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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 reticle_type;\r
254 float chase_active_old;\r
255 float artwork_fade;\r
256 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time;\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_SetView(VF_ANGLES, view_angles);\r
326                 }\r
327                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
328                 {\r
329                         cvar_set("chase_active", "0");\r
330                         eventchase_current_distance = 0; // start from 0 next time\r
331                 }\r
332         }\r
333 \r
334         // Render the Scene\r
335         if(!intermission || !view_set)\r
336         {\r
337                 view_origin = pmove_org + vo;\r
338                 view_angles = input_angles;\r
339                 makevectors(view_angles);\r
340                 view_forward = v_forward;\r
341                 view_right = v_right;\r
342                 view_up = v_up;\r
343                 view_set = 1;\r
344         }\r
345 \r
346         vid_width = w;\r
347         vid_height = h;\r
348 \r
349 #ifdef BLURTEST\r
350         if(time > blurtest_time0 && time < blurtest_time1)\r
351         {\r
352                 float r, t;\r
353 \r
354                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
355                 r = t * blurtest_radius;\r
356                 f = 1 / pow(t, blurtest_power) - 1;\r
357 \r
358                 cvar_set("r_glsl_postprocess", "1");\r
359                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
360         }\r
361         else\r
362         {\r
363                 cvar_set("r_glsl_postprocess", "0");\r
364                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
365         }\r
366 #endif\r
367 \r
368         TargetMusic_Advance();\r
369         Fog_Force();\r
370 \r
371         drawframetime = max(0.000001, time - drawtime);\r
372         drawtime = time;\r
373 \r
374         // watch for gametype changes here...\r
375         // in ParseStuffCMD the cmd isn't executed yet :/\r
376         // might even be better to add the gametype to TE_CSQC_INIT...?\r
377         if(!postinit)\r
378                 PostInit();\r
379 \r
380         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
381                 if(calledhooks & HOOK_START)\r
382                 {\r
383                         localcmd("\ncl_hook_gameend;");\r
384                         if(g_campaign)\r
385                                 localcmd("\ncl_hook_campaign_gameend;");\r
386                         calledhooks |= HOOK_END;\r
387                 }\r
388 \r
389         CheckForGamestartChange();\r
390         serverAnnouncer();\r
391         maptimeAnnouncer();\r
392         carrierAnnouncer();\r
393 \r
394         fov = cvar("fov");\r
395         if(button_zoom || fov <= 59.5)\r
396         {\r
397                 if(!zoomscript_caught)\r
398                 {\r
399                         localcmd("+button4\n");\r
400                         zoomscript_caught = 1;\r
401                         ignore_plus_zoom += 1;\r
402                 }\r
403         }\r
404         else\r
405         {\r
406                 if(zoomscript_caught)\r
407                 {\r
408                         localcmd("-button4\n");\r
409                         zoomscript_caught = 0;\r
410                         ignore_minus_zoom += 1;\r
411                 }\r
412         }\r
413 \r
414         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
415         sbar_hudselector = cvar("sbar_hudselector");\r
416         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
417         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
418         activeweapon = getstati(STAT_SWITCHWEAPON);\r
419         f = cvar("teamplay");\r
420         if(f != teamplay)\r
421         {\r
422                 teamplay = f;\r
423                 Sbar_InitScores();\r
424         }\r
425 \r
426         if(last_weapon != activeweapon) {\r
427                 weapontime = time;\r
428                 last_weapon = activeweapon;\r
429         }\r
430 \r
431         // ALWAYS Clear Current Scene First\r
432         R_ClearScene();\r
433 \r
434         // Assign Standard Viewflags\r
435         // Draw the World (and sky)\r
436         R_SetView(VF_DRAWWORLD, 1);\r
437 \r
438         // Set the console size vars\r
439         vid_conwidth = cvar("vid_conwidth");\r
440         vid_conheight = cvar("vid_conheight");\r
441         vid_pixelheight = cvar("vid_pixelheight");\r
442 \r
443         R_SetView(VF_FOV, GetCurrentFov(fov));\r
444 \r
445         // Camera for demo playback\r
446         if(camera_active)\r
447         {\r
448                 if(cvar("camera_enable"))\r
449                         CSQC_Demo_Camera();\r
450                 else\r
451                 {\r
452                         cvar_set("chase_active", ftos(chase_active_backup));\r
453                         cvar_set("cl_demo_mousegrab", "0");\r
454                         camera_active = FALSE;\r
455                 }\r
456         }\r
457 #ifdef CAMERATEST\r
458         else if(cvar("camera_enable"))\r
459 #else\r
460         else if(cvar("camera_enable") && isdemo())\r
461 #endif\r
462         {\r
463                 // Enable required Darkplaces cvars\r
464                 chase_active_backup = cvar("chase_active");\r
465                 cvar_set("chase_active", "2");\r
466                 cvar_set("cl_demo_mousegrab", "1");\r
467                 camera_active = TRUE;\r
468                 camera_mode = FALSE;\r
469         }\r
470 \r
471         // Draw the Crosshair\r
472         float scoreboard_active;\r
473         scoreboard_active = Sbar_WouldDrawScoreboard();\r
474         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
475 \r
476         // Draw the Engine Status Bar (the default Quake HUD)\r
477         R_SetView(VF_DRAWENGINESBAR, 0);\r
478 \r
479         // fetch this one only once per frame\r
480         sbar_showbinds = cvar("sbar_showbinds");\r
481         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
482 \r
483         // Update the mouse position\r
484         /*\r
485            mousepos_x = vid_conwidth;\r
486            mousepos_y = vid_conheight;\r
487            mousepos = mousepos*0.5 + getmousepos();\r
488          */\r
489 \r
490         e = self;\r
491         for(self = world; (self = nextent(self)); )\r
492                 if(self.draw)\r
493                         self.draw();\r
494         self = e;\r
495 \r
496         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
497         R_RenderScene();\r
498 \r
499         // now switch to 2D drawing mode by calling a 2D drawing function\r
500         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
501         // next R_RenderScene call\r
502         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
503 \r
504         // Draw the aiming reticle for weapons that use it\r
505         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
506         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
507         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
508         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
509                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
510         else if(activeweapon && (button_zoom || zoomscript_caught))\r
511                 reticle_type = 2; // weapon zoom\r
512         else if(button_zoom || zoomscript_caught)\r
513                 reticle_type = 1; // normal zoom\r
514 \r
515         if (reticle_type)\r
516         {\r
517                 if(cvar("cl_reticle_stretch"))\r
518                 {\r
519                         reticle_size_x = vid_conwidth;\r
520                         reticle_size_y = vid_conheight;\r
521                         reticle_pos_x = 0;\r
522                         reticle_pos_y = 0;\r
523                 }\r
524                 else\r
525                 {\r
526                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
527                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
528                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
529                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
530                 }\r
531 \r
532                 f = current_zoomfraction;\r
533                 if(zoomscript_caught)\r
534                         f = 1;\r
535                 if(cvar("cl_reticle_item_normal"))\r
536                 {\r
537                         if(reticle_type == 1 && f)\r
538                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
539                 }\r
540                 if(cvar("cl_reticle_item_weapon"))\r
541                 {\r
542                         if(reticle_type == 2 && f)\r
543                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
544                 }\r
545         }\r
546 \r
547         // screen effects\r
548         if(cvar("hud_contents"))\r
549         {\r
550                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
551                 vector liquidcolor;\r
552 \r
553                 if (getstati(STAT_VORE_EATEN))\r
554                 {\r
555                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
556                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
557                         incontent = 1;\r
558                 }\r
559                 else\r
560                 {\r
561                         switch(pointcontents(view_origin))\r
562                         {\r
563                                 case CONTENT_WATER:\r
564                                         liquidalpha = cvar("hud_contents_water_alpha");\r
565                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
566                                         incontent = 1;\r
567                                         break;\r
568                                         \r
569                                 case CONTENT_LAVA:\r
570                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
571                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
572                                         incontent = 1;\r
573                                         break;  \r
574                                                                 \r
575                                 case CONTENT_SLIME:\r
576                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
577                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
578                                         incontent = 1;\r
579                                         break;\r
580                                         \r
581                                 default:\r
582                                         liquidalpha = 0;\r
583                                         liquidcolor = '0 0 0';\r
584                                         incontent = 0;\r
585                                         break;\r
586                         }\r
587                 }\r
588                 \r
589                 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
590                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
591                         contentfadetime = cvar("hud_contents_fadeintime");\r
592                         liquidalpha_prev = liquidalpha;\r
593                         liquidcolor_prev = liquidcolor;\r
594                 }\r
595                 else\r
596                         contentfadetime = cvar("hud_contents_fadeouttime");\r
597                         \r
598                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
599                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
600 \r
601                 if(contentavgalpha)\r
602                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
603 \r
604                 if(cvar("hud_postprocessing"))\r
605                 {\r
606                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
607                         {\r
608                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
609                                 content_blurpostprocess_x = 1;\r
610                                 if(getstati(STAT_VORE_EATEN))\r
611                                 {\r
612                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
613                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
614                                 }\r
615                                 else\r
616                                 {\r
617                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
618                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
619                                 }\r
620                         }\r
621                         else\r
622                         {\r
623                                 content_blurpostprocess_x = 0;\r
624                                 content_blurpostprocess_y = 0;\r
625                                 content_blurpostprocess_z = 0;\r
626                         }\r
627                 }\r
628         }\r
629 \r
630         if(cvar("hud_damage"))\r
631         {\r
632                 splash_size_x = max(vid_conwidth, vid_conheight);\r
633                 splash_size_y = max(vid_conwidth, vid_conheight);\r
634                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
635                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
636 \r
637                 float myhealth_flash_temp;\r
638                 myhealth = getstati(STAT_HEALTH);\r
639 \r
640                 // fade out\r
641                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
642                 // add new damage\r
643                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
644 \r
645                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
646                 pain_threshold = cvar("hud_damage_pain_threshold");\r
647                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
648                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
649 \r
650                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
651                 {\r
652                         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
653                 }\r
654 \r
655                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
656 \r
657                 if(myhealth_prev < 1)\r
658                 {\r
659                         if(myhealth >= 1)\r
660                         {\r
661                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
662                                 myhealth_flash_temp = 0;\r
663                         }\r
664                         else\r
665                         {\r
666                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
667                         }\r
668                 }\r
669 \r
670                 if(spectatee_status == -1 || intermission)\r
671                 {\r
672                         myhealth_flash = 0; // observing, or match ended\r
673                         myhealth_flash_temp = 0;\r
674                 }\r
675 \r
676                 myhealth_prev = myhealth;\r
677 \r
678                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
679                 {\r
680                         if(cvar("cl_gentle_damage") == 2)\r
681                         {\r
682                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
683                                 {\r
684                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
685                                 }\r
686                         }\r
687                         else\r
688                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
689 \r
690                         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
691                 }\r
692                 else\r
693                         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
694 \r
695                 if(cvar("hud_postprocessing"))\r
696                 {\r
697                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
698                         {\r
699                                 damage_blurpostprocess_x = 1;\r
700                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
701                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
702                         }\r
703                         else\r
704                         {\r
705                                 damage_blurpostprocess_x = 0;\r
706                                 damage_blurpostprocess_y = 0;\r
707                                 damage_blurpostprocess_z = 0;\r
708                         }\r
709                 }\r
710         }\r
711 \r
712         if(cvar("hud_stomach"))\r
713         {\r
714                 if(getstati(STAT_VORE_EATEN))\r
715                 {\r
716                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
717                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
718                         else\r
719                                 stomachsplash_alpha = cvar("hud_stomach");\r
720                 }\r
721                 else if(getstati(STAT_HEALTH) > 0)\r
722                 {\r
723                         if(stomachsplash_alpha > 0)\r
724                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
725                         else\r
726                                 stomachsplash_alpha = 0;\r
727                 }\r
728                 if(getstati(STAT_HEALTH) <= 0)\r
729                         stomachsplash_remove_at_respawn = 1; // schedule the effect to be removed next respawn\r
730 \r
731                 if(getstati(STAT_HEALTH) > 0 && stomachsplash_remove_at_respawn)\r
732                         stomachsplash_alpha = stomachsplash_remove_at_respawn = 0; // we respawned, remove the effect\r
733                 if(spectatee_status == -1)\r
734                         stomachsplash_alpha = 0;\r
735 \r
736                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
737                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
738         }\r
739 \r
740         if(cvar("hud_postprocessing"))\r
741         {\r
742                 // all of this should be done in the engine eventually\r
743 \r
744                 // disable damage blur when dead, but keep content blur\r
745                 if(getstati(STAT_HEALTH) <= 0)\r
746                         damage_blurpostprocess = '0 0 0';\r
747 \r
748                 // enable or disable rendering types if they are used or not\r
749                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
750                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
751                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
752                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
753 \r
754                 // lets apply the postprocess effects from the previous two functions if needed\r
755                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
756                 {\r
757                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
758                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
759                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
760                         {\r
761                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
762                                 old_blurradius = blurradius;\r
763                                 old_bluralpha = bluralpha;\r
764                         }\r
765                 }\r
766                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
767                 {\r
768                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
769                         old_blurradius = 0;\r
770                         old_bluralpha = 0;\r
771                 }\r
772 \r
773                 float sharpen_intensity;\r
774                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
775                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
776                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
777                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
778 \r
779                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
780                 {\r
781                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
782 \r
783                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
784                         {\r
785                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
786                                 old_sharpen_intensity = sharpen_intensity;\r
787                         }\r
788                 }\r
789                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
790                 {\r
791                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
792                         old_sharpen_intensity = 0;\r
793                 }\r
794         }\r
795 \r
796         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
797         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
798         {\r
799                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
800                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
801                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
802         }\r
803         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
804         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
805         {\r
806                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
807                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
808                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
809         }\r
810 \r
811         if(cvar("hud_postprocessing") && cvar("hud_saturation"))\r
812         {\r
813                 // change saturation based on the amount of armor we have\r
814                 // ranges between 0 and 50 armor. 0 armor is saturation 0.5, and 0.5 armor or above is saturation 1\r
815 \r
816                 if(armor_enabled && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
817                 {\r
818                         float saturation;\r
819                         saturation = 0.5 + (getstati(STAT_ARMOR) * 1 * 0.01);\r
820                         saturation = bound(0, saturation, 1);\r
821 \r
822                         if(cvar("r_glsl_saturation") != saturation)\r
823                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
824                 }\r
825                 else if(cvar("r_glsl_saturation") != 1)\r
826                         cvar_set("r_glsl_saturation", "1");\r
827         }\r
828 \r
829         // volume cutting\r
830         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
831         {\r
832                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
833 \r
834                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
835                 {\r
836                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
837                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
838                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
839 \r
840                         volume_modify_default_1 = cvar("menu_volume");\r
841                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
842 \r
843                         volume_modify_changed_1 = cvar("menu_volume");\r
844                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
845                 }\r
846                 else\r
847                 {\r
848                         if(spectatee_status == -1 || intermission)\r
849                         {\r
850                                 volume_modify_1_target = volume_modify_default_1;\r
851                                 volume_modify_2_target = volume_modify_default_2;\r
852                         }\r
853                         else if(getstati(STAT_VORE_EATEN))\r
854                         {\r
855                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
856                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
857                         }\r
858                         else\r
859                         {\r
860                                 volume_modify_1_target = volume_modify_default_1;\r
861                                 volume_modify_2_target = volume_modify_default_2;\r
862                         }\r
863                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
864 \r
865                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
866                         {\r
867                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
868                                         volume_modify_1 -= volume_modify_fade;\r
869                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
870                                         volume_modify_1 += volume_modify_fade;\r
871                                 else\r
872                                         volume_modify_1 = volume_modify_1_target;\r
873 \r
874                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
875                                         volume_modify_2 -= volume_modify_fade;\r
876                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
877                                         volume_modify_2 += volume_modify_fade;\r
878                                 else\r
879                                         volume_modify_2 = volume_modify_2_target;\r
880 \r
881                                 cvar_set("volume", ftos(volume_modify_1));\r
882                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
883                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
884                         }\r
885                 }\r
886         }\r
887 \r
888         // Draw the mouse cursor\r
889         // NOTE: drawpic must happen after R_RenderScene for some reason\r
890         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
891         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
892         //self = edict_num(player_localnum);\r
893         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
894         //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
895         // as long as the ctf part isn't in, this is useless\r
896         if(menu_visible)\r
897                 menu_show();\r
898 \r
899         /*if(gametype == GAME_CTF)\r
900           {\r
901           ctf_view();\r
902           } else */\r
903 \r
904         // draw 2D entities\r
905         e = self;\r
906         for(self = world; (self = nextent(self)); )\r
907                 if(self.draw2d)\r
908                         self.draw2d();\r
909         self = e;\r
910 \r
911         // draw radar\r
912         if(\r
913                         ons_showmap\r
914                         ||\r
915                         (\r
916                          !scoreboard_active\r
917                          &&\r
918                          cvar_string("cl_teamradar") != "0"\r
919                          &&\r
920                          (\r
921                           cvar("cl_teamradar") == 2\r
922                           ||\r
923                           teamplay\r
924                          )\r
925                         )\r
926           )\r
927                 teamradar_view();\r
928 \r
929         // Draw artwork and play intermission music\r
930         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
931         {\r
932                 if(cvar("cl_artwork"))\r
933                 {\r
934                         if(artwork_image == "")\r
935                         {\r
936                                 if(getstati(STAT_WINNING)) // we are the winner\r
937                                 {\r
938                                         if(cvar("cl_artwork_win"))\r
939                                         {\r
940                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
941                                                 artwork_image = strzone(artwork_image);\r
942                                         }\r
943                                 }\r
944                                 else // we have lost\r
945                                 {\r
946                                         if(cvar("cl_artwork_lose"))\r
947                                         {\r
948                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
949                                                 artwork_image = strzone(artwork_image);\r
950                                         }\r
951                                 }\r
952                         }\r
953 \r
954                         if(cvar("cl_artwork_stretch"))\r
955                         {\r
956                                 artwork_size_x = vid_conwidth;\r
957                                 artwork_size_y = vid_conheight;\r
958                                 artwork_pos_x = 0;\r
959                                 artwork_pos_y = 0;\r
960                         }\r
961                         else\r
962                         {\r
963                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
964                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
965                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
966                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
967                         }\r
968 \r
969                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
970                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
971                         else\r
972                                 artwork_fade = cvar("cl_artwork_alpha");\r
973 \r
974                         if(artwork_image != "")\r
975                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
976                 }\r
977 \r
978                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
979                 {\r
980                         if(getstati(STAT_WINNING))\r
981                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
982                         else\r
983                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
984                         if(intermission_song != "")\r
985                         {\r
986                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
987                                 intermission_song = strzone(intermission_song);\r
988                         }\r
989                 }\r
990         }\r
991         else\r
992         {\r
993                 artwork_fade = 0;\r
994                 if(artwork_image != "")\r
995                 {\r
996                         strunzone(artwork_image);\r
997                         artwork_image = "";\r
998                 }\r
999 \r
1000                 if(intermission_song != "")\r
1001                 {\r
1002                         strunzone(intermission_song);\r
1003                         intermission_song = "";\r
1004                 }\r
1005         }\r
1006 \r
1007         // draw sbar\r
1008         if(cvar("r_letterbox") == 0) {\r
1009                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1010                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1011                                 Sbar_DrawPressedKeys();\r
1012                 }\r
1013 \r
1014                 if (cvar("cl_showspeed"))\r
1015                         Sbar_ShowSpeed();\r
1016                 if (cvar("cl_showacceleration"))\r
1017                         Sbar_ShowAcceleration();\r
1018 \r
1019                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1020         }\r
1021 \r
1022         float weapon_clipload, weapon_clipsize, ring_scale;\r
1023 \r
1024         float swallow_indicator;\r
1025         if(cvar("crosshair_swallowindicator"))\r
1026                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1027 \r
1028         float hud;\r
1029         hud = getstati(STAT_HUD);\r
1030 \r
1031         if(cvar("r_letterbox") == 0)\r
1032                 if(cvar("viewsize") < 120)\r
1033                         CSQC_common_hud();\r
1034 \r
1035         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1036         {\r
1037                 // crosshair goes VERY LAST\r
1038                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1039                         // TrueAim check\r
1040                         float shottype;\r
1041                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1042                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1043                         wcross_origin_z = 0;\r
1044                         if(cvar("crosshair_hittest"))\r
1045                         if(!swallow_indicator)\r
1046                         {\r
1047                                 vector wcross_oldorigin;\r
1048                                 wcross_oldorigin = wcross_origin;\r
1049                                 shottype = TrueAimCheck();\r
1050                                 if(shottype == SHOTTYPE_HITWORLD)\r
1051                                 {\r
1052                                         v = wcross_origin - wcross_oldorigin;\r
1053                                         v_x /= vid_conwidth;\r
1054                                         v_y /= vid_conheight;\r
1055                                         if(vlen(v) > 0.01)\r
1056                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1057                                 }\r
1058                                 if(!cvar("crosshair_hittest_showimpact"))\r
1059                                         wcross_origin = wcross_oldorigin;\r
1060                         }\r
1061                         else\r
1062                                 shottype = SHOTTYPE_HITWORLD;\r
1063 \r
1064                         string wcross_style;\r
1065 \r
1066                         if(swallow_indicator  > 1)\r
1067                                 wcross_style = "_canswallow_team.tga";\r
1068                         else if(swallow_indicator > 0)\r
1069                                 wcross_style = "_canswallow.tga";\r
1070                         else if(swallow_indicator < 0)\r
1071                                 wcross_style = "_canswallow_no.tga";\r
1072                         else\r
1073                                 wcross_style = cvar_string("crosshair");\r
1074 \r
1075                         if (wcross_style != "0") {\r
1076                                 vector wcross_color, wcross_size;\r
1077                                 string wcross_name;\r
1078                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1079 \r
1080                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1081                                 {\r
1082                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1083                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1084                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1085                                 }\r
1086                                 else if(cvar("crosshair_color_by_health"))\r
1087                                 {\r
1088                                         local float x = getstati(STAT_HEALTH);\r
1089                                         \r
1090                                         //x = red\r
1091                                         //y = green\r
1092                                         //z = blue\r
1093                                         \r
1094                                         wcross_color_z = 0;\r
1095                                         \r
1096                                         if(x > 200)\r
1097                                         {\r
1098                                                 wcross_color_x = 0;\r
1099                                                 wcross_color_y = 1;\r
1100                                         }\r
1101                                         else if(x > 150)\r
1102                                         {\r
1103                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1104                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1105                                         }\r
1106                                         else if(x > 100)\r
1107                                         {\r
1108                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1109                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1110                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1111                                         }\r
1112                                         else if(x > 50)\r
1113                                         {\r
1114                                                 wcross_color_x = 1;\r
1115                                                 wcross_color_y = 1;\r
1116                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1117                                         }\r
1118                                         else if(x > 20)\r
1119                                         {\r
1120                                                 wcross_color_x = 1;\r
1121                                                 wcross_color_y = (x-20)*90/27/100;\r
1122                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1123                                         }\r
1124                                         else\r
1125                                         {\r
1126                                                 wcross_color_x = 1;\r
1127                                                 wcross_color_y = 0;\r
1128                                         }\r
1129                                 }\r
1130                                 else\r
1131                                 {\r
1132                                         wcross_color_x = cvar("crosshair_color_red");\r
1133                                         wcross_color_y = cvar("crosshair_color_green");\r
1134                                         wcross_color_z = cvar("crosshair_color_blue");\r
1135                                 }\r
1136                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1137                                 wcross_resolution = cvar("crosshair_size");\r
1138 \r
1139                                 if(!activeweapon)\r
1140                                 if(!swallow_indicator)\r
1141                                 {\r
1142                                         if(cvar("crosshair_unarmed_dim_color"))\r
1143                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1144                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1145                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1146                                 }\r
1147 \r
1148                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1149 \r
1150                                 if(cvar("crosshair_effect_scalefade"))\r
1151                                 {\r
1152                                         wcross_scale = wcross_resolution;\r
1153                                         wcross_resolution = 1;\r
1154                                 }\r
1155                                 else\r
1156                                 {\r
1157                                         wcross_scale = 1;\r
1158                                 }\r
1159                                 if(swallow_indicator)\r
1160                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1161 \r
1162                                 if(cvar("crosshair_pickup"))\r
1163                                 {\r
1164                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1165                                         {\r
1166                                                 pickup_crosshair_size = 1;\r
1167                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1168                                         }\r
1169 \r
1170                                         if(pickup_crosshair_size > 0)\r
1171                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1172                                         else\r
1173                                                 pickup_crosshair_size = 0;\r
1174 \r
1175                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1176                                 }\r
1177 \r
1178                                 if(cvar("cl_flash_pickup"))\r
1179                                 if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1180                                 {\r
1181                                         localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1182                                         pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1183                                 }\r
1184 \r
1185                                 if(shottype == SHOTTYPE_HITENEMY)\r
1186                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1187                                 if(shottype == SHOTTYPE_HITTEAM)\r
1188                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1189 \r
1190                                 f = cvar("crosshair_effect_speed");\r
1191                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1192                                 {\r
1193                                         wcross_changedonetime = time + f;\r
1194                                 }\r
1195                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1196                                 {\r
1197                                         wcross_name_changestarttime = time;\r
1198                                         wcross_name_changedonetime = time + f;\r
1199                                         if(wcross_name_goal_prev_prev)\r
1200                                                 strunzone(wcross_name_goal_prev_prev);\r
1201                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1202                                         wcross_name_goal_prev = strzone(wcross_name);\r
1203                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1204                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1205                                         wcross_resolution_goal_prev = wcross_resolution;\r
1206                                 }\r
1207 \r
1208                                 wcross_scale_goal_prev = wcross_scale;\r
1209                                 wcross_alpha_goal_prev = wcross_alpha;\r
1210                                 wcross_color_goal_prev = wcross_color;\r
1211 \r
1212                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1213                                 {\r
1214                                         wcross_blur = 1;\r
1215                                         wcross_alpha *= 0.75;\r
1216                                 }\r
1217                                 else\r
1218                                         wcross_blur = 0;\r
1219                                 // *_prev is at time-frametime\r
1220                                 // * is at wcross_changedonetime+f\r
1221                                 // what do we have at time?\r
1222                                 if(time < wcross_changedonetime)\r
1223                                 {\r
1224                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1225                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1226                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1227                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1228                                 }\r
1229 \r
1230                                 wcross_scale_prev = wcross_scale;\r
1231                                 wcross_alpha_prev = wcross_alpha;\r
1232                                 wcross_color_prev = wcross_color;\r
1233 \r
1234                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1235                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1236 \r
1237 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1238                                 do \\r
1239                                 { \\r
1240                                         if(wcross_blur > 0) \\r
1241                                         { \\r
1242                                                 for(i = -2; i <= 2; ++i) \\r
1243                                                         for(j = -2; j <= 2; ++j) \\r
1244                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1245                                         } \\r
1246                                         else \\r
1247                                         { \\r
1248                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1249                                         } \\r
1250                                 } \\r
1251                                 while(0)\r
1252 \r
1253 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1254                                 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
1255 \r
1256 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1257                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1258 \r
1259                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1260                                 {\r
1261                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1262                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1263                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1264                                         f = 1 - f;\r
1265                                 }\r
1266                                 else\r
1267                                 {\r
1268                                         f = 1;\r
1269                                 }\r
1270 \r
1271                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1272                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1273                                 wcross_name_alpha_goal_prev = f;\r
1274 \r
1275                                 // ring around crosshair representing ammo left in weapon clip\r
1276                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1277                                 a = cvar("crosshair_ring_alpha");\r
1278                                 if (weapon_clipload && a)\r
1279                                 if (!swallow_indicator)\r
1280                                 {\r
1281                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1282                                         ring_scale = cvar("crosshair_ring_size");\r
1283                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1284                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1285                                 }\r
1286                         }\r
1287                 }\r
1288                 else\r
1289                 {\r
1290                         wcross_scale_prev = 0;\r
1291                         wcross_alpha_prev = 0;\r
1292                         wcross_scale_goal_prev = 0;\r
1293                         wcross_alpha_goal_prev = 0;\r
1294                         wcross_changedonetime = 0;\r
1295                         if(wcross_name_goal_prev)\r
1296                                 strunzone(wcross_name_goal_prev);\r
1297                         wcross_name_goal_prev = string_null;\r
1298                         if(wcross_name_goal_prev_prev)\r
1299                                 strunzone(wcross_name_goal_prev_prev);\r
1300                         wcross_name_goal_prev_prev = string_null;\r
1301                         wcross_name_changestarttime = 0;\r
1302                         wcross_name_changedonetime = 0;\r
1303                         wcross_name_alpha_goal_prev = 0;\r
1304                         wcross_name_alpha_goal_prev_prev = 0;\r
1305                         wcross_resolution_goal_prev = 0;\r
1306                         wcross_resolution_goal_prev_prev = 0;\r
1307                 }\r
1308         }\r
1309 \r
1310         if(NextFrameCommand)\r
1311         {\r
1312                 localcmd("\n", NextFrameCommand, "\n");\r
1313                 NextFrameCommand = string_null;\r
1314         }\r
1315 \r
1316         // we must do this check AFTER a frame was rendered, or it won't work\r
1317         if(cs_project_is_b0rked == 0)\r
1318         {\r
1319                 string w0, h0;\r
1320                 w0 = cvar_string("vid_conwidth");\r
1321                 h0 = cvar_string("vid_conheight");\r
1322                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1323                 //R_SetView(VF_FOV, '90 90 0');\r
1324                 R_SetView(VF_ORIGIN, '0 0 0');\r
1325                 R_SetView(VF_ANGLES, '0 0 0');\r
1326                 R_SetView(VF_PERSPECTIVE, 1);\r
1327                 makevectors('0 0 0');\r
1328                 vector v1, v2;\r
1329                 cvar_set("vid_conwidth", "800");\r
1330                 cvar_set("vid_conheight", "600");\r
1331                 v1 = cs_project(v_forward);\r
1332                 cvar_set("vid_conwidth", "640");\r
1333                 cvar_set("vid_conheight", "480");\r
1334                 v2 = cs_project(v_forward);\r
1335                 if(v1 == v2)\r
1336                         cs_project_is_b0rked = 1;\r
1337                 else\r
1338                         cs_project_is_b0rked = -1;\r
1339                 cvar_set("vid_conwidth", w0);\r
1340                 cvar_set("vid_conheight", h0);\r
1341         }\r
1342 \r
1343         // be safe against triggerbots until everyone has the fixed engine\r
1344         // this call is meant to overwrite the trace globals by something\r
1345         // unsuspicious\r
1346         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1347 \r
1348         // this cvar must be constantly updated on the server\r
1349         if(chase_active_old != cvar("chase_active"))\r
1350         {\r
1351                 localcmd("sendcvar chase_active\n");\r
1352                 chase_active_old = cvar("chase_active");\r
1353         }\r
1354 }\r
1355 \r
1356 void Sbar_Draw();\r
1357 \r
1358 void CSQC_common_hud(void)\r
1359 {\r
1360         // Sbar_SortFrags(); done in Sbar_Draw\r
1361         float hud;\r
1362         hud = getstati(STAT_HUD);\r
1363 \r
1364         //hud = 10;\r
1365         switch(hud)\r
1366         {\r
1367                 case HUD_NORMAL:\r
1368                         Sbar_Draw();\r
1369                         break;\r
1370         }\r
1371 }\r
1372 \r
1373 \r
1374 // following vectors must be global to allow seamless switching between camera modes\r
1375 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1376 void CSQC_Demo_Camera()\r
1377 {\r
1378         float speed, attenuation, dimensions;\r
1379         vector tmp, delta;\r
1380 \r
1381         if( cvar("camera_reset") || !camera_mode )\r
1382         {\r
1383                 camera_offset = '0 0 0';\r
1384                 current_angles = '0 0 0';\r
1385                 camera_direction = '0 0 0';\r
1386                 camera_offset_z += 30;\r
1387                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1388                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1389                 current_origin = view_origin;\r
1390                 current_camera_offset  = camera_offset;\r
1391                 cvar_set("camera_reset", "0");\r
1392                 camera_mode = CAMERA_CHASE;\r
1393         }\r
1394 \r
1395         // Camera angles\r
1396         if( camera_roll )\r
1397                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1398 \r
1399         if(cvar("camera_look_player"))\r
1400         {\r
1401                 local vector dir;\r
1402                 local float n;\r
1403 \r
1404                 dir = normalize(view_origin - current_position);\r
1405                 n = mouse_angles_z;\r
1406                 mouse_angles = vectoangles(dir);\r
1407                 mouse_angles_x = mouse_angles_x * -1;\r
1408                 mouse_angles_z = n;\r
1409         }\r
1410         else\r
1411         {\r
1412                 tmp = getmousepos() * 0.1;\r
1413                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1414                 {\r
1415                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1416                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1417                 }\r
1418         }\r
1419 \r
1420         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1421         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1422         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1423         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1424 \r
1425         // Fix difference when angles don't have the same sign\r
1426         delta = '0 0 0';\r
1427         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1428                 delta = '0 360 0';\r
1429         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1430                 delta = '0 -360 0';\r
1431 \r
1432         if(cvar("camera_look_player"))\r
1433                 attenuation = cvar("camera_look_attenuation");\r
1434         else\r
1435                 attenuation = cvar("camera_speed_attenuation");\r
1436 \r
1437         attenuation = 1 / max(1, attenuation);\r
1438         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1439 \r
1440         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1441         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1442         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1443         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1444 \r
1445         // Camera position\r
1446         tmp = '0 0 0';\r
1447         dimensions = 0;\r
1448 \r
1449         if( camera_direction_x )\r
1450         {\r
1451                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1452                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1453                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1454                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1455                 ++dimensions;\r
1456         }\r
1457 \r
1458         if( camera_direction_y )\r
1459         {\r
1460                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1461                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1462                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1463                 ++dimensions;\r
1464         }\r
1465 \r
1466         if( camera_direction_z )\r
1467         {\r
1468                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1469                 ++dimensions;\r
1470         }\r
1471 \r
1472         if(cvar("camera_free"))\r
1473                 speed = cvar("camera_speed_free");\r
1474         else\r
1475                 speed = cvar("camera_speed_chase");\r
1476 \r
1477         if(dimensions)\r
1478         {\r
1479                 speed = speed * sqrt(1 / dimensions);\r
1480                 camera_offset += tmp * speed;\r
1481         }\r
1482 \r
1483         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1484 \r
1485         // Camera modes\r
1486         if( cvar("camera_free") )\r
1487         {\r
1488                 if ( camera_mode == CAMERA_CHASE )\r
1489                 {\r
1490                         current_camera_offset = current_origin + current_camera_offset;\r
1491                         camera_offset = current_origin + camera_offset;\r
1492                 }\r
1493 \r
1494                 camera_mode = CAMERA_FREE;\r
1495                 current_position = current_camera_offset;\r
1496         }\r
1497         else\r
1498         {\r
1499                 if ( camera_mode == CAMERA_FREE )\r
1500                 {\r
1501                         current_origin = view_origin;\r
1502                         camera_offset = camera_offset - current_origin;\r
1503                         current_camera_offset = current_camera_offset - current_origin;\r
1504                 }\r
1505 \r
1506                 camera_mode = CAMERA_CHASE;\r
1507 \r
1508                 if(cvar("camera_chase_smoothly"))\r
1509                         current_origin += (view_origin - current_origin) * attenuation;\r
1510                 else\r
1511                         current_origin = view_origin;\r
1512 \r
1513                 current_position = current_origin + current_camera_offset;\r
1514         }\r
1515 \r
1516         R_SetView(VF_ANGLES, current_angles);\r
1517         R_SetView(VF_ORIGIN, current_position);\r
1518 }\r