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