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 <client/mutators/_mod.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/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
30 #include <common/weapons/weapon/tuba.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
50 float autocvar_cl_viewmodel_scale;
51 float autocvar_cl_viewmodel_alpha = 1;
53 bool autocvar_cl_bobmodel;
54 float autocvar_cl_bobmodel_speed;
55 float autocvar_cl_bobmodel_side;
56 float autocvar_cl_bobmodel_up;
58 float autocvar_cl_followmodel;
59 float autocvar_cl_followmodel_speed = 0.3;
60 float autocvar_cl_followmodel_limit = 135;
61 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
62 float autocvar_cl_followmodel_highpass = 0.05;
63 float autocvar_cl_followmodel_lowpass = 0.03;
64 bool autocvar_cl_followmodel_velocity_absolute;
66 float autocvar_cl_leanmodel;
67 float autocvar_cl_leanmodel_speed = 0.3;
68 float autocvar_cl_leanmodel_limit = 30;
69 float autocvar_cl_leanmodel_highpass1 = 0.2;
70 float autocvar_cl_leanmodel_highpass = 0.2;
71 float autocvar_cl_leanmodel_lowpass = 0.05;
73 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
75 #define lowpass(value, frac, ref_store, ret) \
76 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
78 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
79 float __ignore; lowpass(value, frac, ref_store, __ignore); \
80 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
84 float __f = 0; lowpass(value, frac, ref_store, __f); \
85 ret = (value) - __f; \
88 #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 \
94 lowpass(value.x, frac, ref_store.x, ref_out.x); \
95 lowpass(value.y, frac, ref_store.y, ref_out.y); \
98 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
99 highpass(value.x, frac, ref_store.x, ref_out.x); \
100 highpass(value.y, frac, ref_store.y, ref_out.y); \
103 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
104 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
105 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
108 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
109 lowpass(value.x, frac, ref_store.x, ref_out.x); \
110 lowpass(value.y, frac, ref_store.y, ref_out.y); \
111 lowpass(value.z, frac, ref_store.z, ref_out.z); \
114 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 highpass(value.x, frac, ref_store.x, ref_out.x); \
116 highpass(value.y, frac, ref_store.y, ref_out.y); \
117 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 void calc_followmodel_ofs(entity view)
122 if(cl_followmodel_time == time)
123 return; // cl_followmodel_ofs already calculated for this frame
126 vector gunorg = '0 0 0';
127 static vector vel_average;
128 static vector gunorg_adjustment_highpass;
129 static vector gunorg_adjustment_lowpass;
132 if (autocvar_cl_followmodel_velocity_absolute)
136 vector forward, right, up;
137 MAKE_VECTORS(view_angles, forward, right, up);
138 vel.x = view.velocity * forward;
139 vel.y = view.velocity * right * -1;
140 vel.z = view.velocity * up;
143 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
147 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148 lowpass3(vel, frac, vel_average, gunorg);
150 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
152 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154 frac = avg_factor(autocvar_cl_followmodel_highpass);
155 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156 frac = avg_factor(autocvar_cl_followmodel_lowpass);
157 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
159 if (autocvar_cl_followmodel_velocity_absolute)
162 vector forward, right, up;
163 MAKE_VECTORS(view_angles, forward, right, up);
164 fixed_gunorg.x = gunorg * forward;
165 fixed_gunorg.y = gunorg * right * -1;
166 fixed_gunorg.z = gunorg * up;
167 gunorg = fixed_gunorg;
170 cl_followmodel_ofs = gunorg;
171 cl_followmodel_time = time;
174 vector leanmodel_ofs(entity view)
177 vector gunangles = '0 0 0';
178 static vector gunangles_prev = '0 0 0';
179 static vector gunangles_highpass = '0 0 0';
180 static vector gunangles_adjustment_highpass;
181 static vector gunangles_adjustment_lowpass;
183 if (view.csqcmodel_teleported)
184 gunangles_prev = view_angles;
186 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187 gunangles_highpass += gunangles_prev;
188 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193 gunangles_prev = view_angles;
194 gunangles_highpass -= gunangles_prev;
196 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
199 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200 frac = avg_factor(autocvar_cl_leanmodel_highpass);
201 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
210 vector bobmodel_ofs(entity view)
212 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213 static bool oldonground;
214 static float hitgroundtime;
217 float f = time; // cl.movecmd[0].time
221 oldonground = clonground;
223 // calculate for swinging gun model
224 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225 vector gunorg = '0 0 0';
226 static float bobmodel_scale = 0;
227 static float time_ofs = 0; // makes the effect always restart in the same way
230 if (time - hitgroundtime > 0.05)
231 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
234 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
236 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237 if (bobmodel_scale && xyspeed)
239 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250 void viewmodel_animate(entity this)
252 if (autocvar_chase_active) return;
253 if (STAT(HEALTH) <= 0) return;
255 entity view = CSQCModel_server2csqc(player_localentnum - 1);
257 if (autocvar_cl_followmodel)
259 calc_followmodel_ofs(view);
260 this.origin += cl_followmodel_ofs;
263 if (autocvar_cl_leanmodel)
264 this.angles += leanmodel_ofs(view);
266 // vertical view bobbing code
269 // horizontal view bobbing code
273 // causes the view to swing down and back up when touching the ground
276 // gun model bobbing code
277 if (autocvar_cl_bobmodel)
278 this.origin += bobmodel_ofs(view);
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
288 void viewmodel_draw(entity this)
290 if(!this.activeweapon || !autocvar_r_drawviewmodel)
292 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
293 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
294 int wepskin = this.m_skin;
295 bool invehicle = player_localentnum > maxclients;
296 if (invehicle) a = -1;
297 Weapon wep = this.activeweapon;
298 int c = entcs_GetClientColors(current_player);
299 vector g = weaponentity_glowmod(wep, NULL, c, this);
300 entity me = CSQCModel_server2csqc(player_localentnum - 1);
301 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304 for (entity e = this; e; e = e.weaponchild)
309 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
311 e.csqcmodel_effects = fx;
312 CSQCModel_Effects_Apply(e);
316 string name = wep.mdl;
317 string newname = wep.wr_viewmodel(wep, this);
320 bool swap = name != this.name_last;
323 this.name_last = name;
324 CL_WeaponEntity_SetModel(this, name, swap);
325 this.viewmodel_origin = this.origin;
326 this.viewmodel_angles = this.angles;
329 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
330 anim_set(this, this.anim_idle, true, false, false);
332 float f = 0; // 0..1; 0: fully active
333 float rate = STAT(WEAPONRATEFACTOR);
334 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
335 if (eta <= 0) f = this.weapon_eta_last;
336 else switch (this.state)
340 f = eta / max(eta, this.weapon_switchdelay);
345 f = 1 - eta / max(eta, this.weapon_switchdelay);
354 this.weapon_eta_last = f;
355 this.origin = this.viewmodel_origin;
356 this.angles = this.viewmodel_angles;
357 this.angles_x = (-90 * f * f);
358 viewmodel_animate(this);
359 MUTATOR_CALLHOOK(DrawViewModel, this);
360 setorigin(this, this.origin);
363 STATIC_INIT(viewmodel) {
364 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
365 viewmodels[slot] = new(viewmodel);
368 float showfps_prevfps;
369 float showfps_prevfps_time;
370 int showfps_framecounter;
372 void fpscounter_update()
377 float currentTime = gettime(GETTIME_REALTIME);
378 showfps_framecounter += 1;
379 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
381 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
382 showfps_framecounter = 0;
383 showfps_prevfps_time = currentTime;
385 int channel = MSG_C2S;
386 WriteHeader(channel, fpsreport);
387 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
391 STATIC_INIT(fpscounter_init)
393 float currentTime = gettime(GETTIME_REALTIME);
394 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
398 vector GetCurrentFov(float fov)
400 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
401 float velocityzoom, curspeed;
404 zoomsensitivity = autocvar_cl_zoomsensitivity;
405 zoomfactor = autocvar_cl_zoomfactor;
406 if(zoomfactor < 1 || zoomfactor > 30)
408 zoomspeed = autocvar_cl_zoomspeed;
409 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
412 zoomdir = button_zoom;
414 if(hud == HUD_NORMAL && !spectatee_status)
416 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
418 entity wepent = viewmodels[slot];
419 if(wepent.switchweapon != wepent.activeweapon)
421 Weapon wep = wepent.activeweapon;
422 if(wep != WEP_Null && wep.wr_zoomdir)
424 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
429 if(spectatee_status > 0 || isdemo())
431 if(spectatorbutton_zoom)
438 // fteqcc failed twice here already, don't optimize this
441 if(zoomdir) { zoomin_effect = 0; }
443 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
445 current_viewzoom = 1;
447 else if (camera_active)
449 current_viewzoom = min(1, current_viewzoom + drawframetime);
451 else if(autocvar_cl_spawnzoom && zoomin_effect)
453 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
455 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
456 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
457 if(current_viewzoom == 1) { zoomin_effect = 0; }
461 if(zoomspeed < 0) // instant zoom
464 current_viewzoom = 1 / zoomfactor;
466 current_viewzoom = 1;
471 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
473 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
477 if(almost_equals(current_viewzoom, 1))
478 current_zoomfraction = 0;
479 else if(almost_equals(current_viewzoom, 1/zoomfactor))
480 current_zoomfraction = 1;
482 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
484 if(zoomsensitivity < 1)
485 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
487 setsensitivityscale(1);
489 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
491 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
495 vector forward, right, up;
496 MAKE_VECTORS(view_angles, forward, right, up);
499 v = csqcplayer.velocity;
501 switch(autocvar_cl_velocityzoom_type)
503 case 3: curspeed = max(0, forward * v); break;
504 case 2: curspeed = (forward * v); break;
505 case 1: default: curspeed = vlen(v); break;
509 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
510 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
511 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
513 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
518 float frustumx, frustumy, fovx, fovy;
519 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
520 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
521 fovx = atan2(frustumx, 1) / M_PI * 360.0;
522 fovy = atan2(frustumy, 1) / M_PI * 360.0;
524 return '1 0 0' * fovx + '0 1 0' * fovy;
527 vector GetViewLocationFOV(float fov)
529 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
530 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
531 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
532 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
533 return '1 0 0' * fovx + '0 1 0' * fovy;
536 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
539 float width = (ov_worldmax.x - ov_worldmin.x);
540 float height = (ov_worldmax.y - ov_worldmin.y);
541 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
542 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
543 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
544 return '1 0 0' * fovx + '0 1 0' * fovy;
547 // this function must match W_SetupShot!
548 float zoomscript_caught;
550 bool minigame_wasactive;
552 vector wcross_origin;
553 float wcross_scale_prev, wcross_alpha_prev;
554 vector wcross_color_prev;
555 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
556 vector wcross_color_goal_prev;
557 float wcross_changedonetime;
559 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
560 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
561 float wcross_name_changestarttime, wcross_name_changedonetime;
562 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
564 float wcross_ring_prev;
567 entity trueaim_rifle;
569 const float SHOTTYPE_HITTEAM = 1;
570 const float SHOTTYPE_HITOBSTRUCTION = 2;
571 const float SHOTTYPE_HITWORLD = 3;
572 const float SHOTTYPE_HITENEMY = 4;
576 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
577 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
580 float EnemyHitCheck()
583 wcross_origin = project_3d_to_2d(trace_endpos);
586 n = trace_ent.entnum;
588 n = trace_networkentity;
590 return SHOTTYPE_HITWORLD;
592 return SHOTTYPE_HITWORLD;
593 t = entcs_GetTeam(n - 1);
596 return SHOTTYPE_HITTEAM;
597 if(t == NUM_SPECTATOR)
598 return SHOTTYPE_HITWORLD;
599 return SHOTTYPE_HITENEMY;
602 float TrueAimCheck(entity wepent)
604 if(wepent.activeweapon.spawnflags & WEP_FLAG_NOTRUEAIM)
605 return SHOTTYPE_HITWORLD;
607 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?
608 vector vecs, trueaimpoint, w_shotorg;
616 mv = MOVE_NOMONSTERS;
618 switch(wepent.activeweapon) // WEAPONTODO
621 case WEP_OVERKILL_NEX:
628 if(zoomscript_caught)
630 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
631 return EnemyHitCheck();
634 case WEP_DEVASTATOR: // projectile has a size!
638 case WEP_FIREBALL: // projectile has a size!
642 case WEP_SEEKER: // projectile has a size!
646 case WEP_ELECTRO: // projectile has a size!
652 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
654 vecs = decompressShotOrigin(STAT(SHOTORG));
656 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
657 trueaimpoint = trace_endpos;
658 // move trueaimpoint a little bit forward to make the final tracebox reliable
659 // since it sometimes doesn't reach a teammate by a hair
660 trueaimpoint += view_forward;
662 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
663 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
670 dv = view_right * vecs.y + view_up * vecs.z;
671 w_shotorg = traceorigin + dv;
673 // now move the vecs forward as much as requested if possible
674 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
675 w_shotorg = trace_endpos - view_forward * nudge;
677 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
678 shottype = EnemyHitCheck();
679 if(shottype != SHOTTYPE_HITWORLD)
683 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
684 // or rather, I know why, but see no fix
685 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
686 // 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
687 return SHOTTYPE_HITOBSTRUCTION;
690 return SHOTTYPE_HITWORLD;
694 const float CAMERA_FREE = 1;
695 const float CAMERA_CHASE = 2;
697 string NextFrameCommand;
699 vector freeze_org, freeze_ang;
700 entity nightvision_noise, nightvision_noise2;
702 const float MAX_TIME_DIFF = 5;
703 float pickup_crosshair_time, pickup_crosshair_size;
704 float hitindication_crosshair_size;
705 float use_vortex_chargepool;
707 float myhealth, myhealth_prev;
708 float myhealth_flash;
710 float old_blurradius, old_bluralpha;
711 float old_sharpen_intensity;
713 vector myhealth_gentlergb;
715 float contentavgalpha, liquidalpha_prev;
716 vector liquidcolor_prev;
718 float eventchase_current_distance;
719 float eventchase_running;
720 int WantEventchase(entity this, bool want_vehiclechase)
722 if(autocvar_cl_orthoview)
724 if(STAT(GAME_STOPPED) || intermission)
728 if(spectatee_status >= 0)
730 if(want_vehiclechase)
732 if(MUTATOR_CALLHOOK(WantEventchase, this))
734 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
736 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
738 if(autocvar_cl_eventchase_death == 2)
740 // don't stop eventchase once it's started (even if velocity changes afterwards)
741 if(this.velocity == '0 0 0' || eventchase_running)
746 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
748 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
750 else if (eventchase_running)
751 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
757 void View_EventChase(entity this)
759 // event chase camera
760 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
762 if(STAT(CAMERA_SPECTATOR))
764 if(spectatee_status > 0)
766 if(!autocvar_chase_active)
768 cvar_set("chase_active", "-2");
772 else if(autocvar_chase_active == -2)
773 cvar_set("chase_active", "0");
775 if(autocvar_chase_active == -2)
778 else if(autocvar_chase_active == -2)
779 cvar_set("chase_active", "0");
781 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
783 float vehicle_viewdist = 0;
784 vector vehicle_viewofs = '0 0 0';
788 if(hud != HUD_BUMBLEBEE_GUN)
790 Vehicle info = Vehicles_from(hud);
791 vehicle_viewdist = info.height;
792 vehicle_viewofs = info.view_ofs;
793 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
794 vehicle_chase = false;
797 vehicle_chase = false;
800 int eventchase = WantEventchase(this, vehicle_chase);
803 vector current_view_origin_override = '0 0 0';
804 vector view_offset_override = '0 0 0';
805 float chase_distance_override = 0;
806 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
807 if(custom_eventchase)
809 current_view_origin_override = M_ARGV(0, vector);
810 view_offset_override = M_ARGV(1, vector);
811 chase_distance_override = M_ARGV(0, float);
813 eventchase_running = true;
815 // 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.)
816 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
817 if (custom_eventchase)
818 current_view_origin = current_view_origin_override;
820 // detect maximum viewoffset and use it
821 vector view_offset = autocvar_cl_eventchase_viewoffset;
825 view_offset = vehicle_viewofs;
827 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
829 if (custom_eventchase)
830 view_offset = view_offset_override;
834 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
835 if(trace_fraction == 1) { current_view_origin += view_offset; }
836 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
839 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
840 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
841 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
842 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
844 // make the camera smooth back
845 float chase_distance = autocvar_cl_eventchase_distance;
849 chase_distance = vehicle_viewdist;
851 chase_distance = autocvar_cl_eventchase_vehicle_distance;
853 if (custom_eventchase)
854 chase_distance = chase_distance_override;
856 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
857 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
858 else if(eventchase_current_distance != chase_distance)
859 eventchase_current_distance = chase_distance;
861 vector forward, right, up;
862 MAKE_VECTORS(view_angles, forward, right, up);
864 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
865 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
867 // If the boxtrace fails, revert back to line tracing.
871 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
872 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
873 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
875 else { setproperty(VF_ORIGIN, trace_endpos); }
878 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
881 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
883 eventchase_running = false;
884 cvar_set("chase_active", "0");
885 eventchase_current_distance = 0; // start from 0 next time
888 // workaround for camera stuck between player's legs when using chase_active 1
889 // because the engine stops updating the chase_active camera when the game ends
890 else if(intermission)
892 cvar_settemp("chase_active", "-1");
893 eventchase_current_distance = 0;
897 void HUD_Crosshair_Vehicle(entity this)
899 if(hud != HUD_BUMBLEBEE_GUN)
901 Vehicle info = Vehicles_from(hud);
902 info.vr_crosshair(info, this);
906 vector damage_blurpostprocess, content_blurpostprocess;
908 float unaccounted_damage = 0;
911 // accumulate damage with each stat update
912 static float damage_total_prev = 0;
913 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
914 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
915 damage_total_prev = damage_total;
917 static float damage_dealt_time_prev = 0;
918 float damage_dealt_time = STAT(HIT_TIME);
919 if (damage_dealt_time != damage_dealt_time_prev)
921 unaccounted_damage += unaccounted_damage_new;
922 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
924 damage_dealt_time_prev = damage_dealt_time;
926 // prevent hitsound when switching spectatee
927 static float spectatee_status_prev = 0;
928 if (spectatee_status != spectatee_status_prev)
929 unaccounted_damage = 0;
930 spectatee_status_prev = spectatee_status;
935 // varying sound pitch
937 bool have_arc = false;
938 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
940 entity wepent = viewmodels[slot];
942 if(wepent.activeweapon == WEP_ARC)
946 static float hitsound_time_prev = 0;
947 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
948 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
949 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
951 if (autocvar_cl_hitsound && unaccounted_damage)
953 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
954 float a = autocvar_cl_hitsound_max_pitch;
955 float b = autocvar_cl_hitsound_min_pitch;
956 float c = autocvar_cl_hitsound_nom_damage;
957 float d = unaccounted_damage;
958 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
960 // if sound variation is disabled, set pitch_shift to 1
961 if (autocvar_cl_hitsound == 1)
964 // if pitch shift is reversed, mirror in (max-min)/2 + min
965 if (autocvar_cl_hitsound == 3)
967 float mirror_value = (a-b)/2 + b;
968 pitch_shift = mirror_value + (mirror_value - pitch_shift);
971 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
973 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
974 // todo: normalize sound pressure levels? seems unnecessary
976 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
978 unaccounted_damage = 0;
979 hitsound_time_prev = time;
982 static float typehit_time_prev = 0;
983 float typehit_time = STAT(TYPEHIT_TIME);
984 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
986 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
987 typehit_time_prev = typehit_time;
990 static float kill_time_prev = 0;
991 float kill_time = STAT(KILL_TIME);
992 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
994 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
995 kill_time_prev = kill_time;
999 vector crosshair_getcolor(entity this, float health_stat)
1001 static float rainbow_last_flicker;
1002 static vector rainbow_prev_color;
1003 vector wcross_color = '0 0 0';
1004 switch(autocvar_crosshair_color_special)
1006 case 1: // crosshair_color_per_weapon
1008 if(this != WEP_Null && hud == HUD_NORMAL)
1010 wcross_color = this.wpcolor;
1013 else { goto normalcolor; }
1016 case 2: // crosshair_color_by_health
1018 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
1019 float hp = floor(v.x + 1);
1034 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
1035 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
1039 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
1040 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
1041 wcross_color.z = 1 - (hp-100)*0.02;
1047 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
1052 wcross_color.y = (hp-20)*90/27/100;
1053 wcross_color.z = (hp-20)*90/27/100 * 0.2;
1063 case 3: // crosshair_color_rainbow
1065 if(time >= rainbow_last_flicker)
1067 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1068 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1070 wcross_color = rainbow_prev_color;
1074 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1077 return wcross_color;
1080 void HUD_Crosshair(entity this)
1084 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
1085 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
1086 !HUD_MinigameMenu_IsOpened() )
1088 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1091 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
1094 if (hud != HUD_NORMAL)
1096 HUD_Crosshair_Vehicle(this);
1100 string wcross_style;
1101 float wcross_alpha, wcross_resolution;
1102 wcross_style = autocvar_crosshair;
1103 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1104 wcross_style = autocvar_crosshair_2d;
1105 if (wcross_style == "0")
1107 wcross_resolution = autocvar_crosshair_size;
1108 if (wcross_resolution == 0)
1110 wcross_alpha = autocvar_crosshair_alpha;
1111 if (wcross_alpha == 0)
1117 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1118 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1119 wcross_origin = viewloc_mousepos;
1120 else if(autocvar_chase_active > 0 && autocvar_crosshair_chase)
1122 vector player_org = ((csqcplayer) ? csqcplayer.origin + csqcplayer.view_ofs : view_origin);
1123 if(csqcplayer && autocvar_crosshair_chase_playeralpha && autocvar_crosshair_chase_playeralpha < 1)
1125 traceline(view_origin, view_origin + max_shot_distance * view_forward, MOVE_NORMAL, NULL);
1126 float myalpha = (!csqcplayer.m_alpha) ? 1 : csqcplayer.m_alpha;
1127 if(trace_ent == csqcplayer && STAT(HEALTH) > 0)
1128 csqcplayer.alpha = min(autocvar_crosshair_chase_playeralpha, myalpha);
1130 csqcplayer.alpha = csqcplayer.m_alpha;
1132 traceline(player_org, player_org + max_shot_distance * view_forward, MOVE_WORLDONLY, NULL);
1133 wcross_origin = project_3d_to_2d(trace_endpos);
1136 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1137 wcross_origin.z = 0;
1138 if(autocvar_crosshair_hittest)
1140 vector wcross_oldorigin;
1141 entity thiswep = viewmodels[0]; // TODO: unhardcode
1142 wcross_oldorigin = wcross_origin;
1143 shottype = TrueAimCheck(thiswep);
1144 if(shottype == SHOTTYPE_HITWORLD)
1146 v = wcross_origin - wcross_oldorigin;
1147 v.x /= vid_conwidth;
1148 v.y /= vid_conheight;
1149 if(vdist(v, >, 0.01))
1150 shottype = SHOTTYPE_HITOBSTRUCTION;
1152 if(!autocvar_crosshair_hittest_showimpact)
1153 wcross_origin = wcross_oldorigin;
1156 shottype = SHOTTYPE_HITWORLD;
1158 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1159 string wcross_name = "";
1160 float wcross_scale, wcross_blur;
1162 entity e = WEP_Null;
1163 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1165 entity wepent = viewmodels[0]; // TODO: unhardcode
1166 e = wepent.switchingweapon;
1169 if(autocvar_crosshair_per_weapon)
1171 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1172 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1173 //if (wcross_resolution == 0)
1176 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1177 wcross_resolution *= e.w_crosshair_size;
1178 wcross_name = e.w_crosshair;
1183 if(wcross_name == "")
1184 wcross_name = strcat("gfx/crosshair", wcross_style);
1186 // MAIN CROSSHAIR COLOR DECISION
1187 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1189 if(autocvar_crosshair_effect_scalefade)
1191 wcross_scale = wcross_resolution;
1192 wcross_resolution = 1;
1199 if(autocvar_crosshair_pickup)
1201 float stat_pickup_time = STAT(LAST_PICKUP);
1203 if(pickup_crosshair_time < stat_pickup_time)
1205 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1206 pickup_crosshair_size = 1;
1208 pickup_crosshair_time = stat_pickup_time;
1211 if(pickup_crosshair_size > 0)
1212 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1214 pickup_crosshair_size = 0;
1216 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1219 // todo: make crosshair hit indication dependent on damage dealt
1220 if(autocvar_crosshair_hitindication)
1222 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1224 if(unaccounted_damage)
1226 hitindication_crosshair_size = 1;
1229 if(hitindication_crosshair_size > 0)
1230 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1232 hitindication_crosshair_size = 0;
1234 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1235 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1236 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1237 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1240 // no effects needed for targeting enemies, this can't possibly span all valid targets!
1241 // just show for teammates to give a sign that they're an invalid target
1242 //if(shottype == SHOTTYPE_HITENEMY)
1243 //wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1244 if(shottype == SHOTTYPE_HITTEAM)
1245 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1247 f = fabs(autocvar_crosshair_effect_time);
1248 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1250 wcross_changedonetime = time + f;
1252 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1254 wcross_name_changestarttime = time;
1255 wcross_name_changedonetime = time + f;
1256 if(wcross_name_goal_prev_prev)
1257 strunzone(wcross_name_goal_prev_prev);
1258 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1259 wcross_name_goal_prev = strzone(wcross_name);
1260 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1261 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1262 wcross_resolution_goal_prev = wcross_resolution;
1265 wcross_scale_goal_prev = wcross_scale;
1266 wcross_alpha_goal_prev = wcross_alpha;
1267 wcross_color_goal_prev = wcross_color;
1269 if(spectatee_status == 0 && (shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active)))
1272 wcross_alpha *= 0.75;
1276 // *_prev is at time-frametime
1277 // * is at wcross_changedonetime+f
1278 // what do we have at time?
1279 if(time < wcross_changedonetime)
1281 f = frametime / (wcross_changedonetime - time + frametime);
1282 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1283 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1284 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1287 wcross_scale_prev = wcross_scale;
1288 wcross_alpha_prev = wcross_alpha;
1289 wcross_color_prev = wcross_color;
1291 MUTATOR_CALLHOOK(UpdateCrosshair);
1293 wcross_scale *= 1 - autocvar__menu_alpha;
1294 wcross_alpha *= 1 - autocvar__menu_alpha;
1295 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1297 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1299 // crosshair rings for weapon stats
1300 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1302 // declarations and stats
1303 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1304 string ring_image = string_null, ring_inner_image = string_null;
1305 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1307 ring_scale = autocvar_crosshair_ring_size;
1309 entity wepent = viewmodels[0]; // TODO: unhardcode
1311 int weapon_clipload = wepent.clip_load;
1312 int weapon_clipsize = wepent.clip_size;
1314 float arc_heat = wepent.arc_heat_percent;
1315 float vcharge = wepent.vortex_charge;
1316 float vchargepool = wepent.vortex_chargepool_ammo;
1317 float oknex_charge_ = wepent.oknex_charge;
1318 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1320 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1321 vortex_charge_movingavg = vcharge;
1323 // handle the values
1324 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1326 if (vchargepool || use_vortex_chargepool) {
1327 use_vortex_chargepool = 1;
1328 ring_inner_value = vchargepool;
1330 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1331 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1334 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1335 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);
1336 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1338 // draw the outer ring to show the current charge of the weapon
1339 ring_value = vcharge;
1340 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1341 ring_rgb = wcross_color;
1342 ring_image = "gfx/crosshair_ring_nexgun.tga";
1344 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1346 if (oknex_chargepool_ || use_vortex_chargepool) {
1347 use_vortex_chargepool = 1;
1348 ring_inner_value = oknex_chargepool_;
1350 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1351 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1354 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1355 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;
1356 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1358 // draw the outer ring to show the current charge of the weapon
1359 ring_value = oknex_charge_;
1360 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1361 ring_rgb = wcross_color;
1362 ring_image = "gfx/crosshair_ring_nexgun.tga";
1364 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1366 ring_value = bound(0, wepent.minelayer_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.
1367 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1368 ring_rgb = wcross_color;
1369 ring_image = "gfx/crosshair_ring.tga";
1371 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1373 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1374 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1375 ring_rgb = wcross_color;
1376 ring_image = "gfx/crosshair_ring.tga";
1378 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1380 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1381 ring_scale = autocvar_crosshair_ring_reload_size;
1382 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1383 ring_rgb = wcross_color;
1385 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1386 // if a new image for another weapon is added, add the code (and its respective file/value) here
1387 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1388 ring_image = "gfx/crosshair_ring_rifle.tga";
1390 ring_image = "gfx/crosshair_ring.tga";
1392 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1394 ring_value = arc_heat;
1395 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1396 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1397 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1398 ring_image = "gfx/crosshair_ring.tga";
1401 // if in weapon switch animation, fade ring out/in
1402 if(autocvar_crosshair_effect_time > 0)
1404 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1407 wcross_ring_prev = ((ring_image) ? true : false);
1410 if(wcross_ring_prev)
1413 ring_alpha *= fabs(1 - bound(0, f, 1));
1418 ring_alpha *= bound(0, f, 1);
1422 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1423 DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1426 DrawCircleClippedPic(wcross_origin, wcross_size.x * wcross_resolution * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1429 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1431 vector scaled_sz = sz * wcross_size; \
1432 if(wcross_blur > 0) \
1434 for(i = -2; i <= 2; ++i) \
1435 for(j = -2; j <= 2; ++j) \
1436 M(i,j,sz,scaled_sz,wcross_name,wcross_alpha*0.04); \
1440 M(0,0,sz,scaled_sz,wcross_name,wcross_alpha); \
1444 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,scaled_sz,wcross_name,wcross_alpha) \
1445 drawpic(wcross_origin - ('0.5 0 0' * (scaled_sz.x + i * wcross_blur) + '0 0.5 0' * (scaled_sz.y + j * wcross_blur)), wcross_name, scaled_sz, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1447 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1448 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1450 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1452 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1453 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1454 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1461 wcross_name_alpha_goal_prev = f;
1463 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1464 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1466 if(autocvar_crosshair_dot)
1468 vector wcross_color_old;
1469 wcross_color_old = wcross_color;
1471 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1472 wcross_color = stov(autocvar_crosshair_dot_color);
1474 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1475 // FIXME why don't we use wcross_alpha here?
1476 wcross_color = wcross_color_old;
1482 wcross_scale_prev = 0;
1483 wcross_alpha_prev = 0;
1484 wcross_scale_goal_prev = 0;
1485 wcross_alpha_goal_prev = 0;
1486 wcross_changedonetime = 0;
1487 strfree(wcross_name_goal_prev);
1488 strfree(wcross_name_goal_prev_prev);
1489 wcross_name_changestarttime = 0;
1490 wcross_name_changedonetime = 0;
1491 wcross_name_alpha_goal_prev = 0;
1492 wcross_name_alpha_goal_prev_prev = 0;
1493 wcross_resolution_goal_prev = 0;
1494 wcross_resolution_goal_prev_prev = 0;
1498 const int MAX_SPECIALCOMMAND = 15;
1499 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1500 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1501 const float SPECIALCOMMAND_SPEED = 150;
1502 const float SPECIALCOMMAND_TURNSPEED = 2;
1503 const float SPECIALCOMMAND_SIZE = 0.025;
1504 const float SPECIALCOMMAND_CHANCE = 0.35;
1505 float sc_spawntime, sc_changetime;
1506 vector sc_color = '1 1 1';
1507 void SpecialCommand()
1509 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1512 if(time >= sc_changetime)
1514 sc_changetime = time + 1;
1515 sc_color = randomvec() * 1.5;
1516 sc_color.x = bound(0.2, sc_color.x, 0.75);
1517 sc_color.y = bound(0.2, sc_color.y, 0.75);
1518 sc_color.z = bound(0.2, sc_color.z, 0.75);
1520 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);
1522 if(!precache_pic("gfx/smile"))
1523 return; // damn party poopers
1525 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1527 vector slot = specialcommand_slots[j];
1529 slot.y += SPECIALCOMMAND_SPEED * frametime;
1531 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1532 if(slot.y >= vid_conheight)
1537 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1539 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1540 slot.y = 1; // start it off 0 so we can use it
1541 slot.z = floor(random() * Weapons_MAX);
1542 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1543 vector newcolor = randomvec() * 2;
1544 newcolor.x = bound(0.4, newcolor.x, 1);
1545 newcolor.y = bound(0.4, newcolor.y, 1);
1546 newcolor.z = bound(0.4, newcolor.z, 1);
1547 specialcommand_colors[j] = newcolor;
1552 vector splash_size = '0 0 0';
1553 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1554 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1555 entity wep = Weapons_from(slot.z);
1557 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1559 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1560 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1563 specialcommand_slots[j] = slot;
1567 void HUD_Draw(entity this)
1569 // if we don't know gametype and scores yet avoid drawing the scoreboard
1570 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1571 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1572 // cl_deathscoreboard would show the scoreboard and so on
1576 Hud_Dynamic_Frame();
1579 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1581 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1583 else if(STAT(FROZEN))
1585 vector col = '0.25 0.90 1';
1586 if(STAT(REVIVE_PROGRESS))
1587 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1588 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1593 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1595 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1596 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);
1597 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);
1599 else if(STAT(CAPTURE_PROGRESS))
1601 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);
1602 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1604 else if(STAT(REVIVE_PROGRESS))
1606 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);
1607 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1609 HUD_Scale_Disable();
1611 if(autocvar_r_letterbox == 0)
1612 if(autocvar_viewsize < 120)
1614 if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
1615 Accuracy_LoadLevels();
1618 HUD_Scale_Disable();
1621 // crosshair goes VERY LAST
1624 HUD_Crosshair(this);
1628 void ViewLocation_Mouse()
1630 if(spectatee_status)
1631 return; // don't draw it as spectator!
1633 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1634 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1635 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1637 //float cursor_alpha = 1 - autocvar__menu_alpha;
1638 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1641 void HUD_Cursor_Show()
1643 float cursor_alpha = 1 - autocvar__menu_alpha;
1644 if(cursor_type == CURSOR_NORMAL)
1645 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
1646 else if(cursor_type == CURSOR_MOVE)
1647 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1648 else if(cursor_type == CURSOR_RESIZE)
1649 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
1650 else if(cursor_type == CURSOR_RESIZE2)
1651 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
1654 void HUD_Mouse(entity player)
1656 if(autocvar__menu_alpha == 1)
1661 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1662 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1666 if (cursor_active == -1) // starting to display the cursor
1668 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1669 // in the first frame mousepos is the mouse position of the last time
1670 // the cursor was displayed, thus we ignore it to avoid a glictch
1675 if(!autocvar_hud_cursormode)
1678 if(autocvar__hud_configure)
1682 if (HUD_MinigameMenu_IsOpened())
1683 HUD_Minigame_Mouse();
1684 if (QuickMenu_IsOpened())
1686 if (HUD_Radar_Clickable())
1690 prevMouseClicked = mouseClicked;
1695 void View_NightVision()
1697 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1700 // apply night vision effect
1701 vector tc_00, tc_01, tc_10, tc_11;
1702 vector rgb = '0 0 0';
1705 if(!nightvision_noise)
1707 nightvision_noise = new(nightvision_noise);
1709 if(!nightvision_noise2)
1711 nightvision_noise2 = new(nightvision_noise2);
1714 // color tint in yellow
1715 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1718 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1720 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1721 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1722 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1723 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1724 tc_11 = tc_01 + tc_10 - tc_00;
1725 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
1726 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1727 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1728 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1729 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1733 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1734 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1735 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1736 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1737 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1738 tc_11 = tc_01 + tc_10 - tc_00;
1739 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
1740 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1741 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1742 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1743 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1747 void DrawReticle(entity this)
1749 if(!autocvar_cl_reticle || MUTATOR_CALLHOOK(DrawReticle))
1755 float is_dead = (STAT(HEALTH) <= 0);
1756 string reticle_image = string_null;
1757 bool wep_zoomed = false;
1758 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1760 entity wepe = viewmodels[slot];
1761 Weapon wep = wepe.activeweapon;
1762 if(wep != WEP_Null && wep.wr_zoom)
1764 bool do_zoom = wep.wr_zoom(wep, NULL);
1765 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
1766 reticle_image = wep.w_reticle;
1767 wep_zoomed += do_zoom;
1770 // Draw the aiming reticle for weapons that use it
1771 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1772 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1773 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1774 if(spectatee_status || is_dead || hud != HUD_NORMAL || this.viewloc)
1776 // no zoom reticle while dead
1779 else if(wep_zoomed && autocvar_cl_reticle_weapon)
1781 if(reticle_image) { reticle_type = 2; }
1782 else { reticle_type = 0; }
1784 else if(button_zoom || zoomscript_caught)
1792 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1793 if(autocvar_cl_reticle_stretch)
1795 reticle_size.x = vid_conwidth;
1796 reticle_size.y = vid_conheight;
1802 reticle_size.x = max(vid_conwidth, vid_conheight);
1803 reticle_size.y = max(vid_conwidth, vid_conheight);
1804 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1805 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1808 float f = (zoomscript_caught) ? 1 : current_zoomfraction;
1812 switch(reticle_type)
1814 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1815 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1821 // visual overlay while in liquids
1822 // provides some effects to the postprocessing function
1825 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1828 // improved polyblend
1829 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1832 switch(pointcontents(view_origin))
1835 liquidalpha = autocvar_hud_contents_water_alpha;
1836 liquidcolor = stov(autocvar_hud_contents_water_color);
1841 liquidalpha = autocvar_hud_contents_lava_alpha;
1842 liquidcolor = stov(autocvar_hud_contents_lava_color);
1847 liquidalpha = autocvar_hud_contents_slime_alpha;
1848 liquidcolor = stov(autocvar_hud_contents_slime_color);
1854 liquidcolor = '0 0 0';
1859 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1860 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1861 contentfadetime = autocvar_hud_contents_fadeintime;
1862 liquidalpha_prev = liquidalpha;
1863 liquidcolor_prev = liquidcolor;
1866 contentfadetime = autocvar_hud_contents_fadeouttime;
1868 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1869 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1872 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1874 if(autocvar_hud_postprocessing)
1876 if(autocvar_hud_contents_blur && contentavgalpha)
1878 content_blurpostprocess.x = 1;
1879 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1880 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1884 content_blurpostprocess.x = 0;
1885 content_blurpostprocess.y = 0;
1886 content_blurpostprocess.z = 0;
1891 // visual pain effects on the screen
1892 // provides some effects to the postprocessing function
1895 if(!autocvar_hud_damage || STAT(FROZEN))
1898 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1899 splash_size.x = max(vid_conwidth, vid_conheight);
1900 splash_size.y = max(vid_conwidth, vid_conheight);
1901 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1902 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1904 float myhealth_flash_temp;
1905 myhealth = STAT(HEALTH);
1908 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1910 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1912 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1913 pain_threshold = autocvar_hud_damage_pain_threshold;
1914 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1915 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1917 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1919 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);
1922 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1924 if(myhealth_prev < 1)
1928 myhealth_flash = 0; // just spawned, clear the flash immediately
1929 myhealth_flash_temp = 0;
1933 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1937 if(spectatee_status == -1 || intermission)
1939 myhealth_flash = 0; // observing, or match ended
1940 myhealth_flash_temp = 0;
1943 myhealth_prev = myhealth;
1945 // IDEA: change damage color/picture based on player model for robot/alien species?
1946 // pro: matches model better
1947 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1948 // maybe different reddish pics?
1949 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1951 if(autocvar_cl_gentle_damage == 2)
1953 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1954 myhealth_gentlergb = randomvec();
1957 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1959 if(myhealth_flash_temp > 0)
1960 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);
1962 else if(myhealth_flash_temp > 0)
1963 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1965 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.
1967 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1969 damage_blurpostprocess.x = 1;
1970 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1971 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1975 damage_blurpostprocess.x = 0;
1976 damage_blurpostprocess.y = 0;
1977 damage_blurpostprocess.z = 0;
1982 void View_PostProcessing()
1984 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1985 float e2 = (autocvar_hud_powerup != 0);
1986 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1988 // enable or disable rendering types if they are used or not
1989 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1990 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1992 // blur postprocess handling done first (used by hud_damage and hud_contents)
1993 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1995 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1996 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1997 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1999 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2000 old_blurradius = blurradius;
2001 old_bluralpha = bluralpha;
2004 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2006 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2011 // edge detection postprocess handling done second (used by hud_powerup)
2012 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2013 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2014 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2016 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.
2018 if(autocvar_hud_powerup && sharpen_intensity > 0)
2020 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2022 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2023 old_sharpen_intensity = sharpen_intensity;
2026 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2028 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2029 old_sharpen_intensity = 0;
2032 if(cvar("r_glsl_postprocess") == 0)
2033 cvar_set("r_glsl_postprocess", "2");
2035 else if(cvar("r_glsl_postprocess") == 2)
2036 cvar_set("r_glsl_postprocess", "0");
2041 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
2043 setproperty(VF_ORIGIN, freeze_org);
2044 setproperty(VF_ANGLES, freeze_ang);
2048 freeze_org = getpropertyvec(VF_ORIGIN);
2049 freeze_ang = getpropertyvec(VF_ANGLES);
2053 void View_DemoCamera()
2055 if(camera_active) // Camera for demo playback
2057 if(autocvar_camera_enable)
2061 cvar_set("chase_active", ftos(chase_active_backup));
2062 cvar_set("cl_demo_mousegrab", "0");
2063 camera_active = false;
2069 if(autocvar_camera_enable)
2071 if(autocvar_camera_enable && isdemo())
2074 // Enable required Darkplaces cvars
2075 chase_active_backup = autocvar_chase_active;
2076 cvar_set("chase_active", "2");
2077 cvar_set("cl_demo_mousegrab", "1");
2078 camera_active = true;
2079 camera_mode = false;
2085 void View_BlurTest()
2087 if(time > blurtest_time0 && time < blurtest_time1)
2089 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
2090 float r = t * blurtest_radius;
2091 float f = 1 / (t ** blurtest_power) - 1;
2093 cvar_set("r_glsl_postprocess", "1");
2094 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
2098 cvar_set("r_glsl_postprocess", "0");
2099 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2104 void View_CheckButtonStatus()
2106 float is_dead = (STAT(HEALTH) <= 0);
2108 // FIXME do we need this hack?
2111 // in demos, input_buttons do not work
2112 button_zoom = (autocvar__togglezoom == "-");
2115 && autocvar_cl_unpress_zoom_on_death
2116 && (spectatee_status >= 0)
2117 && (is_dead || intermission))
2119 // no zoom while dead or in intermission please
2120 localcmd("-zoom\n");
2121 button_zoom = false;
2124 if(autocvar_fov <= 59.5)
2126 if(!zoomscript_caught)
2128 localcmd("+button9\n");
2129 zoomscript_caught = 1;
2134 if(zoomscript_caught)
2136 localcmd("-button9\n");
2137 zoomscript_caught = 0;
2141 if(active_minigame && HUD_MinigameMenu_IsOpened())
2143 if(!minigame_wasactive)
2145 localcmd("+button12\n");
2146 minigame_wasactive = true;
2149 else if(minigame_wasactive)
2151 localcmd("-button12\n");
2152 minigame_wasactive = false;
2155 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2157 entity wepent = viewmodels[slot];
2159 if(wepent.last_switchweapon != wepent.switchweapon)
2162 wepent.last_switchweapon = wepent.switchweapon;
2163 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
2165 localcmd("-zoom\n");
2166 button_zoom = false;
2168 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
2170 localcmd("-fire\n");
2171 localcmd("-fire2\n");
2172 button_attack2 = false;
2175 if(wepent.last_activeweapon != wepent.activeweapon)
2177 wepent.last_activeweapon = wepent.activeweapon;
2179 entity e = wepent.activeweapon;
2181 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
2183 localcmd("\ncl_hook_activeweapon none\n");
2189 float oldr_nearclip;
2190 float oldr_farclip_base;
2191 float oldr_farclip_world;
2193 float oldr_useportalculling;
2194 float oldr_useinfinitefarclip;
2195 vector ov_org = '0 0 0';
2196 vector ov_mid = '0 0 0';
2197 vector ov_worldmin = '0 0 0';
2198 vector ov_worldmax = '0 0 0';
2204 ov_worldmin = '0 0 0';
2205 ov_worldmax = '0 0 0';
2206 if(autocvar_cl_orthoview)
2208 ov_worldmin = mi_picmin;
2209 ov_worldmax = mi_picmax;
2211 float ov_width = (ov_worldmax.x - ov_worldmin.x);
2212 float ov_height = (ov_worldmax.y - ov_worldmin.y);
2213 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
2215 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
2216 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
2218 float ov_nearest = vlen(ov_org - vec3(
2219 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
2220 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
2221 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
2224 float ov_furthest = 0;
2227 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2228 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2229 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2230 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2231 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2232 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2233 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2234 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
2238 oldr_nearclip = cvar("r_nearclip");
2239 oldr_farclip_base = cvar("r_farclip_base");
2240 oldr_farclip_world = cvar("r_farclip_world");
2241 oldr_novis = cvar("r_novis");
2242 oldr_useportalculling = cvar("r_useportalculling");
2243 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
2246 cvar_settemp("r_nearclip", ftos(ov_nearest));
2247 cvar_settemp("r_farclip_base", ftos(ov_furthest));
2248 cvar_settemp("r_farclip_world", "0");
2249 cvar_settemp("r_novis", "1");
2250 cvar_settemp("r_useportalculling", "0");
2251 cvar_settemp("r_useinfinitefarclip", "0");
2253 setproperty(VF_ORIGIN, ov_org);
2254 setproperty(VF_ANGLES, '90 0 0');
2259 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
2261 vtos(getpropertyvec(VF_ANGLES)),
2271 cvar_set("r_nearclip", ftos(oldr_nearclip));
2272 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
2273 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
2274 cvar_set("r_novis", ftos(oldr_novis));
2275 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
2276 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
2282 void View_UpdateFov()
2285 if(autocvar_cl_orthoview)
2286 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
2287 else if(csqcplayer.viewloc)
2288 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
2290 fov = GetCurrentFov(autocvar_fov);
2292 setproperty(VF_FOV, fov);
2295 void CSQC_UpdateView(entity this, float w, float h)
2297 TC(int, w); TC(int, h);
2299 execute_next_frame();
2306 ReplicateVars(false);
2307 if (ReplicateVars_NOT_SENDING())
2308 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
2310 HUD_Scale_Disable();
2312 if(autocvar__hud_showbinds_reload) // menu can set this one
2315 binddb = db_create();
2316 cvar_set("_hud_showbinds_reload", "0");
2319 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
2320 view_quality = getproperty(VF_MINFPS_QUALITY);
2324 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
2325 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
2327 vector vf_size = getpropertyvec(VF_SIZE);
2328 vector vf_min = getpropertyvec(VF_MIN);
2329 vid_width = vf_size.x;
2330 vid_height = vf_size.y;
2332 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
2334 WaypointSprite_Load();
2336 CSQCPlayer_SetCamera();
2338 if(player_localentnum <= maxclients) // is it a client?
2339 current_player = player_localentnum - 1;
2340 else // then player_localentnum is the vehicle I'm driving
2341 current_player = player_localnum;
2342 myteam = entcs_GetTeam(current_player);
2344 // abused multiple places below
2345 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
2347 local_player = this; // fall back!
2349 View_EventChase(local_player);
2351 // do lockview after event chase camera so that it still applies whenever necessary.
2355 //WarpZone_FixPMove();
2359 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
2360 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
2361 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2362 viewmodel_draw(viewmodels[slot]);
2365 view_origin = getpropertyvec(VF_ORIGIN);
2366 view_angles = getpropertyvec(VF_ANGLES);
2367 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
2373 TargetMusic_Advance();
2375 fpscounter_update();
2378 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
2380 drawframetime = bound(0.000001, time - drawtime, 1);
2383 // watch for gametype changes here...
2384 // in ParseStuffCMD the cmd isn't executed yet :/
2385 // might even be better to add the gametype to TE_CSQC_INIT...?
2389 if(intermission && !intermission_time)
2390 intermission_time = time;
2392 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
2394 if(calledhooks & HOOK_START)
2396 localcmd("\ncl_hook_gameend\n");
2397 calledhooks |= HOOK_END;
2403 View_CheckButtonStatus();
2405 ColorTranslateMode = autocvar_cl_stripcolorcodes;
2407 // ALWAYS Clear Current Scene First
2410 setproperty(VF_ORIGIN, view_origin);
2411 setproperty(VF_ANGLES, view_angles);
2413 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2414 setproperty(VF_SIZE, vf_size);
2415 setproperty(VF_MIN, vf_min);
2417 // Assign Standard Viewflags
2418 // Draw the World (and sky)
2419 setproperty(VF_DRAWWORLD, 1);
2421 // Set the console size vars
2422 vid_conwidth = autocvar_vid_conwidth;
2423 vid_conheight = autocvar_vid_conheight;
2424 vid_pixelheight = autocvar_vid_pixelheight;
2430 // Draw the Crosshair
2431 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2433 // Draw the Engine Status Bar (the default Quake HUD)
2434 setproperty(VF_DRAWENGINESBAR, 0);
2436 // Update the mouse position
2438 mousepos_x = vid_conwidth;
2439 mousepos_y = vid_conheight;
2440 mousepos = mousepos*0.5 + getmousepos();
2443 IL_EACH(g_drawables, it.draw, it.draw(it));
2445 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2448 // Now the the scene has been rendered, begin with the 2D drawing functions
2451 DrawReticle(local_player);
2454 View_PostProcessing();
2457 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2458 Draw_ShowNames_All();
2459 #if ENABLE_DEBUGDRAW
2463 scoreboard_active = Scoreboard_WouldDraw();
2465 HUD_Draw(this); // this parameter for deep vehicle function
2467 if(NextFrameCommand)
2469 localcmd("\n", NextFrameCommand, "\n");
2470 NextFrameCommand = string_null;
2473 // we must do this check AFTER a frame was rendered, or it won't work
2474 if(cs_project_is_b0rked == 0)
2477 w0 = ftos(autocvar_vid_conwidth);
2478 h0 = ftos(autocvar_vid_conheight);
2479 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2480 //setproperty(VF_FOV, '90 90 0');
2481 setproperty(VF_ORIGIN, '0 0 0');
2482 setproperty(VF_ANGLES, '0 0 0');
2483 setproperty(VF_PERSPECTIVE, 1);
2484 vector forward, right, up;
2485 MAKE_VECTORS('0 0 0', forward, right, up);
2487 cvar_set("vid_conwidth", "800");
2488 cvar_set("vid_conheight", "600");
2489 v1 = cs_project(forward);
2490 cvar_set("vid_conwidth", "640");
2491 cvar_set("vid_conheight", "480");
2492 v2 = cs_project(forward);
2494 cs_project_is_b0rked = 1;
2496 cs_project_is_b0rked = -1;
2497 cvar_set("vid_conwidth", w0);
2498 cvar_set("vid_conheight", h0);
2501 HUD_Mouse(local_player);
2507 // let's reset the view back to normal for the end
2508 setproperty(VF_MIN, '0 0 0');
2509 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2515 // following vectors must be global to allow seamless switching between camera modes
2516 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2517 void CSQC_Demo_Camera()
2519 float speed, attenuation, dimensions;
2522 if( autocvar_camera_reset || !camera_mode )
2524 camera_offset = '0 0 0';
2525 current_angles = '0 0 0';
2526 camera_direction = '0 0 0';
2527 camera_offset.z += 30;
2528 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2529 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2530 current_origin = view_origin;
2531 current_camera_offset = camera_offset;
2532 cvar_set("camera_reset", "0");
2533 camera_mode = CAMERA_CHASE;
2538 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2540 if(autocvar_camera_look_player)
2545 dir = normalize(view_origin - current_position);
2547 mouse_angles = vectoangles(dir);
2548 mouse_angles.x = mouse_angles.x * -1;
2553 tmp = getmousepos() * 0.1;
2554 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2556 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2557 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2561 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2562 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2563 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2564 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2566 // Fix difference when angles don't have the same sign
2568 if(mouse_angles.y < -60 && current_angles.y > 60)
2570 if(mouse_angles.y > 60 && current_angles.y < -60)
2573 if(autocvar_camera_look_player)
2574 attenuation = autocvar_camera_look_attenuation;
2576 attenuation = autocvar_camera_speed_attenuation;
2578 attenuation = 1 / max(1, attenuation);
2579 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2581 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2582 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2583 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2584 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2590 if( camera_direction.x )
2592 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2593 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2594 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2595 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2599 if( camera_direction.y )
2601 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2602 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2603 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2607 if( camera_direction.z )
2609 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2613 if(autocvar_camera_free)
2614 speed = autocvar_camera_speed_free;
2616 speed = autocvar_camera_speed_chase;
2620 speed = speed * sqrt(1 / dimensions);
2621 camera_offset += tmp * speed;
2624 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2627 if( autocvar_camera_free )
2629 if ( camera_mode == CAMERA_CHASE )
2631 current_camera_offset = current_origin + current_camera_offset;
2632 camera_offset = current_origin + camera_offset;
2635 camera_mode = CAMERA_FREE;
2636 current_position = current_camera_offset;
2640 if ( camera_mode == CAMERA_FREE )
2642 current_origin = view_origin;
2643 camera_offset = camera_offset - current_origin;
2644 current_camera_offset = current_camera_offset - current_origin;
2647 camera_mode = CAMERA_CHASE;
2649 if(autocvar_camera_chase_smoothly)
2650 current_origin += (view_origin - current_origin) * attenuation;
2652 current_origin = view_origin;
2654 current_position = current_origin + current_camera_offset;
2657 setproperty(VF_ANGLES, current_angles);
2658 setproperty(VF_ORIGIN, current_position);