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1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         switch(activeweapon)\r
207         {\r
208                 case WEP_GRABBER: // no trueaim\r
209         }\r
210 \r
211         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
212 \r
213         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
214         trueaimpoint = trace_endpos;\r
215 \r
216         if(vecs_x > 0)\r
217                 vecs_y = -vecs_y;\r
218         else\r
219                 vecs = '0 0 0';\r
220 \r
221         dv = view_right * vecs_y + view_up * vecs_z;\r
222         w_shotorg = view_origin + dv;\r
223 \r
224         // now move the vecs forward as much as requested if possible\r
225         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\r
226         w_shotorg = trace_endpos - view_forward * nudge;\r
227 \r
228         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
229         shottype = EnemyHitCheck();\r
230         if(shottype != SHOTTYPE_HITWORLD)\r
231                 return shottype;\r
232 \r
233 #if 0\r
234         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
235         // or rather, I know why, but see no fix\r
236         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
237                 // 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\r
238                 return SHOTTYPE_HITOBSTRUCTION;\r
239 #endif\r
240 \r
241         return SHOTTYPE_HITWORLD;\r
242 }\r
243 \r
244 void CSQC_common_hud(void);\r
245 \r
246 void CSQC_kh_hud(void);\r
247 void CSQC_ctf_hud(void);\r
248 void PostInit(void);\r
249 void CSQC_Demo_Camera();\r
250 float Sbar_WouldDrawScoreboard ();\r
251 float view_set;\r
252 float camera_mode;\r
253 float chase_active_old;\r
254 float artwork_fade;\r
255 float pickup_crosshair_time, pickup_crosshair_size;\r
256 float myhealth, myhealth_prev, myhealth_flash;\r
257 float contentavgalpha, liquidalpha_prev;\r
258 float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
259 vector myhealth_gentlergb;\r
260 vector liquidcolor_prev;\r
261 vector damage_blurpostprocess, content_blurpostprocess;\r
262 string artwork_image;\r
263 string intermission_song;\r
264 string NextFrameCommand;\r
265 void CSQC_UpdateView(float w, float h)\r
266 {\r
267         entity e;\r
268         float fov;\r
269         float f, i, j;\r
270         vector v, vo;\r
271 \r
272         vector artwork_pos, artwork_size;\r
273 \r
274         WaypointSprite_Load();\r
275 \r
276         if(spectatee_status)\r
277                 myteam = GetPlayerColor(spectatee_status - 1);\r
278         else\r
279                 myteam = GetPlayerColor(player_localentnum - 1);\r
280 \r
281         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
282         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
283 \r
284         warpzone_fixview_origin = pmove_org + vo;\r
285         warpzone_fixview_angles = input_angles;\r
286         WarpZone_FixView();\r
287         pmove_org = warpzone_fixview_origin - vo;\r
288         input_angles = warpzone_fixview_angles;\r
289 \r
290         // Render the Scene\r
291         if(!intermission || !view_set)\r
292         {\r
293                 view_origin = pmove_org + vo;\r
294                 view_angles = input_angles;\r
295                 makevectors(view_angles);\r
296                 view_forward = v_forward;\r
297                 view_right = v_right;\r
298                 view_up = v_up;\r
299                 view_set = 1;\r
300         }\r
301 \r
302         vid_width = w;\r
303         vid_height = h;\r
304 \r
305 #ifdef BLURTEST\r
306         if(time > blurtest_time0 && time < blurtest_time1)\r
307         {\r
308                 float r, t;\r
309 \r
310                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
311                 r = t * blurtest_radius;\r
312                 f = 1 / pow(t, blurtest_power) - 1;\r
313 \r
314                 cvar_set("r_glsl_postprocess", "1");\r
315                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
316         }\r
317         else\r
318         {\r
319                 cvar_set("r_glsl_postprocess", "0");\r
320                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
321         }\r
322 #endif\r
323 \r
324         TargetMusic_Advance();\r
325         Fog_Force();\r
326 \r
327         drawframetime = max(0.000001, time - drawtime);\r
328         drawtime = time;\r
329 \r
330         // watch for gametype changes here...\r
331         // in ParseStuffCMD the cmd isn't executed yet :/\r
332         // might even be better to add the gametype to TE_CSQC_INIT...?\r
333         if(!postinit)\r
334                 PostInit();\r
335 \r
336         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
337                 if(calledhooks & HOOK_START)\r
338                 {\r
339                         localcmd("\ncl_hook_gameend;");\r
340                         if(g_campaign)\r
341                                 localcmd("\ncl_hook_campaign_gameend;");\r
342                         calledhooks |= HOOK_END;\r
343                 }\r
344 \r
345         CheckForGamestartChange();\r
346         serverAnnouncer();\r
347         maptimeAnnouncer();\r
348         carrierAnnouncer();\r
349 \r
350         fov = cvar("fov");\r
351         if(button_zoom || fov <= 59.5)\r
352         {\r
353                 if(!zoomscript_caught)\r
354                 {\r
355                         localcmd("+button4\n");\r
356                         zoomscript_caught = 1;\r
357                         ignore_plus_zoom += 1;\r
358                 }\r
359         }\r
360         else\r
361         {\r
362                 if(zoomscript_caught)\r
363                 {\r
364                         localcmd("-button4\n");\r
365                         zoomscript_caught = 0;\r
366                         ignore_minus_zoom += 1;\r
367                 }\r
368         }\r
369 \r
370         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
371         sbar_hudselector = cvar("sbar_hudselector");\r
372         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
373         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
374         activeweapon = getstati(STAT_SWITCHWEAPON);\r
375         f = cvar("teamplay");\r
376         if(f != teamplay)\r
377         {\r
378                 teamplay = f;\r
379                 Sbar_InitScores();\r
380         }\r
381 \r
382         if(last_weapon != activeweapon) {\r
383                 weapontime = time;\r
384                 last_weapon = activeweapon;\r
385         }\r
386 \r
387         // ALWAYS Clear Current Scene First\r
388         R_ClearScene();\r
389 \r
390         // Assign Standard Viewflags\r
391         // Draw the World (and sky)\r
392         R_SetView(VF_DRAWWORLD, 1);\r
393 \r
394         // Set the console size vars\r
395         vid_conwidth = cvar("vid_conwidth");\r
396         vid_conheight = cvar("vid_conheight");\r
397         vid_pixelheight = cvar("vid_pixelheight");\r
398 \r
399         R_SetView(VF_FOV, GetCurrentFov(fov));\r
400 \r
401         // Camera for demo playback\r
402         if(camera_active)\r
403         {\r
404                 if(cvar("camera_enable"))\r
405                         CSQC_Demo_Camera();\r
406                 else\r
407                 {\r
408                         cvar_set("chase_active", ftos(chase_active_backup));\r
409                         cvar_set("cl_demo_mousegrab", "0");\r
410                         camera_active = FALSE;\r
411                 }\r
412         }\r
413 #ifdef CAMERATEST\r
414         else if(cvar("camera_enable"))\r
415 #else\r
416         else if(cvar("camera_enable") && isdemo())\r
417 #endif\r
418         {\r
419                 // Enable required Darkplaces cvars\r
420                 chase_active_backup = cvar("chase_active");\r
421                 cvar_set("chase_active", "2");\r
422                 cvar_set("cl_demo_mousegrab", "1");\r
423                 camera_active = TRUE;\r
424                 camera_mode = FALSE;\r
425         }\r
426 \r
427         // Draw the Crosshair\r
428         float scoreboard_active;\r
429         scoreboard_active = Sbar_WouldDrawScoreboard();\r
430         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
431 \r
432         // Draw the Engine Status Bar (the default Quake HUD)\r
433         R_SetView(VF_DRAWENGINESBAR, 0);\r
434 \r
435         // fetch this one only once per frame\r
436         sbar_showbinds = cvar("sbar_showbinds");\r
437         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
438 \r
439         // Update the mouse position\r
440         /*\r
441            mousepos_x = vid_conwidth;\r
442            mousepos_y = vid_conheight;\r
443            mousepos = mousepos*0.5 + getmousepos();\r
444          */\r
445 \r
446         e = self;\r
447         for(self = world; (self = nextent(self)); )\r
448                 if(self.draw)\r
449                         self.draw();\r
450         self = e;\r
451 \r
452         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
453         R_RenderScene();\r
454 \r
455         // now switch to 2D drawing mode by calling a 2D drawing function\r
456         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
457         // next R_RenderScene call\r
458         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
459 \r
460         if(cvar("hud_contents"))\r
461         {\r
462                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
463                 vector liquidcolor;\r
464 \r
465                 if (getstati(STAT_VORE_EATEN))\r
466                 {\r
467                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
468                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
469                         incontent = 1;\r
470                 }\r
471                 else\r
472                 {\r
473                         switch(pointcontents(view_origin))\r
474                         {\r
475                                 case CONTENT_WATER:\r
476                                         liquidalpha = cvar("hud_contents_water_alpha");\r
477                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
478                                         incontent = 1;\r
479                                         break;\r
480                                         \r
481                                 case CONTENT_LAVA:\r
482                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
483                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
484                                         incontent = 1;\r
485                                         break;  \r
486                                                                 \r
487                                 case CONTENT_SLIME:\r
488                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
489                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
490                                         incontent = 1;\r
491                                         break;\r
492                                         \r
493                                 default:\r
494                                         liquidalpha = 0;\r
495                                         liquidcolor = '0 0 0';\r
496                                         incontent = 0;\r
497                                         break;\r
498                         }\r
499                 }\r
500                 \r
501                 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.\r
502                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
503                         contentfadetime = cvar("hud_contents_fadeintime");\r
504                         liquidalpha_prev = liquidalpha;\r
505                         liquidcolor_prev = liquidcolor;\r
506                 }\r
507                 else\r
508                         contentfadetime = cvar("hud_contents_fadeouttime");\r
509                         \r
510                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
511                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
512                 \r
513                 if(contentavgalpha)\r
514                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
515         }\r
516 \r
517         if(cvar("hud_damage"))\r
518         {\r
519                 float myhealth_flash_temp;\r
520                 myhealth = getstati(STAT_HEALTH);\r
521 \r
522                 // fade out\r
523                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
524                 // add new damage\r
525                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
526 \r
527                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
528                 pain_threshold = cvar("hud_damage_pain_threshold");\r
529                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
530                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
531 \r
532                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
533                 {\r
534                         pain_threshold = pain_threshold - max(cvar("hud_damage_pain_threshold_pulsating_min"), fabs(sin(M_PI * time / cvar("hud_damage_pain_threshold_pulsating_period")))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);\r
535                 }\r
536 \r
537                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
538 \r
539                 if(myhealth_prev < 1)\r
540                 {\r
541                         if(myhealth >= 1)\r
542                         {\r
543                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
544                                 myhealth_flash_temp = 0;\r
545                         }\r
546                         else\r
547                         {\r
548                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
549                         }\r
550                 }\r
551 \r
552                 if(spectatee_status == -1 || intermission)\r
553                 {\r
554                         myhealth_flash = 0; // observing, or match ended\r
555                         myhealth_flash_temp = 0;\r
556                 }\r
557 \r
558                 myhealth_prev = myhealth;\r
559 \r
560                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
561                 {\r
562                         if(cvar("cl_gentle_damage") == 2)\r
563                         {\r
564                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
565                                 {\r
566                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
567                                 }\r
568                         }\r
569                         else\r
570                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
571 \r
572                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, myhealth_gentlergb, cvar("hud_damage_gentle_alpha_multiplier") * bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
573                 }\r
574                 else\r
575                         drawpic('0 0 0', "gfx/blood", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
576 \r
577                 if(cvar("hud_postprocessing"))\r
578                 {\r
579                         if(cvar("hud_damage_blur"))\r
580                         {\r
581                                 damage_blurpostprocess_x = 1;\r
582                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
583                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
584                         }\r
585                         else\r
586                         {\r
587                                 damage_blurpostprocess_x = 0;\r
588                                 damage_blurpostprocess_y = 0;\r
589                                 damage_blurpostprocess_z = 0;\r
590                         }\r
591                 }\r
592         }\r
593 \r
594         if(cvar("hud_stomach"))\r
595         {\r
596                 if(getstati(STAT_VORE_EATEN))\r
597                 {\r
598                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
599                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
600                         else\r
601                                 stomachsplash_alpha = cvar("hud_stomach");\r
602                 }\r
603                 else\r
604                 {\r
605                         if(stomachsplash_alpha > 0)\r
606                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
607                         else\r
608                                 stomachsplash_alpha = 0;\r
609                 }\r
610                 if (getstati(STAT_HEALTH) <= 0)\r
611                         stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
612 \r
613                 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
614                         stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
615 \r
616                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
617                 drawpic('0 0 0', "gfx/food", '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
618         }\r
619 \r
620         if(cvar("hud_postprocessing"))\r
621         { // lets apply the postprocess effects from the previous two functions if needed\r
622                 if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
623                 {\r
624                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
625                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
626                         cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
627                         cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
628                 }\r
629                 else\r
630                 {\r
631                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
632                         cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
633                 }\r
634         }\r
635 \r
636         // Draw the mouse cursor\r
637         // NOTE: drawpic must happen after R_RenderScene for some reason\r
638         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
639         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
640         //self = edict_num(player_localnum);\r
641         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
642         //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);\r
643         // as long as the ctf part isn't in, this is useless\r
644         if(menu_visible)\r
645                 menu_show();\r
646 \r
647         /*if(gametype == GAME_CTF)\r
648           {\r
649           ctf_view();\r
650           } else */\r
651 \r
652         // draw 2D entities\r
653         e = self;\r
654         for(self = world; (self = nextent(self)); )\r
655                 if(self.draw2d)\r
656                         self.draw2d();\r
657         self = e;\r
658 \r
659         // draw radar\r
660         if(\r
661                         ons_showmap\r
662                         ||\r
663                         (\r
664                          !scoreboard_active\r
665                          &&\r
666                          cvar_string("cl_teamradar") != "0"\r
667                          &&\r
668                          (\r
669                           cvar("cl_teamradar") == 2\r
670                           ||\r
671                           teamplay\r
672                          )\r
673                         )\r
674           )\r
675                 teamradar_view();\r
676 \r
677         // Draw artwork and play intermission music\r
678         if(intermission && !isdemo() && gametype != GAME_RPG && !spectatee_status) // the match has ended. Don't do this for RPG because no one wins or loses there\r
679         {\r
680                 if(cvar("cl_artwork"))\r
681                 {\r
682                         if(artwork_image == "")\r
683                         {\r
684                                 if(getstati(STAT_WINNING)) // we are the winner\r
685                                 {\r
686                                         if(cvar("cl_artwork_win"))\r
687                                         {\r
688                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
689                                                 artwork_image = strzone(artwork_image);\r
690                                         }\r
691                                 }\r
692                                 else // we have lost\r
693                                 {\r
694                                         if(cvar("cl_artwork_lose"))\r
695                                         {\r
696                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
697                                                 artwork_image = strzone(artwork_image);\r
698                                         }\r
699                                 }\r
700                         }\r
701 \r
702                         if(cvar("cl_artwork_stretch"))\r
703                         {\r
704                                 artwork_size_x = vid_conwidth;\r
705                                 artwork_size_y = vid_conheight;\r
706                                 artwork_pos_x = 0;\r
707                                 artwork_pos_y = 0;\r
708                         }\r
709                         else\r
710                         {\r
711                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
712                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
713                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
714                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
715                         }\r
716 \r
717                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
718                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
719                         else\r
720                                 artwork_fade = cvar("cl_artwork_alpha");\r
721 \r
722                         if(artwork_image != "")\r
723                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
724                 }\r
725 \r
726                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
727                 {\r
728                         if(getstati(STAT_WINNING))\r
729                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
730                         else\r
731                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
732                         if(intermission_song != "")\r
733                         {\r
734                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
735                                 intermission_song = strzone(intermission_song);\r
736                         }\r
737                 }\r
738         }\r
739         else\r
740         {\r
741                 artwork_fade = 0;\r
742                 if(artwork_image != "")\r
743                 {\r
744                         strunzone(artwork_image);\r
745                         artwork_image = "";\r
746                 }\r
747 \r
748                 if(intermission_song != "")\r
749                 {\r
750                         strunzone(intermission_song);\r
751                         intermission_song = "";\r
752                 }\r
753         }\r
754 \r
755         // draw sbar\r
756         if(cvar("r_letterbox") == 0) {\r
757                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
758                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
759                                 Sbar_DrawPressedKeys();\r
760                 }\r
761 \r
762                 if (cvar("cl_showspeed"))\r
763                         Sbar_ShowSpeed();\r
764                 if (cvar("cl_showacceleration"))\r
765                         Sbar_ShowAcceleration();\r
766 \r
767                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
768         }\r
769 \r
770         float hud;\r
771         hud = getstati(STAT_HUD);\r
772 \r
773         if(cvar("r_letterbox") == 0)\r
774                 if(cvar("viewsize") < 120)\r
775                         CSQC_common_hud();\r
776 \r
777         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
778         {\r
779                 // crosshair goes VERY LAST\r
780                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
781                         // TrueAim check\r
782                         float shottype;\r
783                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
784                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
785                         wcross_origin_z = 0;\r
786                         if(cvar("crosshair_hittest"))\r
787                         {\r
788                                 vector wcross_oldorigin;\r
789                                 wcross_oldorigin = wcross_origin;\r
790                                 shottype = TrueAimCheck();\r
791                                 if(shottype == SHOTTYPE_HITWORLD)\r
792                                 {\r
793                                         v = wcross_origin - wcross_oldorigin;\r
794                                         v_x /= vid_conwidth;\r
795                                         v_y /= vid_conheight;\r
796                                         if(vlen(v) > 0.01)\r
797                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
798                                 }\r
799                                 if(!cvar("crosshair_hittest_showimpact"))\r
800                                         wcross_origin = wcross_oldorigin;\r
801                         }\r
802                         else\r
803                                 shottype = SHOTTYPE_HITWORLD;\r
804 \r
805                         string wcross_style;\r
806                         wcross_style = cvar_string("crosshair");\r
807 \r
808                         if (wcross_style != "0") {\r
809                                 vector wcross_color, wcross_size;\r
810                                 string wcross_name;\r
811                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
812 \r
813                                 wcross_color_x = cvar("crosshair_color_red");\r
814                                 wcross_color_y = cvar("crosshair_color_green");\r
815                                 wcross_color_z = cvar("crosshair_color_blue");\r
816                                 wcross_alpha = cvar("crosshair_color_alpha");\r
817                                 wcross_resolution = cvar("crosshair_size");\r
818 \r
819                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
820 \r
821                                 if(cvar("crosshair_effect_scalefade"))\r
822                                 {\r
823                                         wcross_scale = wcross_resolution;\r
824                                         wcross_resolution = 1;\r
825                                 }\r
826                                 else\r
827                                 {\r
828                                         wcross_scale = 1;\r
829                                 }\r
830 \r
831                                 if(cvar("crosshair_pickup"))\r
832                                 {\r
833                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
834                                         {\r
835                                                 pickup_crosshair_size = 1;\r
836                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
837                                         }\r
838 \r
839                                         if(pickup_crosshair_size > 0)\r
840                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
841                                         else\r
842                                                 pickup_crosshair_size = 0;\r
843 \r
844                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
845                                 }\r
846 \r
847                                 if(shottype == SHOTTYPE_HITENEMY)\r
848                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
849                                 if(shottype == SHOTTYPE_HITTEAM)\r
850                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
851 \r
852                                 f = cvar("crosshair_effect_speed");\r
853                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
854                                 {\r
855                                         wcross_changedonetime = time + f;\r
856                                 }\r
857                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
858                                 {\r
859                                         wcross_name_changestarttime = time;\r
860                                         wcross_name_changedonetime = time + f;\r
861                                         if(wcross_name_goal_prev_prev)\r
862                                                 strunzone(wcross_name_goal_prev_prev);\r
863                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
864                                         wcross_name_goal_prev = strzone(wcross_name);\r
865                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
866                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
867                                         wcross_resolution_goal_prev = wcross_resolution;\r
868                                 }\r
869 \r
870                                 wcross_scale_goal_prev = wcross_scale;\r
871                                 wcross_alpha_goal_prev = wcross_alpha;\r
872                                 wcross_color_goal_prev = wcross_color;\r
873 \r
874                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
875                                 {\r
876                                         wcross_blur = 1;\r
877                                         wcross_alpha *= 0.75;\r
878                                 }\r
879                                 else\r
880                                         wcross_blur = 0;\r
881                                 // *_prev is at time-frametime\r
882                                 // * is at wcross_changedonetime+f\r
883                                 // what do we have at time?\r
884                                 if(time < wcross_changedonetime)\r
885                                 {\r
886                                         f = frametime / (wcross_changedonetime - time + frametime);\r
887                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
888                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
889                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
890                                 }\r
891 \r
892                                 wcross_scale_prev = wcross_scale;\r
893                                 wcross_alpha_prev = wcross_alpha;\r
894                                 wcross_color_prev = wcross_color;\r
895 \r
896                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
897                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
898 \r
899 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
900                                 do \\r
901                                 { \\r
902                                         if(wcross_blur > 0) \\r
903                                         { \\r
904                                                 for(i = -2; i <= 2; ++i) \\r
905                                                         for(j = -2; j <= 2; ++j) \\r
906                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
907                                         } \\r
908                                         else \\r
909                                         { \\r
910                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
911                                         } \\r
912                                 } \\r
913                                 while(0)\r
914 \r
915 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
916                                 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)\r
917 \r
918 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
919                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
920 \r
921                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
922                                 {\r
923                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
924                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
925                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
926                                         f = 1 - f;\r
927                                 }\r
928                                 else\r
929                                 {\r
930                                         f = 1;\r
931                                 }\r
932 \r
933                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
934                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
935                                 wcross_name_alpha_goal_prev = f;\r
936                         }\r
937                 }\r
938                 else\r
939                 {\r
940                         wcross_scale_prev = 0;\r
941                         wcross_alpha_prev = 0;\r
942                         wcross_scale_goal_prev = 0;\r
943                         wcross_alpha_goal_prev = 0;\r
944                         wcross_changedonetime = 0;\r
945                         if(wcross_name_goal_prev)\r
946                                 strunzone(wcross_name_goal_prev);\r
947                         wcross_name_goal_prev = string_null;\r
948                         if(wcross_name_goal_prev_prev)\r
949                                 strunzone(wcross_name_goal_prev_prev);\r
950                         wcross_name_goal_prev_prev = string_null;\r
951                         wcross_name_changestarttime = 0;\r
952                         wcross_name_changedonetime = 0;\r
953                         wcross_name_alpha_goal_prev = 0;\r
954                         wcross_name_alpha_goal_prev_prev = 0;\r
955                         wcross_resolution_goal_prev = 0;\r
956                         wcross_resolution_goal_prev_prev = 0;\r
957                 }\r
958         }\r
959 \r
960         if(NextFrameCommand)\r
961         {\r
962                 localcmd("\n", NextFrameCommand, "\n");\r
963                 NextFrameCommand = string_null;\r
964         }\r
965 \r
966         // we must do this check AFTER a frame was rendered, or it won't work\r
967         if(cs_project_is_b0rked == 0)\r
968         {\r
969                 string w0, h0;\r
970                 w0 = cvar_string("vid_conwidth");\r
971                 h0 = cvar_string("vid_conheight");\r
972                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
973                 //R_SetView(VF_FOV, '90 90 0');\r
974                 R_SetView(VF_ORIGIN, '0 0 0');\r
975                 R_SetView(VF_ANGLES, '0 0 0');\r
976                 R_SetView(VF_PERSPECTIVE, 1);\r
977                 makevectors('0 0 0');\r
978                 vector v1, v2;\r
979                 cvar_set("vid_conwidth", "800");\r
980                 cvar_set("vid_conheight", "600");\r
981                 v1 = cs_project(v_forward);\r
982                 cvar_set("vid_conwidth", "640");\r
983                 cvar_set("vid_conheight", "480");\r
984                 v2 = cs_project(v_forward);\r
985                 if(v1 == v2)\r
986                         cs_project_is_b0rked = 1;\r
987                 else\r
988                         cs_project_is_b0rked = -1;\r
989                 cvar_set("vid_conwidth", w0);\r
990                 cvar_set("vid_conheight", h0);\r
991         }\r
992 \r
993         // be safe against triggerbots until everyone has the fixed engine\r
994         // this call is meant to overwrite the trace globals by something\r
995         // unsuspicious\r
996         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
997 \r
998         // this cvar must be constantly updated on the server\r
999         if(chase_active_old != cvar("chase_active"))\r
1000         {\r
1001                 localcmd("sendcvar chase_active\n");\r
1002                 chase_active_old = cvar("chase_active");\r
1003         }\r
1004 }\r
1005 \r
1006 void Sbar_Draw();\r
1007 \r
1008 void CSQC_common_hud(void)\r
1009 {\r
1010         // Sbar_SortFrags(); done in Sbar_Draw\r
1011         float hud;\r
1012         hud = getstati(STAT_HUD);\r
1013 \r
1014         //hud = 10;\r
1015         switch(hud)\r
1016         {\r
1017                 case HUD_NORMAL:\r
1018                         Sbar_Draw();\r
1019                         break;\r
1020         }\r
1021 }\r
1022 \r
1023 \r
1024 // following vectors must be global to allow seamless switching between camera modes\r
1025 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1026 void CSQC_Demo_Camera()\r
1027 {\r
1028         float speed, attenuation, dimensions;\r
1029         vector tmp, delta;\r
1030 \r
1031         if( cvar("camera_reset") || !camera_mode )\r
1032         {\r
1033                 camera_offset = '0 0 0';\r
1034                 current_angles = '0 0 0';\r
1035                 camera_direction = '0 0 0';\r
1036                 camera_offset_z += 30;\r
1037                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1038                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1039                 current_origin = view_origin;\r
1040                 current_camera_offset  = camera_offset;\r
1041                 cvar_set("camera_reset", "0");\r
1042                 camera_mode = CAMERA_CHASE;\r
1043         }\r
1044 \r
1045         // Camera angles\r
1046         if( camera_roll )\r
1047                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1048 \r
1049         if(cvar("camera_look_player"))\r
1050         {\r
1051                 local vector dir;\r
1052                 local float n;\r
1053 \r
1054                 dir = normalize(view_origin - current_position);\r
1055                 n = mouse_angles_z;\r
1056                 mouse_angles = vectoangles(dir);\r
1057                 mouse_angles_x = mouse_angles_x * -1;\r
1058                 mouse_angles_z = n;\r
1059         }\r
1060         else\r
1061         {\r
1062                 tmp = getmousepos() * 0.1;\r
1063                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1064                 {\r
1065                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1066                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1067                 }\r
1068         }\r
1069 \r
1070         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1071         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1072         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1073         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1074 \r
1075         // Fix difference when angles don't have the same sign\r
1076         delta = '0 0 0';\r
1077         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1078                 delta = '0 360 0';\r
1079         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1080                 delta = '0 -360 0';\r
1081 \r
1082         if(cvar("camera_look_player"))\r
1083                 attenuation = cvar("camera_look_attenuation");\r
1084         else\r
1085                 attenuation = cvar("camera_speed_attenuation");\r
1086 \r
1087         attenuation = 1 / max(1, attenuation);\r
1088         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1089 \r
1090         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1091         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1092         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1093         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1094 \r
1095         // Camera position\r
1096         tmp = '0 0 0';\r
1097         dimensions = 0;\r
1098 \r
1099         if( camera_direction_x )\r
1100         {\r
1101                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1102                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1103                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1104                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1105                 ++dimensions;\r
1106         }\r
1107 \r
1108         if( camera_direction_y )\r
1109         {\r
1110                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1111                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1112                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1113                 ++dimensions;\r
1114         }\r
1115 \r
1116         if( camera_direction_z )\r
1117         {\r
1118                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1119                 ++dimensions;\r
1120         }\r
1121 \r
1122         if(cvar("camera_free"))\r
1123                 speed = cvar("camera_speed_free");\r
1124         else\r
1125                 speed = cvar("camera_speed_chase");\r
1126 \r
1127         if(dimensions)\r
1128         {\r
1129                 speed = speed * sqrt(1 / dimensions);\r
1130                 camera_offset += tmp * speed;\r
1131         }\r
1132 \r
1133         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1134 \r
1135         // Camera modes\r
1136         if( cvar("camera_free") )\r
1137         {\r
1138                 if ( camera_mode == CAMERA_CHASE )\r
1139                 {\r
1140                         current_camera_offset = current_origin + current_camera_offset;\r
1141                         camera_offset = current_origin + camera_offset;\r
1142                 }\r
1143 \r
1144                 camera_mode = CAMERA_FREE;\r
1145                 current_position = current_camera_offset;\r
1146         }\r
1147         else\r
1148         {\r
1149                 if ( camera_mode == CAMERA_FREE )\r
1150                 {\r
1151                         current_origin = view_origin;\r
1152                         camera_offset = camera_offset - current_origin;\r
1153                         current_camera_offset = current_camera_offset - current_origin;\r
1154                 }\r
1155 \r
1156                 camera_mode = CAMERA_CHASE;\r
1157 \r
1158                 if(cvar("camera_chase_smoothly"))\r
1159                         current_origin += (view_origin - current_origin) * attenuation;\r
1160                 else\r
1161                         current_origin = view_origin;\r
1162 \r
1163                 current_position = current_origin + current_camera_offset;\r
1164         }\r
1165 \r
1166         R_SetView(VF_ANGLES, current_angles);\r
1167         R_SetView(VF_ORIGIN, current_position);\r
1168 }\r