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