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Only use the event chasecam when we aren't fake prey (dead and outside of the stomach)
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
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 reticle_type;\r
254 float chase_active_old;\r
255 float artwork_fade;\r
256 float pickup_crosshair_time, pickup_crosshair_size;\r
257 float myhealth, myhealth_prev, myhealth_flash;\r
258 float contentavgalpha, liquidalpha_prev;\r
259 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
260 float stomachsplash_alpha, stomachsplash_remove_at_respawn;\r
261 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
262 float volume_modify_changed_1, volume_modify_changed_2;\r
263 float eventchase_current_distance;\r
264 vector myhealth_gentlergb;\r
265 vector liquidcolor_prev;\r
266 vector damage_blurpostprocess, content_blurpostprocess;\r
267 string artwork_image;\r
268 string intermission_song;\r
269 string NextFrameCommand;\r
270 void CSQC_UpdateView(float w, float h)\r
271 {\r
272         entity e;\r
273         float fov;\r
274         float f, i, j;\r
275         vector v, vo;\r
276         float a;\r
277 \r
278         vector reticle_pos, reticle_size;\r
279         vector splash_pos, splash_size;\r
280         vector artwork_pos, artwork_size;\r
281 \r
282         WaypointSprite_Load();\r
283 \r
284         if(spectatee_status)\r
285                 myteam = GetPlayerColor(spectatee_status - 1);\r
286         else\r
287                 myteam = GetPlayerColor(player_localentnum - 1);\r
288 \r
289         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
290         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
291 \r
292         warpzone_fixview_origin = pmove_org + vo;\r
293         warpzone_fixview_angles = input_angles;\r
294         WarpZone_FixView();\r
295         pmove_org = warpzone_fixview_origin - vo;\r
296         input_angles = warpzone_fixview_angles;\r
297 \r
298         // event chase camera\r
299         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
300         {\r
301                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
302                 {\r
303                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
304                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
305                         if(!cvar("chase_active"))\r
306                                 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
307 \r
308                         // make the camera smooth back\r
309                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
310                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
311                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
312                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
313 \r
314                         vector eventchase_target_origin;\r
315                         makevectors(view_angles);\r
316                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
317                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
318 \r
319                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
320                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
321                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
322                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
323 \r
324                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
325                 }\r
326                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
327                 {\r
328                         cvar_set("chase_active", "0");\r
329                         eventchase_current_distance = 0; // start from 0 next time\r
330                 }\r
331         }\r
332 \r
333         // Render the Scene\r
334         if(!intermission || !view_set)\r
335         {\r
336                 view_origin = pmove_org + vo;\r
337                 view_angles = input_angles;\r
338                 makevectors(view_angles);\r
339                 view_forward = v_forward;\r
340                 view_right = v_right;\r
341                 view_up = v_up;\r
342                 view_set = 1;\r
343         }\r
344 \r
345         vid_width = w;\r
346         vid_height = h;\r
347 \r
348 #ifdef BLURTEST\r
349         if(time > blurtest_time0 && time < blurtest_time1)\r
350         {\r
351                 float r, t;\r
352 \r
353                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
354                 r = t * blurtest_radius;\r
355                 f = 1 / pow(t, blurtest_power) - 1;\r
356 \r
357                 cvar_set("r_glsl_postprocess", "1");\r
358                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
359         }\r
360         else\r
361         {\r
362                 cvar_set("r_glsl_postprocess", "0");\r
363                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
364         }\r
365 #endif\r
366 \r
367         TargetMusic_Advance();\r
368         Fog_Force();\r
369 \r
370         drawframetime = max(0.000001, time - drawtime);\r
371         drawtime = time;\r
372 \r
373         // watch for gametype changes here...\r
374         // in ParseStuffCMD the cmd isn't executed yet :/\r
375         // might even be better to add the gametype to TE_CSQC_INIT...?\r
376         if(!postinit)\r
377                 PostInit();\r
378 \r
379         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
380                 if(calledhooks & HOOK_START)\r
381                 {\r
382                         localcmd("\ncl_hook_gameend;");\r
383                         if(g_campaign)\r
384                                 localcmd("\ncl_hook_campaign_gameend;");\r
385                         calledhooks |= HOOK_END;\r
386                 }\r
387 \r
388         CheckForGamestartChange();\r
389         serverAnnouncer();\r
390         maptimeAnnouncer();\r
391         carrierAnnouncer();\r
392 \r
393         fov = cvar("fov");\r
394         if(button_zoom || fov <= 59.5)\r
395         {\r
396                 if(!zoomscript_caught)\r
397                 {\r
398                         localcmd("+button4\n");\r
399                         zoomscript_caught = 1;\r
400                         ignore_plus_zoom += 1;\r
401                 }\r
402         }\r
403         else\r
404         {\r
405                 if(zoomscript_caught)\r
406                 {\r
407                         localcmd("-button4\n");\r
408                         zoomscript_caught = 0;\r
409                         ignore_minus_zoom += 1;\r
410                 }\r
411         }\r
412 \r
413         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
414         sbar_hudselector = cvar("sbar_hudselector");\r
415         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
416         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
417         activeweapon = getstati(STAT_SWITCHWEAPON);\r
418         f = cvar("teamplay");\r
419         if(f != teamplay)\r
420         {\r
421                 teamplay = f;\r
422                 Sbar_InitScores();\r
423         }\r
424 \r
425         if(last_weapon != activeweapon) {\r
426                 weapontime = time;\r
427                 last_weapon = activeweapon;\r
428         }\r
429 \r
430         // ALWAYS Clear Current Scene First\r
431         R_ClearScene();\r
432 \r
433         // Assign Standard Viewflags\r
434         // Draw the World (and sky)\r
435         R_SetView(VF_DRAWWORLD, 1);\r
436 \r
437         // Set the console size vars\r
438         vid_conwidth = cvar("vid_conwidth");\r
439         vid_conheight = cvar("vid_conheight");\r
440         vid_pixelheight = cvar("vid_pixelheight");\r
441 \r
442         R_SetView(VF_FOV, GetCurrentFov(fov));\r
443 \r
444         // Camera for demo playback\r
445         if(camera_active)\r
446         {\r
447                 if(cvar("camera_enable"))\r
448                         CSQC_Demo_Camera();\r
449                 else\r
450                 {\r
451                         cvar_set("chase_active", ftos(chase_active_backup));\r
452                         cvar_set("cl_demo_mousegrab", "0");\r
453                         camera_active = FALSE;\r
454                 }\r
455         }\r
456 #ifdef CAMERATEST\r
457         else if(cvar("camera_enable"))\r
458 #else\r
459         else if(cvar("camera_enable") && isdemo())\r
460 #endif\r
461         {\r
462                 // Enable required Darkplaces cvars\r
463                 chase_active_backup = cvar("chase_active");\r
464                 cvar_set("chase_active", "2");\r
465                 cvar_set("cl_demo_mousegrab", "1");\r
466                 camera_active = TRUE;\r
467                 camera_mode = FALSE;\r
468         }\r
469 \r
470         // Draw the Crosshair\r
471         float scoreboard_active;\r
472         scoreboard_active = Sbar_WouldDrawScoreboard();\r
473         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
474 \r
475         // Draw the Engine Status Bar (the default Quake HUD)\r
476         R_SetView(VF_DRAWENGINESBAR, 0);\r
477 \r
478         // fetch this one only once per frame\r
479         sbar_showbinds = cvar("sbar_showbinds");\r
480         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
481 \r
482         // Update the mouse position\r
483         /*\r
484            mousepos_x = vid_conwidth;\r
485            mousepos_y = vid_conheight;\r
486            mousepos = mousepos*0.5 + getmousepos();\r
487          */\r
488 \r
489         e = self;\r
490         for(self = world; (self = nextent(self)); )\r
491                 if(self.draw)\r
492                         self.draw();\r
493         self = e;\r
494 \r
495         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
496         R_RenderScene();\r
497 \r
498         // now switch to 2D drawing mode by calling a 2D drawing function\r
499         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
500         // next R_RenderScene call\r
501         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
502 \r
503         // Draw the aiming reticle for weapons that use it\r
504         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
505         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
506         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
507         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
508                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
509         else if(activeweapon && (button_zoom || zoomscript_caught))\r
510                 reticle_type = 2; // weapon zoom\r
511         else if(button_zoom || zoomscript_caught)\r
512                 reticle_type = 1; // normal zoom\r
513 \r
514         if (reticle_type)\r
515         {\r
516                 if(cvar("cl_reticle_stretch"))\r
517                 {\r
518                         reticle_size_x = vid_conwidth;\r
519                         reticle_size_y = vid_conheight;\r
520                         reticle_pos_x = 0;\r
521                         reticle_pos_y = 0;\r
522                 }\r
523                 else\r
524                 {\r
525                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
526                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
527                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
528                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
529                 }\r
530 \r
531                 f = current_zoomfraction;\r
532                 if(zoomscript_caught)\r
533                         f = 1;\r
534                 if(cvar("cl_reticle_item_normal"))\r
535                 {\r
536                         if(reticle_type == 1 && f)\r
537                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
538                 }\r
539                 if(cvar("cl_reticle_item_weapon"))\r
540                 {\r
541                         if(reticle_type == 2 && f)\r
542                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
543                 }\r
544         }\r
545 \r
546         // screen effects\r
547         if(cvar("hud_contents"))\r
548         {\r
549                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
550                 vector liquidcolor;\r
551 \r
552                 if (getstati(STAT_VORE_EATEN))\r
553                 {\r
554                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
555                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
556                         incontent = 1;\r
557                 }\r
558                 else\r
559                 {\r
560                         switch(pointcontents(view_origin))\r
561                         {\r
562                                 case CONTENT_WATER:\r
563                                         liquidalpha = cvar("hud_contents_water_alpha");\r
564                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
565                                         incontent = 1;\r
566                                         break;\r
567                                         \r
568                                 case CONTENT_LAVA:\r
569                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
570                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
571                                         incontent = 1;\r
572                                         break;  \r
573                                                                 \r
574                                 case CONTENT_SLIME:\r
575                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
576                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
577                                         incontent = 1;\r
578                                         break;\r
579                                         \r
580                                 default:\r
581                                         liquidalpha = 0;\r
582                                         liquidcolor = '0 0 0';\r
583                                         incontent = 0;\r
584                                         break;\r
585                         }\r
586                 }\r
587                 \r
588                 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
589                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
590                         contentfadetime = cvar("hud_contents_fadeintime");\r
591                         liquidalpha_prev = liquidalpha;\r
592                         liquidcolor_prev = liquidcolor;\r
593                 }\r
594                 else\r
595                         contentfadetime = cvar("hud_contents_fadeouttime");\r
596                         \r
597                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
598                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
599                 \r
600                 if(contentavgalpha)\r
601                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
602 \r
603                 if(cvar("hud_postprocessing"))\r
604                 {\r
605                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
606                         {\r
607                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
608                                 content_blurpostprocess_x = 1;\r
609                                 if(getstati(STAT_VORE_EATEN))\r
610                                 {\r
611                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
612                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
613                                 }\r
614                                 else\r
615                                 {\r
616                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
617                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
618                                 }\r
619                         }\r
620                         else\r
621                         {\r
622                                 content_blurpostprocess_x = 0;\r
623                                 content_blurpostprocess_y = 0;\r
624                                 content_blurpostprocess_z = 0;\r
625                         }\r
626                 }\r
627         }\r
628 \r
629         if(cvar("hud_damage"))\r
630         {\r
631                 splash_size_x = max(vid_conwidth, vid_conheight);\r
632                 splash_size_y = max(vid_conwidth, vid_conheight);\r
633                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
634                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
635 \r
636                 float myhealth_flash_temp;\r
637                 myhealth = getstati(STAT_HEALTH);\r
638 \r
639                 // fade out\r
640                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
641                 // add new damage\r
642                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
643 \r
644                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
645                 pain_threshold = cvar("hud_damage_pain_threshold");\r
646                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
647                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
648 \r
649                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
650                 {\r
651                         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
652                 }\r
653 \r
654                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
655 \r
656                 if(myhealth_prev < 1)\r
657                 {\r
658                         if(myhealth >= 1)\r
659                         {\r
660                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
661                                 myhealth_flash_temp = 0;\r
662                         }\r
663                         else\r
664                         {\r
665                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
666                         }\r
667                 }\r
668 \r
669                 if(spectatee_status == -1 || intermission)\r
670                 {\r
671                         myhealth_flash = 0; // observing, or match ended\r
672                         myhealth_flash_temp = 0;\r
673                 }\r
674 \r
675                 myhealth_prev = myhealth;\r
676 \r
677                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
678                 {\r
679                         if(cvar("cl_gentle_damage") == 2)\r
680                         {\r
681                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
682                                 {\r
683                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
684                                 }\r
685                         }\r
686                         else\r
687                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
688 \r
689                         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
690                 }\r
691                 else\r
692                         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
693 \r
694                 if(cvar("hud_postprocessing"))\r
695                 {\r
696                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
697                         {\r
698                                 damage_blurpostprocess_x = 1;\r
699                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
700                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
701                         }\r
702                         else\r
703                         {\r
704                                 damage_blurpostprocess_x = 0;\r
705                                 damage_blurpostprocess_y = 0;\r
706                                 damage_blurpostprocess_z = 0;\r
707                         }\r
708                 }\r
709         }\r
710 \r
711         if(cvar("hud_stomach"))\r
712         {\r
713                 if(getstati(STAT_VORE_EATEN))\r
714                 {\r
715                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
716                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
717                         else\r
718                                 stomachsplash_alpha = cvar("hud_stomach");\r
719                 }\r
720                 else if(getstati(STAT_HEALTH) > 0)\r
721                 {\r
722                         if(stomachsplash_alpha > 0)\r
723                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
724                         else\r
725                                 stomachsplash_alpha = 0;\r
726                 }\r
727                 if(getstati(STAT_HEALTH) <= 0)\r
728                         stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
729 \r
730                 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
731                         stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
732                 if(spectatee_status == -1)\r
733                         stomachsplash_alpha = 0;\r
734 \r
735                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
736                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
737         }\r
738 \r
739         if(cvar("hud_postprocessing"))\r
740         {\r
741                 // all of this should be done in the engine eventually\r
742 \r
743                 // enable or disable rendering types if they are used or not\r
744                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
745                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
746                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
747                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
748 \r
749                 // lets apply the postprocess effects from the previous two functions if needed\r
750                 if(damage_blurpostprocess_x || content_blurpostprocess_x)\r
751                 {\r
752                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
753                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
754                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
755                         {\r
756                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
757                                 old_blurradius = blurradius;\r
758                                 old_bluralpha = bluralpha;\r
759                         }\r
760                 }\r
761                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
762                 {\r
763                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
764                         old_blurradius = 0;\r
765                         old_bluralpha = 0;\r
766                 }\r
767 \r
768                 float sharpen_intensity;\r
769                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
770                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
771                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
772                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
773 \r
774                 if(cvar("hud_powerup") && sharpen_intensity > 0)\r
775                 {\r
776                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
777 \r
778                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
779                         {\r
780                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
781                                 old_sharpen_intensity = sharpen_intensity;\r
782                         }\r
783                 }\r
784                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
785                 {\r
786                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
787                         old_sharpen_intensity = 0;\r
788                 }\r
789         }\r
790 \r
791         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
792         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
793         {\r
794                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
795                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
796                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
797         }\r
798         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
799         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
800         {\r
801                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
802                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
803                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
804         }\r
805 \r
806         // volume cutting\r
807         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
808         {\r
809                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
810 \r
811                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
812                 {\r
813                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
814                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
815                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
816 \r
817                         volume_modify_default_1 = cvar("menu_volume");\r
818                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
819 \r
820                         volume_modify_changed_1 = cvar("menu_volume");\r
821                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
822                 }\r
823                 else\r
824                 {\r
825                         if(spectatee_status == -1 || intermission)\r
826                         {\r
827                                 volume_modify_1_target = volume_modify_default_1;\r
828                                 volume_modify_2_target = volume_modify_default_2;\r
829                         }\r
830                         else if(getstati(STAT_VORE_EATEN))\r
831                         {\r
832                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
833                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
834                         }\r
835                         else\r
836                         {\r
837                                 volume_modify_1_target = volume_modify_default_1;\r
838                                 volume_modify_2_target = volume_modify_default_2;\r
839                         }\r
840                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
841 \r
842                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
843                         {\r
844                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
845                                         volume_modify_1 -= volume_modify_fade;\r
846                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
847                                         volume_modify_1 += volume_modify_fade;\r
848                                 else\r
849                                         volume_modify_1 = volume_modify_1_target;\r
850 \r
851                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
852                                         volume_modify_2 -= volume_modify_fade;\r
853                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
854                                         volume_modify_2 += volume_modify_fade;\r
855                                 else\r
856                                         volume_modify_2 = volume_modify_2_target;\r
857 \r
858                                 cvar_set("volume", ftos(volume_modify_1));\r
859                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
860                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
861                         }\r
862                 }\r
863         }\r
864 \r
865         // Draw the mouse cursor\r
866         // NOTE: drawpic must happen after R_RenderScene for some reason\r
867         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
868         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
869         //self = edict_num(player_localnum);\r
870         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
871         //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
872         // as long as the ctf part isn't in, this is useless\r
873         if(menu_visible)\r
874                 menu_show();\r
875 \r
876         /*if(gametype == GAME_CTF)\r
877           {\r
878           ctf_view();\r
879           } else */\r
880 \r
881         // draw 2D entities\r
882         e = self;\r
883         for(self = world; (self = nextent(self)); )\r
884                 if(self.draw2d)\r
885                         self.draw2d();\r
886         self = e;\r
887 \r
888         // draw radar\r
889         if(\r
890                         ons_showmap\r
891                         ||\r
892                         (\r
893                          !scoreboard_active\r
894                          &&\r
895                          cvar_string("cl_teamradar") != "0"\r
896                          &&\r
897                          (\r
898                           cvar("cl_teamradar") == 2\r
899                           ||\r
900                           teamplay\r
901                          )\r
902                         )\r
903           )\r
904                 teamradar_view();\r
905 \r
906         // Draw artwork and play intermission music\r
907         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
908         {\r
909                 if(cvar("cl_artwork"))\r
910                 {\r
911                         if(artwork_image == "")\r
912                         {\r
913                                 if(getstati(STAT_WINNING)) // we are the winner\r
914                                 {\r
915                                         if(cvar("cl_artwork_win"))\r
916                                         {\r
917                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
918                                                 artwork_image = strzone(artwork_image);\r
919                                         }\r
920                                 }\r
921                                 else // we have lost\r
922                                 {\r
923                                         if(cvar("cl_artwork_lose"))\r
924                                         {\r
925                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
926                                                 artwork_image = strzone(artwork_image);\r
927                                         }\r
928                                 }\r
929                         }\r
930 \r
931                         if(cvar("cl_artwork_stretch"))\r
932                         {\r
933                                 artwork_size_x = vid_conwidth;\r
934                                 artwork_size_y = vid_conheight;\r
935                                 artwork_pos_x = 0;\r
936                                 artwork_pos_y = 0;\r
937                         }\r
938                         else\r
939                         {\r
940                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
941                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
942                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
943                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
944                         }\r
945 \r
946                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
947                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
948                         else\r
949                                 artwork_fade = cvar("cl_artwork_alpha");\r
950 \r
951                         if(artwork_image != "")\r
952                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
953                 }\r
954 \r
955                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
956                 {\r
957                         if(getstati(STAT_WINNING))\r
958                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
959                         else\r
960                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
961                         if(intermission_song != "")\r
962                         {\r
963                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
964                                 intermission_song = strzone(intermission_song);\r
965                         }\r
966                 }\r
967         }\r
968         else\r
969         {\r
970                 artwork_fade = 0;\r
971                 if(artwork_image != "")\r
972                 {\r
973                         strunzone(artwork_image);\r
974                         artwork_image = "";\r
975                 }\r
976 \r
977                 if(intermission_song != "")\r
978                 {\r
979                         strunzone(intermission_song);\r
980                         intermission_song = "";\r
981                 }\r
982         }\r
983 \r
984         // draw sbar\r
985         if(cvar("r_letterbox") == 0) {\r
986                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
987                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
988                                 Sbar_DrawPressedKeys();\r
989                 }\r
990 \r
991                 if (cvar("cl_showspeed"))\r
992                         Sbar_ShowSpeed();\r
993                 if (cvar("cl_showacceleration"))\r
994                         Sbar_ShowAcceleration();\r
995 \r
996                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
997         }\r
998 \r
999         float weapon_clipload, weapon_clipsize, ring_scale;\r
1000 \r
1001         float swallow_indicator;\r
1002         if(cvar("crosshair_swallowindicator"))\r
1003                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1004 \r
1005         float hud;\r
1006         hud = getstati(STAT_HUD);\r
1007 \r
1008         if(cvar("r_letterbox") == 0)\r
1009                 if(cvar("viewsize") < 120)\r
1010                         CSQC_common_hud();\r
1011 \r
1012         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1013         {\r
1014                 // crosshair goes VERY LAST\r
1015                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1016                         // TrueAim check\r
1017                         float shottype;\r
1018                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1019                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1020                         wcross_origin_z = 0;\r
1021                         if(cvar("crosshair_hittest"))\r
1022                         if(!swallow_indicator)\r
1023                         {\r
1024                                 vector wcross_oldorigin;\r
1025                                 wcross_oldorigin = wcross_origin;\r
1026                                 shottype = TrueAimCheck();\r
1027                                 if(shottype == SHOTTYPE_HITWORLD)\r
1028                                 {\r
1029                                         v = wcross_origin - wcross_oldorigin;\r
1030                                         v_x /= vid_conwidth;\r
1031                                         v_y /= vid_conheight;\r
1032                                         if(vlen(v) > 0.01)\r
1033                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1034                                 }\r
1035                                 if(!cvar("crosshair_hittest_showimpact"))\r
1036                                         wcross_origin = wcross_oldorigin;\r
1037                         }\r
1038                         else\r
1039                                 shottype = SHOTTYPE_HITWORLD;\r
1040 \r
1041                         string wcross_style;\r
1042 \r
1043                         if(swallow_indicator  > 1)\r
1044                                 wcross_style = "_canswallow_team.tga";\r
1045                         else if(swallow_indicator > 0)\r
1046                                 wcross_style = "_canswallow.tga";\r
1047                         else if(swallow_indicator < 0)\r
1048                                 wcross_style = "_canswallow_no.tga";\r
1049                         else\r
1050                                 wcross_style = cvar_string("crosshair");\r
1051 \r
1052                         if (wcross_style != "0") {\r
1053                                 vector wcross_color, wcross_size;\r
1054                                 string wcross_name;\r
1055                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1056 \r
1057                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1058                                 {\r
1059                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1060                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1061                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1062                                 }\r
1063                                 else if(cvar("crosshair_color_by_health"))\r
1064                                 {\r
1065                                         local float x = getstati(STAT_HEALTH);\r
1066                                         \r
1067                                         //x = red\r
1068                                         //y = green\r
1069                                         //z = blue\r
1070                                         \r
1071                                         wcross_color_z = 0;\r
1072                                         \r
1073                                         if(x > 200)\r
1074                                         {\r
1075                                                 wcross_color_x = 0;\r
1076                                                 wcross_color_y = 1;\r
1077                                         }\r
1078                                         else if(x > 150)\r
1079                                         {\r
1080                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1081                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1082                                         }\r
1083                                         else if(x > 100)\r
1084                                         {\r
1085                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1086                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1087                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1088                                         }\r
1089                                         else if(x > 50)\r
1090                                         {\r
1091                                                 wcross_color_x = 1;\r
1092                                                 wcross_color_y = 1;\r
1093                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1094                                         }\r
1095                                         else if(x > 20)\r
1096                                         {\r
1097                                                 wcross_color_x = 1;\r
1098                                                 wcross_color_y = (x-20)*90/27/100;\r
1099                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1100                                         }\r
1101                                         else\r
1102                                         {\r
1103                                                 wcross_color_x = 1;\r
1104                                                 wcross_color_y = 0;\r
1105                                         }\r
1106                                 }\r
1107                                 else\r
1108                                 {\r
1109                                         wcross_color_x = cvar("crosshair_color_red");\r
1110                                         wcross_color_y = cvar("crosshair_color_green");\r
1111                                         wcross_color_z = cvar("crosshair_color_blue");\r
1112                                 }\r
1113                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1114                                 wcross_resolution = cvar("crosshair_size");\r
1115 \r
1116                                 if(!activeweapon)\r
1117                                 if(!swallow_indicator)\r
1118                                 {\r
1119                                         if(cvar("crosshair_unarmed_dim_color"))\r
1120                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1121                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1122                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1123                                 }\r
1124 \r
1125                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1126 \r
1127                                 if(cvar("crosshair_effect_scalefade"))\r
1128                                 {\r
1129                                         wcross_scale = wcross_resolution;\r
1130                                         wcross_resolution = 1;\r
1131                                 }\r
1132                                 else\r
1133                                 {\r
1134                                         wcross_scale = 1;\r
1135                                 }\r
1136                                 if(swallow_indicator)\r
1137                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1138 \r
1139                                 if(cvar("crosshair_pickup"))\r
1140                                 {\r
1141                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1142                                         {\r
1143                                                 pickup_crosshair_size = 1;\r
1144                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1145                                         }\r
1146 \r
1147                                         if(pickup_crosshair_size > 0)\r
1148                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1149                                         else\r
1150                                                 pickup_crosshair_size = 0;\r
1151 \r
1152                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1153                                 }\r
1154 \r
1155                                 if(shottype == SHOTTYPE_HITENEMY)\r
1156                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1157                                 if(shottype == SHOTTYPE_HITTEAM)\r
1158                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1159 \r
1160                                 f = cvar("crosshair_effect_speed");\r
1161                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1162                                 {\r
1163                                         wcross_changedonetime = time + f;\r
1164                                 }\r
1165                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1166                                 {\r
1167                                         wcross_name_changestarttime = time;\r
1168                                         wcross_name_changedonetime = time + f;\r
1169                                         if(wcross_name_goal_prev_prev)\r
1170                                                 strunzone(wcross_name_goal_prev_prev);\r
1171                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1172                                         wcross_name_goal_prev = strzone(wcross_name);\r
1173                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1174                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1175                                         wcross_resolution_goal_prev = wcross_resolution;\r
1176                                 }\r
1177 \r
1178                                 wcross_scale_goal_prev = wcross_scale;\r
1179                                 wcross_alpha_goal_prev = wcross_alpha;\r
1180                                 wcross_color_goal_prev = wcross_color;\r
1181 \r
1182                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1183                                 {\r
1184                                         wcross_blur = 1;\r
1185                                         wcross_alpha *= 0.75;\r
1186                                 }\r
1187                                 else\r
1188                                         wcross_blur = 0;\r
1189                                 // *_prev is at time-frametime\r
1190                                 // * is at wcross_changedonetime+f\r
1191                                 // what do we have at time?\r
1192                                 if(time < wcross_changedonetime)\r
1193                                 {\r
1194                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1195                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1196                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1197                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1198                                 }\r
1199 \r
1200                                 wcross_scale_prev = wcross_scale;\r
1201                                 wcross_alpha_prev = wcross_alpha;\r
1202                                 wcross_color_prev = wcross_color;\r
1203 \r
1204                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1205                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1206 \r
1207 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1208                                 do \\r
1209                                 { \\r
1210                                         if(wcross_blur > 0) \\r
1211                                         { \\r
1212                                                 for(i = -2; i <= 2; ++i) \\r
1213                                                         for(j = -2; j <= 2; ++j) \\r
1214                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1215                                         } \\r
1216                                         else \\r
1217                                         { \\r
1218                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1219                                         } \\r
1220                                 } \\r
1221                                 while(0)\r
1222 \r
1223 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1224                                 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
1225 \r
1226 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1227                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1228 \r
1229                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1230                                 {\r
1231                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1232                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1233                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1234                                         f = 1 - f;\r
1235                                 }\r
1236                                 else\r
1237                                 {\r
1238                                         f = 1;\r
1239                                 }\r
1240 \r
1241                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1242                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1243                                 wcross_name_alpha_goal_prev = f;\r
1244 \r
1245                                 // ring around crosshair representing ammo left in weapon clip\r
1246                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1247                                 a = cvar("crosshair_ring_alpha");\r
1248                                 if (weapon_clipload && a)\r
1249                                 if (!swallow_indicator)\r
1250                                 {\r
1251                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1252                                         ring_scale = cvar("crosshair_ring_size");\r
1253                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1254                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1255                                 }\r
1256                         }\r
1257                 }\r
1258                 else\r
1259                 {\r
1260                         wcross_scale_prev = 0;\r
1261                         wcross_alpha_prev = 0;\r
1262                         wcross_scale_goal_prev = 0;\r
1263                         wcross_alpha_goal_prev = 0;\r
1264                         wcross_changedonetime = 0;\r
1265                         if(wcross_name_goal_prev)\r
1266                                 strunzone(wcross_name_goal_prev);\r
1267                         wcross_name_goal_prev = string_null;\r
1268                         if(wcross_name_goal_prev_prev)\r
1269                                 strunzone(wcross_name_goal_prev_prev);\r
1270                         wcross_name_goal_prev_prev = string_null;\r
1271                         wcross_name_changestarttime = 0;\r
1272                         wcross_name_changedonetime = 0;\r
1273                         wcross_name_alpha_goal_prev = 0;\r
1274                         wcross_name_alpha_goal_prev_prev = 0;\r
1275                         wcross_resolution_goal_prev = 0;\r
1276                         wcross_resolution_goal_prev_prev = 0;\r
1277                 }\r
1278         }\r
1279 \r
1280         if(NextFrameCommand)\r
1281         {\r
1282                 localcmd("\n", NextFrameCommand, "\n");\r
1283                 NextFrameCommand = string_null;\r
1284         }\r
1285 \r
1286         // we must do this check AFTER a frame was rendered, or it won't work\r
1287         if(cs_project_is_b0rked == 0)\r
1288         {\r
1289                 string w0, h0;\r
1290                 w0 = cvar_string("vid_conwidth");\r
1291                 h0 = cvar_string("vid_conheight");\r
1292                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1293                 //R_SetView(VF_FOV, '90 90 0');\r
1294                 R_SetView(VF_ORIGIN, '0 0 0');\r
1295                 R_SetView(VF_ANGLES, '0 0 0');\r
1296                 R_SetView(VF_PERSPECTIVE, 1);\r
1297                 makevectors('0 0 0');\r
1298                 vector v1, v2;\r
1299                 cvar_set("vid_conwidth", "800");\r
1300                 cvar_set("vid_conheight", "600");\r
1301                 v1 = cs_project(v_forward);\r
1302                 cvar_set("vid_conwidth", "640");\r
1303                 cvar_set("vid_conheight", "480");\r
1304                 v2 = cs_project(v_forward);\r
1305                 if(v1 == v2)\r
1306                         cs_project_is_b0rked = 1;\r
1307                 else\r
1308                         cs_project_is_b0rked = -1;\r
1309                 cvar_set("vid_conwidth", w0);\r
1310                 cvar_set("vid_conheight", h0);\r
1311         }\r
1312 \r
1313         // be safe against triggerbots until everyone has the fixed engine\r
1314         // this call is meant to overwrite the trace globals by something\r
1315         // unsuspicious\r
1316         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1317 \r
1318         // this cvar must be constantly updated on the server\r
1319         if(chase_active_old != cvar("chase_active"))\r
1320         {\r
1321                 localcmd("sendcvar chase_active\n");\r
1322                 chase_active_old = cvar("chase_active");\r
1323         }\r
1324 }\r
1325 \r
1326 void Sbar_Draw();\r
1327 \r
1328 void CSQC_common_hud(void)\r
1329 {\r
1330         // Sbar_SortFrags(); done in Sbar_Draw\r
1331         float hud;\r
1332         hud = getstati(STAT_HUD);\r
1333 \r
1334         //hud = 10;\r
1335         switch(hud)\r
1336         {\r
1337                 case HUD_NORMAL:\r
1338                         Sbar_Draw();\r
1339                         break;\r
1340         }\r
1341 }\r
1342 \r
1343 \r
1344 // following vectors must be global to allow seamless switching between camera modes\r
1345 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1346 void CSQC_Demo_Camera()\r
1347 {\r
1348         float speed, attenuation, dimensions;\r
1349         vector tmp, delta;\r
1350 \r
1351         if( cvar("camera_reset") || !camera_mode )\r
1352         {\r
1353                 camera_offset = '0 0 0';\r
1354                 current_angles = '0 0 0';\r
1355                 camera_direction = '0 0 0';\r
1356                 camera_offset_z += 30;\r
1357                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1358                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1359                 current_origin = view_origin;\r
1360                 current_camera_offset  = camera_offset;\r
1361                 cvar_set("camera_reset", "0");\r
1362                 camera_mode = CAMERA_CHASE;\r
1363         }\r
1364 \r
1365         // Camera angles\r
1366         if( camera_roll )\r
1367                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1368 \r
1369         if(cvar("camera_look_player"))\r
1370         {\r
1371                 local vector dir;\r
1372                 local float n;\r
1373 \r
1374                 dir = normalize(view_origin - current_position);\r
1375                 n = mouse_angles_z;\r
1376                 mouse_angles = vectoangles(dir);\r
1377                 mouse_angles_x = mouse_angles_x * -1;\r
1378                 mouse_angles_z = n;\r
1379         }\r
1380         else\r
1381         {\r
1382                 tmp = getmousepos() * 0.1;\r
1383                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1384                 {\r
1385                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1386                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1387                 }\r
1388         }\r
1389 \r
1390         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1391         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1392         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1393         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1394 \r
1395         // Fix difference when angles don't have the same sign\r
1396         delta = '0 0 0';\r
1397         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1398                 delta = '0 360 0';\r
1399         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1400                 delta = '0 -360 0';\r
1401 \r
1402         if(cvar("camera_look_player"))\r
1403                 attenuation = cvar("camera_look_attenuation");\r
1404         else\r
1405                 attenuation = cvar("camera_speed_attenuation");\r
1406 \r
1407         attenuation = 1 / max(1, attenuation);\r
1408         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1409 \r
1410         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1411         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1412         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1413         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1414 \r
1415         // Camera position\r
1416         tmp = '0 0 0';\r
1417         dimensions = 0;\r
1418 \r
1419         if( camera_direction_x )\r
1420         {\r
1421                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1422                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1423                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1424                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1425                 ++dimensions;\r
1426         }\r
1427 \r
1428         if( camera_direction_y )\r
1429         {\r
1430                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1431                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1432                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1433                 ++dimensions;\r
1434         }\r
1435 \r
1436         if( camera_direction_z )\r
1437         {\r
1438                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1439                 ++dimensions;\r
1440         }\r
1441 \r
1442         if(cvar("camera_free"))\r
1443                 speed = cvar("camera_speed_free");\r
1444         else\r
1445                 speed = cvar("camera_speed_chase");\r
1446 \r
1447         if(dimensions)\r
1448         {\r
1449                 speed = speed * sqrt(1 / dimensions);\r
1450                 camera_offset += tmp * speed;\r
1451         }\r
1452 \r
1453         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1454 \r
1455         // Camera modes\r
1456         if( cvar("camera_free") )\r
1457         {\r
1458                 if ( camera_mode == CAMERA_CHASE )\r
1459                 {\r
1460                         current_camera_offset = current_origin + current_camera_offset;\r
1461                         camera_offset = current_origin + camera_offset;\r
1462                 }\r
1463 \r
1464                 camera_mode = CAMERA_FREE;\r
1465                 current_position = current_camera_offset;\r
1466         }\r
1467         else\r
1468         {\r
1469                 if ( camera_mode == CAMERA_FREE )\r
1470                 {\r
1471                         current_origin = view_origin;\r
1472                         camera_offset = camera_offset - current_origin;\r
1473                         current_camera_offset = current_camera_offset - current_origin;\r
1474                 }\r
1475 \r
1476                 camera_mode = CAMERA_CHASE;\r
1477 \r
1478                 if(cvar("camera_chase_smoothly"))\r
1479                         current_origin += (view_origin - current_origin) * attenuation;\r
1480                 else\r
1481                         current_origin = view_origin;\r
1482 \r
1483                 current_position = current_origin + current_camera_offset;\r
1484         }\r
1485 \r
1486         R_SetView(VF_ANGLES, current_angles);\r
1487         R_SetView(VF_ORIGIN, current_position);\r
1488 }\r