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