#define rkt_size 32 #define rld_size_x 256 #define rld_size_y 16 entity porto; float trace_networkentity; float Q3SURFACEFLAG_SLICK = 2; // low friction surface float DPCONTENTS_SOLID = 1; // blocks player movement float DPCONTENTS_BODY = 32; // blocks player movement float DPCONTENTS_CORPSE = 64; // blocks player movement float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement void Porto_Draw() { vector dir; if(spectatee_status) return; if(intermission == 1) return; if(intermission == 2) return; if (getstati(STAT_HEALTH) <= 0) return; dir = view_forward; if(angles_held_status) { makevectors(angles_held); dir = v_forward; } } /** * Checks whether the server initiated a map restart (stat_game_starttime changed) * * TODO: Use a better solution where a common shared entitiy is used that contains * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT * and STAT_FRAGLIMIT to be auto-sent) */ void CheckForGamestartChange() { float startTime; startTime = getstatf(STAT_GAMESTARTTIME); if (previous_game_starttime != startTime) { if ((time + 5.0) < startTime) { //if connecting to server while restart was active don't always play prepareforbattle sound(self, CHAN_VOICE, strcat("announcer/", cvar_string("cl_announcer"), "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE); } if (time < startTime) { restartAnnouncer = spawn(); restartAnnouncer.think = restartAnnouncer_Think; restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime } } previous_game_starttime = startTime; } void Porto_Init() { porto = spawn(); porto.classname = "porto"; porto.draw = Porto_Draw; porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; } float drawtime; float avgspeed; vector GetCurrentFov(float fov) { float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom; zoomsensitivity = cvar("cl_zoomsensitivity"); zoomfactor = cvar("cl_zoomfactor"); if(zoomfactor < 1 || zoomfactor > 16) zoomfactor = 2.5; zoomspeed = cvar("cl_zoomspeed"); if(zoomspeed >= 0) if(zoomspeed < 0.5 || zoomspeed > 16) zoomspeed = 3.5; zoomdir = button_zoom; if(spectatee_status > 0 || isdemo()) { if(spectatorbutton_zoom) zoomdir = 0 + !zoomdir; // do not even THINK about removing this 0 // _I_ know what I am doing // fteqcc does not } if(zoomdir) zoomin_effect = 0; if(zoomin_effect || camera_active) { current_viewzoom = min(1, current_viewzoom + drawframetime); } else { if(zoomspeed < 0) // instant zoom { if(zoomdir) current_viewzoom = 1 / zoomfactor; else current_viewzoom = 1; } else { if(zoomdir) current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor); else current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1); } } if(almost_equals(current_viewzoom, 1)) current_zoomfraction = 0; else if(almost_equals(current_viewzoom, 1/zoomfactor)) current_zoomfraction = 1; else current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1); if(zoomsensitivity < 1) setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity)); else setsensitivityscale(1); velocityzoom = bound(0, drawframetime / max(0.000000001, cvar_or("cl_velocityzoomtime", 0.3)), 1); avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom; velocityzoom = exp(float2range11(avgspeed * -cvar_or("cl_velocityzoom", 0) / 1) * 1); //print(ftos(avgspeed), " avgspeed, ", ftos(cvar_or("cl_velocityzoom", 0)), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging float frustumx, frustumy, fovx, fovy; frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom; frustumx = frustumy * vid_width / vid_height / vid_pixelheight; fovx = atan2(frustumx, 1) / M_PI * 360.0; fovy = atan2(frustumy, 1) / M_PI * 360.0; return '1 0 0' * fovx + '0 1 0' * fovy; } // this function must match W_SetupShot! float zoomscript_caught; vector wcross_origin; float wcross_scale_prev, wcross_alpha_prev; vector wcross_color_prev; float wcross_scale_goal_prev, wcross_alpha_goal_prev; vector wcross_color_goal_prev; float wcross_changedonetime; string wcross_name_goal_prev, wcross_name_goal_prev_prev; float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev; float wcross_name_changestarttime, wcross_name_changedonetime; float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev; entity trueaim; entity trueaim_rifle; #define SHOTTYPE_HITTEAM 1 #define SHOTTYPE_HITOBSTRUCTION 2 #define SHOTTYPE_HITWORLD 3 #define SHOTTYPE_HITENEMY 4 void TrueAim_Init() { trueaim = spawn(); trueaim.classname = "trueaim"; trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE; trueaim_rifle = spawn(); trueaim_rifle.classname = "trueaim_rifle"; trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE; } float EnemyHitCheck() { float t; wcross_origin = project_3d_to_2d(trace_endpos); wcross_origin_z = 0; if(trace_networkentity < 1) return SHOTTYPE_HITWORLD; if(trace_networkentity > maxclients) return SHOTTYPE_HITWORLD; t = GetPlayerColor(trace_networkentity - 1); if(teamplay) if(t == myteam) return SHOTTYPE_HITTEAM; if(t == COLOR_SPECTATOR) return SHOTTYPE_HITWORLD; return SHOTTYPE_HITENEMY; } float TrueAimCheck() { float nudge = 1; // added to traceline target and subtracted from result vector vecs, trueaimpoint, w_shotorg; vector mi, ma, dv; float shottype; entity ta; float mv; mi = ma = '0 0 0'; ta = trueaim; mv = MOVE_NOMONSTERS; vecs = decompressShotOrigin(getstati(STAT_SHOTORG)); traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta); trueaimpoint = trace_endpos; if(vecs_x > 0) vecs_y = -vecs_y; else vecs = '0 0 0'; dv = view_right * vecs_y + view_up * vecs_z; w_shotorg = view_origin + dv; // now move the vecs forward as much as requested if possible 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 w_shotorg = trace_endpos - view_forward * nudge; tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta); shottype = EnemyHitCheck(); if(shottype != SHOTTYPE_HITWORLD) return shottype; #if 0 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER? // or rather, I know why, but see no fix if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1) // 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 return SHOTTYPE_HITOBSTRUCTION; #endif return SHOTTYPE_HITWORLD; } void CSQC_common_hud(void); void CSQC_kh_hud(void); void CSQC_ctf_hud(void); void PostInit(void); void CSQC_Demo_Camera(); float Sbar_WouldDrawScoreboard (); float last_health, last_spectatee; float camera_mode; float reticle_type; float chase_active_old; float artwork_fade; float pickup_crosshair_time, pickup_crosshair_size, pickup_flash_time, vore_flash_laststate, grab_flash_laststate; float spawnfov_current; float myhealth, myhealth_prev, myhealth_flash; float contentavgalpha, liquidalpha_prev; float old_blurradius, old_bluralpha, old_cartoon_intensity; float stomachsplash_alpha; float eventchase_current_distance; float helper_pause, helper_health, helper_armor, helper_ammo, helper_speed, helper_stomachload; vector freeze_org, freeze_ang; vector myhealth_gentlergb; vector liquidcolor_prev; vector damage_blurpostprocess, content_blurpostprocess; string artwork_image; string intermission_song; string NextFrameCommand; void CSQC_UpdateView(float w, float h) { entity e; float fov; float f, i, j; vector v, vo; float a; float respawned; vector reticle_pos, reticle_size; vector splash_pos, splash_size; vector artwork_pos, artwork_size; WaypointSprite_Load(); if(spectatee_status) myteam = GetPlayerColor(spectatee_status - 1); else myteam = GetPlayerColor(player_localentnum - 1); ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE); vo = '0 0 1' * getstati(STAT_VIEWHEIGHT); warpzone_fixview_origin = pmove_org + vo; warpzone_fixview_angles = input_angles; WarpZone_FixView(); pmove_org = warpzone_fixview_origin - vo; input_angles = warpzone_fixview_angles; if((last_health <= 0 && getstati(STAT_HEALTH) > 0) || (!spectatee_status && last_spectatee)) // also cover switching from a spectator to a player instantly if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different health respawned = TRUE; // stays true for one frame // helper system if(cvar("cl_helper")) if not(getstati(STAT_ARMOR) < g_power || time <= power_boot) { if(intermission || respawned || spectatee_status < 0 || getstati(STAT_HEALTH) <= 0 || getstati(STAT_VORE_EATEN)) { // Set these helper messages as having been triggered, so that the player must first reach them before they complain. // Otherwise, if you don't have any start armor for instance, the helper will complain about low armor when we spawn. helper_health = TRUE; helper_armor = TRUE; helper_ammo = TRUE; helper_stomachload = TRUE; } else if(helper_pause <= time) { // health helper if(getstati(STAT_HEALTH) <= cvar("cl_helper_item_health")) { if(cvar("cl_helper_item_health") && !helper_health) { sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/health.wav"), VOL_BASEVOICE, ATTN_NONE); helper_health = TRUE; helper_pause = time + cvar("cl_helper_pause"); helper_ammo = time + cvar("cl_helper_pause"); } } else if(helper_health) helper_health = FALSE; // armor helper if(getstati(STAT_ARMOR) <= cvar("cl_helper_item_armor")) { if(cvar("cl_helper_item_armor") && !helper_armor) { sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/armor.wav"), VOL_BASEVOICE, ATTN_NONE); helper_armor = TRUE; helper_pause = time + cvar("cl_helper_pause"); } } else if(helper_armor) helper_armor = FALSE; // ammo helper if(getstati(STAT_FUEL) <= cvar("cl_helper_item_ammo_fuel")) { if(cvar("cl_helper_item_ammo_fuel") && !helper_ammo) { sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/ammo.wav"), VOL_BASEVOICE, ATTN_NONE); helper_ammo = TRUE; helper_pause = time + cvar("cl_helper_pause"); } } else if(helper_ammo) helper_ammo = FALSE; // speed helper if(vlen(pmove_vel) >= cvar("cl_helper_item_speed")) { if(cvar("cl_helper_item_speed") && !helper_speed) { sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/speed.wav"), VOL_BASEVOICE, ATTN_NONE); helper_speed = TRUE; helper_pause = time + cvar("cl_helper_pause"); } } else if(helper_speed) helper_speed = FALSE; // stomach load helper if(getstati(STAT_VORE_LOAD) / getstati(STAT_VORE_MAXLOAD) >= cvar("cl_helper_item_stomachload")) { if(cvar("cl_helper_item_stomachload") && !helper_stomachload) { sound(self, CHAN_VOICE, strcat("helper/", cvar_string("cl_helper_voice"), "/stomachload.wav"), VOL_BASEVOICE, ATTN_NONE); helper_stomachload = TRUE; helper_pause = time + cvar("cl_helper_pause"); } } else if(helper_stomachload) helper_stomachload = FALSE; } } // event chase camera if(cvar("chase_active") <= 0) // greater than 0 means it's enabled manually, and this code is skipped { if(spectatee_status >= 0 && (cvar("cl_eventchase_death") && getstati(STAT_HEALTH) <= 0 && !intermission && !getstati(STAT_VORE_EATEN)) || intermission) { // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.) vector current_view_origin = getpropertyvec(VF_ORIGIN); // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing). // Ideally, there should be another way to enable third person cameras, such as through setproperty() if(!cvar("chase_active")) 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) // make the camera smooth back if(cvar("cl_eventchase_speed") && eventchase_current_distance < cvar("cl_eventchase_distance")) eventchase_current_distance += cvar("cl_eventchase_speed") * (cvar("cl_eventchase_distance") - eventchase_current_distance) * frametime; // slow down the further we get else if(eventchase_current_distance != cvar("cl_eventchase_distance")) eventchase_current_distance = cvar("cl_eventchase_distance"); vector eventchase_target_origin; makevectors(view_angles); // pass 1, used to check where the camera would go and obtain the trace_fraction eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance; WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self); // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1); WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self); setproperty(VF_ORIGIN, trace_endpos); setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles)); } else if(cvar("chase_active") < 0) // time to disable chase_active if it was set by this code { cvar_set("chase_active", "0"); eventchase_current_distance = 0; // start from 0 next time } } if(frametime) { float apply_fov; apply_fov = cvar("menu_fov"); if(g_healthsize_center >= 0 && cvar("cl_healthsize_fov") && spectatee_status >= 0) apply_fov += (g_healthsize_center - bound(g_healthsize_min, getstati(STAT_HEALTH), g_healthsize_max)) * cvar("cl_healthsize_fov"); if(cvar("fov") != apply_fov) cvar_set("fov", ftos(apply_fov)); } float apply_idlescale; if(cvar("cl_vore_vieweffects_idlescale_prey") && frametime) { apply_idlescale += getstatf(STAT_VORE_PROGRESS_PREY) * cvar("cl_vore_vieweffects_idlescale_prey"); if(cvar("v_idlescale") != apply_idlescale) cvar_set("v_idlescale", ftos(apply_idlescale)); } if(cvar("cl_vore_vieweffects_idlescale_predator") && frametime) { apply_idlescale += getstatf(STAT_VORE_PROGRESS_PRED) * cvar("cl_vore_vieweffects_idlescale_predator"); if(cvar("v_idlescale") != apply_idlescale) cvar_set("v_idlescale", ftos(apply_idlescale)); } if(cvar("cl_vore_vieweffects_idlescale_stomach") && frametime) { apply_idlescale += getstati(STAT_VORE_EATEN) * cvar("cl_vore_vieweffects_idlescale_stomach"); if(cvar("v_idlescale") != apply_idlescale) cvar_set("v_idlescale", ftos(apply_idlescale)); } // do lockview after event chase camera so that it still applies whenever necessary. if(intermission > 1) { setproperty(VF_ORIGIN, freeze_org); setproperty(VF_ANGLES, freeze_ang); } else { freeze_org = getpropertyvec(VF_ORIGIN); freeze_ang = getpropertyvec(VF_ANGLES); } // Render the Scene view_origin = getpropertyvec(VF_ORIGIN); view_angles = getpropertyvec(VF_ANGLES); makevectors(view_angles); view_forward = v_forward; view_right = v_right; view_up = v_up; vid_width = w; vid_height = h; #ifdef BLURTEST if(time > blurtest_time0 && time < blurtest_time1) { float r, t; t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0); r = t * blurtest_radius; f = 1 / pow(t, blurtest_power) - 1; cvar_set("r_glsl_postprocess", "1"); cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0")); } else { cvar_set("r_glsl_postprocess", "0"); cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); } #endif TargetMusic_Advance(); Fog_Force(); drawframetime = max(0.000001, time - drawtime); drawtime = time; // watch for gametype changes here... // in ParseStuffCMD the cmd isn't executed yet :/ // might even be better to add the gametype to TE_CSQC_INIT...? if(!postinit) PostInit(); if(intermission && !isdemo() && !(calledhooks & HOOK_END)) if(calledhooks & HOOK_START) { localcmd("\ncl_hook_gameend;"); if(g_campaign) localcmd("\ncl_hook_campaign_gameend;"); calledhooks |= HOOK_END; } CheckForGamestartChange(); serverAnnouncer(); maptimeAnnouncer(); carrierAnnouncer(); fov = cvar("fov"); if(button_zoom || fov <= 59.5) { if(!zoomscript_caught) { localcmd("+button4\n"); zoomscript_caught = 1; ignore_plus_zoom += 1; } } else { if(zoomscript_caught) { localcmd("-button4\n"); zoomscript_caught = 0; ignore_minus_zoom += 1; } } sbar_alpha_fg = cvar("sbar_alpha_fg" ) * (1 - cvar("_menu_alpha")); sbar_hudselector = cvar("sbar_hudselector"); sbar_accuracy_hud = cvar_or("sbar_accuracy_hud", 1); ColorTranslateMode = cvar("cl_stripcolorcodes"); activeweapon = getstati(STAT_SWITCHWEAPON); f = cvar("teamplay"); if(f != teamplay) { teamplay = f; Sbar_InitScores(); } if(last_weapon != activeweapon) { weapontime = time; last_weapon = activeweapon; } // ALWAYS Clear Current Scene First R_ClearScene(); if(checkextension("DP_CSQC_ROTATEMOVES")) { setproperty(VF_ORIGIN, view_origin); setproperty(VF_ANGLES, view_angles); } // Assign Standard Viewflags // Draw the World (and sky) setproperty(VF_DRAWWORLD, 1); // Set the console size vars vid_conwidth = cvar("vid_conwidth"); vid_conheight = cvar("vid_conheight"); vid_pixelheight = cvar("vid_pixelheight"); // spawn fov effect if(cvar("cl_spawnfov")) { if(respawned) spawnfov_current = 1 + cvar("cl_spawnfov"); if(spawnfov_current > 1) spawnfov_current -= cvar("cl_spawnfov_speed") * frametime; else spawnfov_current = 1; fov *= spawnfov_current; } if(respawned) { if(g_power_reboot_spawn) power_boot = time + g_power_reboot; else power_boot = time; } setproperty(VF_FOV, GetCurrentFov(fov)); // Camera for demo playback if(camera_active) { if(cvar("camera_enable")) CSQC_Demo_Camera(); else { cvar_set("chase_active", ftos(chase_active_backup)); cvar_set("cl_demo_mousegrab", "0"); camera_active = FALSE; } } #ifdef CAMERATEST else if(cvar("camera_enable")) #else else if(cvar("camera_enable") && isdemo()) #endif { // Enable required Darkplaces cvars chase_active_backup = cvar("chase_active"); cvar_set("chase_active", "2"); cvar_set("cl_demo_mousegrab", "1"); camera_active = TRUE; camera_mode = FALSE; } // Draw the Crosshair float scoreboard_active; scoreboard_active = Sbar_WouldDrawScoreboard(); setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden // Draw the Engine Status Bar (the default Quake HUD) setproperty(VF_DRAWENGINESBAR, 0); // fetch this one only once per frame sbar_showbinds = cvar("sbar_showbinds"); sbar_showbinds_limit = cvar("sbar_showbinds_limit"); // Update the mouse position /* mousepos_x = vid_conwidth; mousepos_y = vid_conheight; mousepos = mousepos*0.5 + getmousepos(); */ e = self; for(self = world; (self = nextent(self)); ) if(self.draw) self.draw(); self = e; R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); R_RenderScene(); // now switch to 2D drawing mode by calling a 2D drawing function // then polygon drawing will draw as 2D stuff, and NOT get queued until the // next R_RenderScene call drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0); // Draw the aiming reticle for weapons that use it // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use // It must be a persisted float for fading out to work properly (you let go of the zoom button for // the view to go back to normal, so reticle_type would become 0 as we fade out) if(spectatee_status || getstati(STAT_HEALTH) <= 0) reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators else if(activeweapon && (button_zoom || zoomscript_caught)) reticle_type = 2; // weapon zoom else if(button_zoom || zoomscript_caught) reticle_type = 1; // normal zoom if (reticle_type) { if(cvar("cl_reticle_stretch")) { reticle_size_x = vid_conwidth; reticle_size_y = vid_conheight; reticle_pos_x = 0; reticle_pos_y = 0; } else { reticle_size_x = max(vid_conwidth, vid_conheight); reticle_size_y = max(vid_conwidth, vid_conheight); reticle_pos_x = (vid_conwidth - reticle_size_x) / 2; reticle_pos_y = (vid_conheight - reticle_size_y) / 2; } f = current_zoomfraction; if(zoomscript_caught) f = 1; if(cvar("cl_reticle_item_normal")) { if(reticle_type == 1 && f) drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * cvar("cl_reticle_item_normal"), DRAWFLAG_NORMAL); } if(cvar("cl_reticle_item_weapon")) { if(reticle_type == 2 && f) drawpic(reticle_pos, "gfx/reticle_weapon", reticle_size, '1 1 1', f * cvar("cl_reticle_item_weapon"), DRAWFLAG_NORMAL); } } // screen effects if(cvar("hud_contents")) { float contentalpha_temp, incontent, liquidalpha, contentfadetime; vector liquidcolor; if (getstati(STAT_VORE_EATEN)) { liquidalpha = cvar("hud_contents_stomach_alpha"); liquidcolor = stov(cvar_string("hud_contents_stomach_color")); incontent = 1; } else if(getstatf(STAT_VORE_PROGRESS_PREY)) { liquidalpha = cvar("hud_contents_swallow_alpha"); liquidcolor = stov(cvar_string("hud_contents_swallow_color")); incontent = getstatf(STAT_VORE_PROGRESS_PREY); // based on the swallow progress } else { switch(pointcontents(view_origin)) { case CONTENT_WATER: liquidalpha = cvar("hud_contents_water_alpha"); liquidcolor = stov(cvar_string("hud_contents_water_color")); incontent = 1; break; case CONTENT_LAVA: liquidalpha = cvar("hud_contents_lava_alpha"); liquidcolor = stov(cvar_string("hud_contents_lava_color")); incontent = 1; break; case CONTENT_SLIME: liquidalpha = cvar("hud_contents_slime_alpha"); liquidcolor = stov(cvar_string("hud_contents_slime_color")); incontent = 1; break; default: liquidalpha = 0; liquidcolor = '0 0 0'; incontent = 0; break; } } if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it. { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content contentfadetime = cvar("hud_contents_fadeintime"); liquidalpha_prev = liquidalpha; liquidcolor_prev = liquidcolor; } else contentfadetime = cvar("hud_contents_fadeouttime"); contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1); contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp; if(contentavgalpha) drawfill('0 0 0', '1 0 0' * vid_conwidth + '0 1 0' * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL); if(cvar("hud_postprocessing")) { if(cvar("hud_contents_liquid_blur") && contentavgalpha) { // when inside the stomach, we use different blur settings than when we're inside other fluids content_blurpostprocess_x = 1; if(getstati(STAT_VORE_EATEN)) { content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_stomach_blur"); content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_stomach_blur_alpha"); } else { content_blurpostprocess_y = contentavgalpha * cvar("hud_contents_liquid_blur"); content_blurpostprocess_z = contentavgalpha * cvar("hud_contents_liquid_blur_alpha"); } } else { content_blurpostprocess_x = 0; content_blurpostprocess_y = 0; content_blurpostprocess_z = 0; } } } if(cvar("hud_damage")) { splash_size_x = max(vid_conwidth, vid_conheight); splash_size_y = max(vid_conwidth, vid_conheight); splash_pos_x = (vid_conwidth - splash_size_x) / 2; splash_pos_y = (vid_conheight - splash_size_y) / 2; float myhealth_flash_temp; myhealth = getstati(STAT_HEALTH); // fade out myhealth_flash = max(0, myhealth_flash - cvar("hud_damage_fade_rate") * frametime); // add new damage myhealth_flash = bound(0, myhealth_flash + dmg_take * cvar("hud_damage_factor"), cvar("hud_damage_maxalpha")); float pain_threshold, pain_threshold_lower, pain_threshold_lower_health; pain_threshold = cvar("hud_damage_pain_threshold"); pain_threshold_lower = cvar("hud_damage_pain_threshold_lower"); pain_threshold_lower_health = cvar("hud_damage_pain_threshold_lower_health"); if(pain_threshold_lower && myhealth < pain_threshold_lower_health) { 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); } myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1); if(myhealth_prev < 1) { if(myhealth >= 1) { myhealth_flash = 0; // just spawned, clear the flash immediately myhealth_flash_temp = 0; } else { myhealth_flash += cvar("hud_damage_fade_rate") * frametime; // dead } } if(spectatee_status == -1 || intermission) { myhealth_flash = 0; // observing, or match ended myhealth_flash_temp = 0; } myhealth_prev = myhealth; if(cvar("cl_gentle_damage") || cvar("cl_gentle")) { if(cvar("cl_gentle_damage") == 2) { if(myhealth_flash < pain_threshold) // only randomize when the flash is gone { myhealth_gentlergb = '1 0 0' * random() + '0 1 0' * random() + '0 0 1' * random(); } } else myhealth_gentlergb = stov(cvar_string("hud_damage_gentle_color")); 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); } else drawpic(splash_pos, "gfx/blood", splash_size, stov(cvar_string("hud_damage_color")), bound(0, myhealth_flash_temp, 1) * cvar("hud_damage"), DRAWFLAG_NORMAL); if(cvar("hud_postprocessing")) { if(cvar("hud_damage_blur") && myhealth_flash_temp) { damage_blurpostprocess_x = 1; damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur"); damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * cvar("hud_damage_blur_alpha"); } else { damage_blurpostprocess_x = 0; damage_blurpostprocess_y = 0; damage_blurpostprocess_z = 0; } } } if(cvar("hud_stomach")) { if(getstati(STAT_VORE_EATEN)) { if(stomachsplash_alpha < cvar("hud_stomach")) stomachsplash_alpha += cvar("hud_stomach_fade_in") * frametime; else stomachsplash_alpha = cvar("hud_stomach"); } else if(getstati(STAT_HEALTH) > 0) { if(stomachsplash_alpha > 0) stomachsplash_alpha -= cvar("hud_stomach_fade_out") * frametime; else stomachsplash_alpha = 0; } if(respawned) stomachsplash_alpha = 0; // we respawned, remove the effect if(spectatee_status == -1) stomachsplash_alpha = 0; stomachsplash_alpha = bound(0, stomachsplash_alpha, 1); drawpic(splash_pos, "gfx/food", splash_size, stov(cvar_string("hud_stomach_color")), stomachsplash_alpha, DRAWFLAG_NORMAL); } if(cvar("hud_postprocessing")) { // all of this should be done in the engine eventually // disable damage blur when dead, but keep content blur if(getstati(STAT_HEALTH) <= 0) damage_blurpostprocess = '0 0 0'; // enable or disable rendering types if they are used or not if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0)) cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0)); if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0)) cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0)); // lets apply the postprocess effects from the previous two functions if needed if((damage_blurpostprocess_x || content_blurpostprocess_x) && cvar("chase_active") >= 0) // not while the event chase camera is active { float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, cvar("hud_postprocessing_maxblurradius")); float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, cvar("hud_postprocessing_maxbluralpha")); if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0")); old_blurradius = blurradius; old_bluralpha = bluralpha; } } else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); old_blurradius = 0; old_bluralpha = 0; } if(cvar("hud_powerup")) { // When having the strength or invincible powerups, enable white outlines // As powerup time goes under 5 seconds (warning time) the lines fade away float cartoon_intensity; if((getstatf(STAT_STRENGTH_FINISHED) >= time || getstatf(STAT_INVINCIBLE_FINISHED) >= time) && cvar("chase_active") >= 0) { // not while the event chase camera is active cartoon_intensity = bound(0, getstatf(STAT_STRENGTH_FINISHED) - time, 5) + bound(0, getstatf(STAT_INVINCIBLE_FINISHED) - time, 5); cartoon_intensity = cvar("hud_powerup") * bound(0, cartoon_intensity, 5); } else cartoon_intensity = 0; if(cartoon_intensity != old_cartoon_intensity) // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(cartoon_intensity), " ", cvar_string("hud_powerup_tolerance"), " 0")); old_cartoon_intensity = cartoon_intensity; } } else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible { cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0"); old_cartoon_intensity = 0; } } if(cvar("hud_postprocessing") && !cvar("hud_postprocessing_maxbluralpha")) if(cvar("r_glsl_postprocess_uservec1_enable")) { // don't allow blur to get stuck on if we disable the cvar while damaged cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0"); cvar_set("r_glsl_postprocess_uservec1_enable", "0"); } if(cvar("hud_postprocessing") && !cvar("hud_powerup")) if(cvar("r_glsl_postprocess_uservec2_enable")) { // don't allow sharpen to get stuck on if we disable the cvar while powered up cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0"); cvar_set("r_glsl_postprocess_uservec2_enable", "0"); } if(cvar("hud_postprocessing")) { // change saturation based on the amount of armor we have // ranges between 0.5 and 1 saturation, over 0 armor and half the armor limit if(cvar("hud_saturation_armor") && armor_max && spectatee_status != -1 && getstati(STAT_HEALTH) > 0) { float saturation; saturation = 0.5 + (getstati(STAT_ARMOR) / armor_max); saturation = bound(0, saturation, 1); if(cvar("r_glsl_saturation") != saturation) cvar_set("r_glsl_saturation", ftos(saturation)); } else if (cvar("hud_saturation_death") && spectatee_status != -1 && getstati(STAT_HEALTH) <= 0) { if(cvar("r_glsl_saturation") != 0) cvar_set("r_glsl_saturation", "0"); } else if(cvar("r_glsl_saturation") != 1) cvar_set("r_glsl_saturation", "1"); } float target_volume; if(cvar("cl_vore_cutvolume_sound") && frametime) { // sound volume cutting target_volume = 0; if(getstatf(STAT_VORE_PROGRESS_PREY)) target_volume = getstatf(STAT_VORE_PROGRESS_PREY); else if(getstati(STAT_VORE_EATEN)) target_volume = 1; target_volume = cvar("menu_volume") * (1 - target_volume * cvar("cl_vore_cutvolume_sound")); if(cvar("volume") != target_volume) // reduce cvar_set spam as much as possible cvar_set("volume", ftos(target_volume)); } if(cvar("cl_vore_cutvolume_music") && frametime) { // music volume cutting target_volume = 0; if(getstatf(STAT_VORE_PROGRESS_PREY)) target_volume = getstatf(STAT_VORE_PROGRESS_PREY); else if(getstati(STAT_VORE_EATEN)) target_volume = 1; target_volume = cvar("menu_bgmvolume") * (1 - target_volume * cvar("cl_vore_cutvolume_music")); if(cvar("bgmvolume") != target_volume) // reduce cvar_set spam as much as possible cvar_set("bgmvolume", ftos(target_volume)); } // Draw the mouse cursor // NOTE: drawpic must happen after R_RenderScene for some reason //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0); //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0); //self = edict_num(player_localnum); //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0); //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); // as long as the ctf part isn't in, this is useless if(menu_visible) menu_show(); /*if(gametype == GAME_CTF) { ctf_view(); } else */ // draw 2D entities e = self; for(self = world; (self = nextent(self)); ) if(self.draw2d) self.draw2d(); self = e; Draw_ShowNames_All(); // draw radar if( showmap || ( !scoreboard_active && cvar_string("cl_radar") != "0" && ( cvar("cl_radar") == 2 || teamplay ) ) ) radar_view(); // Draw artwork and play intermission music 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 { if(cvar("cl_artwork")) { if(artwork_image == "") { if(getstati(STAT_WINNING)) // we are the winner { if(cvar("cl_artwork_win")) { artwork_image = strcat("gfx/artwork_won_", ftos(floor(1 + (random() * cvar("cl_artwork_win"))))); artwork_image = strzone(artwork_image); } } else // we have lost { if(cvar("cl_artwork_lose")) { artwork_image = strcat("gfx/artwork_lost_", ftos(floor(1 + (random() * cvar("cl_artwork_lose"))))); artwork_image = strzone(artwork_image); } } } if(cvar("cl_artwork_stretch")) { artwork_size_x = vid_conwidth; artwork_size_y = vid_conheight; artwork_pos_x = 0; artwork_pos_y = 0; } else { artwork_size_x = max(vid_conwidth, vid_conheight); artwork_size_y = max(vid_conwidth, vid_conheight); artwork_pos_x = (vid_conwidth - artwork_size_x) / 2; artwork_pos_y = (vid_conheight - artwork_size_y) / 2; } if(artwork_fade < cvar("cl_artwork_alpha") && cvar("cl_artwork_fade")) artwork_fade += frametime * cvar("cl_artwork_fade"); else artwork_fade = cvar("cl_artwork_alpha"); if(artwork_image != "") drawpic(artwork_pos, artwork_image, artwork_size, '1 1 1', artwork_fade, DRAWFLAG_NORMAL); } if(cvar("cl_intermission") && intermission_song == "") // don't start the song each frame { if(getstati(STAT_WINNING)) intermission_song = cvar_string("cl_intermission_cdtrack_win"); else intermission_song = cvar_string("cl_intermission_cdtrack_lose"); if(intermission_song != "") { localcmd(strcat("\ncd play ", intermission_song, "\n")); intermission_song = strzone(intermission_song); } } } else { artwork_fade = 0; if(artwork_image != "") { strunzone(artwork_image); artwork_image = ""; } if(intermission_song != "") { strunzone(intermission_song); intermission_song = ""; } } // draw sbar if(cvar("r_letterbox") == 0) { if (cvar("cl_showpressedkeys")) { // draw pressed keys when spectating and playing if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2) Sbar_DrawPressedKeys(); } if (cvar("cl_showspeed")) Sbar_ShowSpeed(); if (cvar("cl_showacceleration")) Sbar_ShowAcceleration(); Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120 } float weapon_clipload, weapon_clipsize, ring_scale; float swallow_indicator; if(cvar("crosshair_swallowindicator")) swallow_indicator = getstati(STAT_VORE_CANSWALLOW); float hud; hud = getstati(STAT_HUD); if(cvar("r_letterbox") == 0) if(cvar("viewsize") < 120 && sbar_hudselector) CSQC_common_hud(); if(sbar_hudselector) // flashes require some HUD components to work { if(cvar("cl_flash_pickup")) if(pickup_flash_time < getstatf(STAT_LAST_PICKUP)) { localcmd(strcat("bf ", cvar_string("cl_flash_pickup_color"), " ", cvar_string("cl_flash_pickup"), "\n")); pickup_flash_time = getstatf(STAT_LAST_PICKUP); } if(cvar("cl_flash_vore")) { float vore_flash_state; if(getstati(STAT_VORE_EATEN)) vore_flash_state = -1; else vore_flash_state = hud_total_prey; if not(spectatee_status && last_spectatee != spectatee_status) // not if we switched players and that detects a different stomach load { if(vore_flash_state > vore_flash_laststate && vore_flash_state > 0) // stomach load is bigger, so we ate someone localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_pred"), " ", cvar_string("cl_flash_vore"), "\n")); if(vore_flash_state < vore_flash_laststate && vore_flash_state < 0) // -1 means we have been eaten localcmd(strcat("bf ", cvar_string("cl_flash_vore_color_prey"), " ", cvar_string("cl_flash_vore"), "\n")); } // always update the last vore state, or the flash can be triggered when switching spectated players one frame after vore_flash_laststate = vore_flash_state; } if(cvar("cl_flash_grab")) { float grab_flash_state = getstatf(STAT_VORE_PROGRESS_PREY) > 0; if(grab_flash_state > grab_flash_laststate) localcmd(strcat("bf ", cvar_string("cl_flash_grab_color"), " ", cvar_string("cl_flash_grab"), "\n")); // always update the last grab state, or the flash can be triggered when switching spectated players one frame after grab_flash_laststate = grab_flash_state; } if(cvar("cl_flash_respawn")) if(respawned) localcmd(strcat("bf ", cvar_string("cl_flash_respawn_color"), " ", cvar_string("cl_flash_respawn"), "\n")); } if not(getstati(STAT_VORE_EATEN)) // crosshair is useless if we're in the stomach if not(getstati(STAT_ARMOR) < g_power || time <= power_boot) { // crosshair goes VERY LAST if(!scoreboard_active && !showmap && !camera_active) { // TrueAim check float shottype; // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight; wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward); wcross_origin_z = 0; if(cvar("crosshair_hittest")) if(!swallow_indicator) { vector wcross_oldorigin; wcross_oldorigin = wcross_origin; shottype = TrueAimCheck(); if(shottype == SHOTTYPE_HITWORLD) { v = wcross_origin - wcross_oldorigin; v_x /= vid_conwidth; v_y /= vid_conheight; if(vlen(v) > 0.01) shottype = SHOTTYPE_HITOBSTRUCTION; } if(!cvar("crosshair_hittest_showimpact")) wcross_origin = wcross_oldorigin; } else shottype = SHOTTYPE_HITWORLD; string wcross_style; if(swallow_indicator > 1) wcross_style = "_canswallow_team.tga"; else if(swallow_indicator > 0) wcross_style = "_canswallow.tga"; else if(swallow_indicator < 0) wcross_style = "_canswallow_no.tga"; else { // normal crosshair, based on what weapon we have and what firing type we can use if(!activeweapon) wcross_style = cvar_string("crosshair"); else if(getstati(STAT_CROSSHAIR_STYLE)) wcross_style = cvar_string("crosshair_secondary"); else wcross_style = cvar_string("crosshair_primary"); } if (wcross_style != "0") { vector wcross_color, wcross_size; string wcross_name; float wcross_alpha, wcross_scale, wcross_blur, wcross_resolution; if(swallow_indicator && (cvar("crosshair_swallowindicator_color_red") || cvar("crosshair_swallowindicator_color_green") || cvar("crosshair_swallowindicator_color_blue"))) { wcross_color_x = cvar("crosshair_swallowindicator_color_red"); wcross_color_y = cvar("crosshair_swallowindicator_color_green"); wcross_color_z = cvar("crosshair_swallowindicator_color_blue"); } else if(cvar("crosshair_color_by_health")) { local float x = getstati(STAT_HEALTH); //x = red //y = green //z = blue wcross_color_z = 0; if(x > 200) { wcross_color_x = 0; wcross_color_y = 1; } else if(x > 150) { wcross_color_x = 0.4 - (x-150)*0.02 * 0.4; wcross_color_y = 0.9 + (x-150)*0.02 * 0.1; } else if(x > 100) { wcross_color_x = 1 - (x-100)*0.02 * 0.6; wcross_color_y = 1 - (x-100)*0.02 * 0.1; wcross_color_z = 1 - (x-100)*0.02; } else if(x > 50) { wcross_color_x = 1; wcross_color_y = 1; wcross_color_z = 0.2 + (x-50)*0.02 * 0.8; } else if(x > 20) { wcross_color_x = 1; wcross_color_y = (x-20)*90/27/100; wcross_color_z = (x-20)*90/27/100 * 0.2; } else { wcross_color_x = 1; wcross_color_y = 0; } } else wcross_color = stov(cvar_string("crosshair_color")); wcross_alpha = cvar("crosshair_alpha"); wcross_resolution = cvar("crosshair_size"); if(!activeweapon) if(!swallow_indicator) { if(cvar("crosshair_unarmed_dim_color")) wcross_color *= cvar("crosshair_unarmed_dim_color"); if(cvar("crosshair_unarmed_dim_alpha")) wcross_alpha *= cvar("crosshair_unarmed_dim_alpha"); } wcross_name = strcat("gfx/crosshair", wcross_style); if(cvar("crosshair_effect_scalefade")) { wcross_scale = wcross_resolution; wcross_resolution = 1; } else { wcross_scale = 1; } if(swallow_indicator) wcross_scale *= cvar("crosshair_swallowindicator_size"); if(cvar("crosshair_pickup")) { if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP)) { pickup_crosshair_size = 1; pickup_crosshair_time = getstatf(STAT_LAST_PICKUP); } if(pickup_crosshair_size > 0) pickup_crosshair_size -= cvar("crosshair_pickup_speed") * frametime; else pickup_crosshair_size = 0; wcross_scale += sin(pickup_crosshair_size) * cvar("crosshair_pickup"); } if(shottype == SHOTTYPE_HITENEMY) wcross_scale *= cvar("crosshair_hittest"); // is not queried if hittest is 0 if(shottype == SHOTTYPE_HITTEAM) wcross_scale /= cvar("crosshair_hittest"); // is not queried if hittest is 0 f = cvar("crosshair_effect_speed"); if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev) { wcross_changedonetime = time + f; } if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev) { wcross_name_changestarttime = time; wcross_name_changedonetime = time + f; if(wcross_name_goal_prev_prev) strunzone(wcross_name_goal_prev_prev); wcross_name_goal_prev_prev = wcross_name_goal_prev; wcross_name_goal_prev = strzone(wcross_name); wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev; wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev; wcross_resolution_goal_prev = wcross_resolution; } wcross_scale_goal_prev = wcross_scale; wcross_alpha_goal_prev = wcross_alpha; wcross_color_goal_prev = wcross_color; if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && cvar("crosshair_hittest_blur") && !cvar("chase_active"))) { wcross_blur = 1; wcross_alpha *= 0.75; } else wcross_blur = 0; // *_prev is at time-frametime // * is at wcross_changedonetime+f // what do we have at time? if(time < wcross_changedonetime) { f = frametime / (wcross_changedonetime - time + frametime); wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev; wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev; wcross_color = f * wcross_color + (1 - f) * wcross_color_prev; } wcross_scale_prev = wcross_scale; wcross_alpha_prev = wcross_alpha; wcross_color_prev = wcross_color; wcross_scale *= 1 - cvar("_menu_alpha"); wcross_alpha *= 1 - cvar("_menu_alpha"); #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \ do \ { \ if(wcross_blur > 0) \ { \ for(i = -2; i <= 2; ++i) \ for(j = -2; j <= 2; ++j) \ M(i,j,sz,wcross_name,wcross_alpha*0.04); \ } \ else \ { \ M(0,0,sz,wcross_name,wcross_alpha); \ } \ } \ while(0) #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \ 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) #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \ CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha) if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev) { f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime); wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale; CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev); f = 1 - f; } else { f = 1; } wcross_size = drawgetimagesize(wcross_name) * wcross_scale; CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f); wcross_name_alpha_goal_prev = f; // ring around crosshair representing ammo left in weapon clip weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD); a = cvar("crosshair_ring_alpha"); if (weapon_clipload && a) if (!swallow_indicator) { weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE); ring_scale = cvar("crosshair_ring_size"); f = bound(0, weapon_clipload / weapon_clipsize, 1); DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, "gfx/crosshair_ring.tga", f, wcross_color, wcross_alpha * a, DRAWFLAG_ADDITIVE); } } } else { wcross_scale_prev = 0; wcross_alpha_prev = 0; wcross_scale_goal_prev = 0; wcross_alpha_goal_prev = 0; wcross_changedonetime = 0; if(wcross_name_goal_prev) strunzone(wcross_name_goal_prev); wcross_name_goal_prev = string_null; if(wcross_name_goal_prev_prev) strunzone(wcross_name_goal_prev_prev); wcross_name_goal_prev_prev = string_null; wcross_name_changestarttime = 0; wcross_name_changedonetime = 0; wcross_name_alpha_goal_prev = 0; wcross_name_alpha_goal_prev_prev = 0; wcross_resolution_goal_prev = 0; wcross_resolution_goal_prev_prev = 0; } } if(NextFrameCommand) { localcmd("\n", NextFrameCommand, "\n"); NextFrameCommand = string_null; } // we must do this check AFTER a frame was rendered, or it won't work if(cs_project_is_b0rked == 0) { string w0, h0; w0 = cvar_string("vid_conwidth"); h0 = cvar_string("vid_conheight"); //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0'); //setproperty(VF_FOV, '90 90 0'); setproperty(VF_ORIGIN, '0 0 0'); setproperty(VF_ANGLES, '0 0 0'); setproperty(VF_PERSPECTIVE, 1); makevectors('0 0 0'); vector v1, v2; cvar_set("vid_conwidth", "800"); cvar_set("vid_conheight", "600"); v1 = cs_project(v_forward); cvar_set("vid_conwidth", "640"); cvar_set("vid_conheight", "480"); v2 = cs_project(v_forward); if(v1 == v2) cs_project_is_b0rked = 1; else cs_project_is_b0rked = -1; cvar_set("vid_conwidth", w0); cvar_set("vid_conheight", h0); } // be safe against triggerbots until everyone has the fixed engine // this call is meant to overwrite the trace globals by something // unsuspicious traceline('0 0 0', '0 0 0', MOVE_WORLDONLY, world); // this cvar must be constantly updated on the server if(chase_active_old != cvar("chase_active")) { localcmd("sendcvar chase_active\n"); chase_active_old = cvar("chase_active"); } // update some stats to be detected next frame last_health = getstati(STAT_HEALTH); last_spectatee = spectatee_status; } void Sbar_Draw(); void CSQC_common_hud(void) { // Sbar_SortFrags(); done in Sbar_Draw float hud; hud = getstati(STAT_HUD); //hud = 10; switch(hud) { case HUD_NORMAL: Sbar_Draw(); break; } } // following vectors must be global to allow seamless switching between camera modes vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position; void CSQC_Demo_Camera() { float speed, attenuation, dimensions; vector tmp, delta; if( cvar("camera_reset") || !camera_mode ) { camera_offset = '0 0 0'; current_angles = '0 0 0'; camera_direction = '0 0 0'; camera_offset_z += 30; camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD); camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD); current_origin = view_origin; current_camera_offset = camera_offset; cvar_set("camera_reset", "0"); camera_mode = CAMERA_CHASE; } // Camera angles if( camera_roll ) mouse_angles_z += camera_roll * cvar("camera_speed_roll"); if(cvar("camera_look_player")) { local vector dir; local float n; dir = normalize(view_origin - current_position); n = mouse_angles_z; mouse_angles = vectoangles(dir); mouse_angles_x = mouse_angles_x * -1; mouse_angles_z = n; } else { tmp = getmousepos() * 0.1; if(vlen(tmp)>cvar("camera_mouse_treshold")) { mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD)); mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD)); } } while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360; while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360; while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360; while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360; // Fix difference when angles don't have the same sign delta = '0 0 0'; if(mouse_angles_y < -60 && current_angles_y > 60) delta = '0 360 0'; if(mouse_angles_y > 60 && current_angles_y < -60) delta = '0 -360 0'; if(cvar("camera_look_player")) attenuation = cvar("camera_look_attenuation"); else attenuation = cvar("camera_speed_attenuation"); attenuation = 1 / max(1, attenuation); current_angles += (mouse_angles - current_angles + delta) * attenuation; while (current_angles_x < -180) current_angles_x = current_angles_x + 360; while (current_angles_x > 180) current_angles_x = current_angles_x - 360; while (current_angles_y < -180) current_angles_y = current_angles_y + 360; while (current_angles_y > 180) current_angles_y = current_angles_y - 360; // Camera position tmp = '0 0 0'; dimensions = 0; if( camera_direction_x ) { tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD); tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD); if( cvar("camera_forward_follows") && !cvar("camera_look_player") ) tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD); ++dimensions; } if( camera_direction_y ) { tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD); tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD); tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD); ++dimensions; } if( camera_direction_z ) { tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD); ++dimensions; } if(cvar("camera_free")) speed = cvar("camera_speed_free"); else speed = cvar("camera_speed_chase"); if(dimensions) { speed = speed * sqrt(1 / dimensions); camera_offset += tmp * speed; } current_camera_offset += (camera_offset - current_camera_offset) * attenuation; // Camera modes if( cvar("camera_free") ) { if ( camera_mode == CAMERA_CHASE ) { current_camera_offset = current_origin + current_camera_offset; camera_offset = current_origin + camera_offset; } camera_mode = CAMERA_FREE; current_position = current_camera_offset; } else { if ( camera_mode == CAMERA_FREE ) { current_origin = view_origin; camera_offset = camera_offset - current_origin; current_camera_offset = current_camera_offset - current_origin; } camera_mode = CAMERA_CHASE; if(cvar("camera_chase_smoothly")) current_origin += (view_origin - current_origin) * attenuation; else current_origin = view_origin; current_position = current_origin + current_camera_offset; } setproperty(VF_ANGLES, current_angles); setproperty(VF_ORIGIN, current_position); }