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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 vector myhealth_gentlergb;\r
259 vector liquidcolor_prev;\r
260 vector damage_blurpostprocess, content_blurpostprocess;\r
261 string artwork_image;\r
262 string intermission_song;\r
263 string NextFrameCommand;\r
264 void CSQC_UpdateView(float w, float h)\r
265 {\r
266         entity e;\r
267         float fov;\r
268         float f, i, j;\r
269         vector v, vo;\r
270 \r
271         vector artwork_pos, artwork_size;\r
272 \r
273         WaypointSprite_Load();\r
274 \r
275         if(spectatee_status)\r
276                 myteam = GetPlayerColor(spectatee_status - 1);\r
277         else\r
278                 myteam = GetPlayerColor(player_localentnum - 1);\r
279 \r
280         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
281         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
282 \r
283         warpzone_fixview_origin = pmove_org + vo;\r
284         warpzone_fixview_angles = input_angles;\r
285         WarpZone_FixView();\r
286         pmove_org = warpzone_fixview_origin - vo;\r
287         input_angles = warpzone_fixview_angles;\r
288 \r
289         // Render the Scene\r
290         if(!intermission || !view_set)\r
291         {\r
292                 view_origin = pmove_org + vo;\r
293                 view_angles = input_angles;\r
294                 makevectors(view_angles);\r
295                 view_forward = v_forward;\r
296                 view_right = v_right;\r
297                 view_up = v_up;\r
298                 view_set = 1;\r
299         }\r
300 \r
301         vid_width = w;\r
302         vid_height = h;\r
303 \r
304 #ifdef BLURTEST\r
305         if(time > blurtest_time0 && time < blurtest_time1)\r
306         {\r
307                 float r, t;\r
308 \r
309                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
310                 r = t * blurtest_radius;\r
311                 f = 1 / pow(t, blurtest_power) - 1;\r
312 \r
313                 cvar_set("r_glsl_postprocess", "1");\r
314                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
315         }\r
316         else\r
317         {\r
318                 cvar_set("r_glsl_postprocess", "0");\r
319                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
320         }\r
321 #endif\r
322 \r
323         TargetMusic_Advance();\r
324         Fog_Force();\r
325 \r
326         drawframetime = max(0.000001, time - drawtime);\r
327         drawtime = time;\r
328 \r
329         // watch for gametype changes here...\r
330         // in ParseStuffCMD the cmd isn't executed yet :/\r
331         // might even be better to add the gametype to TE_CSQC_INIT...?\r
332         if(!postinit)\r
333                 PostInit();\r
334 \r
335         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
336                 if(calledhooks & HOOK_START)\r
337                 {\r
338                         localcmd("\ncl_hook_gameend;");\r
339                         if(g_campaign)\r
340                                 localcmd("\ncl_hook_campaign_gameend;");\r
341                         calledhooks |= HOOK_END;\r
342                 }\r
343 \r
344         CheckForGamestartChange();\r
345         serverAnnouncer();\r
346         maptimeAnnouncer();\r
347         carrierAnnouncer();\r
348 \r
349         fov = cvar("fov");\r
350         if(button_zoom || fov <= 59.5)\r
351         {\r
352                 if(!zoomscript_caught)\r
353                 {\r
354                         localcmd("+button4\n");\r
355                         zoomscript_caught = 1;\r
356                         ignore_plus_zoom += 1;\r
357                 }\r
358         }\r
359         else\r
360         {\r
361                 if(zoomscript_caught)\r
362                 {\r
363                         localcmd("-button4\n");\r
364                         zoomscript_caught = 0;\r
365                         ignore_minus_zoom += 1;\r
366                 }\r
367         }\r
368 \r
369         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
370         sbar_hudselector = cvar("sbar_hudselector");\r
371         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
372         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
373         activeweapon = getstati(STAT_SWITCHWEAPON);\r
374         f = cvar("teamplay");\r
375         if(f != teamplay)\r
376         {\r
377                 teamplay = f;\r
378                 Sbar_InitScores();\r
379         }\r
380 \r
381         if(last_weapon != activeweapon) {\r
382                 weapontime = time;\r
383                 last_weapon = activeweapon;\r
384         }\r
385 \r
386         // ALWAYS Clear Current Scene First\r
387         R_ClearScene();\r
388 \r
389         // Assign Standard Viewflags\r
390         // Draw the World (and sky)\r
391         R_SetView(VF_DRAWWORLD, 1);\r
392 \r
393         // Set the console size vars\r
394         vid_conwidth = cvar("vid_conwidth");\r
395         vid_conheight = cvar("vid_conheight");\r
396         vid_pixelheight = cvar("vid_pixelheight");\r
397 \r
398         R_SetView(VF_FOV, GetCurrentFov(fov));\r
399 \r
400         // Camera for demo playback\r
401         if(camera_active)\r
402         {\r
403                 if(cvar("camera_enable"))\r
404                         CSQC_Demo_Camera();\r
405                 else\r
406                 {\r
407                         cvar_set("chase_active", ftos(chase_active_backup));\r
408                         cvar_set("cl_demo_mousegrab", "0");\r
409                         camera_active = FALSE;\r
410                 }\r
411         }\r
412 #ifdef CAMERATEST\r
413         else if(cvar("camera_enable"))\r
414 #else\r
415         else if(cvar("camera_enable") && isdemo())\r
416 #endif\r
417         {\r
418                 // Enable required Darkplaces cvars\r
419                 chase_active_backup = cvar("chase_active");\r
420                 cvar_set("chase_active", "2");\r
421                 cvar_set("cl_demo_mousegrab", "1");\r
422                 camera_active = TRUE;\r
423                 camera_mode = FALSE;\r
424         }\r
425 \r
426         // Draw the Crosshair\r
427         float scoreboard_active;\r
428         scoreboard_active = Sbar_WouldDrawScoreboard();\r
429         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
430 \r
431         // Draw the Engine Status Bar (the default Quake HUD)\r
432         R_SetView(VF_DRAWENGINESBAR, 0);\r
433 \r
434         // fetch this one only once per frame\r
435         sbar_showbinds = cvar("sbar_showbinds");\r
436         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
437 \r
438         // Update the mouse position\r
439         /*\r
440            mousepos_x = vid_conwidth;\r
441            mousepos_y = vid_conheight;\r
442            mousepos = mousepos*0.5 + getmousepos();\r
443          */\r
444 \r
445         e = self;\r
446         for(self = world; (self = nextent(self)); )\r
447                 if(self.draw)\r
448                         self.draw();\r
449         self = e;\r
450 \r
451         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
452         R_RenderScene();\r
453 \r
454         // now switch to 2D drawing mode by calling a 2D drawing function\r
455         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
456         // next R_RenderScene call\r
457         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
458 \r
459         if(cvar("hud_contents"))\r
460         {\r
461                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
462                 vector liquidcolor;\r
463                 \r
464                 switch(pointcontents(view_origin))\r
465                 {\r
466                         case CONTENT_WATER:\r
467                                 liquidalpha = cvar("hud_contents_water_alpha");\r
468                                 liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
469                                 incontent = 1;\r
470                                 break;\r
471                                 \r
472                         case CONTENT_LAVA:\r
473                                 liquidalpha = cvar("hud_contents_lava_alpha");\r
474                                 liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
475                                 incontent = 1;\r
476                                 break;  \r
477                                                         \r
478                         case CONTENT_SLIME:\r
479                                 liquidalpha = cvar("hud_contents_slime_alpha");\r
480                                 liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
481                                 incontent = 1;\r
482                                 break;\r
483                                 \r
484                         default:\r
485                                 liquidalpha = 0;\r
486                                 liquidcolor = '0 0 0';\r
487                                 incontent = 0;\r
488                                 break;\r
489                 }\r
490                 \r
491                 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
492                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
493                         contentfadetime = cvar("hud_contents_fadeintime");\r
494                         liquidalpha_prev = liquidalpha;\r
495                         liquidcolor_prev = liquidcolor;\r
496                 }\r
497                 else\r
498                         contentfadetime = cvar("hud_contents_fadeouttime");\r
499                         \r
500                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
501                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
502                 \r
503                 if(contentavgalpha)\r
504                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
505         }\r
506 \r
507         if(cvar("hud_damage"))\r
508         {\r
509                 float myhealth_flash_temp;\r
510                 myhealth = getstati(STAT_HEALTH);\r
511 \r
512                 // fade out\r
513                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
514                 // add new damage\r
515                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
516 \r
517                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
518                 pain_threshold = cvar("hud_damage_pain_threshold");\r
519                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
520                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
521 \r
522                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
523                 {\r
524                         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
525                 }\r
526 \r
527                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
528 \r
529                 if(myhealth_prev < 1)\r
530                 {\r
531                         if(myhealth >= 1)\r
532                         {\r
533                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
534                                 myhealth_flash_temp = 0;\r
535                         }\r
536                         else\r
537                         {\r
538                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
539                         }\r
540                 }\r
541 \r
542                 if(spectatee_status == -1 || intermission)\r
543                 {\r
544                         myhealth_flash = 0; // observing, or match ended\r
545                         myhealth_flash_temp = 0;\r
546                 }\r
547 \r
548                 myhealth_prev = myhealth;\r
549 \r
550                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
551                 {\r
552                         if(cvar("cl_gentle_damage") == 2)\r
553                         {\r
554                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
555                                 {\r
556                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
557                                 }\r
558                         }\r
559                         else\r
560                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
561 \r
562                         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
563                 }\r
564                 else\r
565                         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
566 \r
567                 if(cvar("hud_postprocessing"))\r
568                 {\r
569                         if(cvar("hud_damage_blur"))\r
570                         {\r
571                                 damage_blurpostprocess_x = 1;\r
572                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
573                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
574                         }\r
575                         else\r
576                         {\r
577                                 damage_blurpostprocess_x = 0;\r
578                                 damage_blurpostprocess_y = 0;\r
579                                 damage_blurpostprocess_z = 0;\r
580                         }\r
581                 }\r
582         }\r
583 \r
584         if(cvar("hud_postprocessing"))\r
585         { // lets apply the postprocess effects from the previous two functions if needed\r
586                 if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
587                 {\r
588                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
589                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
590                         cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
591                         cvar_set("r_glsl_postprocess_uservec1_enable", "1");\r
592                 }\r
593                 else\r
594                 {\r
595                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
596                         cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
597                 }\r
598         }\r
599 \r
600         // Draw the mouse cursor\r
601         // NOTE: drawpic must happen after R_RenderScene for some reason\r
602         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
603         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
604         //self = edict_num(player_localnum);\r
605         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
606         //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
607         // as long as the ctf part isn't in, this is useless\r
608         if(menu_visible)\r
609                 menu_show();\r
610 \r
611         /*if(gametype == GAME_CTF)\r
612           {\r
613           ctf_view();\r
614           } else */\r
615 \r
616         // draw 2D entities\r
617         e = self;\r
618         for(self = world; (self = nextent(self)); )\r
619                 if(self.draw2d)\r
620                         self.draw2d();\r
621         self = e;\r
622 \r
623         // draw radar\r
624         if(\r
625                         ons_showmap\r
626                         ||\r
627                         (\r
628                          !scoreboard_active\r
629                          &&\r
630                          cvar_string("cl_teamradar") != "0"\r
631                          &&\r
632                          (\r
633                           cvar("cl_teamradar") == 2\r
634                           ||\r
635                           teamplay\r
636                          )\r
637                         )\r
638           )\r
639                 teamradar_view();\r
640 \r
641         // Draw artwork and play intermission music\r
642         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
643         {\r
644                 if(cvar("cl_artwork"))\r
645                 {\r
646                         if(artwork_image == "")\r
647                         {\r
648                                 if(getstati(STAT_WINNING)) // we are the winner\r
649                                 {\r
650                                         if(cvar("cl_artwork_win"))\r
651                                         {\r
652                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
653                                                 artwork_image = strzone(artwork_image);\r
654                                         }\r
655                                 }\r
656                                 else // we have lost\r
657                                 {\r
658                                         if(cvar("cl_artwork_lose"))\r
659                                         {\r
660                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
661                                                 artwork_image = strzone(artwork_image);\r
662                                         }\r
663                                 }\r
664                         }\r
665 \r
666                         if(cvar("cl_artwork_stretch"))\r
667                         {\r
668                                 artwork_size_x = vid_conwidth;\r
669                                 artwork_size_y = vid_conheight;\r
670                                 artwork_pos_x = 0;\r
671                                 artwork_pos_y = 0;\r
672                         }\r
673                         else\r
674                         {\r
675                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
676                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
677                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
678                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
679                         }\r
680 \r
681                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
682                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
683                         else\r
684                                 artwork_fade = cvar("cl_artwork_alpha");\r
685 \r
686                         if(artwork_image != "")\r
687                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
688                 }\r
689 \r
690                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
691                 {\r
692                         if(getstati(STAT_WINNING))\r
693                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
694                         else\r
695                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
696                         if(intermission_song != "")\r
697                         {\r
698                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
699                                 intermission_song = strzone(intermission_song);\r
700                         }\r
701                 }\r
702         }\r
703         else\r
704         {\r
705                 artwork_fade = 0;\r
706                 if(artwork_image != "")\r
707                 {\r
708                         strunzone(artwork_image);\r
709                         artwork_image = "";\r
710                 }\r
711 \r
712                 if(intermission_song != "")\r
713                 {\r
714                         strunzone(intermission_song);\r
715                         intermission_song = "";\r
716                 }\r
717         }\r
718 \r
719         // draw sbar\r
720         if(cvar("r_letterbox") == 0) {\r
721                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
722                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
723                                 Sbar_DrawPressedKeys();\r
724                 }\r
725 \r
726                 if (cvar("cl_showspeed"))\r
727                         Sbar_ShowSpeed();\r
728                 if (cvar("cl_showacceleration"))\r
729                         Sbar_ShowAcceleration();\r
730 \r
731                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
732         }\r
733 \r
734         float hud;\r
735         hud = getstati(STAT_HUD);\r
736 \r
737         if(cvar("r_letterbox") == 0)\r
738                 if(cvar("viewsize") < 120)\r
739                         CSQC_common_hud();\r
740 \r
741         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
742         {\r
743                 // crosshair goes VERY LAST\r
744                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
745                         // TrueAim check\r
746                         float shottype;\r
747                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
748                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
749                         wcross_origin_z = 0;\r
750                         if(cvar("crosshair_hittest"))\r
751                         {\r
752                                 vector wcross_oldorigin;\r
753                                 wcross_oldorigin = wcross_origin;\r
754                                 shottype = TrueAimCheck();\r
755                                 if(shottype == SHOTTYPE_HITWORLD)\r
756                                 {\r
757                                         v = wcross_origin - wcross_oldorigin;\r
758                                         v_x /= vid_conwidth;\r
759                                         v_y /= vid_conheight;\r
760                                         if(vlen(v) > 0.01)\r
761                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
762                                 }\r
763                                 if(!cvar("crosshair_hittest_showimpact"))\r
764                                         wcross_origin = wcross_oldorigin;\r
765                         }\r
766                         else\r
767                                 shottype = SHOTTYPE_HITWORLD;\r
768 \r
769                         string wcross_style;\r
770                         wcross_style = cvar_string("crosshair");\r
771 \r
772                         if (wcross_style != "0") {\r
773                                 vector wcross_color, wcross_size;\r
774                                 string wcross_name;\r
775                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
776 \r
777                                 wcross_color_x = cvar("crosshair_color_red");\r
778                                 wcross_color_y = cvar("crosshair_color_green");\r
779                                 wcross_color_z = cvar("crosshair_color_blue");\r
780                                 wcross_alpha = cvar("crosshair_color_alpha");\r
781                                 wcross_resolution = cvar("crosshair_size");\r
782 \r
783                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
784 \r
785                                 if(cvar("crosshair_effect_scalefade"))\r
786                                 {\r
787                                         wcross_scale = wcross_resolution;\r
788                                         wcross_resolution = 1;\r
789                                 }\r
790                                 else\r
791                                 {\r
792                                         wcross_scale = 1;\r
793                                 }\r
794 \r
795                                 if(cvar("crosshair_pickup"))\r
796                                 {\r
797                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
798                                         {\r
799                                                 pickup_crosshair_size = 1;\r
800                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
801                                         }\r
802 \r
803                                         if(pickup_crosshair_size > 0)\r
804                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
805                                         else\r
806                                                 pickup_crosshair_size = 0;\r
807 \r
808                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
809                                 }\r
810 \r
811                                 if(shottype == SHOTTYPE_HITENEMY)\r
812                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
813                                 if(shottype == SHOTTYPE_HITTEAM)\r
814                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
815 \r
816                                 f = cvar("crosshair_effect_speed");\r
817                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
818                                 {\r
819                                         wcross_changedonetime = time + f;\r
820                                 }\r
821                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
822                                 {\r
823                                         wcross_name_changestarttime = time;\r
824                                         wcross_name_changedonetime = time + f;\r
825                                         if(wcross_name_goal_prev_prev)\r
826                                                 strunzone(wcross_name_goal_prev_prev);\r
827                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
828                                         wcross_name_goal_prev = strzone(wcross_name);\r
829                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
830                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
831                                         wcross_resolution_goal_prev = wcross_resolution;\r
832                                 }\r
833 \r
834                                 wcross_scale_goal_prev = wcross_scale;\r
835                                 wcross_alpha_goal_prev = wcross_alpha;\r
836                                 wcross_color_goal_prev = wcross_color;\r
837 \r
838                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
839                                 {\r
840                                         wcross_blur = 1;\r
841                                         wcross_alpha *= 0.75;\r
842                                 }\r
843                                 else\r
844                                         wcross_blur = 0;\r
845                                 // *_prev is at time-frametime\r
846                                 // * is at wcross_changedonetime+f\r
847                                 // what do we have at time?\r
848                                 if(time < wcross_changedonetime)\r
849                                 {\r
850                                         f = frametime / (wcross_changedonetime - time + frametime);\r
851                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
852                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
853                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
854                                 }\r
855 \r
856                                 wcross_scale_prev = wcross_scale;\r
857                                 wcross_alpha_prev = wcross_alpha;\r
858                                 wcross_color_prev = wcross_color;\r
859 \r
860                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
861                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
862 \r
863 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
864                                 do \\r
865                                 { \\r
866                                         if(wcross_blur > 0) \\r
867                                         { \\r
868                                                 for(i = -2; i <= 2; ++i) \\r
869                                                         for(j = -2; j <= 2; ++j) \\r
870                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
871                                         } \\r
872                                         else \\r
873                                         { \\r
874                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
875                                         } \\r
876                                 } \\r
877                                 while(0)\r
878 \r
879 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
880                                 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
881 \r
882 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
883                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
884 \r
885                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
886                                 {\r
887                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
888                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
889                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
890                                         f = 1 - f;\r
891                                 }\r
892                                 else\r
893                                 {\r
894                                         f = 1;\r
895                                 }\r
896 \r
897                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
898                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
899                                 wcross_name_alpha_goal_prev = f;\r
900                         }\r
901                 }\r
902                 else\r
903                 {\r
904                         wcross_scale_prev = 0;\r
905                         wcross_alpha_prev = 0;\r
906                         wcross_scale_goal_prev = 0;\r
907                         wcross_alpha_goal_prev = 0;\r
908                         wcross_changedonetime = 0;\r
909                         if(wcross_name_goal_prev)\r
910                                 strunzone(wcross_name_goal_prev);\r
911                         wcross_name_goal_prev = string_null;\r
912                         if(wcross_name_goal_prev_prev)\r
913                                 strunzone(wcross_name_goal_prev_prev);\r
914                         wcross_name_goal_prev_prev = string_null;\r
915                         wcross_name_changestarttime = 0;\r
916                         wcross_name_changedonetime = 0;\r
917                         wcross_name_alpha_goal_prev = 0;\r
918                         wcross_name_alpha_goal_prev_prev = 0;\r
919                         wcross_resolution_goal_prev = 0;\r
920                         wcross_resolution_goal_prev_prev = 0;\r
921                 }\r
922         }\r
923 \r
924         if(NextFrameCommand)\r
925         {\r
926                 localcmd("\n", NextFrameCommand, "\n");\r
927                 NextFrameCommand = string_null;\r
928         }\r
929 \r
930         // we must do this check AFTER a frame was rendered, or it won't work\r
931         if(cs_project_is_b0rked == 0)\r
932         {\r
933                 string w0, h0;\r
934                 w0 = cvar_string("vid_conwidth");\r
935                 h0 = cvar_string("vid_conheight");\r
936                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
937                 //R_SetView(VF_FOV, '90 90 0');\r
938                 R_SetView(VF_ORIGIN, '0 0 0');\r
939                 R_SetView(VF_ANGLES, '0 0 0');\r
940                 R_SetView(VF_PERSPECTIVE, 1);\r
941                 makevectors('0 0 0');\r
942                 vector v1, v2;\r
943                 cvar_set("vid_conwidth", "800");\r
944                 cvar_set("vid_conheight", "600");\r
945                 v1 = cs_project(v_forward);\r
946                 cvar_set("vid_conwidth", "640");\r
947                 cvar_set("vid_conheight", "480");\r
948                 v2 = cs_project(v_forward);\r
949                 if(v1 == v2)\r
950                         cs_project_is_b0rked = 1;\r
951                 else\r
952                         cs_project_is_b0rked = -1;\r
953                 cvar_set("vid_conwidth", w0);\r
954                 cvar_set("vid_conheight", h0);\r
955         }\r
956 \r
957         // be safe against triggerbots until everyone has the fixed engine\r
958         // this call is meant to overwrite the trace globals by something\r
959         // unsuspicious\r
960         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
961 \r
962         // this cvar must be constantly updated on the server\r
963         if(chase_active_old != cvar("chase_active"))\r
964         {\r
965                 localcmd("sendcvar chase_active\n");\r
966                 chase_active_old = cvar("chase_active");\r
967         }\r
968 }\r
969 \r
970 void Sbar_Draw();\r
971 \r
972 void CSQC_common_hud(void)\r
973 {\r
974         // Sbar_SortFrags(); done in Sbar_Draw\r
975         float hud;\r
976         hud = getstati(STAT_HUD);\r
977 \r
978         //hud = 10;\r
979         switch(hud)\r
980         {\r
981                 case HUD_NORMAL:\r
982                         Sbar_Draw();\r
983                         break;\r
984         }\r
985 }\r
986 \r
987 \r
988 // following vectors must be global to allow seamless switching between camera modes\r
989 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
990 void CSQC_Demo_Camera()\r
991 {\r
992         float speed, attenuation, dimensions;\r
993         vector tmp, delta;\r
994 \r
995         if( cvar("camera_reset") || !camera_mode )\r
996         {\r
997                 camera_offset = '0 0 0';\r
998                 current_angles = '0 0 0';\r
999                 camera_direction = '0 0 0';\r
1000                 camera_offset_z += 30;\r
1001                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1002                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1003                 current_origin = view_origin;\r
1004                 current_camera_offset  = camera_offset;\r
1005                 cvar_set("camera_reset", "0");\r
1006                 camera_mode = CAMERA_CHASE;\r
1007         }\r
1008 \r
1009         // Camera angles\r
1010         if( camera_roll )\r
1011                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1012 \r
1013         if(cvar("camera_look_player"))\r
1014         {\r
1015                 local vector dir;\r
1016                 local float n;\r
1017 \r
1018                 dir = normalize(view_origin - current_position);\r
1019                 n = mouse_angles_z;\r
1020                 mouse_angles = vectoangles(dir);\r
1021                 mouse_angles_x = mouse_angles_x * -1;\r
1022                 mouse_angles_z = n;\r
1023         }\r
1024         else\r
1025         {\r
1026                 tmp = getmousepos() * 0.1;\r
1027                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1028                 {\r
1029                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1030                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1031                 }\r
1032         }\r
1033 \r
1034         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1035         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1036         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1037         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1038 \r
1039         // Fix difference when angles don't have the same sign\r
1040         delta = '0 0 0';\r
1041         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1042                 delta = '0 360 0';\r
1043         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1044                 delta = '0 -360 0';\r
1045 \r
1046         if(cvar("camera_look_player"))\r
1047                 attenuation = cvar("camera_look_attenuation");\r
1048         else\r
1049                 attenuation = cvar("camera_speed_attenuation");\r
1050 \r
1051         attenuation = 1 / max(1, attenuation);\r
1052         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1053 \r
1054         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1055         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1056         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1057         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1058 \r
1059         // Camera position\r
1060         tmp = '0 0 0';\r
1061         dimensions = 0;\r
1062 \r
1063         if( camera_direction_x )\r
1064         {\r
1065                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1066                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1067                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1068                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1069                 ++dimensions;\r
1070         }\r
1071 \r
1072         if( camera_direction_y )\r
1073         {\r
1074                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1075                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1076                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1077                 ++dimensions;\r
1078         }\r
1079 \r
1080         if( camera_direction_z )\r
1081         {\r
1082                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1083                 ++dimensions;\r
1084         }\r
1085 \r
1086         if(cvar("camera_free"))\r
1087                 speed = cvar("camera_speed_free");\r
1088         else\r
1089                 speed = cvar("camera_speed_chase");\r
1090 \r
1091         if(dimensions)\r
1092         {\r
1093                 speed = speed * sqrt(1 / dimensions);\r
1094                 camera_offset += tmp * speed;\r
1095         }\r
1096 \r
1097         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1098 \r
1099         // Camera modes\r
1100         if( cvar("camera_free") )\r
1101         {\r
1102                 if ( camera_mode == CAMERA_CHASE )\r
1103                 {\r
1104                         current_camera_offset = current_origin + current_camera_offset;\r
1105                         camera_offset = current_origin + camera_offset;\r
1106                 }\r
1107 \r
1108                 camera_mode = CAMERA_FREE;\r
1109                 current_position = current_camera_offset;\r
1110         }\r
1111         else\r
1112         {\r
1113                 if ( camera_mode == CAMERA_FREE )\r
1114                 {\r
1115                         current_origin = view_origin;\r
1116                         camera_offset = camera_offset - current_origin;\r
1117                         current_camera_offset = current_camera_offset - current_origin;\r
1118                 }\r
1119 \r
1120                 camera_mode = CAMERA_CHASE;\r
1121 \r
1122                 if(cvar("camera_chase_smoothly"))\r
1123                         current_origin += (view_origin - current_origin) * attenuation;\r
1124                 else\r
1125                         current_origin = view_origin;\r
1126 \r
1127                 current_position = current_origin + current_camera_offset;\r
1128         }\r
1129 \r
1130         R_SetView(VF_ANGLES, current_angles);\r
1131         R_SetView(VF_ORIGIN, current_position);\r
1132 }\r