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Port blood effect from Xonotic code. When your health is under a certain amount,...
[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 vector myhealth_gentlergb;\r
259 vector liquidcolor_prev;\r
260 string artwork_image;\r
261 string intermission_song;\r
262 string NextFrameCommand;\r
263 void CSQC_UpdateView(float w, float h)\r
264 {\r
265         entity e;\r
266         float fov;\r
267         float f, i, j;\r
268         vector v, vo;\r
269 \r
270         vector artwork_pos, artwork_size;\r
271 \r
272         WaypointSprite_Load();\r
273 \r
274         if(spectatee_status)\r
275                 myteam = GetPlayerColor(spectatee_status - 1);\r
276         else\r
277                 myteam = GetPlayerColor(player_localentnum - 1);\r
278 \r
279         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
280         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
281 \r
282         warpzone_fixview_origin = pmove_org + vo;\r
283         warpzone_fixview_angles = input_angles;\r
284         WarpZone_FixView();\r
285         pmove_org = warpzone_fixview_origin - vo;\r
286         input_angles = warpzone_fixview_angles;\r
287 \r
288         // Render the Scene\r
289         if(!intermission || !view_set)\r
290         {\r
291                 view_origin = pmove_org + vo;\r
292                 view_angles = input_angles;\r
293                 makevectors(view_angles);\r
294                 view_forward = v_forward;\r
295                 view_right = v_right;\r
296                 view_up = v_up;\r
297                 view_set = 1;\r
298         }\r
299 \r
300         vid_width = w;\r
301         vid_height = h;\r
302 \r
303 #ifdef BLURTEST\r
304         if(time > blurtest_time0 && time < blurtest_time1)\r
305         {\r
306                 float r, t;\r
307 \r
308                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
309                 r = t * blurtest_radius;\r
310                 f = 1 / pow(t, blurtest_power) - 1;\r
311 \r
312                 cvar_set("r_glsl_postprocess", "1");\r
313                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
314         }\r
315         else\r
316         {\r
317                 cvar_set("r_glsl_postprocess", "0");\r
318                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
319         }\r
320 #endif\r
321 \r
322         TargetMusic_Advance();\r
323         Fog_Force();\r
324 \r
325         drawframetime = max(0.000001, time - drawtime);\r
326         drawtime = time;\r
327 \r
328         // watch for gametype changes here...\r
329         // in ParseStuffCMD the cmd isn't executed yet :/\r
330         // might even be better to add the gametype to TE_CSQC_INIT...?\r
331         if(!postinit)\r
332                 PostInit();\r
333 \r
334         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
335                 if(calledhooks & HOOK_START)\r
336                 {\r
337                         localcmd("\ncl_hook_gameend;");\r
338                         if(g_campaign)\r
339                                 localcmd("\ncl_hook_campaign_gameend;");\r
340                         calledhooks |= HOOK_END;\r
341                 }\r
342 \r
343         CheckForGamestartChange();\r
344         serverAnnouncer();\r
345         maptimeAnnouncer();\r
346         carrierAnnouncer();\r
347 \r
348         fov = cvar("fov");\r
349         if(button_zoom || fov <= 59.5)\r
350         {\r
351                 if(!zoomscript_caught)\r
352                 {\r
353                         localcmd("+button4\n");\r
354                         zoomscript_caught = 1;\r
355                         ignore_plus_zoom += 1;\r
356                 }\r
357         }\r
358         else\r
359         {\r
360                 if(zoomscript_caught)\r
361                 {\r
362                         localcmd("-button4\n");\r
363                         zoomscript_caught = 0;\r
364                         ignore_minus_zoom += 1;\r
365                 }\r
366         }\r
367 \r
368         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
369         sbar_hudselector = cvar("sbar_hudselector");\r
370         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
371         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
372         activeweapon = getstati(STAT_SWITCHWEAPON);\r
373         f = cvar("teamplay");\r
374         if(f != teamplay)\r
375         {\r
376                 teamplay = f;\r
377                 Sbar_InitScores();\r
378         }\r
379 \r
380         if(last_weapon != activeweapon) {\r
381                 weapontime = time;\r
382                 last_weapon = activeweapon;\r
383         }\r
384 \r
385         // ALWAYS Clear Current Scene First\r
386         R_ClearScene();\r
387 \r
388         // Assign Standard Viewflags\r
389         // Draw the World (and sky)\r
390         R_SetView(VF_DRAWWORLD, 1);\r
391 \r
392         // Set the console size vars\r
393         vid_conwidth = cvar("vid_conwidth");\r
394         vid_conheight = cvar("vid_conheight");\r
395         vid_pixelheight = cvar("vid_pixelheight");\r
396 \r
397         R_SetView(VF_FOV, GetCurrentFov(fov));\r
398 \r
399         // Camera for demo playback\r
400         if(camera_active)\r
401         {\r
402                 if(cvar("camera_enable"))\r
403                         CSQC_Demo_Camera();\r
404                 else\r
405                 {\r
406                         cvar_set("chase_active", ftos(chase_active_backup));\r
407                         cvar_set("cl_demo_mousegrab", "0");\r
408                         camera_active = FALSE;\r
409                 }\r
410         }\r
411 #ifdef CAMERATEST\r
412         else if(cvar("camera_enable"))\r
413 #else\r
414         else if(cvar("camera_enable") && isdemo())\r
415 #endif\r
416         {\r
417                 // Enable required Darkplaces cvars\r
418                 chase_active_backup = cvar("chase_active");\r
419                 cvar_set("chase_active", "2");\r
420                 cvar_set("cl_demo_mousegrab", "1");\r
421                 camera_active = TRUE;\r
422                 camera_mode = FALSE;\r
423         }\r
424 \r
425         // Draw the Crosshair\r
426         float scoreboard_active;\r
427         scoreboard_active = Sbar_WouldDrawScoreboard();\r
428         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
429 \r
430         // Draw the Engine Status Bar (the default Quake HUD)\r
431         R_SetView(VF_DRAWENGINESBAR, 0);\r
432 \r
433         // fetch this one only once per frame\r
434         sbar_showbinds = cvar("sbar_showbinds");\r
435         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
436 \r
437         // Update the mouse position\r
438         /*\r
439            mousepos_x = vid_conwidth;\r
440            mousepos_y = vid_conheight;\r
441            mousepos = mousepos*0.5 + getmousepos();\r
442          */\r
443 \r
444         e = self;\r
445         for(self = world; (self = nextent(self)); )\r
446                 if(self.draw)\r
447                         self.draw();\r
448         self = e;\r
449 \r
450         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
451         R_RenderScene();\r
452 \r
453         // now switch to 2D drawing mode by calling a 2D drawing function\r
454         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
455         // next R_RenderScene call\r
456         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
457 \r
458         if(cvar("hud_contents"))\r
459         {\r
460                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
461                 vector liquidcolor;\r
462                 \r
463                 switch(pointcontents(view_origin))\r
464                 {\r
465                         case CONTENT_WATER:\r
466                                 liquidalpha = cvar("hud_contents_water_alpha");\r
467                                 liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
468                                 incontent = 1;\r
469                                 break;\r
470                                 \r
471                         case CONTENT_LAVA:\r
472                                 liquidalpha = cvar("hud_contents_lava_alpha");\r
473                                 liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
474                                 incontent = 1;\r
475                                 break;  \r
476                                                         \r
477                         case CONTENT_SLIME:\r
478                                 liquidalpha = cvar("hud_contents_slime_alpha");\r
479                                 liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
480                                 incontent = 1;\r
481                                 break;\r
482                                 \r
483                         default:\r
484                                 liquidalpha = 0;\r
485                                 liquidcolor = '0 0 0';\r
486                                 incontent = 0;\r
487                                 break;\r
488                 }\r
489                 \r
490                 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
491                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
492                         contentfadetime = cvar("hud_contents_fadeintime");\r
493                         liquidalpha_prev = liquidalpha;\r
494                         liquidcolor_prev = liquidcolor;\r
495                 }\r
496                 else\r
497                         contentfadetime = cvar("hud_contents_fadeouttime");\r
498                         \r
499                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
500                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
501                 \r
502                 if(contentavgalpha)\r
503                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
504         }\r
505 \r
506         if(cvar("hud_damage"))\r
507         {\r
508                 float myhealth_flash_temp;\r
509                 myhealth = getstati(STAT_HEALTH);\r
510 \r
511                 // fade out\r
512                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
513                 // add new damage\r
514                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
515 \r
516                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
517                 pain_threshold = cvar("hud_damage_pain_threshold");\r
518                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
519                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
520 \r
521                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
522                 {\r
523                         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
524                 }\r
525 \r
526                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
527 \r
528                 if(myhealth_prev < 1)\r
529                 {\r
530                         if(myhealth >= 1)\r
531                         {\r
532                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
533                                 myhealth_flash_temp = 0;\r
534                         }\r
535                         else\r
536                         {\r
537                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
538                         }\r
539                 }\r
540 \r
541                 if(spectatee_status == -1 || intermission)\r
542                 {\r
543                         myhealth_flash = 0; // observing, or match ended\r
544                         myhealth_flash_temp = 0;\r
545                 }\r
546 \r
547                 myhealth_prev = myhealth;\r
548 \r
549                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
550                 {\r
551                         if(cvar("cl_gentle_damage") == 2)\r
552                         {\r
553                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
554                                 {\r
555                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
556                                 }\r
557                         }\r
558                         else\r
559                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
560 \r
561                         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
562                 }\r
563                 else\r
564                         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
565         }\r
566 \r
567         // Draw the mouse cursor\r
568         // NOTE: drawpic must happen after R_RenderScene for some reason\r
569         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
570         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
571         //self = edict_num(player_localnum);\r
572         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
573         //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
574         // as long as the ctf part isn't in, this is useless\r
575         if(menu_visible)\r
576                 menu_show();\r
577 \r
578         /*if(gametype == GAME_CTF)\r
579           {\r
580           ctf_view();\r
581           } else */\r
582 \r
583         // draw 2D entities\r
584         e = self;\r
585         for(self = world; (self = nextent(self)); )\r
586                 if(self.draw2d)\r
587                         self.draw2d();\r
588         self = e;\r
589 \r
590         // draw radar\r
591         if(\r
592                         ons_showmap\r
593                         ||\r
594                         (\r
595                          !scoreboard_active\r
596                          &&\r
597                          cvar_string("cl_teamradar") != "0"\r
598                          &&\r
599                          (\r
600                           cvar("cl_teamradar") == 2\r
601                           ||\r
602                           teamplay\r
603                          )\r
604                         )\r
605           )\r
606                 teamradar_view();\r
607 \r
608         // Draw artwork and play intermission music\r
609         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
610         {\r
611                 if(cvar("cl_artwork"))\r
612                 {\r
613                         if(artwork_image == "")\r
614                         {\r
615                                 if(getstati(STAT_WINNING)) // we are the winner\r
616                                 {\r
617                                         if(cvar("cl_artwork_win"))\r
618                                         {\r
619                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
620                                                 artwork_image = strzone(artwork_image);\r
621                                         }\r
622                                 }\r
623                                 else // we have lost\r
624                                 {\r
625                                         if(cvar("cl_artwork_lose"))\r
626                                         {\r
627                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
628                                                 artwork_image = strzone(artwork_image);\r
629                                         }\r
630                                 }\r
631                         }\r
632 \r
633                         if(cvar("cl_artwork_stretch"))\r
634                         {\r
635                                 artwork_size_x = vid_conwidth;\r
636                                 artwork_size_y = vid_conheight;\r
637                                 artwork_pos_x = 0;\r
638                                 artwork_pos_y = 0;\r
639                         }\r
640                         else\r
641                         {\r
642                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
643                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
644                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
645                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
646                         }\r
647 \r
648                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
649                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
650                         else\r
651                                 artwork_fade = cvar("cl_artwork_alpha");\r
652 \r
653                         if(artwork_image != "")\r
654                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
655                 }\r
656 \r
657                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
658                 {\r
659                         if(getstati(STAT_WINNING))\r
660                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
661                         else\r
662                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
663                         if(intermission_song != "")\r
664                         {\r
665                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
666                                 intermission_song = strzone(intermission_song);\r
667                         }\r
668                 }\r
669         }\r
670         else\r
671         {\r
672                 artwork_fade = 0;\r
673                 if(artwork_image != "")\r
674                 {\r
675                         strunzone(artwork_image);\r
676                         artwork_image = "";\r
677                 }\r
678 \r
679                 if(intermission_song != "")\r
680                 {\r
681                         strunzone(intermission_song);\r
682                         intermission_song = "";\r
683                 }\r
684         }\r
685 \r
686         // draw sbar\r
687         if(cvar("r_letterbox") == 0) {\r
688                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
689                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
690                                 Sbar_DrawPressedKeys();\r
691                 }\r
692 \r
693                 if (cvar("cl_showspeed"))\r
694                         Sbar_ShowSpeed();\r
695                 if (cvar("cl_showacceleration"))\r
696                         Sbar_ShowAcceleration();\r
697 \r
698                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
699         }\r
700 \r
701         float hud;\r
702         hud = getstati(STAT_HUD);\r
703 \r
704         if(cvar("r_letterbox") == 0)\r
705                 if(cvar("viewsize") < 120)\r
706                         CSQC_common_hud();\r
707 \r
708         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
709         {\r
710                 // crosshair goes VERY LAST\r
711                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
712                         // TrueAim check\r
713                         float shottype;\r
714                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
715                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
716                         wcross_origin_z = 0;\r
717                         if(cvar("crosshair_hittest"))\r
718                         {\r
719                                 vector wcross_oldorigin;\r
720                                 wcross_oldorigin = wcross_origin;\r
721                                 shottype = TrueAimCheck();\r
722                                 if(shottype == SHOTTYPE_HITWORLD)\r
723                                 {\r
724                                         v = wcross_origin - wcross_oldorigin;\r
725                                         v_x /= vid_conwidth;\r
726                                         v_y /= vid_conheight;\r
727                                         if(vlen(v) > 0.01)\r
728                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
729                                 }\r
730                                 if(!cvar("crosshair_hittest_showimpact"))\r
731                                         wcross_origin = wcross_oldorigin;\r
732                         }\r
733                         else\r
734                                 shottype = SHOTTYPE_HITWORLD;\r
735 \r
736                         string wcross_style;\r
737                         wcross_style = cvar_string("crosshair");\r
738 \r
739                         if (wcross_style != "0") {\r
740                                 vector wcross_color, wcross_size;\r
741                                 string wcross_name;\r
742                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
743 \r
744                                 wcross_color_x = cvar("crosshair_color_red");\r
745                                 wcross_color_y = cvar("crosshair_color_green");\r
746                                 wcross_color_z = cvar("crosshair_color_blue");\r
747                                 wcross_alpha = cvar("crosshair_color_alpha");\r
748                                 wcross_resolution = cvar("crosshair_size");\r
749 \r
750                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
751 \r
752                                 if(cvar("crosshair_effect_scalefade"))\r
753                                 {\r
754                                         wcross_scale = wcross_resolution;\r
755                                         wcross_resolution = 1;\r
756                                 }\r
757                                 else\r
758                                 {\r
759                                         wcross_scale = 1;\r
760                                 }\r
761 \r
762                                 if(cvar("crosshair_pickup"))\r
763                                 {\r
764                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
765                                         {\r
766                                                 pickup_crosshair_size = 1;\r
767                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
768                                         }\r
769 \r
770                                         if(pickup_crosshair_size > 0)\r
771                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
772                                         else\r
773                                                 pickup_crosshair_size = 0;\r
774 \r
775                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
776                                 }\r
777 \r
778                                 if(shottype == SHOTTYPE_HITENEMY)\r
779                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
780                                 if(shottype == SHOTTYPE_HITTEAM)\r
781                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
782 \r
783                                 f = cvar("crosshair_effect_speed");\r
784                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
785                                 {\r
786                                         wcross_changedonetime = time + f;\r
787                                 }\r
788                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
789                                 {\r
790                                         wcross_name_changestarttime = time;\r
791                                         wcross_name_changedonetime = time + f;\r
792                                         if(wcross_name_goal_prev_prev)\r
793                                                 strunzone(wcross_name_goal_prev_prev);\r
794                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
795                                         wcross_name_goal_prev = strzone(wcross_name);\r
796                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
797                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
798                                         wcross_resolution_goal_prev = wcross_resolution;\r
799                                 }\r
800 \r
801                                 wcross_scale_goal_prev = wcross_scale;\r
802                                 wcross_alpha_goal_prev = wcross_alpha;\r
803                                 wcross_color_goal_prev = wcross_color;\r
804 \r
805                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
806                                 {\r
807                                         wcross_blur = 1;\r
808                                         wcross_alpha *= 0.75;\r
809                                 }\r
810                                 else\r
811                                         wcross_blur = 0;\r
812                                 // *_prev is at time-frametime\r
813                                 // * is at wcross_changedonetime+f\r
814                                 // what do we have at time?\r
815                                 if(time < wcross_changedonetime)\r
816                                 {\r
817                                         f = frametime / (wcross_changedonetime - time + frametime);\r
818                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
819                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
820                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
821                                 }\r
822 \r
823                                 wcross_scale_prev = wcross_scale;\r
824                                 wcross_alpha_prev = wcross_alpha;\r
825                                 wcross_color_prev = wcross_color;\r
826 \r
827                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
828                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
829 \r
830 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
831                                 do \\r
832                                 { \\r
833                                         if(wcross_blur > 0) \\r
834                                         { \\r
835                                                 for(i = -2; i <= 2; ++i) \\r
836                                                         for(j = -2; j <= 2; ++j) \\r
837                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
838                                         } \\r
839                                         else \\r
840                                         { \\r
841                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
842                                         } \\r
843                                 } \\r
844                                 while(0)\r
845 \r
846 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
847                                 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
848 \r
849 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
850                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
851 \r
852                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
853                                 {\r
854                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
855                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
856                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
857                                         f = 1 - f;\r
858                                 }\r
859                                 else\r
860                                 {\r
861                                         f = 1;\r
862                                 }\r
863 \r
864                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
865                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
866                                 wcross_name_alpha_goal_prev = f;\r
867                         }\r
868                 }\r
869                 else\r
870                 {\r
871                         wcross_scale_prev = 0;\r
872                         wcross_alpha_prev = 0;\r
873                         wcross_scale_goal_prev = 0;\r
874                         wcross_alpha_goal_prev = 0;\r
875                         wcross_changedonetime = 0;\r
876                         if(wcross_name_goal_prev)\r
877                                 strunzone(wcross_name_goal_prev);\r
878                         wcross_name_goal_prev = string_null;\r
879                         if(wcross_name_goal_prev_prev)\r
880                                 strunzone(wcross_name_goal_prev_prev);\r
881                         wcross_name_goal_prev_prev = string_null;\r
882                         wcross_name_changestarttime = 0;\r
883                         wcross_name_changedonetime = 0;\r
884                         wcross_name_alpha_goal_prev = 0;\r
885                         wcross_name_alpha_goal_prev_prev = 0;\r
886                         wcross_resolution_goal_prev = 0;\r
887                         wcross_resolution_goal_prev_prev = 0;\r
888                 }\r
889         }\r
890 \r
891         if(NextFrameCommand)\r
892         {\r
893                 localcmd("\n", NextFrameCommand, "\n");\r
894                 NextFrameCommand = string_null;\r
895         }\r
896 \r
897         // we must do this check AFTER a frame was rendered, or it won't work\r
898         if(cs_project_is_b0rked == 0)\r
899         {\r
900                 string w0, h0;\r
901                 w0 = cvar_string("vid_conwidth");\r
902                 h0 = cvar_string("vid_conheight");\r
903                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
904                 //R_SetView(VF_FOV, '90 90 0');\r
905                 R_SetView(VF_ORIGIN, '0 0 0');\r
906                 R_SetView(VF_ANGLES, '0 0 0');\r
907                 R_SetView(VF_PERSPECTIVE, 1);\r
908                 makevectors('0 0 0');\r
909                 vector v1, v2;\r
910                 cvar_set("vid_conwidth", "800");\r
911                 cvar_set("vid_conheight", "600");\r
912                 v1 = cs_project(v_forward);\r
913                 cvar_set("vid_conwidth", "640");\r
914                 cvar_set("vid_conheight", "480");\r
915                 v2 = cs_project(v_forward);\r
916                 if(v1 == v2)\r
917                         cs_project_is_b0rked = 1;\r
918                 else\r
919                         cs_project_is_b0rked = -1;\r
920                 cvar_set("vid_conwidth", w0);\r
921                 cvar_set("vid_conheight", h0);\r
922         }\r
923 \r
924         // be safe against triggerbots until everyone has the fixed engine\r
925         // this call is meant to overwrite the trace globals by something\r
926         // unsuspicious\r
927         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
928 \r
929         // this cvar must be constantly updated on the server\r
930         if(chase_active_old != cvar("chase_active"))\r
931         {\r
932                 localcmd("sendcvar chase_active\n");\r
933                 chase_active_old = cvar("chase_active");\r
934         }\r
935 }\r
936 \r
937 void Sbar_Draw();\r
938 \r
939 void CSQC_common_hud(void)\r
940 {\r
941         // Sbar_SortFrags(); done in Sbar_Draw\r
942         float hud;\r
943         hud = getstati(STAT_HUD);\r
944 \r
945         //hud = 10;\r
946         switch(hud)\r
947         {\r
948                 case HUD_NORMAL:\r
949                         Sbar_Draw();\r
950                         break;\r
951         }\r
952 }\r
953 \r
954 \r
955 // following vectors must be global to allow seamless switching between camera modes\r
956 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
957 void CSQC_Demo_Camera()\r
958 {\r
959         float speed, attenuation, dimensions;\r
960         vector tmp, delta;\r
961 \r
962         if( cvar("camera_reset") || !camera_mode )\r
963         {\r
964                 camera_offset = '0 0 0';\r
965                 current_angles = '0 0 0';\r
966                 camera_direction = '0 0 0';\r
967                 camera_offset_z += 30;\r
968                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
969                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
970                 current_origin = view_origin;\r
971                 current_camera_offset  = camera_offset;\r
972                 cvar_set("camera_reset", "0");\r
973                 camera_mode = CAMERA_CHASE;\r
974         }\r
975 \r
976         // Camera angles\r
977         if( camera_roll )\r
978                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
979 \r
980         if(cvar("camera_look_player"))\r
981         {\r
982                 local vector dir;\r
983                 local float n;\r
984 \r
985                 dir = normalize(view_origin - current_position);\r
986                 n = mouse_angles_z;\r
987                 mouse_angles = vectoangles(dir);\r
988                 mouse_angles_x = mouse_angles_x * -1;\r
989                 mouse_angles_z = n;\r
990         }\r
991         else\r
992         {\r
993                 tmp = getmousepos() * 0.1;\r
994                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
995                 {\r
996                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
997                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
998                 }\r
999         }\r
1000 \r
1001         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1002         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1003         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1004         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1005 \r
1006         // Fix difference when angles don't have the same sign\r
1007         delta = '0 0 0';\r
1008         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1009                 delta = '0 360 0';\r
1010         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1011                 delta = '0 -360 0';\r
1012 \r
1013         if(cvar("camera_look_player"))\r
1014                 attenuation = cvar("camera_look_attenuation");\r
1015         else\r
1016                 attenuation = cvar("camera_speed_attenuation");\r
1017 \r
1018         attenuation = 1 / max(1, attenuation);\r
1019         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1020 \r
1021         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1022         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1023         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1024         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1025 \r
1026         // Camera position\r
1027         tmp = '0 0 0';\r
1028         dimensions = 0;\r
1029 \r
1030         if( camera_direction_x )\r
1031         {\r
1032                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1033                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1034                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1035                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1036                 ++dimensions;\r
1037         }\r
1038 \r
1039         if( camera_direction_y )\r
1040         {\r
1041                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1042                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1043                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1044                 ++dimensions;\r
1045         }\r
1046 \r
1047         if( camera_direction_z )\r
1048         {\r
1049                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1050                 ++dimensions;\r
1051         }\r
1052 \r
1053         if(cvar("camera_free"))\r
1054                 speed = cvar("camera_speed_free");\r
1055         else\r
1056                 speed = cvar("camera_speed_chase");\r
1057 \r
1058         if(dimensions)\r
1059         {\r
1060                 speed = speed * sqrt(1 / dimensions);\r
1061                 camera_offset += tmp * speed;\r
1062         }\r
1063 \r
1064         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1065 \r
1066         // Camera modes\r
1067         if( cvar("camera_free") )\r
1068         {\r
1069                 if ( camera_mode == CAMERA_CHASE )\r
1070                 {\r
1071                         current_camera_offset = current_origin + current_camera_offset;\r
1072                         camera_offset = current_origin + camera_offset;\r
1073                 }\r
1074 \r
1075                 camera_mode = CAMERA_FREE;\r
1076                 current_position = current_camera_offset;\r
1077         }\r
1078         else\r
1079         {\r
1080                 if ( camera_mode == CAMERA_FREE )\r
1081                 {\r
1082                         current_origin = view_origin;\r
1083                         camera_offset = camera_offset - current_origin;\r
1084                         current_camera_offset = current_camera_offset - current_origin;\r
1085                 }\r
1086 \r
1087                 camera_mode = CAMERA_CHASE;\r
1088 \r
1089                 if(cvar("camera_chase_smoothly"))\r
1090                         current_origin += (view_origin - current_origin) * attenuation;\r
1091                 else\r
1092                         current_origin = view_origin;\r
1093 \r
1094                 current_position = current_origin + current_camera_offset;\r
1095         }\r
1096 \r
1097         R_SetView(VF_ANGLES, current_angles);\r
1098         R_SetView(VF_ORIGIN, current_position);\r
1099 }\r