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Stomach load helper
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1 #define rkt_size 32\r
2 #define rld_size_x 256\r
3 #define rld_size_y 16\r
4 \r
5 entity porto;\r
6 float trace_networkentity;\r
7 float Q3SURFACEFLAG_SLICK = 2; // low friction surface\r
8 float DPCONTENTS_SOLID = 1; // blocks player movement\r
9 float DPCONTENTS_BODY = 32; // blocks player movement\r
10 float DPCONTENTS_CORPSE = 64; // blocks player movement\r
11 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement\r
12 void Porto_Draw()\r
13 {\r
14         vector dir;\r
15 \r
16         if(spectatee_status)\r
17                 return;\r
18         if(intermission == 1)\r
19                 return;\r
20         if(intermission == 2)\r
21                 return;\r
22         if (getstati(STAT_HEALTH) <= 0)\r
23                 return;\r
24 \r
25         dir = view_forward;\r
26 \r
27         if(angles_held_status)\r
28         {\r
29                 makevectors(angles_held);\r
30                 dir = v_forward;\r
31         }\r
32 }\r
33 \r
34 /**\r
35  * Checks whether the server initiated a map restart (stat_game_starttime changed)\r
36  *\r
37  * TODO: Use a better solution where a common shared entitiy is used that contains\r
38  * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT\r
39  * and STAT_FRAGLIMIT to be auto-sent)\r
40  */\r
41 void CheckForGamestartChange() {\r
42         float startTime;\r
43         startTime = getstatf(STAT_GAMESTARTTIME);\r
44         if (previous_game_starttime != startTime) {\r
45                 if ((time + 5.0) < startTime) {\r
46                         //if connecting to server while restart was active don't always play prepareforbattle\r
47                         sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);\r
48                 }\r
49                 if (time < startTime) {\r
50                         restartAnnouncer = spawn();\r
51                         restartAnnouncer.think = restartAnnouncer_Think;\r
52                         restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime\r
53                 }\r
54         }\r
55         previous_game_starttime = startTime;\r
56 }\r
57 \r
58 void Porto_Init()\r
59 {\r
60         porto = spawn();\r
61         porto.classname = "porto";\r
62         porto.draw = Porto_Draw;\r
63         porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
64 }\r
65 \r
66 float drawtime;\r
67 float avgspeed;\r
68 vector GetCurrentFov(float fov)\r
69 {\r
70         float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;\r
71 \r
72         zoomsensitivity = cvar("cl_zoomsensitivity");\r
73         zoomfactor = cvar("cl_zoomfactor");\r
74         if(zoomfactor < 1 || zoomfactor > 16)\r
75                 zoomfactor = 2.5;\r
76         zoomspeed = cvar("cl_zoomspeed");\r
77         if(zoomspeed >= 0)\r
78                 if(zoomspeed < 0.5 || zoomspeed > 16)\r
79                         zoomspeed = 3.5;\r
80 \r
81         zoomdir = button_zoom;\r
82         if(spectatee_status > 0 || isdemo())\r
83         {\r
84                 if(spectatorbutton_zoom)\r
85                         zoomdir = 0 + !zoomdir;\r
86                 // do not even THINK about removing this 0\r
87                 // _I_ know what I am doing\r
88                 // fteqcc does not\r
89         }\r
90 \r
91         if(zoomdir)\r
92                 zoomin_effect = 0;\r
93 \r
94         if(zoomin_effect || camera_active)\r
95         {\r
96                 current_viewzoom = min(1, current_viewzoom + drawframetime);\r
97         }\r
98         else\r
99         {\r
100                 if(zoomspeed < 0) // instant zoom\r
101                 {\r
102                         if(zoomdir)\r
103                                 current_viewzoom = 1 / zoomfactor;\r
104                         else\r
105                                 current_viewzoom = 1;\r
106                 }\r
107                 else\r
108                 {\r
109                         if(zoomdir)\r
110                                 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);\r
111                         else\r
112                                 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);\r
113                 }\r
114         }\r
115 \r
116         if(almost_equals(current_viewzoom, 1))\r
117                 current_zoomfraction = 0;\r
118         else if(almost_equals(current_viewzoom, 1/zoomfactor))\r
119                 current_zoomfraction = 1;\r
120         else\r
121                 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);\r
122 \r
123         if(zoomsensitivity < 1)\r
124                 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));\r
125         else\r
126                 setsensitivityscale(1);\r
127 \r
128         velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1);\r
129         avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;\r
130         velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1);\r
131 \r
132         //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging\r
133 \r
134         float frustumx, frustumy, fovx, fovy;\r
135         frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;\r
136         frustumx = frustumy * vid_width / vid_height / vid_pixelheight;\r
137         fovx = atan2(frustumx, 1) / M_PI * 360.0;\r
138         fovy = atan2(frustumy, 1) / M_PI * 360.0;\r
139 \r
140         return '1 0 0' * fovx + '0 1 0' * fovy;\r
141 }\r
142 \r
143 // this function must match W_SetupShot!\r
144 float zoomscript_caught;\r
145 \r
146 vector wcross_origin;\r
147 float wcross_scale_prev, wcross_alpha_prev;\r
148 vector wcross_color_prev;\r
149 float wcross_scale_goal_prev, wcross_alpha_goal_prev;\r
150 vector wcross_color_goal_prev;\r
151 float wcross_changedonetime;\r
152 \r
153 string wcross_name_goal_prev, wcross_name_goal_prev_prev;\r
154 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;\r
155 float wcross_name_changestarttime, wcross_name_changedonetime;\r
156 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;\r
157 entity trueaim;\r
158 entity trueaim_rifle;\r
159 \r
160 #define SHOTTYPE_HITTEAM 1\r
161 #define SHOTTYPE_HITOBSTRUCTION 2\r
162 #define SHOTTYPE_HITWORLD 3\r
163 #define SHOTTYPE_HITENEMY 4\r
164 \r
165 void TrueAim_Init()\r
166 {\r
167         trueaim = spawn();\r
168         trueaim.classname = "trueaim";\r
169         trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
170         trueaim_rifle = spawn();\r
171         trueaim_rifle.classname = "trueaim_rifle";\r
172         trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;\r
173 }\r
174 \r
175 float EnemyHitCheck()\r
176 {\r
177         float t;\r
178         wcross_origin = project_3d_to_2d(trace_endpos);\r
179         wcross_origin_z = 0;\r
180         if(trace_networkentity < 1)\r
181                 return SHOTTYPE_HITWORLD;\r
182         if(trace_networkentity > maxclients)\r
183                 return SHOTTYPE_HITWORLD;\r
184         t = GetPlayerColor(trace_networkentity - 1);\r
185         if(teamplay)\r
186                 if(t == myteam)\r
187                         return SHOTTYPE_HITTEAM;\r
188         if(t == COLOR_SPECTATOR)\r
189                 return SHOTTYPE_HITWORLD;\r
190         return SHOTTYPE_HITENEMY;\r
191 }\r
192 \r
193 float TrueAimCheck()\r
194 {\r
195         float nudge = 1; // added to traceline target and subtracted from result\r
196         vector vecs, trueaimpoint, w_shotorg;\r
197         vector mi, ma, dv;\r
198         float shottype;\r
199         entity ta;\r
200         float mv;\r
201 \r
202         mi = ma = '0 0 0';\r
203         ta = trueaim;\r
204         mv = MOVE_NOMONSTERS;\r
205 \r
206         vecs = decompressShotOrigin(getstati(STAT_SHOTORG));\r
207 \r
208         traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);\r
209         trueaimpoint = trace_endpos;\r
210 \r
211         if(vecs_x > 0)\r
212                 vecs_y = -vecs_y;\r
213         else\r
214                 vecs = '0 0 0';\r
215 \r
216         dv = view_right * vecs_y + view_up * vecs_z;\r
217         w_shotorg = view_origin + dv;\r
218 \r
219         // now move the vecs forward as much as requested if possible\r
220         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
221         w_shotorg = trace_endpos - view_forward * nudge;\r
222 \r
223         tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);\r
224         shottype = EnemyHitCheck();\r
225         if(shottype != SHOTTYPE_HITWORLD)\r
226                 return shottype;\r
227 \r
228 #if 0\r
229         // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?\r
230         // or rather, I know why, but see no fix\r
231         if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)\r
232                 // 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
233                 return SHOTTYPE_HITOBSTRUCTION;\r
234 #endif\r
235 \r
236         return SHOTTYPE_HITWORLD;\r
237 }\r
238 \r
239 void CSQC_common_hud(void);\r
240 \r
241 void CSQC_kh_hud(void);\r
242 void CSQC_ctf_hud(void);\r
243 void PostInit(void);\r
244 void CSQC_Demo_Camera();\r
245 float Sbar_WouldDrawScoreboard ();\r
246 float last_health, last_spectatee;\r
247 float view_set;\r
248 float camera_mode;\r
249 float reticle_type;\r
250 float chase_active_old;\r
251 float artwork_fade;\r
252 float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate;\r
253 float spawnfov_current;\r
254 float myhealth, myhealth_prev, myhealth_flash;\r
255 float contentavgalpha, liquidalpha_prev;\r
256 float old_blurradius, old_bluralpha, old_sharpen_intensity;\r
257 float stomachsplash_alpha;\r
258 float volume_modify_1, volume_modify_2, volume_modify_default_1, volume_modify_default_2;\r
259 float volume_modify_changed_1, volume_modify_changed_2;\r
260 float eventchase_current_distance;\r
261 float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload;\r
262 vector myhealth_gentlergb;\r
263 vector liquidcolor_prev;\r
264 vector damage_blurpostprocess, content_blurpostprocess;\r
265 string artwork_image;\r
266 string intermission_song;\r
267 string NextFrameCommand;\r
268 void CSQC_UpdateView(float w, float h)\r
269 {\r
270         entity e;\r
271         float fov;\r
272         float f, i, j;\r
273         vector v, vo;\r
274         float a;\r
275         float respawned;\r
276 \r
277         vector reticle_pos, reticle_size;\r
278         vector splash_pos, splash_size;\r
279         vector artwork_pos, artwork_size;\r
280 \r
281         WaypointSprite_Load();\r
282 \r
283         if(spectatee_status)\r
284                 myteam = GetPlayerColor(spectatee_status - 1);\r
285         else\r
286                 myteam = GetPlayerColor(player_localentnum - 1);\r
287 \r
288         ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);\r
289         vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);\r
290 \r
291         warpzone_fixview_origin = pmove_org + vo;\r
292         warpzone_fixview_angles = input_angles;\r
293         WarpZone_FixView();\r
294         pmove_org = warpzone_fixview_origin - vo;\r
295         input_angles = warpzone_fixview_angles;\r
296 \r
297         if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly\r
298         if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health\r
299                 respawned = TRUE; // stays true for one frame\r
300 \r
301         // helper system\r
302         if(cvar("cl_helper"))\r
303         {\r
304                 if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN))\r
305                 {\r
306                         // Set these helper messages as having been triggered, so that the player must first reach them before they complain.\r
307                         // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn.\r
308                         helper_health = TRUE;\r
309                         helper_armor = TRUE;\r
310                 }\r
311                 else if(helper_pause <= time)\r
312                 {\r
313                         // health helper\r
314                         if(getstati(STAT_HEALTH) <= cvar("cl_helper_health_value"))\r
315                         {\r
316                                 if(!helper_health)\r
317                                 {\r
318                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
319                                         helper_health = TRUE;\r
320                                         helper_pause = time + cvar("cl_helper_pause");\r
321                                         helper_ammo = time + cvar("cl_helper_pause");\r
322                                 }\r
323                         }\r
324                         else if(helper_health)\r
325                                 helper_health = FALSE;\r
326 \r
327                         // armor helper\r
328                         if(getstati(STAT_ARMOR) <= cvar("cl_helper_armor_value"))\r
329                         {\r
330                                 if(!helper_armor)\r
331                                 {\r
332                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
333                                         helper_armor = TRUE;\r
334                                         helper_pause = time + cvar("cl_helper_pause");\r
335                                 }\r
336                         }\r
337                         else if(helper_armor)\r
338                                 helper_armor = FALSE;\r
339 \r
340                         // ammo helper\r
341                         if(getstati(STAT_FUEL) <= cvar("cl_helper_ammo_fuel"))\r
342                         {\r
343                                 if(!helper_ammo)\r
344                                 {\r
345                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo_low.wav"), VOL_BASEVOICE, ATTN_NONE);\r
346                                         helper_ammo = TRUE;\r
347                                         helper_pause = time + cvar("cl_helper_pause");\r
348                                 }\r
349                         }\r
350                         else if(helper_ammo)\r
351                                 helper_ammo = FALSE;\r
352 \r
353                         // speed helper\r
354                         if(vlen(pmove_vel) >= cvar("cl_helper_speed_value"))\r
355                         {\r
356                                 if(!helper_speed)\r
357                                 {\r
358                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed_fast.wav"), VOL_BASEVOICE, ATTN_NONE);\r
359                                         helper_speed = TRUE;\r
360                                         helper_pause = time + cvar("cl_helper_pause");\r
361                                 }\r
362                         }\r
363                         else if(helper_speed)\r
364                                 helper_speed = FALSE;\r
365 \r
366                         // stomach load helper\r
367                         if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_stomachload_value"))\r
368                         {\r
369                                 if(!helper_stomachload)\r
370                                 {\r
371                                         sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomach_load.wav"), VOL_BASEVOICE, ATTN_NONE);\r
372                                         helper_stomachload = TRUE;\r
373                                         helper_pause = time + cvar("cl_helper_pause");\r
374                                 }\r
375                         }\r
376                         else if(helper_stomachload)\r
377                                 helper_stomachload = FALSE;\r
378                 }\r
379         }\r
380 \r
381         // event chase camera\r
382         if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped\r
383         {\r
384                 if(!getstati(STAT_VORE_EATEN) && spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission))\r
385                 {\r
386                         // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).\r
387                         // Ideally, there should be another way to enable third person cameras, such as through R_SetView()\r
388                         if(!cvar("chase_active"))\r
389                                 cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)\r
390 \r
391                         // make the camera smooth back\r
392                         if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance"))\r
393                                 eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get\r
394                         else if(eventchase_current_distance != cvar("cl_eventchase_distance"))\r
395                                 eventchase_current_distance = cvar("cl_eventchase_distance");\r
396 \r
397                         vector eventchase_target_origin;\r
398                         makevectors(view_angles);\r
399                         // pass 1, used to check where the camera would go and obtain the trace_fraction\r
400                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;\r
401 \r
402                         traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);\r
403                         // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls\r
404                         // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through\r
405                         eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);\r
406 \r
407                         R_SetView(VF_ORIGIN, eventchase_target_origin);\r
408                         R_SetView(VF_ANGLES, view_angles);\r
409                 }\r
410                 else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code\r
411                 {\r
412                         cvar_set("chase_active", "0");\r
413                         eventchase_current_distance = 0; // start from 0 next time\r
414                 }\r
415         }\r
416 \r
417         // Render the Scene\r
418         if(!intermission || !view_set)\r
419         {\r
420                 view_origin = pmove_org + vo;\r
421                 view_angles = input_angles;\r
422                 makevectors(view_angles);\r
423                 view_forward = v_forward;\r
424                 view_right = v_right;\r
425                 view_up = v_up;\r
426                 view_set = 1;\r
427         }\r
428 \r
429         vid_width = w;\r
430         vid_height = h;\r
431 \r
432 #ifdef BLURTEST\r
433         if(time > blurtest_time0 && time < blurtest_time1)\r
434         {\r
435                 float r, t;\r
436 \r
437                 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);\r
438                 r = t * blurtest_radius;\r
439                 f = 1 / pow(t, blurtest_power) - 1;\r
440 \r
441                 cvar_set("r_glsl_postprocess", "1");\r
442                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));\r
443         }\r
444         else\r
445         {\r
446                 cvar_set("r_glsl_postprocess", "0");\r
447                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
448         }\r
449 #endif\r
450 \r
451         TargetMusic_Advance();\r
452         Fog_Force();\r
453 \r
454         drawframetime = max(0.000001, time - drawtime);\r
455         drawtime = time;\r
456 \r
457         // watch for gametype changes here...\r
458         // in ParseStuffCMD the cmd isn't executed yet :/\r
459         // might even be better to add the gametype to TE_CSQC_INIT...?\r
460         if(!postinit)\r
461                 PostInit();\r
462 \r
463         if(intermission && !isdemo() && !(calledhooks & HOOK_END))\r
464                 if(calledhooks & HOOK_START)\r
465                 {\r
466                         localcmd("\ncl_hook_gameend;");\r
467                         if(g_campaign)\r
468                                 localcmd("\ncl_hook_campaign_gameend;");\r
469                         calledhooks |= HOOK_END;\r
470                 }\r
471 \r
472         CheckForGamestartChange();\r
473         serverAnnouncer();\r
474         maptimeAnnouncer();\r
475         carrierAnnouncer();\r
476 \r
477         fov = cvar("fov");\r
478         if(button_zoom || fov <= 59.5)\r
479         {\r
480                 if(!zoomscript_caught)\r
481                 {\r
482                         localcmd("+button4\n");\r
483                         zoomscript_caught = 1;\r
484                         ignore_plus_zoom += 1;\r
485                 }\r
486         }\r
487         else\r
488         {\r
489                 if(zoomscript_caught)\r
490                 {\r
491                         localcmd("-button4\n");\r
492                         zoomscript_caught = 0;\r
493                         ignore_minus_zoom += 1;\r
494                 }\r
495         }\r
496 \r
497         sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha"));\r
498         sbar_hudselector = cvar("sbar_hudselector");\r
499         sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1);\r
500         ColorTranslateMode = cvar("cl_stripcolorcodes");\r
501         activeweapon = getstati(STAT_SWITCHWEAPON);\r
502         f = cvar("teamplay");\r
503         if(f != teamplay)\r
504         {\r
505                 teamplay = f;\r
506                 Sbar_InitScores();\r
507         }\r
508 \r
509         if(last_weapon != activeweapon) {\r
510                 weapontime = time;\r
511                 last_weapon = activeweapon;\r
512         }\r
513 \r
514         // ALWAYS Clear Current Scene First\r
515         R_ClearScene();\r
516 \r
517         // Assign Standard Viewflags\r
518         // Draw the World (and sky)\r
519         R_SetView(VF_DRAWWORLD, 1);\r
520 \r
521         // Set the console size vars\r
522         vid_conwidth = cvar("vid_conwidth");\r
523         vid_conheight = cvar("vid_conheight");\r
524         vid_pixelheight = cvar("vid_pixelheight");\r
525 \r
526         // spawn fov effect\r
527         if(cvar("cl_spawnfov"))\r
528         {\r
529                 if(respawned)\r
530                         spawnfov_current = 1 + cvar("cl_spawnfov");\r
531 \r
532                 if(spawnfov_current > 1)\r
533                         spawnfov_current -= cvar("cl_spawnfov_speed") * frametime;\r
534                 else\r
535                         spawnfov_current = 1;\r
536                 fov *= spawnfov_current;\r
537         }\r
538 \r
539         R_SetView(VF_FOV, GetCurrentFov(fov));\r
540 \r
541         // Camera for demo playback\r
542         if(camera_active)\r
543         {\r
544                 if(cvar("camera_enable"))\r
545                         CSQC_Demo_Camera();\r
546                 else\r
547                 {\r
548                         cvar_set("chase_active", ftos(chase_active_backup));\r
549                         cvar_set("cl_demo_mousegrab", "0");\r
550                         camera_active = FALSE;\r
551                 }\r
552         }\r
553 #ifdef CAMERATEST\r
554         else if(cvar("camera_enable"))\r
555 #else\r
556         else if(cvar("camera_enable") && isdemo())\r
557 #endif\r
558         {\r
559                 // Enable required Darkplaces cvars\r
560                 chase_active_backup = cvar("chase_active");\r
561                 cvar_set("chase_active", "2");\r
562                 cvar_set("cl_demo_mousegrab", "1");\r
563                 camera_active = TRUE;\r
564                 camera_mode = FALSE;\r
565         }\r
566 \r
567         // Draw the Crosshair\r
568         float scoreboard_active;\r
569         scoreboard_active = Sbar_WouldDrawScoreboard();\r
570         R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden\r
571 \r
572         // Draw the Engine Status Bar (the default Quake HUD)\r
573         R_SetView(VF_DRAWENGINESBAR, 0);\r
574 \r
575         // fetch this one only once per frame\r
576         sbar_showbinds = cvar("sbar_showbinds");\r
577         sbar_showbinds_limit = cvar("sbar_showbinds_limit");\r
578 \r
579         // Update the mouse position\r
580         /*\r
581            mousepos_x = vid_conwidth;\r
582            mousepos_y = vid_conheight;\r
583            mousepos = mousepos*0.5 + getmousepos();\r
584          */\r
585 \r
586         e = self;\r
587         for(self = world; (self = nextent(self)); )\r
588                 if(self.draw)\r
589                         self.draw();\r
590         self = e;\r
591 \r
592         R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);\r
593         R_RenderScene();\r
594 \r
595         // now switch to 2D drawing mode by calling a 2D drawing function\r
596         // then polygon drawing will draw as 2D stuff, and NOT get queued until the\r
597         // next R_RenderScene call\r
598         drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);\r
599 \r
600         // Draw the aiming reticle for weapons that use it\r
601         // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use\r
602         // It must be a persisted float for fading out to work properly (you let go of the zoom button for\r
603         // the view to go back to normal, so reticle_type would become 0 as we fade out)\r
604         if(spectatee_status || getstati(STAT_HEALTH) <= 0)\r
605                 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators\r
606         else if(activeweapon && (button_zoom || zoomscript_caught))\r
607                 reticle_type = 2; // weapon zoom\r
608         else if(button_zoom || zoomscript_caught)\r
609                 reticle_type = 1; // normal zoom\r
610 \r
611         if (reticle_type)\r
612         {\r
613                 if(cvar("cl_reticle_stretch"))\r
614                 {\r
615                         reticle_size_x = vid_conwidth;\r
616                         reticle_size_y = vid_conheight;\r
617                         reticle_pos_x = 0;\r
618                         reticle_pos_y = 0;\r
619                 }\r
620                 else\r
621                 {\r
622                         reticle_size_x = max(vid_conwidth, vid_conheight);\r
623                         reticle_size_y = max(vid_conwidth, vid_conheight);\r
624                         reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;\r
625                         reticle_pos_y = (vid_conheight - reticle_size_y) / 2;\r
626                 }\r
627 \r
628                 f = current_zoomfraction;\r
629                 if(zoomscript_caught)\r
630                         f = 1;\r
631                 if(cvar("cl_reticle_item_normal"))\r
632                 {\r
633                         if(reticle_type == 1 && f)\r
634                                 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL);\r
635                 }\r
636                 if(cvar("cl_reticle_item_weapon"))\r
637                 {\r
638                         if(reticle_type == 2 && f)\r
639                                 drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL);\r
640                 }\r
641         }\r
642 \r
643         // screen effects\r
644         if(cvar("hud_contents"))\r
645         {\r
646                 float contentalpha_temp, incontent, liquidalpha, contentfadetime;\r
647                 vector liquidcolor;\r
648 \r
649                 if (getstati(STAT_VORE_EATEN))\r
650                 {\r
651                         liquidalpha = cvar("hud_contents_stomach_alpha");\r
652                         liquidcolor = stov(cvar_string("hud_contents_stomach_color"));\r
653                         incontent = 1;\r
654                 }\r
655                 else\r
656                 {\r
657                         switch(pointcontents(view_origin))\r
658                         {\r
659                                 case CONTENT_WATER:\r
660                                         liquidalpha = cvar("hud_contents_water_alpha");\r
661                                         liquidcolor = stov(cvar_string("hud_contents_water_color"));\r
662                                         incontent = 1;\r
663                                         break;\r
664                                         \r
665                                 case CONTENT_LAVA:\r
666                                         liquidalpha = cvar("hud_contents_lava_alpha");\r
667                                         liquidcolor = stov(cvar_string("hud_contents_lava_color"));\r
668                                         incontent = 1;\r
669                                         break;  \r
670                                                                 \r
671                                 case CONTENT_SLIME:\r
672                                         liquidalpha = cvar("hud_contents_slime_alpha");\r
673                                         liquidcolor = stov(cvar_string("hud_contents_slime_color"));\r
674                                         incontent = 1;\r
675                                         break;\r
676                                         \r
677                                 default:\r
678                                         liquidalpha = 0;\r
679                                         liquidcolor = '0 0 0';\r
680                                         incontent = 0;\r
681                                         break;\r
682                         }\r
683                 }\r
684                 \r
685                 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
686                 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content\r
687                         contentfadetime = cvar("hud_contents_fadeintime");\r
688                         liquidalpha_prev = liquidalpha;\r
689                         liquidcolor_prev = liquidcolor;\r
690                 }\r
691                 else\r
692                         contentfadetime = cvar("hud_contents_fadeouttime");\r
693                         \r
694                 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);\r
695                 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;\r
696 \r
697                 if(contentavgalpha)\r
698                         drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);\r
699 \r
700                 if(cvar("hud_postprocessing"))\r
701                 {\r
702                         if(cvar("hud_contents_liquid_blur") && contentavgalpha)\r
703                         {\r
704                                 // when inside the stomach, we use different blur settings than when we're inside other fluids\r
705                                 content_blurpostprocess_x = 1;\r
706                                 if(getstati(STAT_VORE_EATEN))\r
707                                 {\r
708                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur");\r
709                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha");\r
710                                 }\r
711                                 else\r
712                                 {\r
713                                         content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur");\r
714                                         content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha");\r
715                                 }\r
716                         }\r
717                         else\r
718                         {\r
719                                 content_blurpostprocess_x = 0;\r
720                                 content_blurpostprocess_y = 0;\r
721                                 content_blurpostprocess_z = 0;\r
722                         }\r
723                 }\r
724         }\r
725 \r
726         if(cvar("hud_damage"))\r
727         {\r
728                 splash_size_x = max(vid_conwidth, vid_conheight);\r
729                 splash_size_y = max(vid_conwidth, vid_conheight);\r
730                 splash_pos_x = (vid_conwidth - splash_size_x) / 2;\r
731                 splash_pos_y = (vid_conheight - splash_size_y) / 2;\r
732 \r
733                 float myhealth_flash_temp;\r
734                 myhealth = getstati(STAT_HEALTH);\r
735 \r
736                 // fade out\r
737                 myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime);\r
738                 // add new damage\r
739                 myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha"));\r
740 \r
741                 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;\r
742                 pain_threshold = cvar("hud_damage_pain_threshold");\r
743                 pain_threshold_lower = cvar("hud_damage_pain_threshold_lower");\r
744                 pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health");\r
745 \r
746                 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)\r
747                 {\r
748                         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
749                 }\r
750 \r
751                 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);\r
752 \r
753                 if(myhealth_prev < 1)\r
754                 {\r
755                         if(myhealth >= 1)\r
756                         {\r
757                                 myhealth_flash = 0; // just spawned, clear the flash immediately\r
758                                 myhealth_flash_temp = 0;\r
759                         }\r
760                         else\r
761                         {\r
762                                 myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead\r
763                         }\r
764                 }\r
765 \r
766                 if(spectatee_status == -1 || intermission)\r
767                 {\r
768                         myhealth_flash = 0; // observing, or match ended\r
769                         myhealth_flash_temp = 0;\r
770                 }\r
771 \r
772                 myhealth_prev = myhealth;\r
773 \r
774                 if(cvar("cl_gentle_damage") || cvar("cl_gentle"))\r
775                 {\r
776                         if(cvar("cl_gentle_damage") == 2)\r
777                         {\r
778                                 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone\r
779                                 {\r
780                                         myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random();\r
781                                 }\r
782                         }\r
783                         else\r
784                                 myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color"));\r
785 \r
786                         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
787                 }\r
788                 else\r
789                         drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL);\r
790 \r
791                 if(cvar("hud_postprocessing"))\r
792                 {\r
793                         if(cvar("hud_damage_blur") && myhealth_flash_temp)\r
794                         {\r
795                                 damage_blurpostprocess_x = 1;\r
796                                 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur");\r
797                                 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha");\r
798                         }\r
799                         else\r
800                         {\r
801                                 damage_blurpostprocess_x = 0;\r
802                                 damage_blurpostprocess_y = 0;\r
803                                 damage_blurpostprocess_z = 0;\r
804                         }\r
805                 }\r
806         }\r
807 \r
808         if(cvar("hud_stomach"))\r
809         {\r
810                 if(getstati(STAT_VORE_EATEN))\r
811                 {\r
812                         if(stomachsplash_alpha < cvar("hud_stomach"))\r
813                                 stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime;\r
814                         else\r
815                                 stomachsplash_alpha = cvar("hud_stomach");\r
816                 }\r
817                 else if(getstati(STAT_HEALTH) > 0)\r
818                 {\r
819                         if(stomachsplash_alpha > 0)\r
820                                 stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime;\r
821                         else\r
822                                 stomachsplash_alpha = 0;\r
823                 }\r
824 \r
825                 if(respawned)\r
826                         stomachsplash_alpha = 0; // we respawned, remove the effect\r
827                 if(spectatee_status == -1)\r
828                         stomachsplash_alpha = 0;\r
829 \r
830                 stomachsplash_alpha = bound(0, stomachsplash_alpha, 1);\r
831                 drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL);\r
832         }\r
833 \r
834         if(cvar("hud_postprocessing"))\r
835         {\r
836                 // all of this should be done in the engine eventually\r
837 \r
838                 // disable damage blur when dead, but keep content blur\r
839                 if(getstati(STAT_HEALTH) <= 0)\r
840                         damage_blurpostprocess = '0 0 0';\r
841 \r
842                 // enable or disable rendering types if they are used or not\r
843                 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))\r
844                         cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));\r
845                 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))\r
846                         cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));\r
847 \r
848                 // lets apply the postprocess effects from the previous two functions if needed\r
849                 if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active\r
850                 {\r
851                         float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius"));\r
852                         float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha"));\r
853                         if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible\r
854                         {\r
855                                 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));\r
856                                 old_blurradius = blurradius;\r
857                                 old_bluralpha = bluralpha;\r
858                         }\r
859                 }\r
860                 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
861                 {\r
862                         cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
863                         old_blurradius = 0;\r
864                         old_bluralpha = 0;\r
865                 }\r
866 \r
867                 float sharpen_intensity;\r
868                 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)\r
869                         sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);\r
870                 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)\r
871                         sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);\r
872 \r
873                 if(cvar("hud_powerup") && sharpen_intensity > 0 && cvar("chase_active") >= 0) // not while the event chase camera is active\r
874                 {\r
875                         sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there\r
876 \r
877                         if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible\r
878                         {\r
879                                 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));\r
880                                 old_sharpen_intensity = sharpen_intensity;\r
881                         }\r
882                 }\r
883                 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible\r
884                 {\r
885                         cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
886                         old_sharpen_intensity = 0;\r
887                 }\r
888         }\r
889 \r
890         if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha"))\r
891         if(cvar("r_glsl_postprocess_uservec1_enable"))\r
892         {\r
893                 // don't allow blur to get stuck on if we disable the cvar while damaged\r
894                 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");\r
895                 cvar_set("r_glsl_postprocess_uservec1_enable", "0");\r
896         }\r
897         if(cvar("hud_postprocessing") && !cvar("hud_powerup"))\r
898         if(cvar("r_glsl_postprocess_uservec2_enable"))\r
899         {\r
900                 // don't allow sharpen to get stuck on if we disable the cvar while powered up\r
901                 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");\r
902                 cvar_set("r_glsl_postprocess_uservec2_enable", "0");\r
903         }\r
904 \r
905         if(cvar("hud_postprocessing"))\r
906         {\r
907                 // change saturation based on the amount of armor we have\r
908                 // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit\r
909 \r
910                 if(cvar("hud_saturation") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0)\r
911                 {\r
912                         float saturation;\r
913                         saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max);\r
914                         saturation = bound(0, saturation, 1);\r
915 \r
916                         if(cvar("r_glsl_saturation") != saturation)\r
917                                 cvar_set("r_glsl_saturation", ftos(saturation));\r
918                 }\r
919                 else if(cvar("r_glsl_saturation") != 1)\r
920                         cvar_set("r_glsl_saturation", "1");\r
921         }\r
922 \r
923         // volume cutting\r
924         if(cvar("cl_vore_cutvolume_sound") < 1 || cvar("cl_vore_cutvolume_music") < 1)\r
925         {\r
926                 float volume_modify_1_target, volume_modify_2_target, volume_modify_fade;\r
927 \r
928                 if(volume_modify_changed_1 != cvar("menu_volume") || volume_modify_changed_2 != cvar("menu_bgmvolume"))\r
929                 {\r
930                         // An ugly hack to allow the cutvolume feature to work with the menu audio sliders.\r
931                         // Without it, adjusting the music or master sound sliders while fading that volume would have bad results.\r
932                         // This needs to be done in a better way! Currently, changing the volume sliders will just reset the fading.\r
933 \r
934                         volume_modify_default_1 = cvar("menu_volume");\r
935                         volume_modify_default_2 = cvar("menu_bgmvolume");\r
936 \r
937                         volume_modify_changed_1 = cvar("menu_volume");\r
938                         volume_modify_changed_2 = cvar("menu_bgmvolume");\r
939                 }\r
940                 else\r
941                 {\r
942                         if(spectatee_status == -1 || intermission)\r
943                         {\r
944                                 volume_modify_1_target = volume_modify_default_1;\r
945                                 volume_modify_2_target = volume_modify_default_2;\r
946                         }\r
947                         else if(getstati(STAT_VORE_EATEN))\r
948                         {\r
949                                 volume_modify_1_target = volume_modify_default_1 * cvar("cl_vore_cutvolume_sound");\r
950                                 volume_modify_2_target = volume_modify_default_2 * cvar("cl_vore_cutvolume_music");\r
951                         }\r
952                         else\r
953                         {\r
954                                 volume_modify_1_target = volume_modify_default_1;\r
955                                 volume_modify_2_target = volume_modify_default_2;\r
956                         }\r
957                         volume_modify_fade = cvar("cl_vore_cutvolume_fade") * frametime;\r
958 \r
959                         if(volume_modify_1 != volume_modify_1_target || volume_modify_2 != volume_modify_2_target)\r
960                         {\r
961                                 if (volume_modify_1 > volume_modify_1_target + volume_modify_fade)\r
962                                         volume_modify_1 -= volume_modify_fade;\r
963                                 else if (volume_modify_1 < volume_modify_1_target - volume_modify_fade)\r
964                                         volume_modify_1 += volume_modify_fade;\r
965                                 else\r
966                                         volume_modify_1 = volume_modify_1_target;\r
967 \r
968                                 if (volume_modify_2 > volume_modify_2_target + volume_modify_fade)\r
969                                         volume_modify_2 -= volume_modify_fade;\r
970                                 else if (volume_modify_2 < volume_modify_2_target - volume_modify_fade)\r
971                                         volume_modify_2 += volume_modify_fade;\r
972                                 else\r
973                                         volume_modify_2 = volume_modify_2_target;\r
974 \r
975                                 cvar_set("volume", ftos(volume_modify_1));\r
976                                 cvar_set("bgmvolume", ftos(volume_modify_2));\r
977                                 // TODO: Setting the "volume" cvar is a bad way to go, and modifies the menu slider! We need a better way\r
978                         }\r
979                 }\r
980         }\r
981 \r
982         // Draw the mouse cursor\r
983         // NOTE: drawpic must happen after R_RenderScene for some reason\r
984         //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);\r
985         //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);\r
986         //self = edict_num(player_localnum);\r
987         //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);\r
988         //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
989         // as long as the ctf part isn't in, this is useless\r
990         if(menu_visible)\r
991                 menu_show();\r
992 \r
993         /*if(gametype == GAME_CTF)\r
994           {\r
995           ctf_view();\r
996           } else */\r
997 \r
998         // draw 2D entities\r
999         e = self;\r
1000         for(self = world; (self = nextent(self)); )\r
1001                 if(self.draw2d)\r
1002                         self.draw2d();\r
1003         self = e;\r
1004         Draw_ShowNames_All();\r
1005 \r
1006         // draw radar\r
1007         if(\r
1008                         ons_showmap\r
1009                         ||\r
1010                         (\r
1011                          !scoreboard_active\r
1012                          &&\r
1013                          cvar_string("cl_teamradar") != "0"\r
1014                          &&\r
1015                          (\r
1016                           cvar("cl_teamradar") == 2\r
1017                           ||\r
1018                           teamplay\r
1019                          )\r
1020                         )\r
1021           )\r
1022                 teamradar_view();\r
1023 \r
1024         // Draw artwork and play intermission music\r
1025         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
1026         {\r
1027                 if(cvar("cl_artwork"))\r
1028                 {\r
1029                         if(artwork_image == "")\r
1030                         {\r
1031                                 if(getstati(STAT_WINNING)) // we are the winner\r
1032                                 {\r
1033                                         if(cvar("cl_artwork_win"))\r
1034                                         {\r
1035                                                 artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win")))));\r
1036                                                 artwork_image = strzone(artwork_image);\r
1037                                         }\r
1038                                 }\r
1039                                 else // we have lost\r
1040                                 {\r
1041                                         if(cvar("cl_artwork_lose"))\r
1042                                         {\r
1043                                                 artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose")))));\r
1044                                                 artwork_image = strzone(artwork_image);\r
1045                                         }\r
1046                                 }\r
1047                         }\r
1048 \r
1049                         if(cvar("cl_artwork_stretch"))\r
1050                         {\r
1051                                 artwork_size_x = vid_conwidth;\r
1052                                 artwork_size_y = vid_conheight;\r
1053                                 artwork_pos_x = 0;\r
1054                                 artwork_pos_y = 0;\r
1055                         }\r
1056                         else\r
1057                         {\r
1058                                 artwork_size_x = max(vid_conwidth, vid_conheight);\r
1059                                 artwork_size_y = max(vid_conwidth, vid_conheight);\r
1060                                 artwork_pos_x = (vid_conwidth - artwork_size_x) / 2;\r
1061                                 artwork_pos_y = (vid_conheight - artwork_size_y) / 2;\r
1062                         }\r
1063 \r
1064                         if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade"))\r
1065                                 artwork_fade += frametime * cvar("cl_artwork_fade");\r
1066                         else\r
1067                                 artwork_fade = cvar("cl_artwork_alpha");\r
1068 \r
1069                         if(artwork_image != "")\r
1070                                 drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL);\r
1071                 }\r
1072 \r
1073                 if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame\r
1074                 {\r
1075                         if(getstati(STAT_WINNING))\r
1076                                 intermission_song = cvar_string("cl_intermission_cdtrack_win");\r
1077                         else\r
1078                                 intermission_song = cvar_string("cl_intermission_cdtrack_lose");\r
1079                         if(intermission_song != "")\r
1080                         {\r
1081                                 localcmd(strcat("\ncd play ", intermission_song, "\n"));\r
1082                                 intermission_song = strzone(intermission_song);\r
1083                         }\r
1084                 }\r
1085         }\r
1086         else\r
1087         {\r
1088                 artwork_fade = 0;\r
1089                 if(artwork_image != "")\r
1090                 {\r
1091                         strunzone(artwork_image);\r
1092                         artwork_image = "";\r
1093                 }\r
1094 \r
1095                 if(intermission_song != "")\r
1096                 {\r
1097                         strunzone(intermission_song);\r
1098                         intermission_song = "";\r
1099                 }\r
1100         }\r
1101 \r
1102         // draw sbar\r
1103         if(cvar("r_letterbox") == 0) {\r
1104                 if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing\r
1105                         if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)\r
1106                                 Sbar_DrawPressedKeys();\r
1107                 }\r
1108 \r
1109                 if (cvar("cl_showspeed"))\r
1110                         Sbar_ShowSpeed();\r
1111                 if (cvar("cl_showacceleration"))\r
1112                         Sbar_ShowAcceleration();\r
1113 \r
1114                 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120\r
1115         }\r
1116 \r
1117         float weapon_clipload, weapon_clipsize, ring_scale;\r
1118 \r
1119         float swallow_indicator;\r
1120         if(cvar("crosshair_swallowindicator"))\r
1121                 swallow_indicator = getstati(STAT_VORE_CANSWALLOW);\r
1122 \r
1123         float hud;\r
1124         hud = getstati(STAT_HUD);\r
1125 \r
1126         if(cvar("r_letterbox") == 0)\r
1127                 if(cvar("viewsize") < 120)\r
1128                         CSQC_common_hud();\r
1129 \r
1130         if(cvar("cl_flash_pickup"))\r
1131         if(pickup_flash_time < getstatf(STAT_LAST_PICKUP))\r
1132         {\r
1133                 localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n"));\r
1134                 pickup_flash_time = getstatf(STAT_LAST_PICKUP);\r
1135         }\r
1136         if(cvar("cl_flash_vore"))\r
1137         {\r
1138                 float vore_flash_state;\r
1139                 if(getstati(STAT_VORE_EATEN))\r
1140                         vore_flash_state = -1;\r
1141                 else\r
1142                         vore_flash_state = getstati(STAT_VORE_LOAD);\r
1143 \r
1144                 if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load\r
1145                 {\r
1146                         if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone\r
1147                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1148                         if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten\r
1149                                 localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n"));\r
1150                 }\r
1151 \r
1152                 // always update the last vore state, or the flash can be triggered when switching spectated players one frame after\r
1153                 vore_flash_laststate = vore_flash_state;\r
1154         }\r
1155         if(cvar("cl_flash_respawn"))\r
1156         if(respawned)\r
1157                 localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n"));\r
1158 \r
1159         if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach\r
1160         {\r
1161                 // crosshair goes VERY LAST\r
1162                 if(!scoreboard_active && !ons_showmap && !camera_active) {\r
1163                         // TrueAim check\r
1164                         float shottype;\r
1165                         // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;\r
1166                         wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);\r
1167                         wcross_origin_z = 0;\r
1168                         if(cvar("crosshair_hittest"))\r
1169                         if(!swallow_indicator)\r
1170                         {\r
1171                                 vector wcross_oldorigin;\r
1172                                 wcross_oldorigin = wcross_origin;\r
1173                                 shottype = TrueAimCheck();\r
1174                                 if(shottype == SHOTTYPE_HITWORLD)\r
1175                                 {\r
1176                                         v = wcross_origin - wcross_oldorigin;\r
1177                                         v_x /= vid_conwidth;\r
1178                                         v_y /= vid_conheight;\r
1179                                         if(vlen(v) > 0.01)\r
1180                                                 shottype = SHOTTYPE_HITOBSTRUCTION;\r
1181                                 }\r
1182                                 if(!cvar("crosshair_hittest_showimpact"))\r
1183                                         wcross_origin = wcross_oldorigin;\r
1184                         }\r
1185                         else\r
1186                                 shottype = SHOTTYPE_HITWORLD;\r
1187 \r
1188                         string wcross_style;\r
1189 \r
1190                         if(swallow_indicator  > 1)\r
1191                                 wcross_style = "_canswallow_team.tga";\r
1192                         else if(swallow_indicator > 0)\r
1193                                 wcross_style = "_canswallow.tga";\r
1194                         else if(swallow_indicator < 0)\r
1195                                 wcross_style = "_canswallow_no.tga";\r
1196                         else\r
1197                         {\r
1198                                 // normal crosshair, based on what weapon we have and what firing type we can use\r
1199                                 if(!activeweapon)\r
1200                                         wcross_style = cvar_string("crosshair");\r
1201                                 else if(getstati(STAT_CROSSHAIR_STYLE))\r
1202                                         wcross_style = cvar_string("crosshair_secondary");\r
1203                                 else\r
1204                                         wcross_style = cvar_string("crosshair_primary");\r
1205                         }\r
1206 \r
1207                         if (wcross_style != "0") {\r
1208                                 vector wcross_color, wcross_size;\r
1209                                 string wcross_name;\r
1210                                 float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution;\r
1211 \r
1212                                 if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue")))\r
1213                                 {\r
1214                                         wcross_color_x = cvar("crosshair_swallowindicator_color_red");\r
1215                                         wcross_color_y = cvar("crosshair_swallowindicator_color_green");\r
1216                                         wcross_color_z = cvar("crosshair_swallowindicator_color_blue");\r
1217                                 }\r
1218                                 else if(cvar("crosshair_color_by_health"))\r
1219                                 {\r
1220                                         local float x = getstati(STAT_HEALTH);\r
1221                                         \r
1222                                         //x = red\r
1223                                         //y = green\r
1224                                         //z = blue\r
1225                                         \r
1226                                         wcross_color_z = 0;\r
1227                                         \r
1228                                         if(x > 200)\r
1229                                         {\r
1230                                                 wcross_color_x = 0;\r
1231                                                 wcross_color_y = 1;\r
1232                                         }\r
1233                                         else if(x > 150)\r
1234                                         {\r
1235                                                 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;\r
1236                                                 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;\r
1237                                         }\r
1238                                         else if(x > 100)\r
1239                                         {\r
1240                                                 wcross_color_x = 1 - (x-100)*0.02 * 0.6;\r
1241                                                 wcross_color_y = 1 - (x-100)*0.02 * 0.1;\r
1242                                                 wcross_color_z = 1 - (x-100)*0.02;\r
1243                                         }\r
1244                                         else if(x > 50)\r
1245                                         {\r
1246                                                 wcross_color_x = 1;\r
1247                                                 wcross_color_y = 1;\r
1248                                                 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;  \r
1249                                         }\r
1250                                         else if(x > 20)\r
1251                                         {\r
1252                                                 wcross_color_x = 1;\r
1253                                                 wcross_color_y = (x-20)*90/27/100;\r
1254                                                 wcross_color_z = (x-20)*90/27/100 * 0.2;\r
1255                                         }\r
1256                                         else\r
1257                                         {\r
1258                                                 wcross_color_x = 1;\r
1259                                                 wcross_color_y = 0;\r
1260                                         }\r
1261                                 }\r
1262                                 else\r
1263                                 {\r
1264                                         wcross_color_x = cvar("crosshair_color_red");\r
1265                                         wcross_color_y = cvar("crosshair_color_green");\r
1266                                         wcross_color_z = cvar("crosshair_color_blue");\r
1267                                 }\r
1268                                 wcross_alpha = cvar("crosshair_color_alpha");\r
1269                                 wcross_resolution = cvar("crosshair_size");\r
1270 \r
1271                                 if(!activeweapon)\r
1272                                 if(!swallow_indicator)\r
1273                                 {\r
1274                                         if(cvar("crosshair_unarmed_dim_color"))\r
1275                                                 wcross_color *= cvar("crosshair_unarmed_dim_color");\r
1276                                         if(cvar("crosshair_unarmed_dim_alpha"))\r
1277                                                 wcross_alpha *= cvar("crosshair_unarmed_dim_alpha");\r
1278                                 }\r
1279 \r
1280                                 wcross_name = strcat("gfx/crosshair", wcross_style);\r
1281 \r
1282                                 if(cvar("crosshair_effect_scalefade"))\r
1283                                 {\r
1284                                         wcross_scale = wcross_resolution;\r
1285                                         wcross_resolution = 1;\r
1286                                 }\r
1287                                 else\r
1288                                 {\r
1289                                         wcross_scale = 1;\r
1290                                 }\r
1291                                 if(swallow_indicator)\r
1292                                         wcross_scale *= cvar("crosshair_swallowindicator_size");\r
1293 \r
1294                                 if(cvar("crosshair_pickup"))\r
1295                                 {\r
1296                                         if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))\r
1297                                         {\r
1298                                                 pickup_crosshair_size = 1;\r
1299                                                 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);\r
1300                                         }\r
1301 \r
1302                                         if(pickup_crosshair_size > 0)\r
1303                                                 pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime;\r
1304                                         else\r
1305                                                 pickup_crosshair_size = 0;\r
1306 \r
1307                                         wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup");\r
1308                                 }\r
1309 \r
1310                                 if(shottype == SHOTTYPE_HITENEMY)\r
1311                                         wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1312                                 if(shottype == SHOTTYPE_HITTEAM)\r
1313                                         wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0\r
1314 \r
1315                                 f = cvar("crosshair_effect_speed");\r
1316                                 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)\r
1317                                 {\r
1318                                         wcross_changedonetime = time + f;\r
1319                                 }\r
1320                                 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)\r
1321                                 {\r
1322                                         wcross_name_changestarttime = time;\r
1323                                         wcross_name_changedonetime = time + f;\r
1324                                         if(wcross_name_goal_prev_prev)\r
1325                                                 strunzone(wcross_name_goal_prev_prev);\r
1326                                         wcross_name_goal_prev_prev = wcross_name_goal_prev;\r
1327                                         wcross_name_goal_prev = strzone(wcross_name);\r
1328                                         wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;\r
1329                                         wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;\r
1330                                         wcross_resolution_goal_prev = wcross_resolution;\r
1331                                 }\r
1332 \r
1333                                 wcross_scale_goal_prev = wcross_scale;\r
1334                                 wcross_alpha_goal_prev = wcross_alpha;\r
1335                                 wcross_color_goal_prev = wcross_color;\r
1336 \r
1337                                 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active")))\r
1338                                 {\r
1339                                         wcross_blur = 1;\r
1340                                         wcross_alpha *= 0.75;\r
1341                                 }\r
1342                                 else\r
1343                                         wcross_blur = 0;\r
1344                                 // *_prev is at time-frametime\r
1345                                 // * is at wcross_changedonetime+f\r
1346                                 // what do we have at time?\r
1347                                 if(time < wcross_changedonetime)\r
1348                                 {\r
1349                                         f = frametime / (wcross_changedonetime - time + frametime);\r
1350                                         wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;\r
1351                                         wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;\r
1352                                         wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;\r
1353                                 }\r
1354 \r
1355                                 wcross_scale_prev = wcross_scale;\r
1356                                 wcross_alpha_prev = wcross_alpha;\r
1357                                 wcross_color_prev = wcross_color;\r
1358 \r
1359                                 wcross_scale *= 1 - cvar("_menu_alpha");\r
1360                                 wcross_alpha *= 1 - cvar("_menu_alpha");\r
1361 \r
1362 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \\r
1363                                 do \\r
1364                                 { \\r
1365                                         if(wcross_blur > 0) \\r
1366                                         { \\r
1367                                                 for(i = -2; i <= 2; ++i) \\r
1368                                                         for(j = -2; j <= 2; ++j) \\r
1369                                                                 M(i,j,sz,wcross_name,wcross_alpha*0.04); \\r
1370                                         } \\r
1371                                         else \\r
1372                                         { \\r
1373                                                 M(0,0,sz,wcross_name,wcross_alpha); \\r
1374                                         } \\r
1375                                 } \\r
1376                                 while(0)\r
1377 \r
1378 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \\r
1379                                 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
1380 \r
1381 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \\r
1382                                 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)\r
1383 \r
1384                                 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)\r
1385                                 {\r
1386                                         f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);\r
1387                                         wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;\r
1388                                         CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);\r
1389                                         f = 1 - f;\r
1390                                 }\r
1391                                 else\r
1392                                 {\r
1393                                         f = 1;\r
1394                                 }\r
1395 \r
1396                                 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;\r
1397                                 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);\r
1398                                 wcross_name_alpha_goal_prev = f;\r
1399 \r
1400                                 // ring around crosshair representing ammo left in weapon clip\r
1401                                 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);\r
1402                                 a = cvar("crosshair_ring_alpha");\r
1403                                 if (weapon_clipload && a)\r
1404                                 if (!swallow_indicator)\r
1405                                 {\r
1406                                         weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);\r
1407                                         ring_scale = cvar("crosshair_ring_size");\r
1408                                         f = bound(0, weapon_clipload / weapon_clipsize, 1);\r
1409                                         DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE);\r
1410                                 }\r
1411                         }\r
1412                 }\r
1413                 else\r
1414                 {\r
1415                         wcross_scale_prev = 0;\r
1416                         wcross_alpha_prev = 0;\r
1417                         wcross_scale_goal_prev = 0;\r
1418                         wcross_alpha_goal_prev = 0;\r
1419                         wcross_changedonetime = 0;\r
1420                         if(wcross_name_goal_prev)\r
1421                                 strunzone(wcross_name_goal_prev);\r
1422                         wcross_name_goal_prev = string_null;\r
1423                         if(wcross_name_goal_prev_prev)\r
1424                                 strunzone(wcross_name_goal_prev_prev);\r
1425                         wcross_name_goal_prev_prev = string_null;\r
1426                         wcross_name_changestarttime = 0;\r
1427                         wcross_name_changedonetime = 0;\r
1428                         wcross_name_alpha_goal_prev = 0;\r
1429                         wcross_name_alpha_goal_prev_prev = 0;\r
1430                         wcross_resolution_goal_prev = 0;\r
1431                         wcross_resolution_goal_prev_prev = 0;\r
1432                 }\r
1433         }\r
1434 \r
1435         if(NextFrameCommand)\r
1436         {\r
1437                 localcmd("\n", NextFrameCommand, "\n");\r
1438                 NextFrameCommand = string_null;\r
1439         }\r
1440 \r
1441         // we must do this check AFTER a frame was rendered, or it won't work\r
1442         if(cs_project_is_b0rked == 0)\r
1443         {\r
1444                 string w0, h0;\r
1445                 w0 = cvar_string("vid_conwidth");\r
1446                 h0 = cvar_string("vid_conheight");\r
1447                 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');\r
1448                 //R_SetView(VF_FOV, '90 90 0');\r
1449                 R_SetView(VF_ORIGIN, '0 0 0');\r
1450                 R_SetView(VF_ANGLES, '0 0 0');\r
1451                 R_SetView(VF_PERSPECTIVE, 1);\r
1452                 makevectors('0 0 0');\r
1453                 vector v1, v2;\r
1454                 cvar_set("vid_conwidth", "800");\r
1455                 cvar_set("vid_conheight", "600");\r
1456                 v1 = cs_project(v_forward);\r
1457                 cvar_set("vid_conwidth", "640");\r
1458                 cvar_set("vid_conheight", "480");\r
1459                 v2 = cs_project(v_forward);\r
1460                 if(v1 == v2)\r
1461                         cs_project_is_b0rked = 1;\r
1462                 else\r
1463                         cs_project_is_b0rked = -1;\r
1464                 cvar_set("vid_conwidth", w0);\r
1465                 cvar_set("vid_conheight", h0);\r
1466         }\r
1467 \r
1468         // be safe against triggerbots until everyone has the fixed engine\r
1469         // this call is meant to overwrite the trace globals by something\r
1470         // unsuspicious\r
1471         traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world);\r
1472 \r
1473         // this cvar must be constantly updated on the server\r
1474         if(chase_active_old != cvar("chase_active"))\r
1475         {\r
1476                 localcmd("sendcvar chase_active\n");\r
1477                 chase_active_old = cvar("chase_active");\r
1478         }\r
1479 \r
1480         // update some stats to be detected next frame\r
1481         last_health = getstati(STAT_HEALTH);\r
1482         last_spectatee = spectatee_status;\r
1483 }\r
1484 \r
1485 void Sbar_Draw();\r
1486 \r
1487 void CSQC_common_hud(void)\r
1488 {\r
1489         // Sbar_SortFrags(); done in Sbar_Draw\r
1490         float hud;\r
1491         hud = getstati(STAT_HUD);\r
1492 \r
1493         //hud = 10;\r
1494         switch(hud)\r
1495         {\r
1496                 case HUD_NORMAL:\r
1497                         Sbar_Draw();\r
1498                         break;\r
1499         }\r
1500 }\r
1501 \r
1502 \r
1503 // following vectors must be global to allow seamless switching between camera modes\r
1504 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;\r
1505 void CSQC_Demo_Camera()\r
1506 {\r
1507         float speed, attenuation, dimensions;\r
1508         vector tmp, delta;\r
1509 \r
1510         if( cvar("camera_reset") || !camera_mode )\r
1511         {\r
1512                 camera_offset = '0 0 0';\r
1513                 current_angles = '0 0 0';\r
1514                 camera_direction = '0 0 0';\r
1515                 camera_offset_z += 30;\r
1516                 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);\r
1517                 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);\r
1518                 current_origin = view_origin;\r
1519                 current_camera_offset  = camera_offset;\r
1520                 cvar_set("camera_reset", "0");\r
1521                 camera_mode = CAMERA_CHASE;\r
1522         }\r
1523 \r
1524         // Camera angles\r
1525         if( camera_roll )\r
1526                 mouse_angles_z += camera_roll * cvar("camera_speed_roll");\r
1527 \r
1528         if(cvar("camera_look_player"))\r
1529         {\r
1530                 local vector dir;\r
1531                 local float n;\r
1532 \r
1533                 dir = normalize(view_origin - current_position);\r
1534                 n = mouse_angles_z;\r
1535                 mouse_angles = vectoangles(dir);\r
1536                 mouse_angles_x = mouse_angles_x * -1;\r
1537                 mouse_angles_z = n;\r
1538         }\r
1539         else\r
1540         {\r
1541                 tmp = getmousepos() * 0.1;\r
1542                 if(vlen(tmp)>cvar("camera_mouse_treshold"))\r
1543                 {\r
1544                         mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));\r
1545                         mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));\r
1546                 }\r
1547         }\r
1548 \r
1549         while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;\r
1550         while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;\r
1551         while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;\r
1552         while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;\r
1553 \r
1554         // Fix difference when angles don't have the same sign\r
1555         delta = '0 0 0';\r
1556         if(mouse_angles_y < -60 && current_angles_y > 60)\r
1557                 delta = '0 360 0';\r
1558         if(mouse_angles_y > 60 && current_angles_y < -60)\r
1559                 delta = '0 -360 0';\r
1560 \r
1561         if(cvar("camera_look_player"))\r
1562                 attenuation = cvar("camera_look_attenuation");\r
1563         else\r
1564                 attenuation = cvar("camera_speed_attenuation");\r
1565 \r
1566         attenuation = 1 / max(1, attenuation);\r
1567         current_angles += (mouse_angles - current_angles + delta) * attenuation;\r
1568 \r
1569         while (current_angles_x < -180) current_angles_x = current_angles_x + 360;\r
1570         while (current_angles_x > 180) current_angles_x = current_angles_x - 360;\r
1571         while (current_angles_y < -180) current_angles_y = current_angles_y + 360;\r
1572         while (current_angles_y > 180) current_angles_y = current_angles_y - 360;\r
1573 \r
1574         // Camera position\r
1575         tmp = '0 0 0';\r
1576         dimensions = 0;\r
1577 \r
1578         if( camera_direction_x )\r
1579         {\r
1580                 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);\r
1581                 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);\r
1582                 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )\r
1583                         tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);\r
1584                 ++dimensions;\r
1585         }\r
1586 \r
1587         if( camera_direction_y )\r
1588         {\r
1589                 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);\r
1590                 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);\r
1591                 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);\r
1592                 ++dimensions;\r
1593         }\r
1594 \r
1595         if( camera_direction_z )\r
1596         {\r
1597                 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);\r
1598                 ++dimensions;\r
1599         }\r
1600 \r
1601         if(cvar("camera_free"))\r
1602                 speed = cvar("camera_speed_free");\r
1603         else\r
1604                 speed = cvar("camera_speed_chase");\r
1605 \r
1606         if(dimensions)\r
1607         {\r
1608                 speed = speed * sqrt(1 / dimensions);\r
1609                 camera_offset += tmp * speed;\r
1610         }\r
1611 \r
1612         current_camera_offset += (camera_offset - current_camera_offset) * attenuation;\r
1613 \r
1614         // Camera modes\r
1615         if( cvar("camera_free") )\r
1616         {\r
1617                 if ( camera_mode == CAMERA_CHASE )\r
1618                 {\r
1619                         current_camera_offset = current_origin + current_camera_offset;\r
1620                         camera_offset = current_origin + camera_offset;\r
1621                 }\r
1622 \r
1623                 camera_mode = CAMERA_FREE;\r
1624                 current_position = current_camera_offset;\r
1625         }\r
1626         else\r
1627         {\r
1628                 if ( camera_mode == CAMERA_FREE )\r
1629                 {\r
1630                         current_origin = view_origin;\r
1631                         camera_offset = camera_offset - current_origin;\r
1632                         current_camera_offset = current_camera_offset - current_origin;\r
1633                 }\r
1634 \r
1635                 camera_mode = CAMERA_CHASE;\r
1636 \r
1637                 if(cvar("camera_chase_smoothly"))\r
1638                         current_origin += (view_origin - current_origin) * attenuation;\r
1639                 else\r
1640                         current_origin = view_origin;\r
1641 \r
1642                 current_position = current_origin + current_camera_offset;\r
1643         }\r
1644 \r
1645         R_SetView(VF_ANGLES, current_angles);\r
1646         R_SetView(VF_ORIGIN, current_position);\r
1647 }\r