = 8;
1011 float cl_notice_run();
1014 float vh_notice_time;
1015 void CSQC_UpdateView(float w, float h)
1021 vector vf_size, vf_min;
1024 execute_next_frame();
1028 hud = getstati(STAT_HUD);
1030 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1031 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1035 if(autocvar__hud_showbinds_reload) // menu can set this one
1038 binddb = db_create();
1039 cvar_set("_hud_showbinds_reload", "0");
1042 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1043 view_quality = getproperty(VF_MINFPS_QUALITY);
1047 button_attack2 = (input_buttons & BUTTON_3);
1048 button_zoom = (input_buttons & BUTTON_4);
1050 #define CHECKFAIL_ASSERT(flag,func,parm,val) do { \
1051 float checkfailv = (func)(parm); \
1052 if (checkfailv != (val)) { \
1053 if (!checkfail[(flag)]) \
1054 localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); \
1055 checkfail[(flag)] = 1; \
1058 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
1059 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
1060 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
1061 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1062 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
1063 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
1064 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
1066 vf_size = getpropertyvec(VF_SIZE);
1067 vf_min = getpropertyvec(VF_MIN);
1068 vid_width = vf_size.x;
1069 vid_height = vf_size.y;
1071 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1072 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1074 WaypointSprite_Load();
1076 CSQCPlayer_SetCamera();
1078 if(player_localentnum <= maxclients) // is it a client?
1079 current_player = player_localentnum - 1;
1080 else // then player_localentnum is the vehicle I'm driving
1081 current_player = player_localnum;
1082 myteam = GetPlayerColor(current_player);
1084 if(myteam != prev_myteam)
1086 myteamcolors = colormapPaletteColor(myteam, 1);
1087 for(i = 0; i < HUD_PANEL_NUM; ++i)
1088 hud_panel[i].update_time = time;
1089 prev_myteam = myteam;
1092 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
1094 float is_dead = (getstati(STAT_HEALTH) <= 0);
1096 // FIXME do we need this hack?
1099 // in demos, input_buttons do not work
1100 button_zoom = (autocvar__togglezoom == "-");
1103 && autocvar_cl_unpress_zoom_on_death
1104 && (spectatee_status >= 0)
1105 && (is_dead || intermission))
1107 // no zoom while dead or in intermission please
1108 localcmd("-zoom\n");
1109 button_zoom = false;
1112 // event chase camera
1113 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1115 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1116 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && getstati(STAT_ROUNDLOST));
1122 for(e = world; (e = find(e, classname, "onslaught_generator")); )
1131 ons_roundlost = FALSE; // don't enforce the 3rd person camera if there is no dead generator to show
1133 if(WantEventchase() || (!autocvar_cl_orthoview && ons_roundlost))
1135 eventchase_running = true;
1137 // 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.)
1138 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1139 if(ons_roundlost) { current_view_origin = gen.origin; }
1141 // detect maximum viewoffset and use it
1142 vector view_offset = autocvar_cl_eventchase_viewoffset;
1143 if(vehicle_chase && autocvar_cl_eventchase_vehicle_viewoffset) { view_offset = autocvar_cl_eventchase_vehicle_viewoffset; }
1144 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1148 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1149 if(trace_fraction == 1) { current_view_origin += view_offset; }
1150 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1153 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1154 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1155 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1156 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1158 // make the camera smooth back
1159 float chase_distance = autocvar_cl_eventchase_distance;
1160 if(vehicle_chase && autocvar_cl_eventchase_vehicle_distance) { chase_distance = autocvar_cl_eventchase_vehicle_distance; }
1161 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1163 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1164 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1165 else if(eventchase_current_distance != chase_distance)
1166 eventchase_current_distance = chase_distance;
1168 makevectors(view_angles);
1170 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1171 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1173 // If the boxtrace fails, revert back to line tracing.
1175 if(trace_startsolid)
1177 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1178 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1179 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1181 else { setproperty(VF_ORIGIN, trace_endpos); }
1184 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1186 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1188 eventchase_running = false;
1189 cvar_set("chase_active", "0");
1190 eventchase_current_distance = 0; // start from 0 next time
1193 // workaround for camera stuck between player's legs when using chase_active 1
1194 // because the engine stops updating the chase_active camera when the game ends
1195 else if(intermission)
1197 cvar_settemp("chase_active", "-1");
1198 eventchase_current_distance = 0;
1201 // do lockview after event chase camera so that it still applies whenever necessary.
1202 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
1204 setproperty(VF_ORIGIN, freeze_org);
1205 setproperty(VF_ANGLES, freeze_ang);
1209 freeze_org = getpropertyvec(VF_ORIGIN);
1210 freeze_ang = getpropertyvec(VF_ANGLES);
1214 //WarpZone_FixPMove();
1216 vector ov_org = '0 0 0';
1217 vector ov_mid = '0 0 0';
1218 vector ov_worldmin = '0 0 0';
1219 vector ov_worldmax = '0 0 0';
1220 if(autocvar_cl_orthoview)
1222 ov_worldmin = mi_picmin;
1223 ov_worldmax = mi_picmax;
1225 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1226 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1227 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1229 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1230 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1232 float ov_nearest = vlen(ov_org - vec3(
1233 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1234 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1235 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1238 float ov_furthest = 0;
1241 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1242 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1243 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1244 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1245 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1246 if((dist = vlen(vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1247 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1248 if((dist = vlen(vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org)) > ov_furthest) { ov_furthest = dist; }
1250 cvar_settemp("r_nearclip", ftos(ov_nearest));
1251 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1252 cvar_settemp("r_farclip_world", "0");
1253 cvar_settemp("r_novis", "1");
1254 cvar_settemp("r_useportalculling", "0");
1255 cvar_settemp("r_useinfinitefarclip", "0");
1257 setproperty(VF_ORIGIN, ov_org);
1258 setproperty(VF_ANGLES, '90 0 0');
1261 printf("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1263 vtos(getpropertyvec(VF_ANGLES)),
1271 view_origin = getpropertyvec(VF_ORIGIN);
1272 view_angles = getpropertyvec(VF_ANGLES);
1273 makevectors(view_angles);
1274 view_forward = v_forward;
1275 view_right = v_right;
1279 if(time > blurtest_time0 && time < blurtest_time1)
1283 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1284 r = t * blurtest_radius;
1285 f = 1 / pow(t, blurtest_power) - 1;
1287 cvar_set("r_glsl_postprocess", "1");
1288 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1292 cvar_set("r_glsl_postprocess", "0");
1293 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1297 TargetMusic_Advance();
1301 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1303 drawframetime = bound(0.000001, time - drawtime, 1);
1306 // watch for gametype changes here...
1307 // in ParseStuffCMD the cmd isn't executed yet :/
1308 // might even be better to add the gametype to TE_CSQC_INIT...?
1312 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1314 if(calledhooks & HOOK_START)
1316 localcmd("\ncl_hook_gameend\n");
1317 calledhooks |= HOOK_END;
1326 if(!zoomscript_caught)
1328 localcmd("+button9\n");
1329 zoomscript_caught = 1;
1334 if(zoomscript_caught)
1336 localcmd("-button9\n");
1337 zoomscript_caught = 0;
1341 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1343 // next WANTED weapon (for HUD)
1344 switchweapon = getstati(STAT_SWITCHWEAPON);
1346 // currently switching-to weapon (for crosshair)
1347 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
1349 // actually active weapon (for zoom)
1350 activeweapon = getstati(STAT_ACTIVEWEAPON);
1352 f = (serverflags & SERVERFLAG_TEAMPLAY);
1359 if(last_switchweapon != switchweapon)
1362 last_switchweapon = switchweapon;
1363 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1365 localcmd("-zoom\n");
1366 button_zoom = false;
1368 if(autocvar_cl_unpress_attack_on_weapon_switch)
1370 localcmd("-fire\n");
1371 localcmd("-fire2\n");
1372 button_attack2 = false;
1375 if(last_activeweapon != activeweapon)
1377 last_activeweapon = activeweapon;
1379 e = get_weaponinfo(activeweapon);
1381 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1383 localcmd("\ncl_hook_activeweapon none\n");
1386 // ALWAYS Clear Current Scene First
1389 setproperty(VF_ORIGIN, view_origin);
1390 setproperty(VF_ANGLES, view_angles);
1392 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1393 setproperty(VF_SIZE, vf_size);
1394 setproperty(VF_MIN, vf_min);
1396 // Assign Standard Viewflags
1397 // Draw the World (and sky)
1398 setproperty(VF_DRAWWORLD, 1);
1400 // Set the console size vars
1401 vid_conwidth = autocvar_vid_conwidth;
1402 vid_conheight = autocvar_vid_conheight;
1403 vid_pixelheight = autocvar_vid_pixelheight;
1405 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1406 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1407 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1409 // Camera for demo playback
1412 if(autocvar_camera_enable)
1416 cvar_set("chase_active", ftos(chase_active_backup));
1417 cvar_set("cl_demo_mousegrab", "0");
1418 camera_active = false;
1424 if(autocvar_camera_enable)
1426 if(autocvar_camera_enable && isdemo())
1429 // Enable required Darkplaces cvars
1430 chase_active_backup = autocvar_chase_active;
1431 cvar_set("chase_active", "2");
1432 cvar_set("cl_demo_mousegrab", "1");
1433 camera_active = true;
1434 camera_mode = false;
1438 // Draw the Crosshair
1439 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1441 // Draw the Engine Status Bar (the default Quake HUD)
1442 setproperty(VF_DRAWENGINESBAR, 0);
1444 // Update the mouse position
1446 mousepos_x = vid_conwidth;
1447 mousepos_y = vid_conheight;
1448 mousepos = mousepos*0.5 + getmousepos();
1452 for(self = world; (self = nextent(self)); )
1457 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1460 // now switch to 2D drawing mode by calling a 2D drawing function
1461 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1462 // next R_RenderScene call
1463 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1465 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1466 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1468 // apply night vision effect
1469 vector tc_00, tc_01, tc_10, tc_11;
1470 vector rgb = '0 0 0';
1472 if(!nightvision_noise)
1474 nightvision_noise = spawn();
1475 nightvision_noise.classname = "nightvision_noise";
1477 if(!nightvision_noise2)
1479 nightvision_noise2 = spawn();
1480 nightvision_noise2.classname = "nightvision_noise2";
1483 // color tint in yellow
1484 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1487 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1489 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1490 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1491 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1492 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1493 tc_11 = tc_01 + tc_10 - tc_00;
1494 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1495 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1496 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1497 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1498 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1502 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1503 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1504 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1505 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1506 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1507 tc_11 = tc_01 + tc_10 - tc_00;
1508 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1509 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1510 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1511 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1512 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1516 if(autocvar_cl_reticle)
1518 // Draw the aiming reticle for weapons that use it
1519 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1520 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1521 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1522 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1524 // no zoom reticle while dead
1527 else if(WEP_ACTION(activeweapon, WR_ZOOMRETICLE) && autocvar_cl_reticle_weapon)
1529 if(reticle_image != "") { reticle_type = 2; }
1530 else { reticle_type = 0; }
1532 else if(button_zoom || zoomscript_caught)
1540 if(autocvar_cl_reticle_stretch)
1542 reticle_size.x = vid_conwidth;
1543 reticle_size.y = vid_conheight;
1549 reticle_size.x = max(vid_conwidth, vid_conheight);
1550 reticle_size.y = max(vid_conwidth, vid_conheight);
1551 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1552 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1555 if(zoomscript_caught)
1558 f = current_zoomfraction;
1562 switch(reticle_type)
1564 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1565 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1572 if(reticle_type != 0) { reticle_type = 0; }
1576 // improved polyblend
1577 if(autocvar_hud_contents)
1579 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1582 switch(pointcontents(view_origin))
1585 liquidalpha = autocvar_hud_contents_water_alpha;
1586 liquidcolor = stov(autocvar_hud_contents_water_color);
1591 liquidalpha = autocvar_hud_contents_lava_alpha;
1592 liquidcolor = stov(autocvar_hud_contents_lava_color);
1597 liquidalpha = autocvar_hud_contents_slime_alpha;
1598 liquidcolor = stov(autocvar_hud_contents_slime_color);
1604 liquidcolor = '0 0 0';
1609 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1610 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1611 contentfadetime = autocvar_hud_contents_fadeintime;
1612 liquidalpha_prev = liquidalpha;
1613 liquidcolor_prev = liquidcolor;
1616 contentfadetime = autocvar_hud_contents_fadeouttime;
1618 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1619 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1622 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1624 if(autocvar_hud_postprocessing)
1626 if(autocvar_hud_contents_blur && contentavgalpha)
1628 content_blurpostprocess.x = 1;
1629 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1630 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1634 content_blurpostprocess.x = 0;
1635 content_blurpostprocess.y = 0;
1636 content_blurpostprocess.z = 0;
1641 if(autocvar_hud_damage && !getstati(STAT_FROZEN))
1643 splash_size.x = max(vid_conwidth, vid_conheight);
1644 splash_size.y = max(vid_conwidth, vid_conheight);
1645 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1646 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1648 float myhealth_flash_temp;
1649 myhealth = getstati(STAT_HEALTH);
1652 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1654 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1656 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1657 pain_threshold = autocvar_hud_damage_pain_threshold;
1658 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1659 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1661 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1663 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);
1666 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1668 if(myhealth_prev < 1)
1672 myhealth_flash = 0; // just spawned, clear the flash immediately
1673 myhealth_flash_temp = 0;
1677 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1681 if(spectatee_status == -1 || intermission)
1683 myhealth_flash = 0; // observing, or match ended
1684 myhealth_flash_temp = 0;
1687 myhealth_prev = myhealth;
1689 // IDEA: change damage color/picture based on player model for robot/alien species?
1690 // pro: matches model better
1691 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1692 // maybe different reddish pics?
1693 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1695 if(autocvar_cl_gentle_damage == 2)
1697 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1699 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
1703 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1705 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);
1708 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1710 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.
1712 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1714 damage_blurpostprocess.x = 1;
1715 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1716 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1720 damage_blurpostprocess.x = 0;
1721 damage_blurpostprocess.y = 0;
1722 damage_blurpostprocess.z = 0;
1727 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1728 float e2 = (autocvar_hud_powerup != 0);
1729 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1731 // enable or disable rendering types if they are used or not
1732 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1733 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1735 // blur postprocess handling done first (used by hud_damage and hud_contents)
1736 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1738 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1739 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1740 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1742 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1743 old_blurradius = blurradius;
1744 old_bluralpha = bluralpha;
1747 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1749 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1754 // edge detection postprocess handling done second (used by hud_powerup)
1755 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1756 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1757 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1759 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1761 if(autocvar_hud_powerup && sharpen_intensity > 0)
1763 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1765 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1766 old_sharpen_intensity = sharpen_intensity;
1769 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1771 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1772 old_sharpen_intensity = 0;
1775 if(cvar("r_glsl_postprocess") == 0)
1776 cvar_set("r_glsl_postprocess", "2");
1778 else if(cvar("r_glsl_postprocess") == 2)
1779 cvar_set("r_glsl_postprocess", "0");
1784 /*if(gametype == MAPINFO_TYPE_CTF)
1791 for(self = world; (self = nextent(self)); )
1795 Draw_ShowNames_All();
1797 scoreboard_active = HUD_WouldDrawScoreboard();
1803 if(NextFrameCommand)
1805 localcmd("\n", NextFrameCommand, "\n");
1806 NextFrameCommand = string_null;
1809 // we must do this check AFTER a frame was rendered, or it won't work
1810 if(cs_project_is_b0rked == 0)
1813 w0 = ftos(autocvar_vid_conwidth);
1814 h0 = ftos(autocvar_vid_conheight);
1815 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1816 //setproperty(VF_FOV, '90 90 0');
1817 setproperty(VF_ORIGIN, '0 0 0');
1818 setproperty(VF_ANGLES, '0 0 0');
1819 setproperty(VF_PERSPECTIVE, 1);
1820 makevectors('0 0 0');
1822 cvar_set("vid_conwidth", "800");
1823 cvar_set("vid_conheight", "600");
1824 v1 = cs_project(v_forward);
1825 cvar_set("vid_conwidth", "640");
1826 cvar_set("vid_conheight", "480");
1827 v2 = cs_project(v_forward);
1829 cs_project_is_b0rked = 1;
1831 cs_project_is_b0rked = -1;
1832 cvar_set("vid_conwidth", w0);
1833 cvar_set("vid_conheight", h0);
1836 if(autocvar__hud_configure)
1841 if(hud && !intermission)
1842 if(hud == HUD_BUMBLEBEE_GUN)
1843 CSQC_BUMBLE_GUN_HUD();
1845 VEH_ACTION(hud, VR_HUD);
1849 // let's reset the view back to normal for the end
1850 setproperty(VF_MIN, '0 0 0');
1851 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1855 void CSQC_common_hud(void)
1857 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1858 Accuracy_LoadLevels();
1860 HUD_Main(); // always run these functions for alpha checks
1861 HUD_DrawScoreboard();
1863 // scoreboard/accuracy, map/gametype voting screen
1864 if (scoreboard_active || intermission == 2)
1869 // following vectors must be global to allow seamless switching between camera modes
1870 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1871 void CSQC_Demo_Camera()
1873 float speed, attenuation, dimensions;
1876 if( autocvar_camera_reset || !camera_mode )
1878 camera_offset = '0 0 0';
1879 current_angles = '0 0 0';
1880 camera_direction = '0 0 0';
1881 camera_offset.z += 30;
1882 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1883 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1884 current_origin = view_origin;
1885 current_camera_offset = camera_offset;
1886 cvar_set("camera_reset", "0");
1887 camera_mode = CAMERA_CHASE;
1892 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1894 if(autocvar_camera_look_player)
1899 dir = normalize(view_origin - current_position);
1901 mouse_angles = vectoangles(dir);
1902 mouse_angles.x = mouse_angles.x * -1;
1907 tmp = getmousepos() * 0.1;
1908 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1910 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1911 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1915 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1916 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1917 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1918 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1920 // Fix difference when angles don't have the same sign
1922 if(mouse_angles.y < -60 && current_angles.y > 60)
1924 if(mouse_angles.y > 60 && current_angles.y < -60)
1927 if(autocvar_camera_look_player)
1928 attenuation = autocvar_camera_look_attenuation;
1930 attenuation = autocvar_camera_speed_attenuation;
1932 attenuation = 1 / max(1, attenuation);
1933 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1935 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1936 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1937 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1938 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1944 if( camera_direction.x )
1946 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1947 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1948 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1949 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1953 if( camera_direction.y )
1955 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1956 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1957 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1961 if( camera_direction.z )
1963 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1967 if(autocvar_camera_free)
1968 speed = autocvar_camera_speed_free;
1970 speed = autocvar_camera_speed_chase;
1974 speed = speed * sqrt(1 / dimensions);
1975 camera_offset += tmp * speed;
1978 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1981 if( autocvar_camera_free )
1983 if ( camera_mode == CAMERA_CHASE )
1985 current_camera_offset = current_origin + current_camera_offset;
1986 camera_offset = current_origin + camera_offset;
1989 camera_mode = CAMERA_FREE;
1990 current_position = current_camera_offset;
1994 if ( camera_mode == CAMERA_FREE )
1996 current_origin = view_origin;
1997 camera_offset = camera_offset - current_origin;
1998 current_camera_offset = current_camera_offset - current_origin;
2001 camera_mode = CAMERA_CHASE;
2003 if(autocvar_camera_chase_smoothly)
2004 current_origin += (view_origin - current_origin) * attenuation;
2006 current_origin = view_origin;
2008 current_position = current_origin + current_camera_offset;
2011 setproperty(VF_ANGLES, current_angles);
2012 setproperty(VF_ORIGIN, current_position);