1 #define spider_rocket_icon "gfx/vehicles/rocket_ico.tga"
2 #define spider_rocket_targ "gfx/vehicles/target.tga"
3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
8 void CSQC_WAKIZASHI_HUD();
12 float trace_dphitcontents;
13 float trace_networkentity;
14 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
15 float DPCONTENTS_SOLID = 1; // blocks player movement
16 float DPCONTENTS_BODY = 32; // blocks player movement
17 float DPCONTENTS_CORPSE = 64; // blocks player movement
18 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
21 vector p, dir, ang, q, nextdir;
22 float idx, portal_number, portal1_idx;
24 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
30 if (getstati(STAT_HEALTH) <= 0)
35 if(angles_held_status)
37 makevectors(angles_held);
51 traceline(p, p + 65536 * dir, TRUE, porto);
52 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
54 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
60 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
63 ang = vectoangles2(trace_plane_normal, dir);
66 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
68 if(portal_number == 1)
70 if(portal_number >= 2)
80 if(idx-1 >= portal1_idx)
82 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
86 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
93 * Checks whether the server initiated a map restart (stat_game_starttime changed)
95 * TODO: Use a better solution where a common shared entitiy is used that contains
96 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
97 * and STAT_FRAGLIMIT to be auto-sent)
99 void CheckForGamestartChange() {
101 startTime = getstatf(STAT_GAMESTARTTIME);
102 if (previous_game_starttime != startTime) {
103 if ((time + 5.0) < startTime) {
104 //if connecting to server while restart was active don't always play prepareforbattle
105 sound(world, CHAN_AUTO, strcat("announcer/", autocvar_cl_announcer, "/prepareforbattle.wav"), VOL_BASEVOICE, ATTN_NONE);
107 if (time < startTime) {
108 restartAnnouncer = spawn();
109 restartAnnouncer.think = restartAnnouncer_Think;
110 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
113 previous_game_starttime = startTime;
119 porto.classname = "porto";
120 porto.draw = Porto_Draw;
121 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
126 vector GetCurrentFov(float fov)
128 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir, velocityzoom;
130 zoomsensitivity = autocvar_cl_zoomsensitivity;
131 zoomfactor = autocvar_cl_zoomfactor;
132 if(zoomfactor < 1 || zoomfactor > 16)
134 zoomspeed = autocvar_cl_zoomspeed;
136 if(zoomspeed < 0.5 || zoomspeed > 16)
139 zoomdir = button_zoom;
140 if((getstati(STAT_ACTIVEWEAPON) == WEP_NEX && nex_scope) || (getstati(STAT_ACTIVEWEAPON) == WEP_SNIPERRIFLE && sniperrifle_scope)) // do NOT use switchweapon here
141 zoomdir += button_attack2;
142 if(spectatee_status > 0 || isdemo())
144 if(spectatorbutton_zoom)
145 zoomdir = 0 + !zoomdir;
146 // do not even THINK about removing this 0
147 // _I_ know what I am doing
154 if(zoomin_effect || camera_active)
156 current_viewzoom = min(1, current_viewzoom + drawframetime);
160 if(zoomspeed < 0) // instant zoom
163 current_viewzoom = 1 / zoomfactor;
165 current_viewzoom = 1;
170 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
172 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
176 if(almost_equals(current_viewzoom, 1))
177 current_zoomfraction = 0;
178 else if(almost_equals(current_viewzoom, 1/zoomfactor))
179 current_zoomfraction = 1;
181 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
183 if(zoomsensitivity < 1)
184 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
186 setsensitivityscale(1);
188 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoomtime), 1);
189 avgspeed = avgspeed * (1 - velocityzoom) + (vlen(pmove_vel) / 1000) * velocityzoom;
190 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
192 //print(ftos(avgspeed), " avgspeed, ", ftos(autocvar_cl_velocityzoom), " cvar, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
240 if(trace_networkentity < 1)
241 return SHOTTYPE_HITWORLD;
242 if(trace_networkentity > maxclients)
243 return SHOTTYPE_HITWORLD;
244 t = GetPlayerColor(trace_networkentity - 1);
247 return SHOTTYPE_HITTEAM;
248 if(t == COLOR_SPECTATOR)
249 return SHOTTYPE_HITWORLD;
250 return SHOTTYPE_HITENEMY;
255 float nudge = 1; // added to traceline target and subtracted from result
256 vector vecs, trueaimpoint, w_shotorg;
264 mv = MOVE_NOMONSTERS;
268 case WEP_TUBA: // no aim
269 case WEP_PORTO: // shoots from eye
270 case WEP_HOOK: // no trueaim
271 case WEP_GRENADE_LAUNCHER: // toss curve
272 return SHOTTYPE_HITWORLD;
277 case WEP_SNIPERRIFLE:
280 if(zoomscript_caught)
282 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
283 return EnemyHitCheck();
286 case WEP_ROCKET_LAUNCHER: // projectile has a size!
290 case WEP_FIREBALL: // projectile has a size!
294 case WEP_SEEKER: // projectile has a size!
298 case WEP_ELECTRO: // projectile has a size!
304 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
306 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
307 trueaimpoint = trace_endpos;
309 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
310 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
317 dv = view_right * vecs_y + view_up * vecs_z;
318 w_shotorg = view_origin + dv;
320 // now move the vecs forward as much as requested if possible
321 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
322 w_shotorg = trace_endpos - view_forward * nudge;
324 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
325 shottype = EnemyHitCheck();
326 if(shottype != SHOTTYPE_HITWORLD)
330 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
331 // or rather, I know why, but see no fix
332 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
333 // 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
334 return SHOTTYPE_HITOBSTRUCTION;
337 return SHOTTYPE_HITWORLD;
340 void CSQC_common_hud(void);
343 void CSQC_Demo_Camera();
344 float HUD_WouldDrawScoreboard();
348 string NextFrameCommand;
349 void CSQC_SPIDER_HUD();
350 void CSQC_RAPTOR_HUD();
352 vector freeze_pmove_org, freeze_input_angles;
353 entity nightvision_noise, nightvision_noise2;
355 float pickup_crosshair_time, pickup_crosshair_size;
356 float hit_time, typehit_time;
357 float nextsound_hit_time, nextsound_typehit_time;
358 float hitindication_crosshair_time, hitindication_crosshair_size;
359 float use_nex_chargepool;
361 float myhealth, myhealth_prev;
362 float myhealth_flash;
364 float old_blurradius, old_bluralpha;
365 float old_sharpen_intensity;
367 vector myhealth_gentlergb;
369 float contentavgalpha, liquidalpha_prev;
370 vector liquidcolor_prev;
372 vector damage_blurpostprocess, content_blurpostprocess;
375 void CSQC_UpdateView(float w, float h)
381 vector vf_size, vf_min;
384 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
385 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
386 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
387 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
388 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
389 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
390 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
392 vf_size = R_SetView3fv(VF_SIZE);
393 vf_min = R_SetView3fv(VF_MIN);
394 vid_width = vf_size_x;
395 vid_height = vf_size_y;
397 vector reticle_pos, reticle_size;
398 vector splash_pos, splash_size;
400 WaypointSprite_Load();
403 myteam = GetPlayerColor(spectatee_status - 1);
405 myteam = GetPlayerColor(player_localentnum - 1);
407 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
408 vo = '0 0 1' * getstati(STAT_VIEWHEIGHT);
410 warpzone_fixview_origin = pmove_org + vo;
411 warpzone_fixview_cl_viewangles = input_angles;
412 warpzone_fixview_angles = view_angles;
414 pmove_org = warpzone_fixview_origin - vo;
415 input_angles = warpzone_fixview_cl_viewangles;
416 view_angles = warpzone_fixview_angles;
418 if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
420 pmove_org = freeze_pmove_org;
421 input_angles = view_angles = freeze_input_angles;
422 R_SetView(VF_ORIGIN, pmove_org + vo);
423 R_SetView(VF_ANGLES, view_angles);
424 //R_SetView(VF_CL_VIEWANGLES, input_angles);
426 freeze_pmove_org = pmove_org;
427 freeze_input_angles = input_angles;
430 if(!intermission || !view_set)
432 view_origin = pmove_org + vo;
433 view_angles = input_angles;
434 makevectors(view_angles);
435 view_forward = v_forward;
436 view_right = v_right;
442 if(time > blurtest_time0 && time < blurtest_time1)
446 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
447 r = t * blurtest_radius;
448 f = 1 / pow(t, blurtest_power) - 1;
450 cvar_set("r_glsl_postprocess", "1");
451 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
455 cvar_set("r_glsl_postprocess", "0");
456 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
460 TargetMusic_Advance();
463 drawframetime = max(0.000001, time - drawtime);
466 // watch for gametype changes here...
467 // in ParseStuffCMD the cmd isn't executed yet :/
468 // might even be better to add the gametype to TE_CSQC_INIT...?
472 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
473 if(calledhooks & HOOK_START)
475 localcmd("\ncl_hook_gameend\n");
476 calledhooks |= HOOK_END;
479 CheckForGamestartChange();
485 if(button_zoom || fov <= 59.5)
487 if(!zoomscript_caught)
489 localcmd("+button4\n");
490 zoomscript_caught = 1;
491 ignore_plus_zoom += 1;
496 if(zoomscript_caught)
498 localcmd("-button4\n");
499 zoomscript_caught = 0;
500 ignore_minus_zoom += 1;
504 ColorTranslateMode = autocvar_cl_stripcolorcodes;
505 activeweapon = getstati(STAT_SWITCHWEAPON);
506 f = (serverflags & SERVERFLAG_TEAMPLAY);
513 if(last_weapon != activeweapon) {
515 last_weapon = activeweapon;
517 e = get_weaponinfo(activeweapon);
519 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
521 localcmd("\ncl_hook_activeweapon none\n");
524 // ALWAYS Clear Current Scene First
527 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
528 R_SetView(VF_SIZE, vf_size);
529 R_SetView(VF_MIN, vf_min);
531 // Assign Standard Viewflags
532 // Draw the World (and sky)
533 R_SetView(VF_DRAWWORLD, 1);
535 // Set the console size vars
536 vid_conwidth = autocvar_vid_conwidth;
537 vid_conheight = autocvar_vid_conheight;
538 vid_pixelheight = autocvar_vid_pixelheight;
540 R_SetView(VF_FOV, GetCurrentFov(fov));
542 // Camera for demo playback
545 if(autocvar_camera_enable)
549 cvar_set("chase_active", ftos(chase_active_backup));
550 cvar_set("cl_demo_mousegrab", "0");
551 camera_active = FALSE;
555 else if(autocvar_camera_enable)
557 else if(autocvar_camera_enable && isdemo())
560 // Enable required Darkplaces cvars
561 chase_active_backup = autocvar_chase_active;
562 cvar_set("chase_active", "2");
563 cvar_set("cl_demo_mousegrab", "1");
564 camera_active = TRUE;
568 // Draw the Crosshair
569 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
571 // Draw the Engine Status Bar (the default Quake HUD)
572 R_SetView(VF_DRAWENGINEHUD, 0);
574 // fetch this one only once per frame
575 hud_showbinds = autocvar_hud_showbinds;
576 hud_showbinds_limit = autocvar_hud_showbinds_limit;
578 // Update the mouse position
580 mousepos_x = vid_conwidth;
581 mousepos_y = vid_conheight;
582 mousepos = mousepos*0.5 + getmousepos();
586 for(self = world; (self = nextent(self)); )
591 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
594 // now switch to 2D drawing mode by calling a 2D drawing function
595 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
596 // next R_RenderScene call
597 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
599 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
600 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
602 // apply night vision effect
603 vector rgb, tc_00, tc_01, tc_10, tc_11;
605 if(!nightvision_noise)
607 nightvision_noise = spawn();
608 nightvision_noise.classname = "nightvision_noise";
610 if(!nightvision_noise2)
612 nightvision_noise2 = spawn();
613 nightvision_noise2.classname = "nightvision_noise2";
616 // color tint in yellow
617 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
620 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
622 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
623 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
624 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
625 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
626 tc_11 = tc_01 + tc_10 - tc_00;
627 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
628 R_PolygonVertex('0 0 0', tc_00, rgb, a);
629 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
630 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
631 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
635 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
636 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
637 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
638 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
639 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
640 tc_11 = tc_01 + tc_10 - tc_00;
641 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
642 R_PolygonVertex('0 0 0', tc_00, rgb, a);
643 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
644 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
645 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
649 // Draw the aiming reticle for weapons that use it
650 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
651 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
652 // the view to go back to normal, so reticle_type would become 0 as we fade out)
653 if(spectatee_status || getstati(STAT_HEALTH) <= 0)
654 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
655 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_SNIPERRIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
656 reticle_type = 2; // nex zoom
657 else if(button_zoom || zoomscript_caught)
658 reticle_type = 1; // normal zoom
659 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_SNIPERRIFLE && button_attack2)
660 reticle_type = 2; // nex zoom
664 if(autocvar_cl_reticle_stretch)
666 reticle_size_x = vid_conwidth;
667 reticle_size_y = vid_conheight;
673 reticle_size_x = max(vid_conwidth, vid_conheight);
674 reticle_size_y = max(vid_conwidth, vid_conheight);
675 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
676 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
679 f = current_zoomfraction;
680 if(zoomscript_caught)
682 if(autocvar_cl_reticle_item_normal)
684 if(reticle_type == 1 && f)
685 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
687 if(autocvar_cl_reticle_item_nex)
689 if(reticle_type == 2 && f)
690 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
695 // improved polyblend
697 if(autocvar_hud_contents)
699 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
702 switch(pointcontents(view_origin))
705 liquidalpha = autocvar_hud_contents_water_alpha;
706 liquidcolor = stov(autocvar_hud_contents_water_color);
711 liquidalpha = autocvar_hud_contents_lava_alpha;
712 liquidcolor = stov(autocvar_hud_contents_lava_color);
717 liquidalpha = autocvar_hud_contents_slime_alpha;
718 liquidcolor = stov(autocvar_hud_contents_slime_color);
724 liquidcolor = '0 0 0';
729 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
730 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
731 contentfadetime = autocvar_hud_contents_fadeintime;
732 liquidalpha_prev = liquidalpha;
733 liquidcolor_prev = liquidcolor;
736 contentfadetime = autocvar_hud_contents_fadeouttime;
738 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
739 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
742 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
744 if(autocvar_hud_postprocessing)
746 if(autocvar_hud_contents_blur && contentavgalpha)
748 content_blurpostprocess_x = 1;
749 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
750 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
754 content_blurpostprocess_x = 0;
755 content_blurpostprocess_y = 0;
756 content_blurpostprocess_z = 0;
761 if(autocvar_hud_damage)
763 splash_size_x = max(vid_conwidth, vid_conheight);
764 splash_size_y = max(vid_conwidth, vid_conheight);
765 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
766 splash_pos_y = (vid_conheight - splash_size_y) / 2;
768 float myhealth_flash_temp;
769 myhealth = getstati(STAT_HEALTH);
772 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
774 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
776 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
777 pain_threshold = autocvar_hud_damage_pain_threshold;
778 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
779 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
781 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
783 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
786 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
788 if(myhealth_prev < 1)
792 myhealth_flash = 0; // just spawned, clear the flash immediately
793 myhealth_flash_temp = 0;
797 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
801 if(spectatee_status == -1 || intermission)
803 myhealth_flash = 0; // observing, or match ended
804 myhealth_flash_temp = 0;
807 myhealth_prev = myhealth;
809 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
811 if(autocvar_cl_gentle_damage == 2)
813 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
815 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
819 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
821 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
824 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
826 if(autocvar_hud_postprocessing)
828 if(autocvar_hud_damage_blur && myhealth_flash_temp)
830 damage_blurpostprocess_x = 1;
831 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
832 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
836 damage_blurpostprocess_x = 0;
837 damage_blurpostprocess_y = 0;
838 damage_blurpostprocess_z = 0;
843 if(autocvar_hud_postprocessing)
845 // all of this should be done in the engine eventually
847 // enable or disable rendering types if they are used or not
848 if(cvar("r_glsl_postprocess_uservec1_enable") != (cvar("hud_postprocessing_maxbluralpha") != 0))
849 cvar_set("r_glsl_postprocess_uservec1_enable", ftos(cvar("hud_postprocessing_maxbluralpha") != 0));
850 if(cvar("r_glsl_postprocess_uservec2_enable") != (cvar("hud_powerup") != 0))
851 cvar_set("r_glsl_postprocess_uservec2_enable", ftos(cvar("hud_powerup") != 0));
853 // lets apply the postprocess effects from the previous two functions if needed
854 if(damage_blurpostprocess_x || content_blurpostprocess_x)
856 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
857 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
858 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
860 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
861 old_blurradius = blurradius;
862 old_bluralpha = bluralpha;
865 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
867 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
872 float sharpen_intensity;
873 if (getstatf(STAT_STRENGTH_FINISHED) - time > 0)
874 sharpen_intensity += (getstatf(STAT_STRENGTH_FINISHED) - time);
875 if (getstatf(STAT_INVINCIBLE_FINISHED) - time > 0)
876 sharpen_intensity += (getstatf(STAT_INVINCIBLE_FINISHED) - time);
878 if(autocvar_hud_powerup && sharpen_intensity > 0)
880 sharpen_intensity = bound(0, sharpen_intensity, 5); // powerup warning time is 5 seconds, so fade the effect from there
882 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
884 cvar_set("r_glsl_postprocess_uservec2", strcat("0 ", ftos(-sharpen_intensity * cvar("hud_powerup")), " 0 0"));
885 old_sharpen_intensity = sharpen_intensity;
888 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
890 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
891 old_sharpen_intensity = 0;
895 // Draw the mouse cursor
896 // NOTE: drawpic must happen after R_RenderScene for some reason
897 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
898 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
899 //self = edict_num(player_localnum);
900 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
901 //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);
902 // as long as the ctf part isn't in, this is useless
906 /*if(gametype == GAME_CTF)
913 for(self = world; (self = nextent(self)); )
918 scoreboard_active = HUD_WouldDrawScoreboard();
920 hit_time = getstatf(STAT_HIT_TIME);
921 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
923 sound(world, CHAN_AUTO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
924 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
926 typehit_time = getstatf(STAT_TYPEHIT_TIME);
927 if(typehit_time > nextsound_typehit_time)
929 sound(world, CHAN_AUTO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
930 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
934 hud = getstati(STAT_HUD);
935 if(hud == HUD_SPIDERBOT)
937 else if(hud == HUD_WAKIZASHI)
938 CSQC_WAKIZASHI_HUD();
939 else if(hud == HUD_RAPTOR)
943 if(gametype == GAME_FREEZETAG)
945 if(getstati(STAT_FROZEN))
946 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
947 if(getstatf(STAT_REVIVE_PROGRESS))
949 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
950 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
954 if(autocvar_r_letterbox == 0)
955 if(autocvar_viewsize < 120)
958 // crosshair goes VERY LAST
959 if(!scoreboard_active && !camera_active && intermission != 2) {
961 float wcross_alpha, wcross_resolution;
962 wcross_style = autocvar_crosshair;
963 if (wcross_style == "0")
965 wcross_resolution = autocvar_crosshair_size;
966 if (wcross_resolution == 0)
968 wcross_alpha = autocvar_crosshair_alpha;
969 if (wcross_alpha == 0)
975 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
976 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
978 if(autocvar_crosshair_hittest)
980 vector wcross_oldorigin;
981 wcross_oldorigin = wcross_origin;
982 shottype = TrueAimCheck();
983 if(shottype == SHOTTYPE_HITWORLD)
985 v = wcross_origin - wcross_oldorigin;
987 v_y /= vid_conheight;
989 shottype = SHOTTYPE_HITOBSTRUCTION;
991 if(!autocvar_crosshair_hittest_showimpact)
992 wcross_origin = wcross_oldorigin;
995 shottype = SHOTTYPE_HITWORLD;
997 vector wcross_color, wcross_size;
998 string wcross_wep, wcross_name;
999 float wcross_scale, wcross_blur;
1001 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1002 e = get_weaponinfo(activeweapon);
1003 if (e && e.netname != "")
1005 wcross_wep = e.netname;
1006 if(autocvar_crosshair_per_weapon)
1008 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1009 if (wcross_resolution == 0)
1011 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1012 if (wcross_alpha == 0)
1015 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1016 if(wcross_style == "" || wcross_style == "0")
1017 wcross_style = wcross_wep;
1021 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1022 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1023 else if(autocvar_crosshair_color_by_health)
1025 local float x = getstati(STAT_HEALTH);
1040 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1041 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1045 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1046 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1047 wcross_color_z = 1 - (x-100)*0.02;
1053 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1058 wcross_color_y = (x-20)*90/27/100;
1059 wcross_color_z = (x-20)*90/27/100 * 0.2;
1068 wcross_color = stov(autocvar_crosshair_color);
1070 wcross_name = strcat("gfx/crosshair", wcross_style);
1072 if(autocvar_crosshair_effect_scalefade)
1074 wcross_scale = wcross_resolution;
1075 wcross_resolution = 1;
1082 if(autocvar_crosshair_pickup)
1084 if(pickup_crosshair_time < getstatf(STAT_LAST_PICKUP))
1086 pickup_crosshair_size = 1;
1087 pickup_crosshair_time = getstatf(STAT_LAST_PICKUP);
1090 if(pickup_crosshair_size > 0)
1091 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1093 pickup_crosshair_size = 0;
1095 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1098 vector hitindication_color;
1099 if(autocvar_crosshair_hitindication)
1101 hitindication_color = stov(autocvar_crosshair_hitindication_color);
1102 if(hitindication_crosshair_time < hit_time)
1104 hitindication_crosshair_size = 1;
1105 hitindication_crosshair_time = hit_time;
1108 if(hitindication_crosshair_size > 0)
1109 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1111 hitindication_crosshair_size = 0;
1113 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1114 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1115 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1116 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1119 if(shottype == SHOTTYPE_HITENEMY)
1120 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1121 if(shottype == SHOTTYPE_HITTEAM)
1122 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1124 f = autocvar_crosshair_effect_speed;
1126 f *= -2 * g_weaponswitchdelay;
1127 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1129 wcross_changedonetime = time + f;
1131 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1133 wcross_name_changestarttime = time;
1134 wcross_name_changedonetime = time + f;
1135 if(wcross_name_goal_prev_prev)
1136 strunzone(wcross_name_goal_prev_prev);
1137 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1138 wcross_name_goal_prev = strzone(wcross_name);
1139 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1140 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1141 wcross_resolution_goal_prev = wcross_resolution;
1144 wcross_scale_goal_prev = wcross_scale;
1145 wcross_alpha_goal_prev = wcross_alpha;
1146 wcross_color_goal_prev = wcross_color;
1148 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1151 wcross_alpha *= 0.75;
1155 // *_prev is at time-frametime
1156 // * is at wcross_changedonetime+f
1157 // what do we have at time?
1158 if(time < wcross_changedonetime)
1160 f = frametime / (wcross_changedonetime - time + frametime);
1161 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1162 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1163 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1166 wcross_scale_prev = wcross_scale;
1167 wcross_alpha_prev = wcross_alpha;
1168 wcross_color_prev = wcross_color;
1170 wcross_scale *= 1 - autocvar__menu_alpha;
1171 wcross_alpha *= 1 - autocvar__menu_alpha;
1172 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1174 // crosshair rings for weapon stats
1175 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1177 // declarations and stats
1178 float ring_value, ring_scale, ring_alpha, ring_inner_value, ring_inner_alpha;
1179 string ring_image, ring_inner_image;
1180 vector ring_rgb, ring_inner_rgb;
1182 ring_scale = autocvar_crosshair_ring_size;
1184 float weapon_clipload, weapon_clipsize;
1185 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1186 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1188 float nex_charge, nex_chargepool;
1189 nex_charge = getstatf(STAT_NEX_CHARGE);
1190 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1192 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1193 nex_charge_movingavg = nex_charge;
1196 // handle the values
1197 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1199 if (nex_chargepool || use_nex_chargepool) {
1200 use_nex_chargepool = 1;
1201 ring_inner_value = nex_chargepool;
1203 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1204 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1207 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1208 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1209 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1211 // draw the outer ring to show the current charge of the weapon
1212 ring_value = nex_charge;
1213 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1214 ring_rgb = wcross_color;
1215 ring_image = "gfx/crosshair_ring_nexgun.tga";
1217 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1219 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1220 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1221 ring_rgb = wcross_color;
1222 ring_image = "gfx/crosshair_ring.tga";
1225 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1227 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1228 ring_scale = autocvar_crosshair_ring_reload_size;
1229 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1230 ring_rgb = wcross_color;
1232 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1233 // if a new image for another weapon is added, add the code (and its respective file/value) here
1234 if ((activeweapon == WEP_SNIPERRIFLE) && (weapon_clipsize == 80))
1235 ring_image = "gfx/crosshair_ring_sniperrifle.tga";
1237 ring_image = "gfx/crosshair_ring.tga";
1240 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1241 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1244 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1247 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1250 if(wcross_blur > 0) \
1252 for(i = -2; i <= 2; ++i) \
1253 for(j = -2; j <= 2; ++j) \
1254 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1258 M(0,0,sz,wcross_name,wcross_alpha); \
1263 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1264 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)
1266 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1267 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1269 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1271 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1272 wcross_size = drawgetimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1273 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1281 wcross_size = drawgetimagesize(wcross_name) * wcross_scale;
1282 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1284 if(autocvar_crosshair_dot)
1286 vector wcross_color_old;
1287 wcross_color_old = wcross_color;
1288 if(autocvar_crosshair_dot_color != "0")
1289 wcross_color = stov(autocvar_crosshair_dot_color);
1290 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1291 wcross_color = wcross_color_old;
1294 wcross_name_alpha_goal_prev = f;
1298 wcross_scale_prev = 0;
1299 wcross_alpha_prev = 0;
1300 wcross_scale_goal_prev = 0;
1301 wcross_alpha_goal_prev = 0;
1302 wcross_changedonetime = 0;
1303 if(wcross_name_goal_prev)
1304 strunzone(wcross_name_goal_prev);
1305 wcross_name_goal_prev = string_null;
1306 if(wcross_name_goal_prev_prev)
1307 strunzone(wcross_name_goal_prev_prev);
1308 wcross_name_goal_prev_prev = string_null;
1309 wcross_name_changestarttime = 0;
1310 wcross_name_changedonetime = 0;
1311 wcross_name_alpha_goal_prev = 0;
1312 wcross_name_alpha_goal_prev_prev = 0;
1313 wcross_resolution_goal_prev = 0;
1314 wcross_resolution_goal_prev_prev = 0;
1318 if(NextFrameCommand)
1320 localcmd("\n", NextFrameCommand, "\n");
1321 NextFrameCommand = string_null;
1324 // we must do this check AFTER a frame was rendered, or it won't work
1325 if(cs_project_is_b0rked == 0)
1328 w0 = ftos(autocvar_vid_conwidth);
1329 h0 = ftos(autocvar_vid_conheight);
1330 //R_SetView(VF_VIEWPORT, '0 0 0', '640 480 0');
1331 //R_SetView(VF_FOV, '90 90 0');
1332 R_SetView(VF_ORIGIN, '0 0 0');
1333 R_SetView(VF_ANGLES, '0 0 0');
1334 R_SetView(VF_PERSPECTIVE, 1);
1335 makevectors('0 0 0');
1337 cvar_set("vid_conwidth", "800");
1338 cvar_set("vid_conheight", "600");
1339 v1 = cs_project(v_forward);
1340 cvar_set("vid_conwidth", "640");
1341 cvar_set("vid_conheight", "480");
1342 v2 = cs_project(v_forward);
1344 cs_project_is_b0rked = 1;
1346 cs_project_is_b0rked = -1;
1347 cvar_set("vid_conwidth", w0);
1348 cvar_set("vid_conheight", h0);
1351 if(autocvar__hud_configure)
1354 // let's reset the view back to normal for the end
1355 R_SetView(VF_MIN, '0 0 0');
1356 R_SetView(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1359 #define spider_h "gfx/vehicles/hud_bg.tga"
1360 #define spider_b "gfx/vehicles/sbot.tga"
1361 #define spider_r "gfx/vehicles/sbot_rpods.tga"
1362 #define spider_g "gfx/vehicles/sbot_mguns.tga"
1363 #define spider_s "gfx/vehicles/shiled.tga"
1364 #define spider_a1 "gfx/hud/sb_rocket.tga"
1365 #define spider_a2 "gfx/sb_bullets.tga"
1367 void CSQC_SPIDER_HUD()
1369 float rockets, reload, heat, hp, shield;
1370 vector picsize, hudloc;
1372 // Fetch health & ammo stats
1373 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1374 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1375 heat = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 2);
1376 rockets = getstati(STAT_VEHICLESTAT_AMMO2);
1377 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD2), 1);
1379 // Draw the crosshairs
1380 picsize = drawgetimagesize(SPIDER_CROSS);
1381 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1382 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1383 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1388 picsize = drawgetimagesize(spider_h) * 0.5;
1389 drawpic(hudloc, spider_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1391 picsize = drawgetimagesize(spider_a2) * 0.5;
1392 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1394 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1395 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1396 drawstring(hudloc + '136 102 0', strcat(ftos(100 - rint(heat * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1398 picsize = drawgetimagesize(spider_a1) * 0.85;
1401 drawpic(hudloc + '132 54 0', spider_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1402 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1406 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1407 drawstring(hudloc + '179 69 0', strcat(ftos(9 - rockets), "/8"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1410 picsize = drawgetimagesize(spider_b) * 0.5;
1414 drawpic(hudloc, spider_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1415 drawpic(hudloc, spider_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1416 drawpic(hudloc, spider_r, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1417 drawpic(hudloc, spider_g, picsize, '1 1 1' * (1 - heat) + '1 0 0' * heat, 1, DRAWFLAG_NORMAL);
1422 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1423 p = p + '0 1 0' * vid_conheight - '0 32 0';
1424 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
1425 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
1427 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
1429 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1431 // Draw minigun heat indicator
1432 p = '0.5 0 0' * (vid_conwidth - 256);
1433 p = p + '0 1 0' * vid_conheight - '0 34 0';
1434 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
1435 p_x += 256 * (1-heat);
1436 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
1439 // Draw rocket icons for loaded/empty tubes.
1440 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1441 pp += '0 1 0' * vid_conheight - '0 64 0';
1442 for(i = 0; i < 8; ++i)
1444 p = pp + '1 0 0' * (rkt_size * i);
1447 if(floor(reload * 8) == i)
1449 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
1451 else if(i < reload * 8)
1452 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
1454 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
1459 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
1461 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
1466 if (scoreboard_showscores)
1468 HUD_DrawScoreboard();
1469 HUD_DrawCenterPrint();
1474 #define raptor_h "gfx/vehicles/hud_bg.tga"
1475 #define raptor_b "gfx/vehicles/raptor.tga"
1476 #define raptor_g1 "gfx/vehicles/raptor_guns.tga"
1477 #define raptor_g2 "gfx/vehicles/raptor_bombs.tga"
1478 #define raptor_s "gfx/vehicles/shiled.tga"
1480 void CSQC_RAPTOR_HUD()
1482 float reload, hp, shield, energy;
1483 vector picsize, hudloc;
1485 // Fetch health & ammo stats
1486 hp = bound(0,getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1487 shield = bound(0,getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1488 reload = min(getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1489 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1491 // Draw the crosshairs
1492 picsize = drawgetimagesize(SPIDER_CROSS);
1493 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1494 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1495 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1500 picsize = drawgetimagesize(raptor_h) * 0.5;
1501 drawpic(hudloc, raptor_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1503 picsize = drawgetimagesize(spider_a2) * 0.5;
1504 drawpic(hudloc + '120 96 0', spider_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1506 drawstring(hudloc + '145 19 0', strcat(ftos(rint(hp * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1507 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1508 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'15 15 0','0.5 0.5 1', 1, DRAWFLAG_NORMAL);
1511 picsize = drawgetimagesize(spider_a1) * 0.85;
1514 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1515 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 1 0', 0.5, DRAWFLAG_NORMAL);
1519 drawpic(hudloc + '132 54 0', spider_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1520 drawstring(hudloc + '179 69 0', strcat(ftos(rint(reload * 100)), "%"),'14 14 0','0 0 1', 1, DRAWFLAG_NORMAL);
1523 picsize = drawgetimagesize(raptor_b) * 0.5;
1527 drawpic(hudloc, raptor_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1528 drawpic(hudloc, raptor_b, picsize, '0 1 0' * hp + '1 0 0' * (1 - hp), 1, DRAWFLAG_NORMAL);
1529 drawpic(hudloc, raptor_g1, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1530 drawpic(hudloc, raptor_g2, picsize, '1 1 1' * reload + '1 0 0' * (1 - reload), 1, DRAWFLAG_NORMAL);
1533 if (scoreboard_showscores)
1535 HUD_DrawScoreboard();
1536 HUD_DrawCenterPrint();
1541 #define waki_h "gfx/vehicles/hud_bg.tga"
1542 #define waki_b "gfx/vehicles/waki.tga"
1543 #define waki_e "gfx/vehicles/waki_e.tga"
1544 #define waki_g "gfx/vehicles/waki_guns.tga"
1545 #define waki_r "gfx/vehicles/waki_rockets.tga"
1546 #define waki_s "gfx/vehicles/shiled.tga"
1548 #define waki_a1 "gfx/hud/sb_rocket.tga"
1549 #define waki_a2 "gfx/sb_cells.tga"
1551 void CSQC_WAKIZASHI_HUD()
1553 // 0--1 floats. 1 = 100%, 0.6 = 50%.
1554 float health, shield, energy, rockets;
1555 vector picsize, hudloc;
1557 picsize = drawgetimagesize(SPIDER_CROSS);
1558 picsize_x *= autocvar_cl_vehicle_spiderbot_cross_size;
1559 picsize_y *= autocvar_cl_vehicle_spiderbot_cross_size;
1560 drawpic('0.5 0 0' * (vid_conwidth - picsize_x) + '0 0.5 0' * (vid_conheight - picsize_y), SPIDER_CROSS, picsize, '1 1 1', autocvar_cl_vehicle_spiderbot_cross_alpha, DRAWFLAG_NORMAL);
1563 const float STAT_VEHICLESTAT_HEALTH = 60;
1564 const float STAT_VEHICLESTAT_SHIELD = 61;
1565 const float STAT_VEHICLESTAT_ENERGY = 62;
1566 const float STAT_VEHICLESTAT_AMMO1 = 63;
1567 const float STAT_VEHICLESTAT_RELAOD1 = 64;
1568 const float STAT_VEHICLESTAT_AMMO2 = 65;
1569 const float STAT_VEHICLESTAT_RELOAD2 = 66;
1571 health = min(getstatf(STAT_VEHICLESTAT_HEALTH), 1);
1572 shield = min(getstatf(STAT_VEHICLESTAT_SHIELD), 1);
1573 energy = min(getstatf(STAT_VEHICLESTAT_ENERGY), 1);
1574 rockets = bound(0,getstatf(STAT_VEHICLESTAT_RELOAD1), 1);
1579 picsize = drawgetimagesize(waki_h) * 0.5;
1580 drawpic(hudloc, waki_h, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1582 picsize = drawgetimagesize(waki_a2) * 0.7;
1583 drawpic(hudloc + '116 92 0', waki_a2, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1586 drawstring(hudloc + '145 19 0', strcat(ftos(rint(health * 100)), "%"),'15 15 0','0 1 0', 1, DRAWFLAG_NORMAL);
1587 drawstring(hudloc + '175 34 0', strcat(ftos(rint(shield * 100)), "%"),'15 15 0','0 0 1', 1, DRAWFLAG_NORMAL);
1589 drawstring(hudloc + '136 102 0', strcat(ftos(rint(energy * 100)), "%"),'14 14 0','1 1 1', 1, DRAWFLAG_NORMAL);
1591 picsize = drawgetimagesize(waki_a1) * 0.75;
1594 drawpic(hudloc + '140 55 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1595 drawpic(hudloc + '144 59 0', waki_a1, picsize, '1 1 1', 1, DRAWFLAG_NORMAL);
1599 drawpic(hudloc + '140 55 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1600 drawpic(hudloc + '144 59 0', waki_a1, picsize, '-1 -1 -1', 1, DRAWFLAG_NORMAL);
1601 drawstring(hudloc + '165 69 0', strcat(ftos(rint(rockets * 100)), "%"),'14 14 0','1 1 0', 1, DRAWFLAG_NORMAL);
1604 picsize = drawgetimagesize(waki_b) * 0.5;
1608 drawpic(hudloc, waki_s, picsize, '1 1 1', shield, DRAWFLAG_NORMAL);
1609 drawpic(hudloc, waki_b, picsize, '0 1 0' * health + '1 0 0' * (1 - health), 1, DRAWFLAG_NORMAL);
1610 drawpic(hudloc, waki_r, picsize, '1 1 1' * rockets + '1 0 0' * (1 - rockets), 1, DRAWFLAG_NORMAL);
1611 drawpic(hudloc, waki_e, picsize, '1 1 1' * energy + '1 0 0' * (1 - energy), 1, DRAWFLAG_NORMAL);
1616 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
1617 p = p + '0 1 0' * vid_conheight - '0 32 0';
1621 drawfill(p, '256 0 0' * health + '0 8 0' , '0 0.7 0', 0.75, DRAWFLAG_NORMAL);
1622 p_x += 256 * health;
1623 drawfill(p, '256 0 0' * (1 - health) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
1626 p_x -= 256 * health;
1628 drawfill(p, '256 0 0' * shield + '0 4 0' , '0.25 0.25 1', 0.5, DRAWFLAG_NORMAL);
1631 //p_x -= 256 * health;
1633 drawfill(p, '256 0 0' * energy + '0 4 0' , '1 1 1', 0.75, DRAWFLAG_NORMAL);
1637 drawfill(p, '256 0 0' * rockets + '0 4 0' , '1 0 0', 0.75, DRAWFLAG_NORMAL);
1643 if (scoreboard_showscores)
1645 HUD_DrawScoreboard();
1646 HUD_DrawCenterPrint();
1652 void CSQC_common_hud(void)
1654 // HUD_SortFrags(); done in HUD_Draw
1656 hud = getstati(STAT_HUD);
1662 // do some accuracy var caching
1664 if(!(gametype == GAME_RACE || gametype == GAME_CTS))
1666 if(autocvar_accuracy_color_levels != acc_color_levels)
1668 if(acc_color_levels)
1669 strunzone(acc_color_levels);
1670 acc_color_levels = strzone(autocvar_accuracy_color_levels);
1671 acc_levels = tokenize(acc_color_levels);
1672 if (acc_levels > MAX_ACCURACY_LEVELS)
1673 acc_levels = MAX_ACCURACY_LEVELS;
1675 for (i = 0; i < acc_levels; ++i)
1676 acc_lev[i] = stof(argv(i)) / 100.0;
1678 // let know that acc_col[] needs to be loaded
1682 HUD_Main(); // always run these functions for alpha checks
1683 HUD_DrawScoreboard();
1685 if (scoreboard_active) // scoreboard/accuracy
1688 // HUD_DrawScoreboard takes care of centerprint_start
1690 else if (intermission == 2) // map voting screen
1692 HUD_FinaleOverlay();
1695 centerprint_start_x = 0;
1696 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1700 centerprint_start_x = 0;
1701 centerprint_start_y = autocvar_scr_centerpos * vid_conheight;
1704 HUD_DrawCenterPrint();
1712 CSQC_WAKIZASHI_HUD();
1718 // following vectors must be global to allow seamless switching between camera modes
1719 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1720 void CSQC_Demo_Camera()
1722 float speed, attenuation, dimensions;
1725 if( autocvar_camera_reset || !camera_mode )
1727 camera_offset = '0 0 0';
1728 current_angles = '0 0 0';
1729 camera_direction = '0 0 0';
1730 camera_offset_z += 30;
1731 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1732 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1733 current_origin = view_origin;
1734 current_camera_offset = camera_offset;
1735 cvar_set("camera_reset", "0");
1736 camera_mode = CAMERA_CHASE;
1741 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1743 if(autocvar_camera_look_player)
1748 dir = normalize(view_origin - current_position);
1750 mouse_angles = vectoangles(dir);
1751 mouse_angles_x = mouse_angles_x * -1;
1756 tmp = getmousepos() * 0.1;
1757 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1759 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1760 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1764 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1765 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1766 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1767 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1769 // Fix difference when angles don't have the same sign
1771 if(mouse_angles_y < -60 && current_angles_y > 60)
1773 if(mouse_angles_y > 60 && current_angles_y < -60)
1776 if(autocvar_camera_look_player)
1777 attenuation = autocvar_camera_look_attenuation;
1779 attenuation = autocvar_camera_speed_attenuation;
1781 attenuation = 1 / max(1, attenuation);
1782 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1784 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1785 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1786 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1787 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1793 if( camera_direction_x )
1795 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1796 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1797 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1798 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1802 if( camera_direction_y )
1804 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1805 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1806 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1810 if( camera_direction_z )
1812 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1816 if(autocvar_camera_free)
1817 speed = autocvar_camera_speed_free;
1819 speed = autocvar_camera_speed_chase;
1823 speed = speed * sqrt(1 / dimensions);
1824 camera_offset += tmp * speed;
1827 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1830 if( autocvar_camera_free )
1832 if ( camera_mode == CAMERA_CHASE )
1834 current_camera_offset = current_origin + current_camera_offset;
1835 camera_offset = current_origin + camera_offset;
1838 camera_mode = CAMERA_FREE;
1839 current_position = current_camera_offset;
1843 if ( camera_mode == CAMERA_FREE )
1845 current_origin = view_origin;
1846 camera_offset = camera_offset - current_origin;
1847 current_camera_offset = current_camera_offset - current_origin;
1850 camera_mode = CAMERA_CHASE;
1852 if(autocvar_camera_chase_smoothly)
1853 current_origin += (view_origin - current_origin) * attenuation;
1855 current_origin = view_origin;
1857 current_position = current_origin + current_camera_offset;
1860 R_SetView(VF_ANGLES, current_angles);
1861 R_SetView(VF_ORIGIN, current_position);