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Scoreboard should be called Players in RPG, since it shows no score
[voretournament/voretournament.git] / data / qcsrc / client / View.qc
1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         switch(activeweapon)\r
207         {\r
208                 case WEP_GRABBER: // no trueaim\r
209         }\r
210 \r
211         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
212 \r
213         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
214         trueaimpoint = trace_endpos;\r
215 \r
216         if(vecs_x > 0)\r
217                 vecs_y = -vecs_y;\r
218         else\r
219                 vecs = '0 0 0';\r
220 \r
221         dv = view_right * vecs_y + view_up * vecs_z;\r
222         w_shotorg = view_origin + dv;\r
223 \r
224         // now move the vecs forward as much as requested if possible\r
225         tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc\r
226         w_shotorg = trace_endpos - view_forward * nudge;\r
227 \r
228         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
229         shottype = EnemyHitCheck();\r
230         if(shottype != SHOTTYPE_HITWORLD)\r
231                 return shottype;\r
232 \r
233 #if 0\r
234         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
235         // or rather, I know why, but see no fix\r
236         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
237                 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace\r
238                 return SHOTTYPE_HITOBSTRUCTION;\r
239 #endif\r
240 \r
241         return SHOTTYPE_HITWORLD;\r
242 }\r
243 \r
244 void CSQC_common_hud(void);\r
245 \r
246 void CSQC_kh_hud(void);\r
247 void CSQC_ctf_hud(void);\r
248 void PostInit(void);\r
249 void CSQC_Demo_Camera();\r
250 float Sbar_WouldDrawScoreboard ();\r
251 float view_set;\r
252 float camera_mode;\r
253 float chase_active_old;\r
254 string NextFrameCommand;\r
255 void CSQC_UpdateView(float w, float h)\r
256 {\r
257         entity e;\r
258         float fov;\r
259         float f, i, j;\r
260         vector v, vo;\r
261 \r
262         WaypointSprite_Load();\r
263 \r
264         if(spectatee_status)\r
265                 myteam = GetPlayerColor(spectatee_status - 1);\r
266         else\r
267                 myteam = GetPlayerColor(player_localentnum - 1);\r
268 \r
269         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
270         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
271 \r
272         warpzone_fixview_origin = pmove_org + vo;\r
273         warpzone_fixview_angles = input_angles;\r
274         WarpZone_FixView();\r
275         pmove_org = warpzone_fixview_origin - vo;\r
276         input_angles = warpzone_fixview_angles;\r
277 \r
278         // Render the Scene\r
279         if(!intermission || !view_set)\r
280         {\r
281                 view_origin = pmove_org + vo;\r
282                 view_angles = input_angles;\r
283                 makevectors(view_angles);\r
284                 view_forward = v_forward;\r
285                 view_right = v_right;\r
286                 view_up = v_up;\r
287                 view_set = 1;\r
288         }\r
289 \r
290         vid_width = w;\r
291         vid_height = h;\r
292 \r
293 #ifdef BLURTEST\r
294         if(time > blurtest_time0 && time < blurtest_time1)\r
295         {\r
296                 float r, t;\r
297 \r
298                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
299                 r = t * blurtest_radius;\r
300                 f = 1 / pow(t, blurtest_power) - 1;\r
301 \r
302                 cvar_set("r_glsl_postprocess", "1");\r
303                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
304         }\r
305         else\r
306         {\r
307                 cvar_set("r_glsl_postprocess", "0");\r
308                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
309         }\r
310 #endif\r
311 \r
312         TargetMusic_Advance();\r
313         Fog_Force();\r
314 \r
315         drawframetime = max(0.000001, time - drawtime);\r
316         drawtime = time;\r
317 \r
318         // watch for gametype changes here...\r
319         // in ParseStuffCMD the cmd isn't executed yet :/\r
320         // might even be better to add the gametype to TE_CSQC_INIT...?\r
321         if(!postinit)\r
322                 PostInit();\r
323 \r
324         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
325                 if(calledhooks & HOOK_START)\r
326                 {\r
327                         localcmd("\ncl_hook_gameend;");\r
328                         calledhooks |= HOOK_END;\r
329                 }\r
330 \r
331         CheckForGamestartChange();\r
332         serverAnnouncer();\r
333         maptimeAnnouncer();\r
334         carrierAnnouncer();\r
335 \r
336         fov = cvar("fov");\r
337         if(button_zoom || fov <= 59.5)\r
338         {\r
339                 if(!zoomscript_caught)\r
340                 {\r
341                         localcmd("+button4\n");\r
342                         zoomscript_caught = 1;\r
343                         ignore_plus_zoom += 1;\r
344                 }\r
345         }\r
346         else\r
347         {\r
348                 if(zoomscript_caught)\r
349                 {\r
350                         localcmd("-button4\n");\r
351                         zoomscript_caught = 0;\r
352                         ignore_minus_zoom += 1;\r
353                 }\r
354         }\r
355 \r
356         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
357         sbar_hudselector = cvar("sbar_hudselector");\r
358         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
359         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
360         activeweapon = getstati(STAT_SWITCHWEAPON);\r
361         f = cvar("teamplay");\r
362         if(f != teamplay)\r
363         {\r
364                 teamplay = f;\r
365                 Sbar_InitScores();\r
366         }\r
367 \r
368         if(last_weapon != activeweapon) {\r
369                 weapontime = time;\r
370                 last_weapon = activeweapon;\r
371         }\r
372 \r
373         // ALWAYS Clear Current Scene First\r
374         R_ClearScene();\r
375 \r
376         // Assign Standard Viewflags\r
377         // Draw the World (and sky)\r
378         R_SetView(VF_DRAWWORLD, 1);\r
379 \r
380         // Set the console size vars\r
381         vid_conwidth = cvar("vid_conwidth");\r
382         vid_conheight = cvar("vid_conheight");\r
383         vid_pixelheight = cvar("vid_pixelheight");\r
384 \r
385         R_SetView(VF_FOV, GetCurrentFov(fov));\r
386 \r
387         // Camera for demo playback\r
388         if(camera_active)\r
389         {\r
390                 if(cvar("camera_enable"))\r
391                         CSQC_Demo_Camera();\r
392                 else\r
393                 {\r
394                         cvar_set("chase_active", ftos(chase_active_backup));\r
395                         cvar_set("cl_demo_mousegrab", "0");\r
396                         camera_active = FALSE;\r
397                 }\r
398         }\r
399 #ifdef CAMERATEST\r
400         else if(cvar("camera_enable"))\r
401 #else\r
402         else if(cvar("camera_enable") && isdemo())\r
403 #endif\r
404         {\r
405                 // Enable required Darkplaces cvars\r
406                 chase_active_backup = cvar("chase_active");\r
407                 cvar_set("chase_active", "2");\r
408                 cvar_set("cl_demo_mousegrab", "1");\r
409                 camera_active = TRUE;\r
410                 camera_mode = FALSE;\r
411         }\r
412 \r
413         // Draw the Crosshair\r
414         float scoreboard_active;\r
415         scoreboard_active = Sbar_WouldDrawScoreboard();\r
416         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
417 \r
418         // Draw the Engine Status Bar (the default Quake HUD)\r
419         R_SetView(VF_DRAWENGINESBAR, 0);\r
420 \r
421         // fetch this one only once per frame\r
422         sbar_showbinds = cvar("sbar_showbinds");\r
423         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
424 \r
425         // Update the mouse position\r
426         /*\r
427            mousepos_x = vid_conwidth;\r
428            mousepos_y = vid_conheight;\r
429            mousepos = mousepos*0.5 + getmousepos();\r
430          */\r
431 \r
432         e = self;\r
433         for(self = world; (self = nextent(self)); )\r
434                 if(self.draw)\r
435                         self.draw();\r
436         self = e;\r
437 \r
438         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
439         R_RenderScene();\r
440 \r
441         // now switch to 2D drawing mode by calling a 2D drawing function\r
442         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
443         // next R_RenderScene call\r
444         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
445 \r
446         // Draw the mouse cursor\r
447         // NOTE: drawpic must happen after R_RenderScene for some reason\r
448         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
449         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
450         //self = edict_num(player_localnum);\r
451         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
452         //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
453         // as long as the ctf part isn't in, this is useless\r
454         if(menu_visible)\r
455                 menu_show();\r
456 \r
457         /*if(gametype == GAME_CTF)\r
458           {\r
459           ctf_view();\r
460           } else */\r
461 \r
462         // draw 2D entities\r
463         e = self;\r
464         for(self = world; (self = nextent(self)); )\r
465                 if(self.draw2d)\r
466                         self.draw2d();\r
467         self = e;\r
468 \r
469         // draw radar\r
470         if(\r
471                         ons_showmap\r
472                         ||\r
473                         (\r
474                          !scoreboard_active\r
475                          &&\r
476                          cvar_string("cl_teamradar") != "0"\r
477                          &&\r
478                          (\r
479                           cvar("cl_teamradar") == 2\r
480                           ||\r
481                           teamplay\r
482                          )\r
483                         )\r
484           )\r
485                 teamradar_view();\r
486 \r
487         // draw sbar\r
488         if(cvar("r_letterbox") == 0) {\r
489                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
490                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
491                                 Sbar_DrawPressedKeys();\r
492                 }\r
493 \r
494                 if (cvar("cl_showspeed"))\r
495                         Sbar_ShowSpeed();\r
496                 if (cvar("cl_showacceleration"))\r
497                         Sbar_ShowAcceleration();\r
498 \r
499                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
500         }\r
501 \r
502         float hud;\r
503         hud = getstati(STAT_HUD);\r
504 \r
505         if(cvar("r_letterbox") == 0)\r
506                 if(cvar("viewsize") < 120)\r
507                         CSQC_common_hud();\r
508 \r
509         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
510         {\r
511                 // crosshair goes VERY LAST\r
512                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
513                         // TrueAim check\r
514                         float shottype;\r
515                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
516                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
517                         wcross_origin_z = 0;\r
518                         if(cvar("crosshair_hittest"))\r
519                         {\r
520                                 vector wcross_oldorigin;\r
521                                 wcross_oldorigin = wcross_origin;\r
522                                 shottype = TrueAimCheck();\r
523                                 if(shottype == SHOTTYPE_HITWORLD)\r
524                                 {\r
525                                         v = wcross_origin - wcross_oldorigin;\r
526                                         v_x /= vid_conwidth;\r
527                                         v_y /= vid_conheight;\r
528                                         if(vlen(v) > 0.01)\r
529                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
530                                 }\r
531                                 if(!cvar("crosshair_hittest_showimpact"))\r
532                                         wcross_origin = wcross_oldorigin;\r
533                         }\r
534                         else\r
535                                 shottype = SHOTTYPE_HITWORLD;\r
536 \r
537                         string wcross_style;\r
538                         wcross_style = cvar_string("crosshair");\r
539 \r
540                         if (wcross_style != "0") {\r
541                                 vector wcross_color, wcross_size;\r
542                                 string wcross_name;\r
543                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
544 \r
545                                 wcross_color_x = cvar("crosshair_color_red");\r
546                                 wcross_color_y = cvar("crosshair_color_green");\r
547                                 wcross_color_z = cvar("crosshair_color_blue");\r
548                                 wcross_alpha = cvar("crosshair_color_alpha");\r
549                                 wcross_resolution = cvar("crosshair_size");\r
550 \r
551                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
552 \r
553                                 if(cvar("crosshair_effect_scalefade"))\r
554                                 {\r
555                                         wcross_scale = wcross_resolution;\r
556                                         wcross_resolution = 1;\r
557                                 }\r
558                                 else\r
559                                 {\r
560                                         wcross_scale = 1;\r
561                                 }\r
562 \r
563                                 if(shottype == SHOTTYPE_HITENEMY)\r
564                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
565                                 if(shottype == SHOTTYPE_HITTEAM)\r
566                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
567 \r
568                                 f = cvar("crosshair_effect_speed");\r
569                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
570                                 {\r
571                                         wcross_changedonetime = time + f;\r
572                                 }\r
573                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
574                                 {\r
575                                         wcross_name_changestarttime = time;\r
576                                         wcross_name_changedonetime = time + f;\r
577                                         if(wcross_name_goal_prev_prev)\r
578                                                 strunzone(wcross_name_goal_prev_prev);\r
579                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
580                                         wcross_name_goal_prev = strzone(wcross_name);\r
581                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
582                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
583                                         wcross_resolution_goal_prev = wcross_resolution;\r
584                                 }\r
585 \r
586                                 wcross_scale_goal_prev = wcross_scale;\r
587                                 wcross_alpha_goal_prev = wcross_alpha;\r
588                                 wcross_color_goal_prev = wcross_color;\r
589 \r
590                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
591                                 {\r
592                                         wcross_blur = 1;\r
593                                         wcross_alpha *= 0.75;\r
594                                 }\r
595                                 else\r
596                                         wcross_blur = 0;\r
597                                 // *_prev is at time-frametime\r
598                                 // * is at wcross_changedonetime+f\r
599                                 // what do we have at time?\r
600                                 if(time < wcross_changedonetime)\r
601                                 {\r
602                                         f = frametime / (wcross_changedonetime - time + frametime);\r
603                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
604                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
605                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
606                                 }\r
607 \r
608                                 wcross_scale_prev = wcross_scale;\r
609                                 wcross_alpha_prev = wcross_alpha;\r
610                                 wcross_color_prev = wcross_color;\r
611 \r
612                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
613                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
614 \r
615 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
616                                 do \\r
617                                 { \\r
618                                         if(wcross_blur > 0) \\r
619                                         { \\r
620                                                 for(i = -2; i <= 2; ++i) \\r
621                                                         for(j = -2; j <= 2; ++j) \\r
622                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
623                                         } \\r
624                                         else \\r
625                                         { \\r
626                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
627                                         } \\r
628                                 } \\r
629                                 while(0)\r
630 \r
631 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
632                                 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
633 \r
634 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
635                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
636 \r
637                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
638                                 {\r
639                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
640                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
641                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
642                                         f = 1 - f;\r
643                                 }\r
644                                 else\r
645                                 {\r
646                                         f = 1;\r
647                                 }\r
648 \r
649                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
650                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
651                                 wcross_name_alpha_goal_prev = f;\r
652                         }\r
653                 }\r
654                 else\r
655                 {\r
656                         wcross_scale_prev = 0;\r
657                         wcross_alpha_prev = 0;\r
658                         wcross_scale_goal_prev = 0;\r
659                         wcross_alpha_goal_prev = 0;\r
660                         wcross_changedonetime = 0;\r
661                         if(wcross_name_goal_prev)\r
662                                 strunzone(wcross_name_goal_prev);\r
663                         wcross_name_goal_prev = string_null;\r
664                         if(wcross_name_goal_prev_prev)\r
665                                 strunzone(wcross_name_goal_prev_prev);\r
666                         wcross_name_goal_prev_prev = string_null;\r
667                         wcross_name_changestarttime = 0;\r
668                         wcross_name_changedonetime = 0;\r
669                         wcross_name_alpha_goal_prev = 0;\r
670                         wcross_name_alpha_goal_prev_prev = 0;\r
671                         wcross_resolution_goal_prev = 0;\r
672                         wcross_resolution_goal_prev_prev = 0;\r
673                 }\r
674         }\r
675 \r
676         if(NextFrameCommand)\r
677         {\r
678                 localcmd("\n", NextFrameCommand, "\n");\r
679                 NextFrameCommand = string_null;\r
680         }\r
681 \r
682         // we must do this check AFTER a frame was rendered, or it won't work\r
683         if(cs_project_is_b0rked == 0)\r
684         {\r
685                 string w0, h0;\r
686                 w0 = cvar_string("vid_conwidth");\r
687                 h0 = cvar_string("vid_conheight");\r
688                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
689                 //R_SetView(VF_FOV, '90 90 0');\r
690                 R_SetView(VF_ORIGIN, '0 0 0');\r
691                 R_SetView(VF_ANGLES, '0 0 0');\r
692                 R_SetView(VF_PERSPECTIVE, 1);\r
693                 makevectors('0 0 0');\r
694                 vector v1, v2;\r
695                 cvar_set("vid_conwidth", "800");\r
696                 cvar_set("vid_conheight", "600");\r
697                 v1 = cs_project(v_forward);\r
698                 cvar_set("vid_conwidth", "640");\r
699                 cvar_set("vid_conheight", "480");\r
700                 v2 = cs_project(v_forward);\r
701                 if(v1 == v2)\r
702                         cs_project_is_b0rked = 1;\r
703                 else\r
704                         cs_project_is_b0rked = -1;\r
705                 cvar_set("vid_conwidth", w0);\r
706                 cvar_set("vid_conheight", h0);\r
707         }\r
708 \r
709         // be safe against triggerbots until everyone has the fixed engine\r
710         // this call is meant to overwrite the trace globals by something\r
711         // unsuspicious\r
712         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
713 \r
714         // this cvar must be constantly updated on the server\r
715         if(chase_active_old != cvar("chase_active"))\r
716         {\r
717                 localcmd("sendcvar chase_active\n");\r
718                 chase_active_old = cvar("chase_active");\r
719         }\r
720 }\r
721 \r
722 void Sbar_Draw();\r
723 \r
724 void CSQC_common_hud(void)\r
725 {\r
726         // Sbar_SortFrags(); done in Sbar_Draw\r
727         float hud;\r
728         hud = getstati(STAT_HUD);\r
729 \r
730         //hud = 10;\r
731         switch(hud)\r
732         {\r
733                 case HUD_NORMAL:\r
734                         Sbar_Draw();\r
735                         break;\r
736         }\r
737 }\r
738 \r
739 \r
740 // following vectors must be global to allow seamless switching between camera modes\r
741 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
742 void CSQC_Demo_Camera()\r
743 {\r
744         float speed, attenuation, dimensions;\r
745         vector tmp, delta;\r
746 \r
747         if( cvar("camera_reset") || !camera_mode )\r
748         {\r
749                 camera_offset = '0 0 0';\r
750                 current_angles = '0 0 0';\r
751                 camera_direction = '0 0 0';\r
752                 camera_offset_z += 30;\r
753                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
754                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
755                 current_origin = view_origin;\r
756                 current_camera_offset  = camera_offset;\r
757                 cvar_set("camera_reset", "0");\r
758                 camera_mode = CAMERA_CHASE;\r
759         }\r
760 \r
761         // Camera angles\r
762         if( camera_roll )\r
763                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
764 \r
765         if(cvar("camera_look_player"))\r
766         {\r
767                 local vector dir;\r
768                 local float n;\r
769 \r
770                 dir = normalize(view_origin - current_position);\r
771                 n = mouse_angles_z;\r
772                 mouse_angles = vectoangles(dir);\r
773                 mouse_angles_x = mouse_angles_x * -1;\r
774                 mouse_angles_z = n;\r
775         }\r
776         else\r
777         {\r
778                 tmp = getmousepos() * 0.1;\r
779                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
780                 {\r
781                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
782                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
783                 }\r
784         }\r
785 \r
786         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
787         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
788         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
789         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
790 \r
791         // Fix difference when angles don't have the same sign\r
792         delta = '0 0 0';\r
793         if(mouse_angles_y < -60 && current_angles_y > 60)\r
794                 delta = '0 360 0';\r
795         if(mouse_angles_y > 60 && current_angles_y < -60)\r
796                 delta = '0 -360 0';\r
797 \r
798         if(cvar("camera_look_player"))\r
799                 attenuation = cvar("camera_look_attenuation");\r
800         else\r
801                 attenuation = cvar("camera_speed_attenuation");\r
802 \r
803         attenuation = 1 / max(1, attenuation);\r
804         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
805 \r
806         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
807         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
808         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
809         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
810 \r
811         // Camera position\r
812         tmp = '0 0 0';\r
813         dimensions = 0;\r
814 \r
815         if( camera_direction_x )\r
816         {\r
817                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
818                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
819                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
820                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
821                 ++dimensions;\r
822         }\r
823 \r
824         if( camera_direction_y )\r
825         {\r
826                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
827                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
828                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
829                 ++dimensions;\r
830         }\r
831 \r
832         if( camera_direction_z )\r
833         {\r
834                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
835                 ++dimensions;\r
836         }\r
837 \r
838         if(cvar("camera_free"))\r
839                 speed = cvar("camera_speed_free");\r
840         else\r
841                 speed = cvar("camera_speed_chase");\r
842 \r
843         if(dimensions)\r
844         {\r
845                 speed = speed * sqrt(1 / dimensions);\r
846                 camera_offset += tmp * speed;\r
847         }\r
848 \r
849         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
850 \r
851         // Camera modes\r
852         if( cvar("camera_free") )\r
853         {\r
854                 if ( camera_mode == CAMERA_CHASE )\r
855                 {\r
856                         current_camera_offset = current_origin + current_camera_offset;\r
857                         camera_offset = current_origin + camera_offset;\r
858                 }\r
859 \r
860                 camera_mode = CAMERA_FREE;\r
861                 current_position = current_camera_offset;\r
862         }\r
863         else\r
864         {\r
865                 if ( camera_mode == CAMERA_FREE )\r
866                 {\r
867                         current_origin = view_origin;\r
868                         camera_offset = camera_offset - current_origin;\r
869                         current_camera_offset = current_camera_offset - current_origin;\r
870                 }\r
871 \r
872                 camera_mode = CAMERA_CHASE;\r
873 \r
874                 if(cvar("camera_chase_smoothly"))\r
875                         current_origin += (view_origin - current_origin) * attenuation;\r
876                 else\r
877                         current_origin = view_origin;\r
878 \r
879                 current_position = current_origin + current_camera_offset;\r
880         }\r
881 \r
882         R_SetView(VF_ANGLES, current_angles);\r
883         R_SetView(VF_ORIGIN, current_position);\r
884 }\r