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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         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
207 \r
208         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
209         trueaimpoint = trace_endpos;\r
210 \r
211         if(vecs_x > 0)\r
212                 vecs_y = -vecs_y;\r
213         else\r
214                 vecs = '0 0 0';\r
215 \r
216         dv = view_right * vecs_y + view_up * vecs_z;\r
217         w_shotorg = view_origin + dv;\r
218 \r
219         // now move the vecs forward as much as requested if possible\r
220         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
221         w_shotorg = trace_endpos - view_forward * nudge;\r
222 \r
223         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
224         shottype = EnemyHitCheck();\r
225         if(shottype != SHOTTYPE_HITWORLD)\r
226                 return shottype;\r
227 \r
228 #if 0\r
229         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
230         // or rather, I know why, but see no fix\r
231         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
232                 // 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
233                 return SHOTTYPE_HITOBSTRUCTION;\r
234 #endif\r
235 \r
236         return SHOTTYPE_HITWORLD;\r
237 }\r
238 \r
239 void CSQC_common_hud(void);\r
240 \r
241 void CSQC_kh_hud(void);\r
242 void CSQC_ctf_hud(void);\r
243 void PostInit(void);\r
244 void CSQC_Demo_Camera();\r
245 float Sbar_WouldDrawScoreboard ();\r
246 float last_health, last_spectatee;\r
247 float view_set;\r
248 float camera_mode;\r
249 float reticle_type;\r
250 float chase_active_old;\r
251 float artwork_fade;\r
252 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
253 float spawnfov_current;\r
254 float myhealth, myhealth_prev, myhealth_flash;\r
255 float contentavgalpha, liquidalpha_prev;\r
256 float old_blurradius, old_bluralpha, old_cartoon_intensity;\r
257 float stomachsplash_alpha;\r
258 float eventchase_current_distance;\r
259 float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
260 vector myhealth_gentlergb;\r
261 vector liquidcolor_prev;\r
262 vector damage_blurpostprocess, content_blurpostprocess;\r
263 string artwork_image;\r
264 string intermission_song;\r
265 string NextFrameCommand;\r
266 void CSQC_UpdateView(float w, float h)\r
267 {\r
268         entity e;\r
269         float fov;\r
270         float f, i, j;\r
271         vector v, vo;\r
272         float a;\r
273         float respawned;\r
274 \r
275         vector reticle_pos, reticle_size;\r
276         vector splash_pos, splash_size;\r
277         vector artwork_pos, artwork_size;\r
278 \r
279         WaypointSprite_Load();\r
280 \r
281         if(spectatee_status)\r
282                 myteam = GetPlayerColor(spectatee_status - 1);\r
283         else\r
284                 myteam = GetPlayerColor(player_localentnum - 1);\r
285 \r
286         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
287         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
288 \r
289         warpzone_fixview_origin = pmove_org + vo;\r
290         warpzone_fixview_angles = input_angles;\r
291         WarpZone_FixView();\r
292         pmove_org = warpzone_fixview_origin - vo;\r
293         input_angles = warpzone_fixview_angles;\r
294 \r
295         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
296         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
297                 respawned = TRUE; // stays true for one frame\r
298 \r
299         // helper system\r
300         if(cvar("cl_helper"))\r
301         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
302         {\r
303                 if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
304                 {\r
305                         // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
306                         // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
307                         helper_health = TRUE;\r
308                         helper_armor = TRUE;\r
309                         helper_ammo = TRUE;\r
310                 }\r
311                 else if(helper_pause <= time)\r
312                 {\r
313                         // health helper\r
314                         if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health"))\r
315                         {\r
316                                 if(cvar("cl_helper_item_health") && !helper_health)\r
317                                 {\r
318                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE);\r
319                                         helper_health = TRUE;\r
320                                         helper_pause = time + cvar("cl_helper_pause");\r
321                                         helper_ammo = time + cvar("cl_helper_pause");\r
322                                 }\r
323                         }\r
324                         else if(helper_health)\r
325                                 helper_health = FALSE;\r
326 \r
327                         // armor helper\r
328                         if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor"))\r
329                         {\r
330                                 if(cvar("cl_helper_item_armor") && !helper_armor)\r
331                                 {\r
332                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE);\r
333                                         helper_armor = TRUE;\r
334                                         helper_pause = time + cvar("cl_helper_pause");\r
335                                 }\r
336                         }\r
337                         else if(helper_armor)\r
338                                 helper_armor = FALSE;\r
339 \r
340                         // ammo helper\r
341                         if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel"))\r
342                         {\r
343                                 if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo)\r
344                                 {\r
345                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE);\r
346                                         helper_ammo = TRUE;\r
347                                         helper_pause = time + cvar("cl_helper_pause");\r
348                                 }\r
349                         }\r
350                         else if(helper_ammo)\r
351                                 helper_ammo = FALSE;\r
352 \r
353                         // speed helper\r
354                         if(vlen(pmove_vel) >= cvar("cl_helper_item_speed"))\r
355                         {\r
356                                 if(cvar("cl_helper_item_speed") && !helper_speed)\r
357                                 {\r
358                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE);\r
359                                         helper_speed = TRUE;\r
360                                         helper_pause = time + cvar("cl_helper_pause");\r
361                                 }\r
362                         }\r
363                         else if(helper_speed)\r
364                                 helper_speed = FALSE;\r
365 \r
366                         // stomach load helper\r
367                         if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload"))\r
368                         {\r
369                                 if(cvar("cl_helper_item_stomachload") && !helper_stomachload)\r
370                                 {\r
371                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE);\r
372                                         helper_stomachload = TRUE;\r
373                                         helper_pause = time + cvar("cl_helper_pause");\r
374                                 }\r
375                         }\r
376                         else if(helper_stomachload)\r
377                                 helper_stomachload = FALSE;\r
378                 }\r
379         }\r
380 \r
381         // event chase camera\r
382         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
383         {\r
384                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
385                 {\r
386                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
387                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
388                         if(!cvar("chase_active"))\r
389                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
390 \r
391                         // make the camera smooth back\r
392                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
393                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
394                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
395                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
396 \r
397                         vector eventchase_target_origin;\r
398                         makevectors(view_angles);\r
399                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
400                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
401 \r
402                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
403                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
404                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
405                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
406 \r
407                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
408                         R_SetView(VF_ANGLES, view_angles);\r
409                 }\r
410                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
411                 {\r
412                         cvar_set("chase_active", "0");\r
413                         eventchase_current_distance = 0; // start from 0 next time\r
414                 }\r
415         }\r
416 \r
417         float apply_fov;\r
418         if(cvar("cl_healthsize_fov") && frametime)\r
419         {\r
420                 apply_fov = cvar("menu_fov");\r
421                 if(g_healthsize_center && spectatee_status >= 0)\r
422                         apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov");\r
423                 if(cvar("gov") != apply_fov)\r
424                         cvar_set("fov", ftos(apply_fov));\r
425         }\r
426 \r
427         float apply_idlescale;\r
428         if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime)\r
429         {\r
430                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey");\r
431                 if(cvar("v_idlescale") != apply_idlescale)\r
432                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
433         }\r
434         if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime)\r
435         {\r
436                 apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator");\r
437                 if(cvar("v_idlescale") != apply_idlescale)\r
438                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
439         }\r
440         if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime)\r
441         {\r
442                 apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach");\r
443                 if(cvar("v_idlescale") != apply_idlescale)\r
444                         cvar_set("v_idlescale", ftos(apply_idlescale));\r
445         }\r
446 \r
447         // Render the Scene\r
448         if(!intermission || !view_set)\r
449         {\r
450                 view_origin = pmove_org + vo;\r
451                 view_angles = input_angles;\r
452                 makevectors(view_angles);\r
453                 view_forward = v_forward;\r
454                 view_right = v_right;\r
455                 view_up = v_up;\r
456                 view_set = 1;\r
457         }\r
458 \r
459         vid_width = w;\r
460         vid_height = h;\r
461 \r
462 #ifdef BLURTEST\r
463         if(time > blurtest_time0 && time < blurtest_time1)\r
464         {\r
465                 float r, t;\r
466 \r
467                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
468                 r = t * blurtest_radius;\r
469                 f = 1 / pow(t, blurtest_power) - 1;\r
470 \r
471                 cvar_set("r_glsl_postprocess", "1");\r
472                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
473         }\r
474         else\r
475         {\r
476                 cvar_set("r_glsl_postprocess", "0");\r
477                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
478         }\r
479 #endif\r
480 \r
481         TargetMusic_Advance();\r
482         Fog_Force();\r
483 \r
484         drawframetime = max(0.000001, time - drawtime);\r
485         drawtime = time;\r
486 \r
487         // watch for gametype changes here...\r
488         // in ParseStuffCMD the cmd isn't executed yet :/\r
489         // might even be better to add the gametype to TE_CSQC_INIT...?\r
490         if(!postinit)\r
491                 PostInit();\r
492 \r
493         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
494                 if(calledhooks & HOOK_START)\r
495                 {\r
496                         localcmd("\ncl_hook_gameend;");\r
497                         if(g_campaign)\r
498                                 localcmd("\ncl_hook_campaign_gameend;");\r
499                         calledhooks |= HOOK_END;\r
500                 }\r
501 \r
502         CheckForGamestartChange();\r
503         serverAnnouncer();\r
504         maptimeAnnouncer();\r
505         carrierAnnouncer();\r
506 \r
507         fov = cvar("fov");\r
508         if(button_zoom || fov <= 59.5)\r
509         {\r
510                 if(!zoomscript_caught)\r
511                 {\r
512                         localcmd("+button4\n");\r
513                         zoomscript_caught = 1;\r
514                         ignore_plus_zoom += 1;\r
515                 }\r
516         }\r
517         else\r
518         {\r
519                 if(zoomscript_caught)\r
520                 {\r
521                         localcmd("-button4\n");\r
522                         zoomscript_caught = 0;\r
523                         ignore_minus_zoom += 1;\r
524                 }\r
525         }\r
526 \r
527         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
528         sbar_hudselector = cvar("sbar_hudselector");\r
529         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
530         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
531         activeweapon = getstati(STAT_SWITCHWEAPON);\r
532         f = cvar("teamplay");\r
533         if(f != teamplay)\r
534         {\r
535                 teamplay = f;\r
536                 Sbar_InitScores();\r
537         }\r
538 \r
539         if(last_weapon != activeweapon) {\r
540                 weapontime = time;\r
541                 last_weapon = activeweapon;\r
542         }\r
543 \r
544         // ALWAYS Clear Current Scene First\r
545         R_ClearScene();\r
546 \r
547         // Assign Standard Viewflags\r
548         // Draw the World (and sky)\r
549         R_SetView(VF_DRAWWORLD, 1);\r
550 \r
551         // Set the console size vars\r
552         vid_conwidth = cvar("vid_conwidth");\r
553         vid_conheight = cvar("vid_conheight");\r
554         vid_pixelheight = cvar("vid_pixelheight");\r
555 \r
556         // spawn fov effect\r
557         if(cvar("cl_spawnfov"))\r
558         {\r
559                 if(respawned)\r
560                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
561 \r
562                 if(spawnfov_current > 1)\r
563                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
564                 else\r
565                         spawnfov_current = 1;\r
566                 fov *= spawnfov_current;\r
567         }\r
568 \r
569         if(respawned)\r
570         {\r
571                 if(g_power_reboot_spawn)\r
572                         power_boot = time + g_power_reboot;\r
573                 else\r
574                         power_boot = time;\r
575         }\r
576 \r
577         R_SetView(VF_FOV, GetCurrentFov(fov));\r
578 \r
579         // Camera for demo playback\r
580         if(camera_active)\r
581         {\r
582                 if(cvar("camera_enable"))\r
583                         CSQC_Demo_Camera();\r
584                 else\r
585                 {\r
586                         cvar_set("chase_active", ftos(chase_active_backup));\r
587                         cvar_set("cl_demo_mousegrab", "0");\r
588                         camera_active = FALSE;\r
589                 }\r
590         }\r
591 #ifdef CAMERATEST\r
592         else if(cvar("camera_enable"))\r
593 #else\r
594         else if(cvar("camera_enable") && isdemo())\r
595 #endif\r
596         {\r
597                 // Enable required Darkplaces cvars\r
598                 chase_active_backup = cvar("chase_active");\r
599                 cvar_set("chase_active", "2");\r
600                 cvar_set("cl_demo_mousegrab", "1");\r
601                 camera_active = TRUE;\r
602                 camera_mode = FALSE;\r
603         }\r
604 \r
605         // Draw the Crosshair\r
606         float scoreboard_active;\r
607         scoreboard_active = Sbar_WouldDrawScoreboard();\r
608         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
609 \r
610         // Draw the Engine Status Bar (the default Quake HUD)\r
611         R_SetView(VF_DRAWENGINESBAR, 0);\r
612 \r
613         // fetch this one only once per frame\r
614         sbar_showbinds = cvar("sbar_showbinds");\r
615         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
616 \r
617         // Update the mouse position\r
618         /*\r
619            mousepos_x = vid_conwidth;\r
620            mousepos_y = vid_conheight;\r
621            mousepos = mousepos*0.5 + getmousepos();\r
622          */\r
623 \r
624         e = self;\r
625         for(self = world; (self = nextent(self)); )\r
626                 if(self.draw)\r
627                         self.draw();\r
628         self = e;\r
629 \r
630         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
631         R_RenderScene();\r
632 \r
633         // now switch to 2D drawing mode by calling a 2D drawing function\r
634         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
635         // next R_RenderScene call\r
636         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
637 \r
638         // Draw the aiming reticle for weapons that use it\r
639         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
640         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
641         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
642         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
643                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
644         else if(activeweapon && (button_zoom || zoomscript_caught))\r
645                 reticle_type = 2; // weapon zoom\r
646         else if(button_zoom || zoomscript_caught)\r
647                 reticle_type = 1; // normal zoom\r
648 \r
649         if (reticle_type)\r
650         {\r
651                 if(cvar("cl_reticle_stretch"))\r
652                 {\r
653                         reticle_size_x = vid_conwidth;\r
654                         reticle_size_y = vid_conheight;\r
655                         reticle_pos_x = 0;\r
656                         reticle_pos_y = 0;\r
657                 }\r
658                 else\r
659                 {\r
660                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
661                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
662                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
663                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
664                 }\r
665 \r
666                 f = current_zoomfraction;\r
667                 if(zoomscript_caught)\r
668                         f = 1;\r
669                 if(cvar("cl_reticle_item_normal"))\r
670                 {\r
671                         if(reticle_type == 1 && f)\r
672                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
673                 }\r
674                 if(cvar("cl_reticle_item_weapon"))\r
675                 {\r
676                         if(reticle_type == 2 && f)\r
677                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
678                 }\r
679         }\r
680 \r
681         // screen effects\r
682         if(cvar("hud_contents"))\r
683         {\r
684                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
685                 vector liquidcolor;\r
686 \r
687                 if (getstati(STAT_VORE_EATEN))\r
688                 {\r
689                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
690                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
691                         incontent = 1;\r
692                 }\r
693                 else\r
694                 {\r
695                         switch(pointcontents(view_origin))\r
696                         {\r
697                                 case CONTENT_WATER:\r
698                                         liquidalpha = cvar("hud_contents_water_alpha");\r
699                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
700                                         incontent = 1;\r
701                                         break;\r
702                                         \r
703                                 case CONTENT_LAVA:\r
704                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
705                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
706                                         incontent = 1;\r
707                                         break;  \r
708                                                                 \r
709                                 case CONTENT_SLIME:\r
710                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
711                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
712                                         incontent = 1;\r
713                                         break;\r
714                                         \r
715                                 default:\r
716                                         liquidalpha = 0;\r
717                                         liquidcolor = '0 0 0';\r
718                                         incontent = 0;\r
719                                         break;\r
720                         }\r
721                 }\r
722                 \r
723                 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
724                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
725                         contentfadetime = cvar("hud_contents_fadeintime");\r
726                         liquidalpha_prev = liquidalpha;\r
727                         liquidcolor_prev = liquidcolor;\r
728                 }\r
729                 else\r
730                         contentfadetime = cvar("hud_contents_fadeouttime");\r
731                         \r
732                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
733                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
734 \r
735                 if(contentavgalpha)\r
736                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
737 \r
738                 if(cvar("hud_postprocessing"))\r
739                 {\r
740                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
741                         {\r
742                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
743                                 content_blurpostprocess_x = 1;\r
744                                 if(getstati(STAT_VORE_EATEN))\r
745                                 {\r
746                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
747                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
748                                 }\r
749                                 else\r
750                                 {\r
751                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
752                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
753                                 }\r
754                         }\r
755                         else\r
756                         {\r
757                                 content_blurpostprocess_x = 0;\r
758                                 content_blurpostprocess_y = 0;\r
759                                 content_blurpostprocess_z = 0;\r
760                         }\r
761                 }\r
762         }\r
763 \r
764         if(cvar("hud_damage"))\r
765         {\r
766                 splash_size_x = max(vid_conwidth, vid_conheight);\r
767                 splash_size_y = max(vid_conwidth, vid_conheight);\r
768                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
769                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
770 \r
771                 float myhealth_flash_temp;\r
772                 myhealth = getstati(STAT_HEALTH);\r
773 \r
774                 // fade out\r
775                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
776                 // add new damage\r
777                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
778 \r
779                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
780                 pain_threshold = cvar("hud_damage_pain_threshold");\r
781                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
782                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
783 \r
784                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
785                 {\r
786                         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
787                 }\r
788 \r
789                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
790 \r
791                 if(myhealth_prev < 1)\r
792                 {\r
793                         if(myhealth >= 1)\r
794                         {\r
795                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
796                                 myhealth_flash_temp = 0;\r
797                         }\r
798                         else\r
799                         {\r
800                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
801                         }\r
802                 }\r
803 \r
804                 if(spectatee_status == -1 || intermission)\r
805                 {\r
806                         myhealth_flash = 0; // observing, or match ended\r
807                         myhealth_flash_temp = 0;\r
808                 }\r
809 \r
810                 myhealth_prev = myhealth;\r
811 \r
812                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
813                 {\r
814                         if(cvar("cl_gentle_damage") == 2)\r
815                         {\r
816                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
817                                 {\r
818                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
819                                 }\r
820                         }\r
821                         else\r
822                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
823 \r
824                         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
825                 }\r
826                 else\r
827                         drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
828 \r
829                 if(cvar("hud_postprocessing"))\r
830                 {\r
831                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
832                         {\r
833                                 damage_blurpostprocess_x = 1;\r
834                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
835                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
836                         }\r
837                         else\r
838                         {\r
839                                 damage_blurpostprocess_x = 0;\r
840                                 damage_blurpostprocess_y = 0;\r
841                                 damage_blurpostprocess_z = 0;\r
842                         }\r
843                 }\r
844         }\r
845 \r
846         if(cvar("hud_stomach"))\r
847         {\r
848                 if(getstati(STAT_VORE_EATEN))\r
849                 {\r
850                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
851                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
852                         else\r
853                                 stomachsplash_alpha = cvar("hud_stomach");\r
854                 }\r
855                 else if(getstati(STAT_HEALTH) > 0)\r
856                 {\r
857                         if(stomachsplash_alpha > 0)\r
858                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
859                         else\r
860                                 stomachsplash_alpha = 0;\r
861                 }\r
862 \r
863                 if(respawned)\r
864                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
865                 if(spectatee_status == -1)\r
866                         stomachsplash_alpha = 0;\r
867 \r
868                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
869                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
870         }\r
871 \r
872         if(cvar("hud_postprocessing"))\r
873         {\r
874                 // all of this should be done in the engine eventually\r
875 \r
876                 // disable damage blur when dead, but keep content blur\r
877                 if(getstati(STAT_HEALTH) <= 0)\r
878                         damage_blurpostprocess = '0 0 0';\r
879 \r
880                 // enable or disable rendering types if they are used or not\r
881                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
882                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
883                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_cartoon") != 0))\r
884                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_cartoon") != 0));\r
885 \r
886                 // lets apply the postprocess effects from the previous two functions if needed\r
887                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
888                 {\r
889                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
890                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
891                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
892                         {\r
893                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
894                                 old_blurradius = blurradius;\r
895                                 old_bluralpha = bluralpha;\r
896                         }\r
897                 }\r
898                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
899                 {\r
900                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
901                         old_blurradius = 0;\r
902                         old_bluralpha = 0;\r
903                 }\r
904 \r
905                 if(cvar("hud_cartoon"))\r
906                 {\r
907                         // When having the strength or invincible powerups, cartoon lines will be white instead of black.\r
908                         // As powerup time goes under 5 seconds (warning time), lines will fade from white to nothing then from nothing back to black.\r
909                         float cartoon_intensity, cartoon_powerup;\r
910                         cartoon_intensity = -cvar("hud_cartoon");\r
911                         cartoon_powerup = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 5) + bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 5);\r
912                         cartoon_powerup = bound(0, cartoon_powerup, 5);\r
913                         if (cartoon_powerup && cvar("chase_active") >= 0) // not while the event chase camera is active\r
914                                 cartoon_intensity *= 1 - cartoon_powerup / 2.5; // cycle between -1 and 1\r
915 \r
916                         if(cartoon_intensity != old_cartoon_intensity) // reduce cvar_set spam as much as possible\r
917                         {\r
918                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(cartoon_intensity), " ", cvar_string("hud_cartoon_tolerance"), " 0"));\r
919                                 old_cartoon_intensity = cartoon_intensity;\r
920                         }\r
921                 }\r
922                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
923                 {\r
924                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
925                         old_cartoon_intensity = 0;\r
926                 }\r
927         }\r
928 \r
929         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
930         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
931         {\r
932                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
933                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
934                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
935         }\r
936         if(cvar("hud_postprocessing") && !cvar("hud_cartoon"))\r
937         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
938         {\r
939                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
940                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
941                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
942         }\r
943 \r
944         if(cvar("hud_postprocessing"))\r
945         {\r
946                 // change saturation based on the amount of armor we have\r
947                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
948 \r
949                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
950                 {\r
951                         float saturation;\r
952                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
953                         saturation = bound(0, saturation, 1);\r
954 \r
955                         if(cvar("r_glsl_saturation") != saturation)\r
956                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
957                 }\r
958                 else if(cvar("r_glsl_saturation") != 1)\r
959                         cvar_set("r_glsl_saturation", "1");\r
960         }\r
961 \r
962         float target_volume;\r
963         if(cvar("cl_vore_cutvolume_sound") && frametime)\r
964         {\r
965                 // sound volume cutting\r
966                 target_volume = 0;\r
967                 if(getstatf(STAT_VORE_PROGRESS_PREY))\r
968                         target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
969                 else if(getstati(STAT_VORE_EATEN))\r
970                         target_volume = 1;\r
971                 target_volume = cvar("menu_volume") * (1 - target_volume * cvar("cl_vore_cutvolume_sound"));\r
972 \r
973                 if(cvar("volume") != target_volume) // reduce cvar_set spam as much as possible\r
974                         cvar_set("volume", ftos(target_volume));\r
975         }\r
976         if(cvar("cl_vore_cutvolume_music") && frametime)\r
977         {\r
978                 // music volume cutting\r
979                 target_volume = 0;\r
980                 if(getstatf(STAT_VORE_PROGRESS_PREY))\r
981                         target_volume = getstatf(STAT_VORE_PROGRESS_PREY);\r
982                 else if(getstati(STAT_VORE_EATEN))\r
983                         target_volume = 1;\r
984                 target_volume = cvar("menu_bgmvolume") * (1 - target_volume * cvar("cl_vore_cutvolume_music"));\r
985 \r
986                 if(cvar("bgmvolume") != target_volume) // reduce cvar_set spam as much as possible\r
987                         cvar_set("bgmvolume", ftos(target_volume));\r
988         }\r
989 \r
990         // Draw the mouse cursor\r
991         // NOTE: drawpic must happen after R_RenderScene for some reason\r
992         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
993         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
994         //self = edict_num(player_localnum);\r
995         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
996         //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
997         // as long as the ctf part isn't in, this is useless\r
998         if(menu_visible)\r
999                 menu_show();\r
1000 \r
1001         /*if(gametype == GAME_CTF)\r
1002           {\r
1003           ctf_view();\r
1004           } else */\r
1005 \r
1006         // draw 2D entities\r
1007         e = self;\r
1008         for(self = world; (self = nextent(self)); )\r
1009                 if(self.draw2d)\r
1010                         self.draw2d();\r
1011         self = e;\r
1012         Draw_ShowNames_All();\r
1013 \r
1014         // draw radar\r
1015         if(\r
1016                         ons_showmap\r
1017                         ||\r
1018                         (\r
1019                          !scoreboard_active\r
1020                          &&\r
1021                          cvar_string("cl_teamradar") != "0"\r
1022                          &&\r
1023                          (\r
1024                           cvar("cl_teamradar") == 2\r
1025                           ||\r
1026                           teamplay\r
1027                          )\r
1028                         )\r
1029           )\r
1030                 teamradar_view();\r
1031 \r
1032         // Draw artwork and play intermission music\r
1033         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
1034         {\r
1035                 if(cvar("cl_artwork"))\r
1036                 {\r
1037                         if(artwork_image == "")\r
1038                         {\r
1039                                 if(getstati(STAT_WINNING)) // we are the winner\r
1040                                 {\r
1041                                         if(cvar("cl_artwork_win"))\r
1042                                         {\r
1043                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1044                                                 artwork_image = strzone(artwork_image);\r
1045                                         }\r
1046                                 }\r
1047                                 else // we have lost\r
1048                                 {\r
1049                                         if(cvar("cl_artwork_lose"))\r
1050                                         {\r
1051                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1052                                                 artwork_image = strzone(artwork_image);\r
1053                                         }\r
1054                                 }\r
1055                         }\r
1056 \r
1057                         if(cvar("cl_artwork_stretch"))\r
1058                         {\r
1059                                 artwork_size_x = vid_conwidth;\r
1060                                 artwork_size_y = vid_conheight;\r
1061                                 artwork_pos_x = 0;\r
1062                                 artwork_pos_y = 0;\r
1063                         }\r
1064                         else\r
1065                         {\r
1066                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1067                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1068                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1069                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1070                         }\r
1071 \r
1072                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1073                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1074                         else\r
1075                                 artwork_fade = cvar("cl_artwork_alpha");\r
1076 \r
1077                         if(artwork_image != "")\r
1078                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1079                 }\r
1080 \r
1081                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1082                 {\r
1083                         if(getstati(STAT_WINNING))\r
1084                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1085                         else\r
1086                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1087                         if(intermission_song != "")\r
1088                         {\r
1089                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1090                                 intermission_song = strzone(intermission_song);\r
1091                         }\r
1092                 }\r
1093         }\r
1094         else\r
1095         {\r
1096                 artwork_fade = 0;\r
1097                 if(artwork_image != "")\r
1098                 {\r
1099                         strunzone(artwork_image);\r
1100                         artwork_image = "";\r
1101                 }\r
1102 \r
1103                 if(intermission_song != "")\r
1104                 {\r
1105                         strunzone(intermission_song);\r
1106                         intermission_song = "";\r
1107                 }\r
1108         }\r
1109 \r
1110         // draw sbar\r
1111         if(cvar("r_letterbox") == 0) {\r
1112                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1113                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1114                                 Sbar_DrawPressedKeys();\r
1115                 }\r
1116 \r
1117                 if (cvar("cl_showspeed"))\r
1118                         Sbar_ShowSpeed();\r
1119                 if (cvar("cl_showacceleration"))\r
1120                         Sbar_ShowAcceleration();\r
1121 \r
1122                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1123         }\r
1124 \r
1125         float weapon_clipload, weapon_clipsize, ring_scale;\r
1126 \r
1127         float swallow_indicator;\r
1128         if(cvar("crosshair_swallowindicator"))\r
1129                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1130 \r
1131         float hud;\r
1132         hud = getstati(STAT_HUD);\r
1133 \r
1134         if(cvar("r_letterbox") == 0)\r
1135                 if(cvar("viewsize") < 120)\r
1136                         CSQC_common_hud();\r
1137 \r
1138         if(cvar("cl_flash_pickup"))\r
1139         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1140         {\r
1141                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1142                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1143         }\r
1144         if(cvar("cl_flash_vore"))\r
1145         {\r
1146                 float vore_flash_state;\r
1147                 if(getstati(STAT_VORE_EATEN))\r
1148                         vore_flash_state = -1;\r
1149                 else\r
1150                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1151 \r
1152                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1153                 {\r
1154                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1155                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1156                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1157                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1158                 }\r
1159 \r
1160                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1161                 vore_flash_laststate = vore_flash_state;\r
1162         }\r
1163         if(cvar("cl_flash_respawn"))\r
1164         if(respawned)\r
1165                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1166 \r
1167         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1168         if not(getstati(STAT_ARMOR) < g_power || time <= power_boot)\r
1169         {\r
1170                 // crosshair goes VERY LAST\r
1171                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1172                         // TrueAim check\r
1173                         float shottype;\r
1174                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1175                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1176                         wcross_origin_z = 0;\r
1177                         if(cvar("crosshair_hittest"))\r
1178                         if(!swallow_indicator)\r
1179                         {\r
1180                                 vector wcross_oldorigin;\r
1181                                 wcross_oldorigin = wcross_origin;\r
1182                                 shottype = TrueAimCheck();\r
1183                                 if(shottype == SHOTTYPE_HITWORLD)\r
1184                                 {\r
1185                                         v = wcross_origin - wcross_oldorigin;\r
1186                                         v_x /= vid_conwidth;\r
1187                                         v_y /= vid_conheight;\r
1188                                         if(vlen(v) > 0.01)\r
1189                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1190                                 }\r
1191                                 if(!cvar("crosshair_hittest_showimpact"))\r
1192                                         wcross_origin = wcross_oldorigin;\r
1193                         }\r
1194                         else\r
1195                                 shottype = SHOTTYPE_HITWORLD;\r
1196 \r
1197                         string wcross_style;\r
1198 \r
1199                         if(swallow_indicator  > 1)\r
1200                                 wcross_style = "_canswallow_team.tga";\r
1201                         else if(swallow_indicator > 0)\r
1202                                 wcross_style = "_canswallow.tga";\r
1203                         else if(swallow_indicator < 0)\r
1204                                 wcross_style = "_canswallow_no.tga";\r
1205                         else\r
1206                         {\r
1207                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1208                                 if(!activeweapon)\r
1209                                         wcross_style = cvar_string("crosshair");\r
1210                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1211                                         wcross_style = cvar_string("crosshair_secondary");\r
1212                                 else\r
1213                                         wcross_style = cvar_string("crosshair_primary");\r
1214                         }\r
1215 \r
1216                         if (wcross_style != "0") {\r
1217                                 vector wcross_color, wcross_size;\r
1218                                 string wcross_name;\r
1219                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1220 \r
1221                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1222                                 {\r
1223                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1224                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1225                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1226                                 }\r
1227                                 else if(cvar("crosshair_color_by_health"))\r
1228                                 {\r
1229                                         local float x = getstati(STAT_HEALTH);\r
1230                                         \r
1231                                         //x = red\r
1232                                         //y = green\r
1233                                         //z = blue\r
1234                                         \r
1235                                         wcross_color_z = 0;\r
1236                                         \r
1237                                         if(x > 200)\r
1238                                         {\r
1239                                                 wcross_color_x = 0;\r
1240                                                 wcross_color_y = 1;\r
1241                                         }\r
1242                                         else if(x > 150)\r
1243                                         {\r
1244                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1245                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1246                                         }\r
1247                                         else if(x > 100)\r
1248                                         {\r
1249                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1250                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1251                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1252                                         }\r
1253                                         else if(x > 50)\r
1254                                         {\r
1255                                                 wcross_color_x = 1;\r
1256                                                 wcross_color_y = 1;\r
1257                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1258                                         }\r
1259                                         else if(x > 20)\r
1260                                         {\r
1261                                                 wcross_color_x = 1;\r
1262                                                 wcross_color_y = (x-20)*90/27/100;\r
1263                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1264                                         }\r
1265                                         else\r
1266                                         {\r
1267                                                 wcross_color_x = 1;\r
1268                                                 wcross_color_y = 0;\r
1269                                         }\r
1270                                 }\r
1271                                 else\r
1272                                         wcross_color = stov(cvar_string("crosshair_color"));\r
1273                                 wcross_alpha = cvar("crosshair_alpha");\r
1274                                 wcross_resolution = cvar("crosshair_size");\r
1275 \r
1276                                 if(!activeweapon)\r
1277                                 if(!swallow_indicator)\r
1278                                 {\r
1279                                         if(cvar("crosshair_unarmed_dim_color"))\r
1280                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1281                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1282                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1283                                 }\r
1284 \r
1285                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1286 \r
1287                                 if(cvar("crosshair_effect_scalefade"))\r
1288                                 {\r
1289                                         wcross_scale = wcross_resolution;\r
1290                                         wcross_resolution = 1;\r
1291                                 }\r
1292                                 else\r
1293                                 {\r
1294                                         wcross_scale = 1;\r
1295                                 }\r
1296                                 if(swallow_indicator)\r
1297                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1298 \r
1299                                 if(cvar("crosshair_pickup"))\r
1300                                 {\r
1301                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1302                                         {\r
1303                                                 pickup_crosshair_size = 1;\r
1304                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1305                                         }\r
1306 \r
1307                                         if(pickup_crosshair_size > 0)\r
1308                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1309                                         else\r
1310                                                 pickup_crosshair_size = 0;\r
1311 \r
1312                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1313                                 }\r
1314 \r
1315                                 if(shottype == SHOTTYPE_HITENEMY)\r
1316                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1317                                 if(shottype == SHOTTYPE_HITTEAM)\r
1318                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1319 \r
1320                                 f = cvar("crosshair_effect_speed");\r
1321                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1322                                 {\r
1323                                         wcross_changedonetime = time + f;\r
1324                                 }\r
1325                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1326                                 {\r
1327                                         wcross_name_changestarttime = time;\r
1328                                         wcross_name_changedonetime = time + f;\r
1329                                         if(wcross_name_goal_prev_prev)\r
1330                                                 strunzone(wcross_name_goal_prev_prev);\r
1331                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1332                                         wcross_name_goal_prev = strzone(wcross_name);\r
1333                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1334                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1335                                         wcross_resolution_goal_prev = wcross_resolution;\r
1336                                 }\r
1337 \r
1338                                 wcross_scale_goal_prev = wcross_scale;\r
1339                                 wcross_alpha_goal_prev = wcross_alpha;\r
1340                                 wcross_color_goal_prev = wcross_color;\r
1341 \r
1342                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1343                                 {\r
1344                                         wcross_blur = 1;\r
1345                                         wcross_alpha *= 0.75;\r
1346                                 }\r
1347                                 else\r
1348                                         wcross_blur = 0;\r
1349                                 // *_prev is at time-frametime\r
1350                                 // * is at wcross_changedonetime+f\r
1351                                 // what do we have at time?\r
1352                                 if(time < wcross_changedonetime)\r
1353                                 {\r
1354                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1355                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1356                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1357                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1358                                 }\r
1359 \r
1360                                 wcross_scale_prev = wcross_scale;\r
1361                                 wcross_alpha_prev = wcross_alpha;\r
1362                                 wcross_color_prev = wcross_color;\r
1363 \r
1364                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1365                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1366 \r
1367 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1368                                 do \\r
1369                                 { \\r
1370                                         if(wcross_blur > 0) \\r
1371                                         { \\r
1372                                                 for(i = -2; i <= 2; ++i) \\r
1373                                                         for(j = -2; j <= 2; ++j) \\r
1374                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1375                                         } \\r
1376                                         else \\r
1377                                         { \\r
1378                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1379                                         } \\r
1380                                 } \\r
1381                                 while(0)\r
1382 \r
1383 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1384                                 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
1385 \r
1386 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1387                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1388 \r
1389                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1390                                 {\r
1391                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1392                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1393                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1394                                         f = 1 - f;\r
1395                                 }\r
1396                                 else\r
1397                                 {\r
1398                                         f = 1;\r
1399                                 }\r
1400 \r
1401                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1402                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1403                                 wcross_name_alpha_goal_prev = f;\r
1404 \r
1405                                 // ring around crosshair representing ammo left in weapon clip\r
1406                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1407                                 a = cvar("crosshair_ring_alpha");\r
1408                                 if (weapon_clipload && a)\r
1409                                 if (!swallow_indicator)\r
1410                                 {\r
1411                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1412                                         ring_scale = cvar("crosshair_ring_size");\r
1413                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1414                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1415                                 }\r
1416                         }\r
1417                 }\r
1418                 else\r
1419                 {\r
1420                         wcross_scale_prev = 0;\r
1421                         wcross_alpha_prev = 0;\r
1422                         wcross_scale_goal_prev = 0;\r
1423                         wcross_alpha_goal_prev = 0;\r
1424                         wcross_changedonetime = 0;\r
1425                         if(wcross_name_goal_prev)\r
1426                                 strunzone(wcross_name_goal_prev);\r
1427                         wcross_name_goal_prev = string_null;\r
1428                         if(wcross_name_goal_prev_prev)\r
1429                                 strunzone(wcross_name_goal_prev_prev);\r
1430                         wcross_name_goal_prev_prev = string_null;\r
1431                         wcross_name_changestarttime = 0;\r
1432                         wcross_name_changedonetime = 0;\r
1433                         wcross_name_alpha_goal_prev = 0;\r
1434                         wcross_name_alpha_goal_prev_prev = 0;\r
1435                         wcross_resolution_goal_prev = 0;\r
1436                         wcross_resolution_goal_prev_prev = 0;\r
1437                 }\r
1438         }\r
1439 \r
1440         if(NextFrameCommand)\r
1441         {\r
1442                 localcmd("\n", NextFrameCommand, "\n");\r
1443                 NextFrameCommand = string_null;\r
1444         }\r
1445 \r
1446         // we must do this check AFTER a frame was rendered, or it won't work\r
1447         if(cs_project_is_b0rked == 0)\r
1448         {\r
1449                 string w0, h0;\r
1450                 w0 = cvar_string("vid_conwidth");\r
1451                 h0 = cvar_string("vid_conheight");\r
1452                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1453                 //R_SetView(VF_FOV, '90 90 0');\r
1454                 R_SetView(VF_ORIGIN, '0 0 0');\r
1455                 R_SetView(VF_ANGLES, '0 0 0');\r
1456                 R_SetView(VF_PERSPECTIVE, 1);\r
1457                 makevectors('0 0 0');\r
1458                 vector v1, v2;\r
1459                 cvar_set("vid_conwidth", "800");\r
1460                 cvar_set("vid_conheight", "600");\r
1461                 v1 = cs_project(v_forward);\r
1462                 cvar_set("vid_conwidth", "640");\r
1463                 cvar_set("vid_conheight", "480");\r
1464                 v2 = cs_project(v_forward);\r
1465                 if(v1 == v2)\r
1466                         cs_project_is_b0rked = 1;\r
1467                 else\r
1468                         cs_project_is_b0rked = -1;\r
1469                 cvar_set("vid_conwidth", w0);\r
1470                 cvar_set("vid_conheight", h0);\r
1471         }\r
1472 \r
1473         // be safe against triggerbots until everyone has the fixed engine\r
1474         // this call is meant to overwrite the trace globals by something\r
1475         // unsuspicious\r
1476         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1477 \r
1478         // this cvar must be constantly updated on the server\r
1479         if(chase_active_old != cvar("chase_active"))\r
1480         {\r
1481                 localcmd("sendcvar chase_active\n");\r
1482                 chase_active_old = cvar("chase_active");\r
1483         }\r
1484 \r
1485         // update some stats to be detected next frame\r
1486         last_health = getstati(STAT_HEALTH);\r
1487         last_spectatee = spectatee_status;\r
1488 }\r
1489 \r
1490 void Sbar_Draw();\r
1491 \r
1492 void CSQC_common_hud(void)\r
1493 {\r
1494         // Sbar_SortFrags(); done in Sbar_Draw\r
1495         float hud;\r
1496         hud = getstati(STAT_HUD);\r
1497 \r
1498         //hud = 10;\r
1499         switch(hud)\r
1500         {\r
1501                 case HUD_NORMAL:\r
1502                         Sbar_Draw();\r
1503                         break;\r
1504         }\r
1505 }\r
1506 \r
1507 \r
1508 // following vectors must be global to allow seamless switching between camera modes\r
1509 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1510 void CSQC_Demo_Camera()\r
1511 {\r
1512         float speed, attenuation, dimensions;\r
1513         vector tmp, delta;\r
1514 \r
1515         if( cvar("camera_reset") || !camera_mode )\r
1516         {\r
1517                 camera_offset = '0 0 0';\r
1518                 current_angles = '0 0 0';\r
1519                 camera_direction = '0 0 0';\r
1520                 camera_offset_z += 30;\r
1521                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1522                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1523                 current_origin = view_origin;\r
1524                 current_camera_offset  = camera_offset;\r
1525                 cvar_set("camera_reset", "0");\r
1526                 camera_mode = CAMERA_CHASE;\r
1527         }\r
1528 \r
1529         // Camera angles\r
1530         if( camera_roll )\r
1531                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1532 \r
1533         if(cvar("camera_look_player"))\r
1534         {\r
1535                 local vector dir;\r
1536                 local float n;\r
1537 \r
1538                 dir = normalize(view_origin - current_position);\r
1539                 n = mouse_angles_z;\r
1540                 mouse_angles = vectoangles(dir);\r
1541                 mouse_angles_x = mouse_angles_x * -1;\r
1542                 mouse_angles_z = n;\r
1543         }\r
1544         else\r
1545         {\r
1546                 tmp = getmousepos() * 0.1;\r
1547                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1548                 {\r
1549                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1550                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1551                 }\r
1552         }\r
1553 \r
1554         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1555         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1556         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1557         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1558 \r
1559         // Fix difference when angles don't have the same sign\r
1560         delta = '0 0 0';\r
1561         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1562                 delta = '0 360 0';\r
1563         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1564                 delta = '0 -360 0';\r
1565 \r
1566         if(cvar("camera_look_player"))\r
1567                 attenuation = cvar("camera_look_attenuation");\r
1568         else\r
1569                 attenuation = cvar("camera_speed_attenuation");\r
1570 \r
1571         attenuation = 1 / max(1, attenuation);\r
1572         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1573 \r
1574         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1575         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1576         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1577         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1578 \r
1579         // Camera position\r
1580         tmp = '0 0 0';\r
1581         dimensions = 0;\r
1582 \r
1583         if( camera_direction_x )\r
1584         {\r
1585                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1586                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1587                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1588                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1589                 ++dimensions;\r
1590         }\r
1591 \r
1592         if( camera_direction_y )\r
1593         {\r
1594                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1595                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1596                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1597                 ++dimensions;\r
1598         }\r
1599 \r
1600         if( camera_direction_z )\r
1601         {\r
1602                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1603                 ++dimensions;\r
1604         }\r
1605 \r
1606         if(cvar("camera_free"))\r
1607                 speed = cvar("camera_speed_free");\r
1608         else\r
1609                 speed = cvar("camera_speed_chase");\r
1610 \r
1611         if(dimensions)\r
1612         {\r
1613                 speed = speed * sqrt(1 / dimensions);\r
1614                 camera_offset += tmp * speed;\r
1615         }\r
1616 \r
1617         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1618 \r
1619         // Camera modes\r
1620         if( cvar("camera_free") )\r
1621         {\r
1622                 if ( camera_mode == CAMERA_CHASE )\r
1623                 {\r
1624                         current_camera_offset = current_origin + current_camera_offset;\r
1625                         camera_offset = current_origin + camera_offset;\r
1626                 }\r
1627 \r
1628                 camera_mode = CAMERA_FREE;\r
1629                 current_position = current_camera_offset;\r
1630         }\r
1631         else\r
1632         {\r
1633                 if ( camera_mode == CAMERA_FREE )\r
1634                 {\r
1635                         current_origin = view_origin;\r
1636                         camera_offset = camera_offset - current_origin;\r
1637                         current_camera_offset = current_camera_offset - current_origin;\r
1638                 }\r
1639 \r
1640                 camera_mode = CAMERA_CHASE;\r
1641 \r
1642                 if(cvar("camera_chase_smoothly"))\r
1643                         current_origin += (view_origin - current_origin) * attenuation;\r
1644                 else\r
1645                         current_origin = view_origin;\r
1646 \r
1647                 current_position = current_origin + current_camera_offset;\r
1648         }\r
1649 \r
1650         R_SetView(VF_ANGLES, current_angles);\r
1651         R_SetView(VF_ORIGIN, current_position);\r
1652 }\r