3 #include "autocvars.qh"
4 #include "miscfunctions.qh"
5 #include "announcer.qh"
7 #include "mapvoting.qh"
8 #include "shownames.qh"
9 #include "hud/panel/scoreboard.qh"
10 #include "hud/panel/quickmenu.qh"
12 #include <client/mutators/_mod.qh>
14 #include <common/animdecide.qh>
15 #include <common/deathtypes/all.qh>
16 #include <common/ent_cs.qh>
17 #include <common/anim.qh>
18 #include <common/constants.qh>
19 #include <common/net_linked.qh>
20 #include <common/net_notice.qh>
21 #include <common/debug.qh>
22 #include <common/mapinfo.qh>
23 #include <common/gamemodes/_mod.qh>
24 #include <common/physics/player.qh>
25 #include <common/stats.qh>
26 #include <common/mapobjects/target/music.qh>
27 #include <common/teams.qh>
28 #include <common/wepent.qh>
30 #include <common/weapons/weapon/tuba.qh>
32 #include <common/vehicles/all.qh>
33 #include <common/weapons/_all.qh>
34 #include <common/mutators/mutator/waypoints/all.qh>
35 #include <common/viewloc.qh>
36 #include <common/mapobjects/trigger/viewloc.qh>
37 #include <common/minigames/cl_minigames.qh>
38 #include <common/minigames/cl_minigames_hud.qh>
40 #include <lib/csqcmodel/cl_player.qh>
41 #include <lib/csqcmodel/cl_model.qh>
42 #include "csqcmodel_hooks.qh"
44 #include <lib/warpzone/client.qh>
45 #include <lib/warpzone/common.qh>
47 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
49 float autocvar_cl_viewmodel_scale;
50 float autocvar_cl_viewmodel_alpha = 1;
52 bool autocvar_cl_bobmodel;
53 float autocvar_cl_bobmodel_speed;
54 float autocvar_cl_bobmodel_side;
55 float autocvar_cl_bobmodel_up;
57 float autocvar_cl_followmodel;
58 float autocvar_cl_followmodel_speed = 0.3;
59 float autocvar_cl_followmodel_limit = 135;
60 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
61 float autocvar_cl_followmodel_highpass = 0.05;
62 float autocvar_cl_followmodel_lowpass = 0.03;
63 bool autocvar_cl_followmodel_velocity_absolute;
65 float autocvar_cl_leanmodel;
66 float autocvar_cl_leanmodel_speed = 0.3;
67 float autocvar_cl_leanmodel_limit = 30;
68 float autocvar_cl_leanmodel_highpass1 = 0.2;
69 float autocvar_cl_leanmodel_highpass = 0.2;
70 float autocvar_cl_leanmodel_lowpass = 0.05;
72 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
74 #define lowpass(value, frac, ref_store, ret) \
75 ret = ref_store = ref_store * (1 - frac) + (value) * frac;
77 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
78 float __ignore; lowpass(value, frac, ref_store, __ignore); \
79 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
82 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
83 float __f = 0; lowpass(value, frac, ref_store, __f); \
84 ret = (value) - __f; \
87 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
88 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
89 ret = (value) - __f; \
92 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
93 lowpass(value.x, frac, ref_store.x, ref_out.x); \
94 lowpass(value.y, frac, ref_store.y, ref_out.y); \
97 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
98 highpass(value.x, frac, ref_store.x, ref_out.x); \
99 highpass(value.y, frac, ref_store.y, ref_out.y); \
102 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
103 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
104 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
107 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 lowpass(value.x, frac, ref_store.x, ref_out.x); \
109 lowpass(value.y, frac, ref_store.y, ref_out.y); \
110 lowpass(value.z, frac, ref_store.z, ref_out.z); \
113 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
114 highpass(value.x, frac, ref_store.x, ref_out.x); \
115 highpass(value.y, frac, ref_store.y, ref_out.y); \
116 highpass(value.z, frac, ref_store.z, ref_out.z); \
119 void calc_followmodel_ofs(entity view)
121 if(cl_followmodel_time == time)
122 return; // cl_followmodel_ofs already calculated for this frame
125 vector gunorg = '0 0 0';
126 static vector vel_average;
127 static vector gunorg_adjustment_highpass;
128 static vector gunorg_adjustment_lowpass;
131 if (autocvar_cl_followmodel_velocity_absolute)
135 vector forward, right, up;
136 MAKE_VECTORS(view_angles, forward, right, up);
137 vel.x = view.velocity * forward;
138 vel.y = view.velocity * right * -1;
139 vel.z = view.velocity * up;
142 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
143 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
144 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
146 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
147 lowpass3(vel, frac, vel_average, gunorg);
149 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
151 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
152 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
153 frac = avg_factor(autocvar_cl_followmodel_highpass);
154 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
155 frac = avg_factor(autocvar_cl_followmodel_lowpass);
156 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
158 if (autocvar_cl_followmodel_velocity_absolute)
161 vector forward, right, up;
162 MAKE_VECTORS(view_angles, forward, right, up);
163 fixed_gunorg.x = gunorg * forward;
164 fixed_gunorg.y = gunorg * right * -1;
165 fixed_gunorg.z = gunorg * up;
166 gunorg = fixed_gunorg;
169 cl_followmodel_ofs = gunorg;
170 cl_followmodel_time = time;
173 vector leanmodel_ofs(entity view)
176 vector gunangles = '0 0 0';
177 static vector gunangles_prev = '0 0 0';
178 static vector gunangles_highpass = '0 0 0';
179 static vector gunangles_adjustment_highpass;
180 static vector gunangles_adjustment_lowpass;
182 if (view.csqcmodel_teleported)
183 gunangles_prev = view_angles;
185 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
186 gunangles_highpass += gunangles_prev;
187 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
188 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
189 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
190 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
191 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
192 gunangles_prev = view_angles;
193 gunangles_highpass -= gunangles_prev;
195 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
196 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
198 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
199 frac = avg_factor(autocvar_cl_leanmodel_highpass);
200 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
201 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
202 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
204 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
209 vector bobmodel_ofs(entity view)
211 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
212 static bool oldonground;
213 static float hitgroundtime;
216 float f = time; // cl.movecmd[0].time
220 oldonground = clonground;
222 // calculate for swinging gun model
223 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
224 vector gunorg = '0 0 0';
225 static float bobmodel_scale = 0;
226 static float time_ofs = 0; // makes the effect always restart in the same way
229 if (time - hitgroundtime > 0.05)
230 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
233 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
235 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
236 if (bobmodel_scale && xyspeed)
238 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
239 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
240 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
241 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
249 void viewmodel_animate(entity this)
251 if (autocvar_chase_active) return;
252 if (STAT(HEALTH) <= 0) return;
254 entity view = CSQCModel_server2csqc(player_localentnum - 1);
256 if (autocvar_cl_followmodel)
258 calc_followmodel_ofs(view);
259 this.origin += cl_followmodel_ofs;
262 if (autocvar_cl_leanmodel)
263 this.angles += leanmodel_ofs(view);
265 // vertical view bobbing code
268 // horizontal view bobbing code
272 // causes the view to swing down and back up when touching the ground
275 // gun model bobbing code
276 if (autocvar_cl_bobmodel)
277 this.origin += bobmodel_ofs(view);
280 .vector viewmodel_origin, viewmodel_angles;
281 .float weapon_nextthink;
282 .float weapon_eta_last;
283 .float weapon_switchdelay;
287 void viewmodel_draw(entity this)
289 if(!this.activeweapon || !autocvar_r_drawviewmodel)
291 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
292 float a = ((autocvar_cl_viewmodel_alpha) ? bound(-1, autocvar_cl_viewmodel_alpha, this.m_alpha) : this.m_alpha);
293 int wepskin = this.m_skin;
294 bool invehicle = player_localentnum > maxclients;
295 if (invehicle) a = -1;
296 Weapon wep = this.activeweapon;
297 int c = entcs_GetClientColors(current_player);
298 vector g = weaponentity_glowmod(wep, NULL, c, this);
299 entity me = CSQCModel_server2csqc(player_localentnum - 1);
300 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
302 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
303 for (entity e = this; e; e = e.weaponchild)
308 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
310 e.csqcmodel_effects = fx;
311 CSQCModel_Effects_Apply(e);
315 string name = wep.mdl;
316 string newname = wep.wr_viewmodel(wep, this);
319 bool swap = name != this.name_last;
322 this.name_last = name;
323 CL_WeaponEntity_SetModel(this, name, swap);
324 this.viewmodel_origin = this.origin;
325 this.viewmodel_angles = this.angles;
328 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
329 anim_set(this, this.anim_idle, true, false, false);
331 float f = 0; // 0..1; 0: fully active
332 float rate = STAT(WEAPONRATEFACTOR);
333 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
334 if (eta <= 0) f = this.weapon_eta_last;
335 else switch (this.state)
339 f = eta / max(eta, this.weapon_switchdelay);
344 f = 1 - eta / max(eta, this.weapon_switchdelay);
353 this.weapon_eta_last = f;
354 this.origin = this.viewmodel_origin;
355 this.angles = this.viewmodel_angles;
356 this.angles_x = (-90 * f * f);
357 viewmodel_animate(this);
358 MUTATOR_CALLHOOK(DrawViewModel, this);
359 setorigin(this, this.origin);
362 STATIC_INIT(viewmodel) {
363 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
364 viewmodels[slot] = new(viewmodel);
367 float showfps_prevfps;
368 float showfps_prevfps_time;
369 int showfps_framecounter;
371 void fpscounter_update()
376 float currentTime = gettime(GETTIME_REALTIME);
377 showfps_framecounter += 1;
378 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
380 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
381 showfps_framecounter = 0;
382 showfps_prevfps_time = currentTime;
384 int channel = MSG_C2S;
385 WriteHeader(channel, fpsreport);
386 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
390 STATIC_INIT(fpscounter_init)
392 float currentTime = gettime(GETTIME_REALTIME);
393 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
397 vector GetCurrentFov(float fov)
399 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
400 float velocityzoom, curspeed;
403 zoomsensitivity = autocvar_cl_zoomsensitivity;
404 zoomfactor = autocvar_cl_zoomfactor;
405 if(zoomfactor < 1 || zoomfactor > 30)
407 zoomspeed = autocvar_cl_zoomspeed;
408 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
411 zoomdir = button_zoom;
413 if(hud == HUD_NORMAL && !spectatee_status)
415 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
417 entity wepent = viewmodels[slot];
418 if(wepent.switchweapon != wepent.activeweapon)
420 Weapon wep = wepent.activeweapon;
421 if(wep != WEP_Null && wep.wr_zoomdir)
423 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
428 if(spectatee_status > 0 || isdemo())
430 if(spectatorbutton_zoom)
437 // fteqcc failed twice here already, don't optimize this
440 if(zoomdir) { zoomin_effect = 0; }
442 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
444 current_viewzoom = 1;
446 else if (camera_active)
448 current_viewzoom = min(1, current_viewzoom + drawframetime);
450 else if(autocvar_cl_spawnzoom && zoomin_effect)
452 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
454 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
455 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
456 if(current_viewzoom == 1) { zoomin_effect = 0; }
460 if(zoomspeed < 0) // instant zoom
463 current_viewzoom = 1 / zoomfactor;
465 current_viewzoom = 1;
470 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
472 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
476 if(almost_equals(current_viewzoom, 1))
477 current_zoomfraction = 0;
478 else if(almost_equals(current_viewzoom, 1/zoomfactor))
479 current_zoomfraction = 1;
481 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
483 if(zoomsensitivity < 1)
484 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
486 setsensitivityscale(1);
488 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type && !autocvar_cl_lockview) // _type = 0 disables velocity zoom too
490 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
494 vector forward, right, up;
495 MAKE_VECTORS(view_angles, forward, right, up);
498 v = csqcplayer.velocity;
500 switch(autocvar_cl_velocityzoom_type)
502 case 3: curspeed = max(0, forward * v); break;
503 case 2: curspeed = (forward * v); break;
504 case 1: default: curspeed = vlen(v); break;
508 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
509 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
510 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
512 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
517 float frustumx, frustumy, fovx, fovy;
518 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
519 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
520 fovx = atan2(frustumx, 1) / M_PI * 360.0;
521 fovy = atan2(frustumy, 1) / M_PI * 360.0;
523 return '1 0 0' * fovx + '0 1 0' * fovy;
526 vector GetViewLocationFOV(float fov)
528 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
529 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
530 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
531 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
532 return '1 0 0' * fovx + '0 1 0' * fovy;
535 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
538 float width = (ov_worldmax.x - ov_worldmin.x);
539 float height = (ov_worldmax.y - ov_worldmin.y);
540 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
541 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
542 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
543 return '1 0 0' * fovx + '0 1 0' * fovy;
546 // this function must match W_SetupShot!
548 bool minigame_wasactive;
551 const float CAMERA_FREE = 1;
552 const float CAMERA_CHASE = 2;
553 string NextFrameCommand;
555 vector freeze_org, freeze_ang;
556 entity nightvision_noise, nightvision_noise2;
558 float myhealth, myhealth_prev;
559 float myhealth_flash;
561 float old_blurradius, old_bluralpha;
562 float old_sharpen_intensity;
564 vector myhealth_gentlergb;
566 float contentavgalpha, liquidalpha_prev;
567 vector liquidcolor_prev;
569 float eventchase_current_distance;
570 float eventchase_running;
571 int WantEventchase(entity this, bool want_vehiclechase)
573 if(autocvar_cl_orthoview)
575 if(STAT(GAME_STOPPED) || intermission)
579 if(spectatee_status >= 0)
581 if(want_vehiclechase)
583 if(MUTATOR_CALLHOOK(WantEventchase, this))
585 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
587 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
589 if(autocvar_cl_eventchase_death == 2)
591 // don't stop eventchase once it's started (even if velocity changes afterwards)
592 if(this.velocity == '0 0 0' || eventchase_running)
597 if (spectatee_status > 0 && autocvar_cl_eventchase_spectated_change)
599 if (time <= spectatee_status_changed_time + min(3, autocvar_cl_eventchase_spectated_change_time))
601 else if (eventchase_running)
602 return -1; // disable chase_active while eventchase is still enabled so to avoid a glicth
608 void View_EventChase(entity this)
610 // event chase camera
611 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
613 if(STAT(CAMERA_SPECTATOR))
615 if(spectatee_status > 0)
617 if(!autocvar_chase_active)
619 cvar_set("chase_active", "-2");
623 else if(autocvar_chase_active == -2)
624 cvar_set("chase_active", "0");
626 if(autocvar_chase_active == -2)
629 else if(autocvar_chase_active == -2)
630 cvar_set("chase_active", "0");
632 bool vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
634 float vehicle_viewdist = 0;
635 vector vehicle_viewofs = '0 0 0';
639 if(hud != HUD_BUMBLEBEE_GUN)
641 Vehicle info = REGISTRY_GET(Vehicles, hud);
642 vehicle_viewdist = info.height;
643 vehicle_viewofs = info.view_ofs;
644 if(vehicle_viewdist < 0) // when set below 0, this vehicle doesn't use third person view (gunner slots)
645 vehicle_chase = false;
648 vehicle_chase = false;
651 int eventchase = WantEventchase(this, vehicle_chase);
654 vector current_view_origin_override = '0 0 0';
655 vector view_offset_override = '0 0 0';
656 float chase_distance_override = 0;
657 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
658 if(custom_eventchase)
660 current_view_origin_override = M_ARGV(0, vector);
661 view_offset_override = M_ARGV(1, vector);
662 chase_distance_override = M_ARGV(0, float);
664 eventchase_running = true;
666 // 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.)
667 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
668 if (custom_eventchase)
669 current_view_origin = current_view_origin_override;
671 // detect maximum viewoffset and use it
672 vector view_offset = autocvar_cl_eventchase_viewoffset;
676 view_offset = vehicle_viewofs;
678 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
680 if (custom_eventchase)
681 view_offset = view_offset_override;
685 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
686 if(trace_fraction == 1) { current_view_origin += view_offset; }
687 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
690 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
691 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
692 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
693 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
695 // make the camera smooth back
696 float chase_distance = autocvar_cl_eventchase_distance;
700 chase_distance = vehicle_viewdist;
702 chase_distance = autocvar_cl_eventchase_vehicle_distance;
704 if (custom_eventchase)
705 chase_distance = chase_distance_override;
707 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
708 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
709 else if(eventchase_current_distance != chase_distance)
710 eventchase_current_distance = chase_distance;
712 vector forward, right, up;
713 MAKE_VECTORS(view_angles, forward, right, up);
715 vector eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
716 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
718 // If the boxtrace fails, revert back to line tracing.
722 eventchase_target_origin = (current_view_origin - (forward * eventchase_current_distance));
723 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
724 setproperty(VF_ORIGIN, (trace_endpos - (forward * autocvar_cl_eventchase_mins.z)));
726 else { setproperty(VF_ORIGIN, trace_endpos); }
729 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
732 if (eventchase <= 0 && autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
734 eventchase_running = false;
735 cvar_set("chase_active", "0");
736 eventchase_current_distance = 0; // start from 0 next time
739 // workaround for camera stuck between player's legs when using chase_active 1
740 // because the engine stops updating the chase_active camera when the game ends
741 else if(intermission)
743 cvar_settemp("chase_active", "-1");
744 eventchase_current_distance = 0;
748 vector damage_blurpostprocess, content_blurpostprocess;
752 // accumulate damage with each stat update
753 static float damage_total_prev = 0;
754 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
755 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
756 damage_total_prev = damage_total;
758 static float damage_dealt_time_prev = 0;
759 float damage_dealt_time = STAT(HIT_TIME);
760 if (damage_dealt_time != damage_dealt_time_prev)
762 unaccounted_damage += unaccounted_damage_new;
763 //LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
765 damage_dealt_time_prev = damage_dealt_time;
767 // prevent hitsound when switching spectatee
768 static float spectatee_status_prev = 0;
769 if (spectatee_status != spectatee_status_prev)
770 unaccounted_damage = 0;
771 spectatee_status_prev = spectatee_status;
776 // varying sound pitch
778 bool have_arc = false;
779 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
781 entity wepent = viewmodels[slot];
783 if(wepent.activeweapon == WEP_ARC)
787 static float hitsound_time_prev = 0;
788 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
789 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
790 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
792 if (autocvar_cl_hitsound && unaccounted_damage)
794 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
795 float a = autocvar_cl_hitsound_max_pitch;
796 float b = autocvar_cl_hitsound_min_pitch;
797 float c = autocvar_cl_hitsound_nom_damage;
798 float d = unaccounted_damage;
799 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
801 // if sound variation is disabled, set pitch_shift to 1
802 if (autocvar_cl_hitsound == 1)
805 // if pitch shift is reversed, mirror in (max-min)/2 + min
806 if (autocvar_cl_hitsound == 3)
808 float mirror_value = (a-b)/2 + b;
809 pitch_shift = mirror_value + (mirror_value - pitch_shift);
812 //LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
814 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
815 // todo: normalize sound pressure levels? seems unnecessary
817 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
819 unaccounted_damage = 0;
820 hitsound_time_prev = time;
823 static float typehit_time_prev = 0;
824 float typehit_time = STAT(TYPEHIT_TIME);
825 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
827 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
828 typehit_time_prev = typehit_time;
831 static float kill_time_prev = 0;
832 float kill_time = STAT(KILL_TIME);
833 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
835 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
836 kill_time_prev = kill_time;
840 const int MAX_SPECIALCOMMAND = 15;
841 vector specialcommand_slots[MAX_SPECIALCOMMAND];
842 vector specialcommand_colors[MAX_SPECIALCOMMAND];
843 const float SPECIALCOMMAND_SPEED = 150;
844 const float SPECIALCOMMAND_TURNSPEED = 2;
845 const float SPECIALCOMMAND_SIZE = 0.025;
846 const float SPECIALCOMMAND_CHANCE = 0.35;
847 float sc_spawntime, sc_changetime;
848 vector sc_color = '1 1 1';
849 void SpecialCommand()
851 if(!STAT(MOVEVARS_SPECIALCOMMAND))
854 if(time >= sc_changetime)
856 sc_changetime = time + 1;
857 sc_color = randomvec() * 1.5;
858 sc_color.x = bound(0.2, sc_color.x, 0.75);
859 sc_color.y = bound(0.2, sc_color.y, 0.75);
860 sc_color.z = bound(0.2, sc_color.z, 0.75);
862 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), sc_color, autocvar_hud_colorflash_alpha * bound(0.1, sc_changetime - time, 0.3), DRAWFLAG_ADDITIVE);
864 if(!precache_pic("gfx/smile"))
865 return; // damn party poopers
867 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
869 vector slot = specialcommand_slots[j];
871 slot.y += SPECIALCOMMAND_SPEED * frametime;
873 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
874 if(slot.y >= vid_conheight)
879 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
881 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
882 slot.y = 1; // start it off 0 so we can use it
883 slot.z = floor(random() * REGISTRY_MAX(Weapons));
884 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
885 vector newcolor = randomvec() * 2;
886 newcolor.x = bound(0.4, newcolor.x, 1);
887 newcolor.y = bound(0.4, newcolor.y, 1);
888 newcolor.z = bound(0.4, newcolor.z, 1);
889 specialcommand_colors[j] = newcolor;
894 vector splash_size = '0 0 0';
895 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
896 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
897 entity wep = REGISTRY_GET(Weapons, slot.z);
899 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
901 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
902 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
905 specialcommand_slots[j] = slot;
909 void HUD_Draw(entity this)
911 // if we don't know gametype and scores yet avoid drawing the scoreboard
912 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
913 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
914 // cl_deathscoreboard would show the scoreboard and so on
921 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
923 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
925 else if(STAT(FROZEN))
927 vector col = '0.25 0.90 1';
928 float col_fade = max(0, STAT(REVIVE_PROGRESS) * 2 - 1);
929 float alpha_fade = 0.3 + 0.7 * (1 - max(0, STAT(REVIVE_PROGRESS) * 4 - 3));
931 col += vec3(col_fade, -col_fade, -col_fade);
932 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha * alpha_fade, DRAWFLAG_ADDITIVE);
937 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
939 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
940 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
941 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
943 else if(STAT(CAPTURE_PROGRESS))
945 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(CAPTURE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
946 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
948 else if(STAT(REVIVE_PROGRESS))
950 DrawCircleClippedPic(vec2(0.5 * vid_conwidth, 0.6 * vid_conheight), 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
951 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
955 if(autocvar_r_letterbox == 0)
956 if(autocvar_viewsize < 120)
958 if(!(ISGAMETYPE(RACE) || ISGAMETYPE(CTS)))
959 Accuracy_LoadLevels();
965 // crosshair goes VERY LAST
972 void ViewLocation_Mouse()
975 return; // don't draw it as spectator!
977 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
978 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
979 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
981 //float cursor_alpha = 1 - autocvar__menu_alpha;
982 //cursor_type = CURSOR_NORMAL;
983 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
986 void HUD_Cursor_Show()
988 float cursor_alpha = 1 - autocvar__menu_alpha;
989 if(cursor_type == CURSOR_NORMAL)
990 draw_cursor_normal(mousepos, '1 1 1', cursor_alpha);
991 else if(cursor_type == CURSOR_MOVE)
992 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
993 else if(cursor_type == CURSOR_RESIZE)
994 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize", '1 1 1', cursor_alpha);
995 else if(cursor_type == CURSOR_RESIZE2)
996 draw_cursor(mousepos, '0.5 0.5 0', "/cursor_resize2", '1 1 1', cursor_alpha);
999 void HUD_Mouse(entity player)
1001 if(autocvar__menu_alpha == 1)
1006 if(player.viewloc && (player.viewloc.spawnflags & VIEWLOC_FREEAIM))
1007 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
1011 if (cursor_active == -1) // starting to display the cursor
1013 // since HUD_Mouse is called by CSQC_UpdateView before CSQC_InputEvent,
1014 // in the first frame mousepos is the mouse position of the last time
1015 // the cursor was displayed, thus we ignore it to avoid a glictch
1020 if(!autocvar_hud_cursormode)
1023 cursor_type = CURSOR_NORMAL;
1024 if(autocvar__hud_configure)
1028 if (HUD_MinigameMenu_IsOpened())
1029 HUD_Minigame_Mouse();
1030 if (QuickMenu_IsOpened())
1032 if (HUD_Radar_Clickable())
1036 prevMouseClicked = mouseClicked;
1041 void View_NightVision()
1043 if(!(autocvar_r_fakelight >= 2 || autocvar_r_fullbright) || (serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1046 // apply night vision effect
1047 vector tc_00, tc_01, tc_10, tc_11;
1048 vector rgb = '0 0 0';
1051 if(!nightvision_noise)
1053 nightvision_noise = new(nightvision_noise);
1055 if(!nightvision_noise2)
1057 nightvision_noise2 = new(nightvision_noise2);
1060 // color tint in yellow
1061 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1064 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1066 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1067 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1068 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1069 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1070 tc_11 = tc_01 + tc_10 - tc_00;
1071 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE, true);
1072 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1073 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1074 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1075 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1079 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1080 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1081 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1082 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1083 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1084 tc_11 = tc_01 + tc_10 - tc_00;
1085 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE, true);
1086 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1087 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1088 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1089 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1093 // visual overlay while in liquids
1094 // provides some effects to the postprocessing function
1097 if(!autocvar_hud_contents || MUTATOR_CALLHOOK(HUD_Contents))
1100 // improved polyblend
1101 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1104 switch(pointcontents(view_origin))
1107 liquidalpha = autocvar_hud_contents_water_alpha;
1108 liquidcolor = stov(autocvar_hud_contents_water_color);
1113 liquidalpha = autocvar_hud_contents_lava_alpha;
1114 liquidcolor = stov(autocvar_hud_contents_lava_color);
1119 liquidalpha = autocvar_hud_contents_slime_alpha;
1120 liquidcolor = stov(autocvar_hud_contents_slime_color);
1126 liquidcolor = '0 0 0';
1131 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1132 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1133 contentfadetime = autocvar_hud_contents_fadeintime;
1134 liquidalpha_prev = liquidalpha;
1135 liquidcolor_prev = liquidcolor;
1138 contentfadetime = autocvar_hud_contents_fadeouttime;
1140 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1141 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1144 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
1146 if(autocvar_hud_postprocessing)
1148 if(autocvar_hud_contents_blur && contentavgalpha)
1150 content_blurpostprocess.x = 1;
1151 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
1152 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
1156 content_blurpostprocess.x = 0;
1157 content_blurpostprocess.y = 0;
1158 content_blurpostprocess.z = 0;
1163 // visual pain effects on the screen
1164 // provides some effects to the postprocessing function
1167 if(!autocvar_hud_damage || STAT(FROZEN))
1170 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1171 splash_size.x = max(vid_conwidth, vid_conheight);
1172 splash_size.y = max(vid_conwidth, vid_conheight);
1173 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
1174 splash_pos.y = (vid_conheight - splash_size.y) / 2;
1176 float myhealth_flash_temp;
1177 myhealth = STAT(HEALTH);
1180 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
1182 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
1184 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
1185 pain_threshold = autocvar_hud_damage_pain_threshold;
1186 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
1187 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
1189 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
1191 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);
1194 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
1196 if(myhealth_prev < 1)
1200 myhealth_flash = 0; // just spawned, clear the flash immediately
1201 myhealth_flash_temp = 0;
1205 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
1209 if(spectatee_status == -1 || intermission)
1211 myhealth_flash = 0; // observing, or match ended
1212 myhealth_flash_temp = 0;
1215 myhealth_prev = myhealth;
1217 // IDEA: change damage color/picture based on player model for robot/alien species?
1218 // pro: matches model better
1219 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
1220 // maybe different reddish pics?
1221 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
1223 if(autocvar_cl_gentle_damage == 2)
1225 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
1226 myhealth_gentlergb = randomvec();
1229 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
1231 if(myhealth_flash_temp > 0)
1232 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1234 else if(myhealth_flash_temp > 0)
1235 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
1237 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
1239 if(autocvar_hud_damage_blur && myhealth_flash_temp)
1241 damage_blurpostprocess.x = 1;
1242 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
1243 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
1247 damage_blurpostprocess.x = 0;
1248 damage_blurpostprocess.y = 0;
1249 damage_blurpostprocess.z = 0;
1254 void View_PostProcessing()
1256 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
1257 float e2 = (autocvar_hud_powerup != 0);
1258 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
1260 // enable or disable rendering types if they are used or not
1261 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
1262 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
1264 // blur postprocess handling done first (used by hud_damage and hud_contents)
1265 if((damage_blurpostprocess.x || content_blurpostprocess.x))
1267 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
1268 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
1269 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
1271 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
1272 old_blurradius = blurradius;
1273 old_bluralpha = bluralpha;
1276 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
1278 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1283 // edge detection postprocess handling done second (used by hud_powerup)
1284 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
1285 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1286 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1288 sharpen_intensity = bound(0, ((STAT(HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1290 if(autocvar_hud_powerup && sharpen_intensity > 0)
1292 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1294 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1295 old_sharpen_intensity = sharpen_intensity;
1298 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1300 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1301 old_sharpen_intensity = 0;
1304 if(cvar("r_glsl_postprocess") == 0)
1305 cvar_set("r_glsl_postprocess", "2");
1307 else if(cvar("r_glsl_postprocess") == 2)
1308 cvar_set("r_glsl_postprocess", "0");
1313 int lock_type = (!autocvar_hud_cursormode && ((autocvar__hud_configure && spectatee_status <= 0) || intermission > 1 || QuickMenu_IsOpened()));
1315 lock_type = autocvar_cl_lockview;
1317 // lock_type 1: lock origin and angles
1318 // lock_type 2: lock only origin
1320 setproperty(VF_ORIGIN, freeze_org);
1322 freeze_org = getpropertyvec(VF_ORIGIN);
1324 setproperty(VF_ANGLES, freeze_ang);
1326 freeze_ang = getpropertyvec(VF_ANGLES);
1329 void View_DemoCamera()
1331 if(camera_active) // Camera for demo playback
1333 if(autocvar_camera_enable)
1337 cvar_set("chase_active", ftos(chase_active_backup));
1338 cvar_set("cl_demo_mousegrab", "0");
1339 camera_active = false;
1345 if(autocvar_camera_enable)
1347 if(autocvar_camera_enable && isdemo())
1350 // Enable required Darkplaces cvars
1351 chase_active_backup = autocvar_chase_active;
1352 cvar_set("chase_active", "2");
1353 cvar_set("cl_demo_mousegrab", "1");
1354 camera_active = true;
1355 camera_mode = false;
1361 void View_BlurTest()
1363 if(time > blurtest_time0 && time < blurtest_time1)
1365 float t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1366 float r = t * blurtest_radius;
1367 float f = 1 / (t ** blurtest_power) - 1;
1369 cvar_set("r_glsl_postprocess", "1");
1370 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1374 cvar_set("r_glsl_postprocess", "0");
1375 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1380 void View_CheckButtonStatus()
1382 float is_dead = (STAT(HEALTH) <= 0);
1384 // FIXME do we need this hack?
1387 // in demos, input_buttons do not work
1388 button_zoom = (autocvar__togglezoom == "-");
1391 && autocvar_cl_unpress_zoom_on_death
1392 && (spectatee_status >= 0)
1393 && (is_dead || intermission))
1395 // no zoom while dead or in intermission please
1396 localcmd("-zoom\n");
1397 button_zoom = false;
1400 if(autocvar_fov <= 59.5)
1402 if(!zoomscript_caught)
1404 localcmd("+button9\n");
1405 zoomscript_caught = 1;
1410 if(zoomscript_caught)
1412 localcmd("-button9\n");
1413 zoomscript_caught = 0;
1417 if(active_minigame && HUD_MinigameMenu_IsOpened())
1419 if(!minigame_wasactive)
1421 localcmd("+button12\n");
1422 minigame_wasactive = true;
1425 else if(minigame_wasactive)
1427 localcmd("-button12\n");
1428 minigame_wasactive = false;
1431 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1433 entity wepent = viewmodels[slot];
1435 if(wepent.last_switchweapon != wepent.switchweapon)
1438 wepent.last_switchweapon = wepent.switchweapon;
1439 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1441 localcmd("-zoom\n");
1442 button_zoom = false;
1444 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1446 localcmd("-fire\n");
1447 localcmd("-fire2\n");
1448 button_attack2 = false;
1451 if(wepent.last_activeweapon != wepent.activeweapon)
1453 wepent.last_activeweapon = wepent.activeweapon;
1455 entity e = wepent.activeweapon;
1457 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1459 localcmd("\ncl_hook_activeweapon none\n");
1465 float oldr_nearclip;
1466 float oldr_farclip_base;
1467 float oldr_farclip_world;
1469 float oldr_useportalculling;
1470 float oldr_useinfinitefarclip;
1471 vector ov_org = '0 0 0';
1472 vector ov_mid = '0 0 0';
1473 vector ov_worldmin = '0 0 0';
1474 vector ov_worldmax = '0 0 0';
1480 ov_worldmin = '0 0 0';
1481 ov_worldmax = '0 0 0';
1482 if(autocvar_cl_orthoview)
1484 ov_worldmin = mi_picmin;
1485 ov_worldmax = mi_picmax;
1487 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1488 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1489 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1491 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1492 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1494 float ov_nearest = vlen(ov_org - vec3(
1495 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1496 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1497 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1500 float ov_furthest = 0;
1503 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1504 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1505 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1506 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1507 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1508 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1509 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1510 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1514 oldr_nearclip = cvar("r_nearclip");
1515 oldr_farclip_base = cvar("r_farclip_base");
1516 oldr_farclip_world = cvar("r_farclip_world");
1517 oldr_novis = cvar("r_novis");
1518 oldr_useportalculling = cvar("r_useportalculling");
1519 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1522 cvar_settemp("r_nearclip", ftos(ov_nearest));
1523 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1524 cvar_settemp("r_farclip_world", "0");
1525 cvar_settemp("r_novis", "1");
1526 cvar_settemp("r_useportalculling", "0");
1527 cvar_settemp("r_useinfinitefarclip", "0");
1529 setproperty(VF_ORIGIN, ov_org);
1530 setproperty(VF_ANGLES, '90 0 0');
1535 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1537 vtos(getpropertyvec(VF_ANGLES)),
1547 cvar_set("r_nearclip", ftos(oldr_nearclip));
1548 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1549 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1550 cvar_set("r_novis", ftos(oldr_novis));
1551 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1552 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1558 void View_UpdateFov()
1561 if(autocvar_cl_orthoview)
1562 fov = GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org);
1563 else if(csqcplayer.viewloc)
1564 fov = GetViewLocationFOV(110); // enforce 110 fov, so things don't look odd
1566 fov = GetCurrentFov(autocvar_fov);
1568 setproperty(VF_FOV, fov);
1571 void CSQC_UpdateView(entity this, float w, float h)
1573 TC(int, w); TC(int, h);
1575 execute_next_frame();
1582 ReplicateVars(false);
1583 if (ReplicateVars_NOT_SENDING())
1584 ReplicateVars_DELAY(0.8 + random() * 0.4); // no need to check cvars every frame
1586 HUD_Scale_Disable();
1588 if(autocvar__hud_showbinds_reload) // menu can set this one
1591 binddb = db_create();
1592 cvar_set("_hud_showbinds_reload", "0");
1595 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1596 view_quality = getproperty(VF_MINFPS_QUALITY);
1600 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1601 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1603 vector vf_size = getpropertyvec(VF_SIZE);
1604 vector vf_min = getpropertyvec(VF_MIN);
1605 vid_width = vf_size.x;
1606 vid_height = vf_size.y;
1608 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1610 WaypointSprite_Load();
1612 CSQCPlayer_SetCamera();
1614 if(player_localentnum <= maxclients) // is it a client?
1615 current_player = player_localentnum - 1;
1616 else // then player_localentnum is the vehicle I'm driving
1617 current_player = player_localnum;
1618 myteam = entcs_GetTeam(current_player);
1620 // abused multiple places below
1621 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1623 local_player = this; // fall back!
1625 View_EventChase(local_player);
1627 // do lockview after event chase camera so that it still applies whenever necessary.
1631 //WarpZone_FixPMove();
1635 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1636 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1637 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1638 viewmodel_draw(viewmodels[slot]);
1641 view_origin = getpropertyvec(VF_ORIGIN);
1642 view_angles = getpropertyvec(VF_ANGLES);
1643 MAKE_VECTORS(view_angles, view_forward, view_right, view_up);
1649 TargetMusic_Advance();
1651 fpscounter_update();
1654 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1656 drawframetime = bound(0.000001, time - drawtime, 1);
1659 // watch for gametype changes here...
1660 // in ParseStuffCMD the cmd isn't executed yet :/
1661 // might even be better to add the gametype to TE_CSQC_INIT...?
1665 if(intermission && !intermission_time)
1666 intermission_time = time;
1668 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1670 if(calledhooks & HOOK_START)
1672 localcmd("\ncl_hook_gameend\n");
1673 calledhooks |= HOOK_END;
1679 View_CheckButtonStatus();
1681 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1683 // ALWAYS Clear Current Scene First
1686 setproperty(VF_ORIGIN, view_origin);
1687 setproperty(VF_ANGLES, view_angles);
1689 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1690 setproperty(VF_SIZE, vf_size);
1691 setproperty(VF_MIN, vf_min);
1693 // Assign Standard Viewflags
1694 // Draw the World (and sky)
1695 setproperty(VF_DRAWWORLD, 1);
1697 // Set the console size vars
1698 vid_conwidth = autocvar_vid_conwidth;
1699 vid_conheight = autocvar_vid_conheight;
1700 vid_pixelheight = autocvar_vid_pixelheight;
1706 // Draw the Crosshair
1707 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1709 // Draw the Engine Status Bar (the default Quake HUD)
1710 setproperty(VF_DRAWENGINESBAR, 0);
1712 // Update the mouse position
1714 mousepos_x = vid_conwidth;
1715 mousepos_y = vid_conheight;
1716 mousepos = mousepos*0.5 + getmousepos();
1719 IL_EACH(g_drawables, it.draw, it.draw(it));
1721 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
1724 // Now the the scene has been rendered, begin with the 2D drawing functions
1727 DrawReticle(local_player);
1730 View_PostProcessing();
1733 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
1734 Draw_ShowNames_All();
1735 #if ENABLE_DEBUGDRAW
1739 scoreboard_active = Scoreboard_WouldDraw();
1741 HUD_Draw(this); // this parameter for deep vehicle function
1743 if(NextFrameCommand)
1745 localcmd("\n", NextFrameCommand, "\n");
1746 NextFrameCommand = string_null;
1749 // we must do this check AFTER a frame was rendered, or it won't work
1750 if(cs_project_is_b0rked == 0)
1753 w0 = ftos(autocvar_vid_conwidth);
1754 h0 = ftos(autocvar_vid_conheight);
1755 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1756 //setproperty(VF_FOV, '90 90 0');
1757 setproperty(VF_ORIGIN, '0 0 0');
1758 setproperty(VF_ANGLES, '0 0 0');
1759 setproperty(VF_PERSPECTIVE, 1);
1760 vector forward, right, up;
1761 MAKE_VECTORS('0 0 0', forward, right, up);
1763 cvar_set("vid_conwidth", "800");
1764 cvar_set("vid_conheight", "600");
1765 v1 = cs_project(forward);
1766 cvar_set("vid_conwidth", "640");
1767 cvar_set("vid_conheight", "480");
1768 v2 = cs_project(forward);
1770 cs_project_is_b0rked = 1;
1772 cs_project_is_b0rked = -1;
1773 cvar_set("vid_conwidth", w0);
1774 cvar_set("vid_conheight", h0);
1777 HUD_Mouse(local_player);
1783 // let's reset the view back to normal for the end
1784 setproperty(VF_MIN, '0 0 0');
1785 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1791 // following vectors must be global to allow seamless switching between camera modes
1792 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1793 void CSQC_Demo_Camera()
1795 float speed, attenuation, dimensions;
1798 if( autocvar_camera_reset || !camera_mode )
1800 camera_offset = '0 0 0';
1801 current_angles = '0 0 0';
1802 camera_direction = '0 0 0';
1803 camera_offset.z += 30;
1804 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
1805 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
1806 current_origin = view_origin;
1807 current_camera_offset = camera_offset;
1808 cvar_set("camera_reset", "0");
1809 camera_mode = CAMERA_CHASE;
1814 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
1816 if(autocvar_camera_look_player)
1821 dir = normalize(view_origin - current_position);
1823 mouse_angles = vectoangles(dir);
1824 mouse_angles.x = mouse_angles.x * -1;
1829 tmp = getmousepos() * 0.1;
1830 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
1832 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
1833 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
1837 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
1838 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
1839 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
1840 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
1842 // Fix difference when angles don't have the same sign
1844 if(mouse_angles.y < -60 && current_angles.y > 60)
1846 if(mouse_angles.y > 60 && current_angles.y < -60)
1849 if(autocvar_camera_look_player)
1850 attenuation = autocvar_camera_look_attenuation;
1852 attenuation = autocvar_camera_speed_attenuation;
1854 attenuation = 1 / max(1, attenuation);
1855 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1857 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
1858 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
1859 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
1860 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
1866 if( camera_direction.x )
1868 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
1869 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
1870 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1871 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
1875 if( camera_direction.y )
1877 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
1878 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
1879 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
1883 if( camera_direction.z )
1885 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
1889 if(autocvar_camera_free)
1890 speed = autocvar_camera_speed_free;
1892 speed = autocvar_camera_speed_chase;
1896 speed = speed * sqrt(1 / dimensions);
1897 camera_offset += tmp * speed;
1900 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1903 if( autocvar_camera_free )
1905 if ( camera_mode == CAMERA_CHASE )
1907 current_camera_offset = current_origin + current_camera_offset;
1908 camera_offset = current_origin + camera_offset;
1911 camera_mode = CAMERA_FREE;
1912 current_position = current_camera_offset;
1916 if ( camera_mode == CAMERA_FREE )
1918 current_origin = view_origin;
1919 camera_offset = camera_offset - current_origin;
1920 current_camera_offset = current_camera_offset - current_origin;
1923 camera_mode = CAMERA_CHASE;
1925 if(autocvar_camera_chase_smoothly)
1926 current_origin += (view_origin - current_origin) * attenuation;
1928 current_origin = view_origin;
1930 current_position = current_origin + current_camera_offset;
1933 setproperty(VF_ANGLES, current_angles);
1934 setproperty(VF_ORIGIN, current_position);