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/overkill/oknex.qh>
35 #include <common/mutators/mutator/waypoints/all.qh>
36 #include <common/viewloc.qh>
37 #include <common/mapobjects/trigger/viewloc.qh>
38 #include <common/minigames/cl_minigames.qh>
39 #include <common/minigames/cl_minigames_hud.qh>
41 #include <lib/csqcmodel/cl_player.qh>
42 #include <lib/csqcmodel/cl_model.qh>
43 #include "csqcmodel_hooks.qh"
45 #include <lib/warpzone/client.qh>
46 #include <lib/warpzone/common.qh>
48 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
50 float autocvar_cl_viewmodel_scale;
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 \
79 float __ignore; lowpass(value, frac, ref_store, __ignore); \
80 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
83 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
85 float __f = 0; lowpass(value, frac, ref_store, __f); \
86 ret = (value) - __f; \
89 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
91 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
92 ret = (value) - __f; \
95 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
97 lowpass(value.x, frac, ref_store.x, ref_out.x); \
98 lowpass(value.y, frac, ref_store.y, ref_out.y); \
101 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
103 highpass(value.x, frac, ref_store.x, ref_out.x); \
104 highpass(value.y, frac, ref_store.y, ref_out.y); \
107 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
109 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
110 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
113 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 lowpass(value.x, frac, ref_store.x, ref_out.x); \
116 lowpass(value.y, frac, ref_store.y, ref_out.y); \
117 lowpass(value.z, frac, ref_store.z, ref_out.z); \
120 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
122 highpass(value.x, frac, ref_store.x, ref_out.x); \
123 highpass(value.y, frac, ref_store.y, ref_out.y); \
124 highpass(value.z, frac, ref_store.z, ref_out.z); \
127 void calc_followmodel_ofs(entity view)
129 if(cl_followmodel_time == time)
130 return; // cl_followmodel_ofs already calculated for this frame
133 vector gunorg = '0 0 0';
134 static vector vel_average;
135 static vector gunorg_adjustment_highpass;
136 static vector gunorg_adjustment_lowpass;
139 if (autocvar_cl_followmodel_velocity_absolute)
143 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
144 MAKEVECTORS(makevectors, view_angles, forward, right, up);
145 vel.x = view.velocity * forward;
146 vel.y = view.velocity * right * -1;
147 vel.z = view.velocity * up;
150 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
151 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
152 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
154 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
155 lowpass3(vel, frac, vel_average, gunorg);
157 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
159 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
160 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
161 frac = avg_factor(autocvar_cl_followmodel_highpass);
162 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
163 frac = avg_factor(autocvar_cl_followmodel_lowpass);
164 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
166 if (autocvar_cl_followmodel_velocity_absolute)
169 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
170 MAKEVECTORS(makevectors, view_angles, forward, right, up);
171 fixed_gunorg.x = gunorg * forward;
172 fixed_gunorg.y = gunorg * right * -1;
173 fixed_gunorg.z = gunorg * up;
174 gunorg = fixed_gunorg;
177 cl_followmodel_ofs = gunorg;
178 cl_followmodel_time = time;
181 vector leanmodel_ofs(entity view)
184 vector gunangles = '0 0 0';
185 static vector gunangles_prev = '0 0 0';
186 static vector gunangles_highpass = '0 0 0';
187 static vector gunangles_adjustment_highpass;
188 static vector gunangles_adjustment_lowpass;
190 if (view.csqcmodel_teleported)
191 gunangles_prev = view_angles;
193 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
194 gunangles_highpass += gunangles_prev;
195 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
196 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
197 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
198 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
199 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
200 gunangles_prev = view_angles;
201 gunangles_highpass -= gunangles_prev;
203 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
204 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
206 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
207 frac = avg_factor(autocvar_cl_leanmodel_highpass);
208 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
209 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
210 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
212 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
217 vector bobmodel_ofs(entity view)
219 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
220 static bool oldonground;
221 static float hitgroundtime;
224 float f = time; // cl.movecmd[0].time
228 oldonground = clonground;
230 // calculate for swinging gun model
231 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
232 vector gunorg = '0 0 0';
233 static float bobmodel_scale = 0;
234 static float time_ofs = 0; // makes the effect always restart in the same way
237 if (time - hitgroundtime > 0.05)
238 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
241 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
243 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
244 if (bobmodel_scale && xyspeed)
246 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
247 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
248 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
249 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
257 void viewmodel_animate(entity this)
259 if (autocvar_chase_active) return;
260 if (STAT(HEALTH) <= 0) return;
262 entity view = CSQCModel_server2csqc(player_localentnum - 1);
264 if (autocvar_cl_followmodel)
266 calc_followmodel_ofs(view);
267 this.origin += cl_followmodel_ofs;
270 if (autocvar_cl_leanmodel)
271 this.angles += leanmodel_ofs(view);
273 // vertical view bobbing code
276 // horizontal view bobbing code
280 // causes the view to swing down and back up when touching the ground
283 // gun model bobbing code
284 if (autocvar_cl_bobmodel)
285 this.origin += bobmodel_ofs(view);
288 .vector viewmodel_origin, viewmodel_angles;
289 .float weapon_nextthink;
290 .float weapon_eta_last;
291 .float weapon_switchdelay;
295 void viewmodel_draw(entity this)
297 if(!this.activeweapon || !autocvar_r_drawviewmodel)
299 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
300 float a = this.alpha;
301 static bool wasinvehicle;
302 bool invehicle = player_localentnum > maxclients;
303 if (invehicle) a = -1;
304 else if (wasinvehicle) a = 1;
305 wasinvehicle = invehicle;
306 Weapon wep = this.activeweapon;
307 int c = entcs_GetClientColors(current_player);
308 vector g = weaponentity_glowmod(wep, NULL, c, this);
309 entity me = CSQCModel_server2csqc(player_localentnum - 1);
310 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
312 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
313 for (entity e = this; e; e = e.weaponchild)
317 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
319 e.csqcmodel_effects = fx;
320 CSQCModel_Effects_Apply(e);
324 string name = wep.mdl;
325 string newname = wep.wr_viewmodel(wep, this);
328 bool swap = name != this.name_last;
331 this.name_last = name;
332 CL_WeaponEntity_SetModel(this, name, swap);
333 this.viewmodel_origin = this.origin;
334 this.viewmodel_angles = this.angles;
337 if ((!this.animstate_override && !this.animstate_looping) || time > this.animstate_endtime)
338 anim_set(this, this.anim_idle, true, false, false);
340 float f = 0; // 0..1; 0: fully active
341 float rate = STAT(WEAPONRATEFACTOR);
342 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
343 if (eta <= 0) f = this.weapon_eta_last;
344 else switch (this.state)
348 f = eta / max(eta, this.weapon_switchdelay);
353 f = 1 - eta / max(eta, this.weapon_switchdelay);
362 this.weapon_eta_last = f;
363 this.origin = this.viewmodel_origin;
364 this.angles = this.viewmodel_angles;
365 this.angles_x = (-90 * f * f);
366 viewmodel_animate(this);
367 MUTATOR_CALLHOOK(DrawViewModel, this);
368 setorigin(this, this.origin);
371 STATIC_INIT(viewmodel) {
372 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
373 viewmodels[slot] = new(viewmodel);
376 float showfps_prevfps;
377 float showfps_prevfps_time;
378 int showfps_framecounter;
380 void fpscounter_update()
385 float currentTime = gettime(GETTIME_REALTIME);
386 showfps_framecounter += 1;
387 if(currentTime - showfps_prevfps_time > STAT(SHOWFPS))
389 showfps_prevfps = showfps_framecounter/(currentTime - showfps_prevfps_time);
390 showfps_framecounter = 0;
391 showfps_prevfps_time = currentTime;
393 int channel = MSG_C2S;
394 WriteHeader(channel, fpsreport);
395 WriteShort(channel, bound(0, rint(showfps_prevfps), 65535)); // prevent insane fps values
399 STATIC_INIT(fpscounter_init)
401 float currentTime = gettime(GETTIME_REALTIME);
402 showfps_prevfps_time = currentTime; // we must initialize it to avoid an instant low frame sending
407 entity e = new_pure(porto);
409 IL_PUSH(g_drawables, e);
410 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
413 const int polyline_length = 16;
414 .vector polyline[polyline_length];
415 void Porto_Draw(entity this)
417 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
419 entity wepent = viewmodels[slot];
421 if (wepent.activeweapon != WEP_PORTO) continue;
422 if (spectatee_status) continue;
423 if (WEP_CVAR(porto, secondary)) continue;
424 if (intermission == 1) continue;
425 if (intermission == 2) continue;
426 if (STAT(HEALTH) <= 0) continue;
428 vector pos = view_origin;
429 vector dir = view_forward;
430 makevectors(((autocvar_chase_active) ? warpzone_save_view_angles : view_angles));
431 pos += v_right * -wepent.movedir.y
432 + v_up * wepent.movedir.z;
434 if (wepent.angles_held_status)
436 makevectors(wepent.angles_held);
440 wepent.polyline[0] = pos;
442 int portal_number = 0, portal1_idx = 1, portal_max = 2;
443 int n = 1 + 2; // 2 lines == 3 points
444 for (int idx = 0; idx < n && idx < polyline_length - 1; )
446 traceline(pos, pos + 65536 * dir, true, this);
447 dir = reflect(dir, trace_plane_normal);
449 wepent.polyline[++idx] = pos;
450 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
455 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
462 vector ang = vectoangles2(trace_plane_normal, dir);
465 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
472 if (portal_number >= portal_max) break;
473 if (portal_number == 1) portal1_idx = idx;
475 for (int idx = 0; idx < n - 1; ++idx)
477 vector p = wepent.polyline[idx], q = wepent.polyline[idx + 1];
478 if (idx == 0) p -= view_up * 16; // line from player
479 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
480 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
487 vector GetCurrentFov(float fov)
489 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
490 float velocityzoom, curspeed;
493 zoomsensitivity = autocvar_cl_zoomsensitivity;
494 zoomfactor = autocvar_cl_zoomfactor;
495 if(zoomfactor < 1 || zoomfactor > 30)
497 zoomspeed = autocvar_cl_zoomspeed;
498 if (zoomspeed >= 0 && (zoomspeed < 0.5 || zoomspeed > 16))
501 zoomdir = button_zoom;
503 if(hud == HUD_NORMAL && !spectatee_status)
505 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
507 entity wepent = viewmodels[slot];
508 if(wepent.switchweapon != wepent.activeweapon)
510 Weapon wep = wepent.activeweapon;
511 if(wep != WEP_Null && wep.wr_zoomdir)
513 bool do_zoom = wep.wr_zoomdir(wep); // TODO: merge this with wr_zoom?
518 if(spectatee_status > 0 || isdemo())
520 if(spectatorbutton_zoom)
527 // fteqcc failed twice here already, don't optimize this
530 if(zoomdir) { zoomin_effect = 0; }
532 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
534 current_viewzoom = 1;
536 else if (camera_active)
538 current_viewzoom = min(1, current_viewzoom + drawframetime);
540 else if(autocvar_cl_spawnzoom && zoomin_effect)
542 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
544 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
545 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
546 if(current_viewzoom == 1) { zoomin_effect = 0; }
550 if(zoomspeed < 0) // instant zoom
553 current_viewzoom = 1 / zoomfactor;
555 current_viewzoom = 1;
560 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
562 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
566 if(almost_equals(current_viewzoom, 1))
567 current_zoomfraction = 0;
568 else if(almost_equals(current_viewzoom, 1/zoomfactor))
569 current_zoomfraction = 1;
571 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
573 if(zoomsensitivity < 1)
574 setsensitivityscale(current_viewzoom ** (1 - zoomsensitivity));
576 setsensitivityscale(1);
578 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
580 if (intermission || (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2))
584 makevectors(view_angles);
587 v = csqcplayer.velocity;
589 switch(autocvar_cl_velocityzoom_type)
591 case 3: curspeed = max(0, v_forward * v); break;
592 case 2: curspeed = (v_forward * v); break;
593 case 1: default: curspeed = vlen(v); break;
597 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
598 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
599 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
601 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
606 float frustumx, frustumy, fovx, fovy;
607 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
608 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
609 fovx = atan2(frustumx, 1) / M_PI * 360.0;
610 fovy = atan2(frustumy, 1) / M_PI * 360.0;
612 return '1 0 0' * fovx + '0 1 0' * fovy;
615 vector GetViewLocationFOV(float fov)
617 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
618 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
619 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
620 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
621 return '1 0 0' * fovx + '0 1 0' * fovy;
624 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
627 float width = (ov_worldmax.x - ov_worldmin.x);
628 float height = (ov_worldmax.y - ov_worldmin.y);
629 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
630 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
631 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
632 return '1 0 0' * fovx + '0 1 0' * fovy;
635 // this function must match W_SetupShot!
636 float zoomscript_caught;
638 vector wcross_origin;
639 float wcross_scale_prev, wcross_alpha_prev;
640 vector wcross_color_prev;
641 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
642 vector wcross_color_goal_prev;
643 float wcross_changedonetime;
645 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
646 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
647 float wcross_name_changestarttime, wcross_name_changedonetime;
648 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
650 float wcross_ring_prev;
653 entity trueaim_rifle;
655 const float SHOTTYPE_HITTEAM = 1;
656 const float SHOTTYPE_HITOBSTRUCTION = 2;
657 const float SHOTTYPE_HITWORLD = 3;
658 const float SHOTTYPE_HITENEMY = 4;
662 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
663 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
666 float EnemyHitCheck()
669 wcross_origin = project_3d_to_2d(trace_endpos);
672 n = trace_ent.entnum;
674 n = trace_networkentity;
676 return SHOTTYPE_HITWORLD;
678 return SHOTTYPE_HITWORLD;
679 t = entcs_GetTeam(n - 1);
682 return SHOTTYPE_HITTEAM;
683 if(t == NUM_SPECTATOR)
684 return SHOTTYPE_HITWORLD;
685 return SHOTTYPE_HITENEMY;
688 float TrueAimCheck(entity wepent)
690 float nudge = 1; // added to traceline target and subtracted from result TOOD(divVerent): do we still need this? Doesn't the engine do this now for us?
691 vector vecs, trueaimpoint, w_shotorg;
699 mv = MOVE_NOMONSTERS;
701 switch(wepent.activeweapon) // WEAPONTODO
703 case WEP_TUBA: // no aim
704 case WEP_PORTO: // shoots from eye
705 case WEP_NEXBALL: // shoots from eye
706 case WEP_HOOK: // no trueaim
707 case WEP_MORTAR: // toss curve
708 return SHOTTYPE_HITWORLD;
710 case WEP_OVERKILL_NEX:
717 if(zoomscript_caught)
719 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * max_shot_distance, mv, ta);
720 return EnemyHitCheck();
723 case WEP_DEVASTATOR: // projectile has a size!
727 case WEP_FIREBALL: // projectile has a size!
731 case WEP_SEEKER: // projectile has a size!
735 case WEP_ELECTRO: // projectile has a size!
741 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
743 vecs = decompressShotOrigin(STAT(SHOTORG));
745 traceline(traceorigin, traceorigin + view_forward * max_shot_distance, mv, ta);
746 trueaimpoint = trace_endpos;
748 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
749 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
756 dv = view_right * vecs.y + view_up * vecs.z;
757 w_shotorg = traceorigin + dv;
759 // now move the vecs forward as much as requested if possible
760 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
761 w_shotorg = trace_endpos - view_forward * nudge;
763 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
764 shottype = EnemyHitCheck();
765 if(shottype != SHOTTYPE_HITWORLD)
769 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
770 // or rather, I know why, but see no fix
771 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
772 // 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
773 return SHOTTYPE_HITOBSTRUCTION;
776 return SHOTTYPE_HITWORLD;
780 const float CAMERA_FREE = 1;
781 const float CAMERA_CHASE = 2;
783 string NextFrameCommand;
785 vector freeze_org, freeze_ang;
786 entity nightvision_noise, nightvision_noise2;
788 const float MAX_TIME_DIFF = 5;
789 float pickup_crosshair_time, pickup_crosshair_size;
790 float hitindication_crosshair_size;
791 float use_vortex_chargepool;
793 float myhealth, myhealth_prev;
794 float myhealth_flash;
796 float old_blurradius, old_bluralpha;
797 float old_sharpen_intensity;
799 vector myhealth_gentlergb;
801 float contentavgalpha, liquidalpha_prev;
802 vector liquidcolor_prev;
804 float eventchase_current_distance;
805 float eventchase_running;
806 bool WantEventchase(entity this)
808 if(autocvar_cl_orthoview)
810 if(STAT(GAME_STOPPED) || intermission)
814 if(spectatee_status >= 0)
816 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
818 if(MUTATOR_CALLHOOK(WantEventchase, this))
820 if(autocvar_cl_eventchase_frozen && STAT(FROZEN))
822 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
824 if(autocvar_cl_eventchase_death == 2)
826 // don't stop eventchase once it's started (even if velocity changes afterwards)
827 if(this.velocity == '0 0 0' || eventchase_running)
836 void HUD_Crosshair_Vehicle(entity this)
838 if(hud != HUD_BUMBLEBEE_GUN)
840 Vehicle info = Vehicles_from(hud);
841 info.vr_crosshair(info, this);
845 vector damage_blurpostprocess, content_blurpostprocess;
847 float unaccounted_damage = 0;
850 // accumulate damage with each stat update
851 static float damage_total_prev = 0;
852 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
853 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
854 damage_total_prev = damage_total;
856 static float damage_dealt_time_prev = 0;
857 float damage_dealt_time = STAT(HIT_TIME);
858 if (damage_dealt_time != damage_dealt_time_prev)
860 unaccounted_damage += unaccounted_damage_new;
861 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
863 damage_dealt_time_prev = damage_dealt_time;
865 // prevent hitsound when switching spectatee
866 static float spectatee_status_prev = 0;
867 if (spectatee_status != spectatee_status_prev)
868 unaccounted_damage = 0;
869 spectatee_status_prev = spectatee_status;
874 // varying sound pitch
876 bool have_arc = false;
877 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
879 entity wepent = viewmodels[slot];
881 if(wepent.activeweapon == WEP_ARC)
885 static float hitsound_time_prev = 0;
886 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
887 bool arc_hack = have_arc && autocvar_cl_hitsound >= 2;
888 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
890 if (autocvar_cl_hitsound && unaccounted_damage)
892 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
893 float a = autocvar_cl_hitsound_max_pitch;
894 float b = autocvar_cl_hitsound_min_pitch;
895 float c = autocvar_cl_hitsound_nom_damage;
896 float d = unaccounted_damage;
897 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
899 // if sound variation is disabled, set pitch_shift to 1
900 if (autocvar_cl_hitsound == 1)
903 // if pitch shift is reversed, mirror in (max-min)/2 + min
904 if (autocvar_cl_hitsound == 3)
906 float mirror_value = (a-b)/2 + b;
907 pitch_shift = mirror_value + (mirror_value - pitch_shift);
910 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
912 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
913 // todo: normalize sound pressure levels? seems unnecessary
915 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
917 unaccounted_damage = 0;
918 hitsound_time_prev = time;
921 static float typehit_time_prev = 0;
922 float typehit_time = STAT(TYPEHIT_TIME);
923 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
925 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
926 typehit_time_prev = typehit_time;
929 static float kill_time_prev = 0;
930 float kill_time = STAT(KILL_TIME);
931 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
933 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
934 kill_time_prev = kill_time;
938 vector crosshair_getcolor(entity this, float health_stat)
940 static float rainbow_last_flicker;
941 static vector rainbow_prev_color;
942 vector wcross_color = '0 0 0';
943 switch(autocvar_crosshair_color_special)
945 case 1: // crosshair_color_per_weapon
947 if(this != WEP_Null && hud == HUD_NORMAL)
949 wcross_color = this.wpcolor;
952 else { goto normalcolor; }
955 case 2: // crosshair_color_by_health
957 vector v = healtharmor_maxdamage(health_stat, STAT(ARMOR), armorblockpercent, DEATH_WEAPON.m_id);
958 float hp = floor(v.x + 1);
973 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
974 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
978 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
979 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
980 wcross_color.z = 1 - (hp-100)*0.02;
986 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
991 wcross_color.y = (hp-20)*90/27/100;
992 wcross_color.z = (hp-20)*90/27/100 * 0.2;
1002 case 3: // crosshair_color_rainbow
1004 if(time >= rainbow_last_flicker)
1006 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1007 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1009 wcross_color = rainbow_prev_color;
1013 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1016 return wcross_color;
1019 void HUD_Crosshair(entity this)
1023 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAME_STOPPED) &&
1024 spectatee_status != -1 && (!csqcplayer.viewloc || (!spectatee_status && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))) && !MUTATOR_CALLHOOK(DrawCrosshair) &&
1025 !HUD_MinigameMenu_IsOpened() )
1027 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
1030 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
1033 if (hud != HUD_NORMAL)
1035 HUD_Crosshair_Vehicle(this);
1039 string wcross_style;
1040 float wcross_alpha, wcross_resolution;
1041 wcross_style = autocvar_crosshair;
1042 if (csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM) && autocvar_crosshair_2d != "")
1043 wcross_style = autocvar_crosshair_2d;
1044 if (wcross_style == "0")
1046 wcross_resolution = autocvar_crosshair_size;
1047 if (wcross_resolution == 0)
1049 wcross_alpha = autocvar_crosshair_alpha;
1050 if (wcross_alpha == 0)
1056 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1057 if(csqcplayer.viewloc && (csqcplayer.viewloc.spawnflags & VIEWLOC_FREEAIM))
1058 wcross_origin = viewloc_mousepos;
1060 wcross_origin = project_3d_to_2d(view_origin + max_shot_distance * view_forward);
1061 wcross_origin.z = 0;
1062 if(autocvar_crosshair_hittest)
1064 vector wcross_oldorigin;
1065 entity thiswep = viewmodels[0]; // TODO: unhardcode
1066 wcross_oldorigin = wcross_origin;
1067 shottype = TrueAimCheck(thiswep);
1068 if(shottype == SHOTTYPE_HITWORLD)
1070 v = wcross_origin - wcross_oldorigin;
1071 v.x /= vid_conwidth;
1072 v.y /= vid_conheight;
1073 if(vdist(v, >, 0.01))
1074 shottype = SHOTTYPE_HITOBSTRUCTION;
1076 if(!autocvar_crosshair_hittest_showimpact)
1077 wcross_origin = wcross_oldorigin;
1080 shottype = SHOTTYPE_HITWORLD;
1082 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1083 string wcross_name = "";
1084 float wcross_scale, wcross_blur;
1086 entity e = WEP_Null;
1087 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1089 entity wepent = viewmodels[0]; // TODO: unhardcode
1090 e = wepent.switchingweapon;
1093 if(autocvar_crosshair_per_weapon)
1095 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1096 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1097 //if (wcross_resolution == 0)
1100 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1101 wcross_resolution *= e.w_crosshair_size;
1102 wcross_name = e.w_crosshair;
1107 if(wcross_name == "")
1108 wcross_name = strcat("gfx/crosshair", wcross_style);
1110 // MAIN CROSSHAIR COLOR DECISION
1111 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1113 if(autocvar_crosshair_effect_scalefade)
1115 wcross_scale = wcross_resolution;
1116 wcross_resolution = 1;
1123 if(autocvar_crosshair_pickup)
1125 float stat_pickup_time = STAT(LAST_PICKUP);
1127 if(pickup_crosshair_time < stat_pickup_time)
1129 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1130 pickup_crosshair_size = 1;
1132 pickup_crosshair_time = stat_pickup_time;
1135 if(pickup_crosshair_size > 0)
1136 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1138 pickup_crosshair_size = 0;
1140 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1143 // todo: make crosshair hit indication dependent on damage dealt
1144 if(autocvar_crosshair_hitindication)
1146 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1148 if(unaccounted_damage)
1150 hitindication_crosshair_size = 1;
1153 if(hitindication_crosshair_size > 0)
1154 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1156 hitindication_crosshair_size = 0;
1158 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1159 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1160 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1161 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1164 if(shottype == SHOTTYPE_HITENEMY)
1165 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1166 if(shottype == SHOTTYPE_HITTEAM)
1167 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1169 f = fabs(autocvar_crosshair_effect_time);
1170 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1172 wcross_changedonetime = time + f;
1174 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1176 wcross_name_changestarttime = time;
1177 wcross_name_changedonetime = time + f;
1178 if(wcross_name_goal_prev_prev)
1179 strunzone(wcross_name_goal_prev_prev);
1180 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1181 wcross_name_goal_prev = strzone(wcross_name);
1182 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1183 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1184 wcross_resolution_goal_prev = wcross_resolution;
1187 wcross_scale_goal_prev = wcross_scale;
1188 wcross_alpha_goal_prev = wcross_alpha;
1189 wcross_color_goal_prev = wcross_color;
1191 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1194 wcross_alpha *= 0.75;
1198 // *_prev is at time-frametime
1199 // * is at wcross_changedonetime+f
1200 // what do we have at time?
1201 if(time < wcross_changedonetime)
1203 f = frametime / (wcross_changedonetime - time + frametime);
1204 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1205 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1206 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1209 wcross_scale_prev = wcross_scale;
1210 wcross_alpha_prev = wcross_alpha;
1211 wcross_color_prev = wcross_color;
1213 MUTATOR_CALLHOOK(UpdateCrosshair);
1215 wcross_scale *= 1 - autocvar__menu_alpha;
1216 wcross_alpha *= 1 - autocvar__menu_alpha;
1217 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1219 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1221 // crosshair rings for weapon stats
1222 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1224 // declarations and stats
1225 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1226 string ring_image = string_null, ring_inner_image = string_null;
1227 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1229 ring_scale = autocvar_crosshair_ring_size;
1231 entity wepent = viewmodels[0]; // TODO: unhardcode
1233 int weapon_clipload = wepent.clip_load;
1234 int weapon_clipsize = wepent.clip_size;
1236 float arc_heat = wepent.arc_heat_percent;
1237 float vcharge = wepent.vortex_charge;
1238 float vchargepool = wepent.vortex_chargepool_ammo;
1239 float oknex_charge_ = wepent.oknex_charge;
1240 float oknex_chargepool_ = wepent.oknex_chargepool_ammo;
1242 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1243 vortex_charge_movingavg = vcharge;
1245 // handle the values
1246 if (autocvar_crosshair_ring && wepent.activeweapon == WEP_VORTEX && vcharge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1248 if (vchargepool || use_vortex_chargepool) {
1249 use_vortex_chargepool = 1;
1250 ring_inner_value = vchargepool;
1252 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vcharge;
1253 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vcharge - vortex_charge_movingavg), 1);
1256 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1257 ring_inner_rgb = vec3(autocvar_crosshair_ring_vortex_inner_color_red, autocvar_crosshair_ring_vortex_inner_color_green, autocvar_crosshair_ring_vortex_inner_color_blue);
1258 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1260 // draw the outer ring to show the current charge of the weapon
1261 ring_value = vcharge;
1262 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1263 ring_rgb = wcross_color;
1264 ring_image = "gfx/crosshair_ring_nexgun.tga";
1266 else if (autocvar_crosshair_ring && (wepent.activeweapon == WEP_OVERKILL_NEX) && oknex_charge_ && autocvar_crosshair_ring_vortex)
1268 if (oknex_chargepool_ || use_vortex_chargepool) {
1269 use_vortex_chargepool = 1;
1270 ring_inner_value = oknex_chargepool_;
1272 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * oknex_charge_;
1273 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (oknex_charge_ - vortex_charge_movingavg), 1);
1276 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1277 ring_inner_rgb = eX * autocvar_crosshair_ring_vortex_inner_color_red + eY * autocvar_crosshair_ring_vortex_inner_color_green + eZ * autocvar_crosshair_ring_vortex_inner_color_blue;
1278 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1280 // draw the outer ring to show the current charge of the weapon
1281 ring_value = oknex_charge_;
1282 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1283 ring_rgb = wcross_color;
1284 ring_image = "gfx/crosshair_ring_nexgun.tga";
1286 else if (autocvar_crosshair_ring && wepent.activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1288 ring_value = bound(0, wepent.minelayer_mines / WEP_CVAR(minelayer, limit), 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.
1289 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1290 ring_rgb = wcross_color;
1291 ring_image = "gfx/crosshair_ring.tga";
1293 else if (wepent.activeweapon == WEP_HAGAR && wepent.hagar_load && autocvar_crosshair_ring_hagar)
1295 ring_value = bound(0, wepent.hagar_load / WEP_CVAR_SEC(hagar, load_max), 1);
1296 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1297 ring_rgb = wcross_color;
1298 ring_image = "gfx/crosshair_ring.tga";
1300 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1302 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1303 ring_scale = autocvar_crosshair_ring_reload_size;
1304 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1305 ring_rgb = wcross_color;
1307 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1308 // if a new image for another weapon is added, add the code (and its respective file/value) here
1309 if ((wepent.activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1310 ring_image = "gfx/crosshair_ring_rifle.tga";
1312 ring_image = "gfx/crosshair_ring.tga";
1314 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && wepent.activeweapon == WEP_ARC )
1316 ring_value = arc_heat;
1317 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1318 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1319 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1320 ring_image = "gfx/crosshair_ring.tga";
1323 // if in weapon switch animation, fade ring out/in
1324 if(autocvar_crosshair_effect_time > 0)
1326 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1329 wcross_ring_prev = ((ring_image) ? true : false);
1332 if(wcross_ring_prev)
1335 ring_alpha *= fabs(1 - bound(0, f, 1));
1340 ring_alpha *= bound(0, f, 1);
1344 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1345 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1348 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1351 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1353 if(wcross_blur > 0) \
1355 for(i = -2; i <= 2; ++i) \
1356 for(j = -2; j <= 2; ++j) \
1357 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1361 M(0,0,sz,wcross_name,wcross_alpha); \
1365 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1366 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)
1368 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1369 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1371 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1373 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1374 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1375 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1382 wcross_name_alpha_goal_prev = f;
1384 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1385 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1387 if(autocvar_crosshair_dot)
1389 vector wcross_color_old;
1390 wcross_color_old = wcross_color;
1392 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1393 wcross_color = stov(autocvar_crosshair_dot_color);
1395 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1396 // FIXME why don't we use wcross_alpha here?
1397 wcross_color = wcross_color_old;
1403 wcross_scale_prev = 0;
1404 wcross_alpha_prev = 0;
1405 wcross_scale_goal_prev = 0;
1406 wcross_alpha_goal_prev = 0;
1407 wcross_changedonetime = 0;
1408 strfree(wcross_name_goal_prev);
1409 strfree(wcross_name_goal_prev_prev);
1410 wcross_name_changestarttime = 0;
1411 wcross_name_changedonetime = 0;
1412 wcross_name_alpha_goal_prev = 0;
1413 wcross_name_alpha_goal_prev_prev = 0;
1414 wcross_resolution_goal_prev = 0;
1415 wcross_resolution_goal_prev_prev = 0;
1419 const int MAX_SPECIALCOMMAND = 15;
1420 vector specialcommand_slots[MAX_SPECIALCOMMAND];
1421 vector specialcommand_colors[MAX_SPECIALCOMMAND];
1422 const float SPECIALCOMMAND_SPEED = 150;
1423 const float SPECIALCOMMAND_TURNSPEED = 2;
1424 const float SPECIALCOMMAND_SIZE = 0.025;
1425 const float SPECIALCOMMAND_CHANCE = 0.35;
1426 float sc_spawntime, sc_changetime;
1427 vector sc_color = '1 1 1';
1428 void SpecialCommand()
1430 if(!STAT(MOVEVARS_SPECIALCOMMAND))
1433 if(time >= sc_changetime)
1435 sc_changetime = time + 1;
1436 sc_color = randomvec() * 1.5;
1437 sc_color.x = bound(0.2, sc_color.x, 0.75);
1438 sc_color.y = bound(0.2, sc_color.y, 0.75);
1439 sc_color.z = bound(0.2, sc_color.z, 0.75);
1441 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);
1443 if(!precache_pic("gfx/smile"))
1444 return; // damn party poopers
1446 for(int j = MAX_SPECIALCOMMAND - 1; j >= 0; --j)
1448 vector slot = specialcommand_slots[j];
1450 slot.y += SPECIALCOMMAND_SPEED * frametime;
1452 //slot.z = sin(SPECIALCOMMAND_TURNSPEED * M_PI * time);
1453 if(slot.y >= vid_conheight)
1458 if(random() <= SPECIALCOMMAND_CHANCE && time > sc_spawntime) // low chance to spawn!
1460 slot.x = bound(0, (random() * vid_conwidth + 1), vid_conwidth);
1461 slot.y = 1; // start it off 0 so we can use it
1462 slot.z = floor(random() * Weapons_MAX);
1463 sc_spawntime = time + bound(0.4, random(), 0.75); // prevent spawning another one for this amount of time!
1464 vector newcolor = randomvec() * 2;
1465 newcolor.x = bound(0.4, newcolor.x, 1);
1466 newcolor.y = bound(0.4, newcolor.y, 1);
1467 newcolor.z = bound(0.4, newcolor.z, 1);
1468 specialcommand_colors[j] = newcolor;
1473 vector splash_size = '0 0 0';
1474 splash_size.x = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1475 splash_size.y = max(vid_conwidth, vid_conheight) * SPECIALCOMMAND_SIZE;
1476 entity wep = Weapons_from(slot.z);
1478 drawpic(vec2(slot), "gfx/smile", vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1480 drawpic_skin(vec2(slot), wep.model2, vec2(splash_size), specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1481 //drawrotpic(vec2(slot), slot.z, "gfx/smile", vec2(splash_size), vec2(splash_size) / 2, specialcommand_colors[j], 0.95, DRAWFLAG_NORMAL);
1484 specialcommand_slots[j] = slot;
1488 void HUD_Draw(entity this)
1490 // if we don't know gametype and scores yet avoid drawing the scoreboard
1491 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1492 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1493 // cl_deathscoreboard would show the scoreboard and so on
1497 Hud_Dynamic_Frame();
1500 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1502 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1504 else if(STAT(FROZEN))
1506 vector col = '0.25 0.90 1';
1507 if(STAT(REVIVE_PROGRESS))
1508 col += vec3(STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS), -STAT(REVIVE_PROGRESS));
1509 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), col, autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1514 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1516 vector col = '0.25 0.90 1' + vec3(STAT(NADE_TIMER), -STAT(NADE_TIMER), -STAT(NADE_TIMER));
1517 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);
1518 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);
1520 else if(STAT(CAPTURE_PROGRESS))
1522 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);
1523 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1525 else if(STAT(REVIVE_PROGRESS))
1527 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);
1528 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), vec2(vid_conwidth, 0.025 * vid_conheight), '1 1 1', 1, DRAWFLAG_NORMAL);
1530 HUD_Scale_Disable();
1532 if(autocvar_r_letterbox == 0)
1533 if(autocvar_viewsize < 120)
1535 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1536 Accuracy_LoadLevels();
1539 HUD_Scale_Disable();
1542 // crosshair goes VERY LAST
1545 HUD_Crosshair(this);
1549 void ViewLocation_Mouse()
1551 if(spectatee_status)
1552 return; // don't draw it as spectator!
1554 viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
1555 viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
1556 viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
1558 //float cursor_alpha = 1 - autocvar__menu_alpha;
1559 //draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
1563 float oldr_nearclip;
1564 float oldr_farclip_base;
1565 float oldr_farclip_world;
1567 float oldr_useportalculling;
1568 float oldr_useinfinitefarclip;
1572 float vh_notice_time;
1573 void CSQC_UpdateView(entity this, float w, float h)
1575 TC(int, w); TC(int, h);
1579 vector vf_size, vf_min;
1582 execute_next_frame();
1589 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1590 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1594 HUD_Scale_Disable();
1596 if(autocvar__hud_showbinds_reload) // menu can set this one
1599 binddb = db_create();
1600 cvar_set("_hud_showbinds_reload", "0");
1603 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1604 view_quality = getproperty(VF_MINFPS_QUALITY);
1608 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1609 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1611 vf_size = getpropertyvec(VF_SIZE);
1612 vf_min = getpropertyvec(VF_MIN);
1613 vid_width = vf_size.x;
1614 vid_height = vf_size.y;
1616 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1617 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1619 WaypointSprite_Load();
1621 CSQCPlayer_SetCamera();
1623 if(player_localentnum <= maxclients) // is it a client?
1624 current_player = player_localentnum - 1;
1625 else // then player_localentnum is the vehicle I'm driving
1626 current_player = player_localnum;
1627 myteam = entcs_GetTeam(current_player);
1629 if(myteam != prev_myteam)
1631 myteamcolors = colormapPaletteColor(myteam, 1);
1632 FOREACH(hud_panels, true, it.update_time = time);
1633 prev_myteam = myteam;
1636 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1638 float is_dead = (STAT(HEALTH) <= 0);
1640 // FIXME do we need this hack?
1643 // in demos, input_buttons do not work
1644 button_zoom = (autocvar__togglezoom == "-");
1647 && autocvar_cl_unpress_zoom_on_death
1648 && (spectatee_status >= 0)
1649 && (is_dead || intermission))
1651 // no zoom while dead or in intermission please
1652 localcmd("-zoom\n");
1653 button_zoom = false;
1656 // abused multiple places below
1657 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1659 local_player = this; // fall back!
1661 // event chase camera
1662 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1664 if(STAT(CAMERA_SPECTATOR))
1666 if(spectatee_status > 0)
1668 if(!autocvar_chase_active)
1670 cvar_set("chase_active", "-2");
1671 goto skip_eventchase_death;
1674 else if(autocvar_chase_active == -2)
1675 cvar_set("chase_active", "0");
1677 if(autocvar_chase_active == -2)
1678 goto skip_eventchase_death;
1680 else if(autocvar_chase_active == -2)
1681 cvar_set("chase_active", "0");
1683 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1685 float vehicle_viewdist = 0;
1686 vector vehicle_viewofs = '0 0 0';
1690 if(hud != HUD_BUMBLEBEE_GUN)
1692 Vehicle info = Vehicles_from(hud);
1693 vehicle_viewdist = info.height;
1694 vehicle_viewofs = info.view_ofs;
1698 if(WantEventchase(this))
1700 vector current_view_origin_override = '0 0 0';
1701 vector view_offset_override = '0 0 0';
1702 float chase_distance_override = 0;
1703 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1704 if(custom_eventchase)
1706 current_view_origin_override = M_ARGV(0, vector);
1707 view_offset_override = M_ARGV(1, vector);
1708 chase_distance_override = M_ARGV(0, float);
1710 eventchase_running = true;
1712 // 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.)
1713 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1714 if (custom_eventchase)
1715 current_view_origin = current_view_origin_override;
1717 // detect maximum viewoffset and use it
1718 vector view_offset = autocvar_cl_eventchase_viewoffset;
1722 view_offset = vehicle_viewofs;
1724 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1726 if (custom_eventchase)
1727 view_offset = view_offset_override;
1731 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1732 if(trace_fraction == 1) { current_view_origin += view_offset; }
1733 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1736 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1737 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1738 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1739 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1741 // make the camera smooth back
1742 float chase_distance = autocvar_cl_eventchase_distance;
1746 chase_distance = vehicle_viewdist;
1748 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1750 if (custom_eventchase)
1751 chase_distance = chase_distance_override;
1753 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1754 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1755 else if(eventchase_current_distance != chase_distance)
1756 eventchase_current_distance = chase_distance;
1758 makevectors(view_angles);
1760 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1761 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1763 // If the boxtrace fails, revert back to line tracing.
1764 if(!local_player.viewloc)
1765 if(trace_startsolid)
1767 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1768 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1769 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1771 else { setproperty(VF_ORIGIN, trace_endpos); }
1773 if(!local_player.viewloc)
1774 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1776 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1778 eventchase_running = false;
1779 cvar_set("chase_active", "0");
1780 eventchase_current_distance = 0; // start from 0 next time
1783 // workaround for camera stuck between player's legs when using chase_active 1
1784 // because the engine stops updating the chase_active camera when the game ends
1785 else if(intermission)
1787 cvar_settemp("chase_active", "-1");
1788 eventchase_current_distance = 0;
1791 LABEL(skip_eventchase_death);
1793 // do lockview after event chase camera so that it still applies whenever necessary.
1794 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1796 setproperty(VF_ORIGIN, freeze_org);
1797 setproperty(VF_ANGLES, freeze_ang);
1801 freeze_org = getpropertyvec(VF_ORIGIN);
1802 freeze_ang = getpropertyvec(VF_ANGLES);
1806 //WarpZone_FixPMove();
1808 vector ov_org = '0 0 0';
1809 vector ov_mid = '0 0 0';
1810 vector ov_worldmin = '0 0 0';
1811 vector ov_worldmax = '0 0 0';
1812 if(autocvar_cl_orthoview)
1814 ov_worldmin = mi_picmin;
1815 ov_worldmax = mi_picmax;
1817 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1818 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1819 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1821 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1822 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1824 float ov_nearest = vlen(ov_org - vec3(
1825 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1826 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1827 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1830 float ov_furthest = 0;
1833 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1834 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1835 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1836 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1837 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1838 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1839 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1840 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1844 oldr_nearclip = cvar("r_nearclip");
1845 oldr_farclip_base = cvar("r_farclip_base");
1846 oldr_farclip_world = cvar("r_farclip_world");
1847 oldr_novis = cvar("r_novis");
1848 oldr_useportalculling = cvar("r_useportalculling");
1849 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1852 cvar_settemp("r_nearclip", ftos(ov_nearest));
1853 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1854 cvar_settemp("r_farclip_world", "0");
1855 cvar_settemp("r_novis", "1");
1856 cvar_settemp("r_useportalculling", "0");
1857 cvar_settemp("r_useinfinitefarclip", "0");
1859 setproperty(VF_ORIGIN, ov_org);
1860 setproperty(VF_ANGLES, '90 0 0');
1865 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f",
1867 vtos(getpropertyvec(VF_ANGLES)),
1877 cvar_set("r_nearclip", ftos(oldr_nearclip));
1878 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1879 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1880 cvar_set("r_novis", ftos(oldr_novis));
1881 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1882 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1887 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1888 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1889 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1890 viewmodel_draw(viewmodels[slot]);
1893 view_origin = getpropertyvec(VF_ORIGIN);
1894 view_angles = getpropertyvec(VF_ANGLES);
1895 makevectors(view_angles);
1896 view_forward = v_forward;
1897 view_right = v_right;
1901 if(time > blurtest_time0 && time < blurtest_time1)
1905 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1906 r = t * blurtest_radius;
1907 f = 1 / (t ** blurtest_power) - 1;
1909 cvar_set("r_glsl_postprocess", "1");
1910 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1914 cvar_set("r_glsl_postprocess", "0");
1915 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1919 TargetMusic_Advance();
1921 fpscounter_update();
1924 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1926 drawframetime = bound(0.000001, time - drawtime, 1);
1929 // watch for gametype changes here...
1930 // in ParseStuffCMD the cmd isn't executed yet :/
1931 // might even be better to add the gametype to TE_CSQC_INIT...?
1935 if(intermission && !intermission_time)
1936 intermission_time = time;
1938 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1940 if(calledhooks & HOOK_START)
1942 localcmd("\ncl_hook_gameend\n");
1943 calledhooks |= HOOK_END;
1952 if(!zoomscript_caught)
1954 localcmd("+button9\n");
1955 zoomscript_caught = 1;
1960 if(zoomscript_caught)
1962 localcmd("-button9\n");
1963 zoomscript_caught = 0;
1967 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1969 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1971 entity wepent = viewmodels[slot];
1973 if(wepent.last_switchweapon != wepent.switchweapon)
1976 wepent.last_switchweapon = wepent.switchweapon;
1977 if(slot == 0 && button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1979 localcmd("-zoom\n");
1980 button_zoom = false;
1982 if(slot == 0 && autocvar_cl_unpress_attack_on_weapon_switch)
1984 localcmd("-fire\n");
1985 localcmd("-fire2\n");
1986 button_attack2 = false;
1989 if(wepent.last_activeweapon != wepent.activeweapon)
1991 wepent.last_activeweapon = wepent.activeweapon;
1993 e = wepent.activeweapon;
1995 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1997 localcmd("\ncl_hook_activeweapon none\n");
2001 // ALWAYS Clear Current Scene First
2004 setproperty(VF_ORIGIN, view_origin);
2005 setproperty(VF_ANGLES, view_angles);
2007 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
2008 setproperty(VF_SIZE, vf_size);
2009 setproperty(VF_MIN, vf_min);
2011 // Assign Standard Viewflags
2012 // Draw the World (and sky)
2013 setproperty(VF_DRAWWORLD, 1);
2015 // Set the console size vars
2016 vid_conwidth = autocvar_vid_conwidth;
2017 vid_conheight = autocvar_vid_conheight;
2018 vid_pixelheight = autocvar_vid_pixelheight;
2020 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
2021 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
2022 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
2024 if(camera_active) // Camera for demo playback
2026 if(autocvar_camera_enable)
2030 cvar_set("chase_active", ftos(chase_active_backup));
2031 cvar_set("cl_demo_mousegrab", "0");
2032 camera_active = false;
2038 if(autocvar_camera_enable)
2040 if(autocvar_camera_enable && isdemo())
2043 // Enable required Darkplaces cvars
2044 chase_active_backup = autocvar_chase_active;
2045 cvar_set("chase_active", "2");
2046 cvar_set("cl_demo_mousegrab", "1");
2047 camera_active = true;
2048 camera_mode = false;
2052 // Draw the Crosshair
2053 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
2055 // Draw the Engine Status Bar (the default Quake HUD)
2056 setproperty(VF_DRAWENGINESBAR, 0);
2058 // Update the mouse position
2060 mousepos_x = vid_conwidth;
2061 mousepos_y = vid_conheight;
2062 mousepos = mousepos*0.5 + getmousepos();
2065 IL_EACH(g_drawables, it.draw, it.draw(it));
2067 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // TODO: .health is used in cl_deathfade (a feature we have turned off currently)
2070 // now switch to 2D drawing mode by calling a 2D drawing function
2071 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
2072 // next R_RenderScene call
2073 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
2075 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
2076 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
2078 // apply night vision effect
2079 vector tc_00, tc_01, tc_10, tc_11;
2080 vector rgb = '0 0 0';
2082 if(!nightvision_noise)
2084 nightvision_noise = new(nightvision_noise);
2086 if(!nightvision_noise2)
2088 nightvision_noise2 = new(nightvision_noise2);
2091 // color tint in yellow
2092 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
2095 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
2097 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
2098 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
2099 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
2100 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
2101 tc_11 = tc_01 + tc_10 - tc_00;
2102 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
2103 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2104 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2105 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2106 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2110 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
2111 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
2112 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
2113 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
2114 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
2115 tc_11 = tc_01 + tc_10 - tc_00;
2116 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
2117 R_PolygonVertex('0 0 0', tc_00, rgb, a);
2118 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
2119 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
2120 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
2124 if(autocvar_cl_reticle)
2126 string reticle_image = string_null;
2127 bool wep_zoomed = false;
2128 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2130 entity wepe = viewmodels[slot];
2131 Weapon wep = wepe.activeweapon;
2132 if(wep != WEP_Null && wep.wr_zoom)
2134 bool do_zoom = wep.wr_zoom(wep, NULL);
2135 if(!reticle_image && wep.w_reticle && wep.w_reticle != "")
2136 reticle_image = wep.w_reticle;
2137 wep_zoomed += do_zoom;
2140 // Draw the aiming reticle for weapons that use it
2141 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
2142 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
2143 // the view to go back to normal, so reticle_type would become 0 as we fade out)
2144 if(spectatee_status || is_dead || hud != HUD_NORMAL || local_player.viewloc)
2146 // no zoom reticle while dead
2149 else if(wep_zoomed && autocvar_cl_reticle_weapon)
2151 if(reticle_image) { reticle_type = 2; }
2152 else { reticle_type = 0; }
2154 else if(button_zoom || zoomscript_caught)
2162 if(autocvar_cl_reticle_stretch)
2164 reticle_size.x = vid_conwidth;
2165 reticle_size.y = vid_conheight;
2171 reticle_size.x = max(vid_conwidth, vid_conheight);
2172 reticle_size.y = max(vid_conwidth, vid_conheight);
2173 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
2174 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
2177 if(zoomscript_caught)
2180 f = current_zoomfraction;
2184 switch(reticle_type)
2186 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2187 case 2: if(reticle_image) drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2194 if(reticle_type != 0) { reticle_type = 0; }
2198 // improved polyblend
2199 if(autocvar_hud_contents && !MUTATOR_CALLHOOK(HUD_Contents))
2201 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2204 switch(pointcontents(view_origin))
2207 liquidalpha = autocvar_hud_contents_water_alpha;
2208 liquidcolor = stov(autocvar_hud_contents_water_color);
2213 liquidalpha = autocvar_hud_contents_lava_alpha;
2214 liquidcolor = stov(autocvar_hud_contents_lava_color);
2219 liquidalpha = autocvar_hud_contents_slime_alpha;
2220 liquidcolor = stov(autocvar_hud_contents_slime_color);
2226 liquidcolor = '0 0 0';
2231 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2232 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2233 contentfadetime = autocvar_hud_contents_fadeintime;
2234 liquidalpha_prev = liquidalpha;
2235 liquidcolor_prev = liquidcolor;
2238 contentfadetime = autocvar_hud_contents_fadeouttime;
2240 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2241 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2244 drawfill('0 0 0', vec2(vid_conwidth, vid_conheight), liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2246 if(autocvar_hud_postprocessing)
2248 if(autocvar_hud_contents_blur && contentavgalpha)
2250 content_blurpostprocess.x = 1;
2251 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2252 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2256 content_blurpostprocess.x = 0;
2257 content_blurpostprocess.y = 0;
2258 content_blurpostprocess.z = 0;
2263 if(autocvar_hud_damage && !STAT(FROZEN))
2265 splash_size.x = max(vid_conwidth, vid_conheight);
2266 splash_size.y = max(vid_conwidth, vid_conheight);
2267 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2268 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2270 float myhealth_flash_temp;
2271 myhealth = STAT(HEALTH);
2274 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2276 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2278 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2279 pain_threshold = autocvar_hud_damage_pain_threshold;
2280 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2281 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2283 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2285 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);
2288 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2290 if(myhealth_prev < 1)
2294 myhealth_flash = 0; // just spawned, clear the flash immediately
2295 myhealth_flash_temp = 0;
2299 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2303 if(spectatee_status == -1 || intermission)
2305 myhealth_flash = 0; // observing, or match ended
2306 myhealth_flash_temp = 0;
2309 myhealth_prev = myhealth;
2311 // IDEA: change damage color/picture based on player model for robot/alien species?
2312 // pro: matches model better
2313 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2314 // maybe different reddish pics?
2315 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2317 if(autocvar_cl_gentle_damage == 2)
2319 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2320 myhealth_gentlergb = randomvec();
2323 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2325 if(myhealth_flash_temp > 0)
2326 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);
2328 else if(myhealth_flash_temp > 0)
2329 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2331 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.
2333 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2335 damage_blurpostprocess.x = 1;
2336 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2337 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2341 damage_blurpostprocess.x = 0;
2342 damage_blurpostprocess.y = 0;
2343 damage_blurpostprocess.z = 0;
2348 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2349 float e2 = (autocvar_hud_powerup != 0);
2350 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2352 // enable or disable rendering types if they are used or not
2353 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2354 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2356 // blur postprocess handling done first (used by hud_damage and hud_contents)
2357 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2359 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2360 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2361 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2363 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2364 old_blurradius = blurradius;
2365 old_bluralpha = bluralpha;
2368 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2370 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2375 // edge detection postprocess handling done second (used by hud_powerup)
2376 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2377 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2378 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2380 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.
2382 if(autocvar_hud_powerup && sharpen_intensity > 0)
2384 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2386 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2387 old_sharpen_intensity = sharpen_intensity;
2390 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2392 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2393 old_sharpen_intensity = 0;
2396 if(cvar("r_glsl_postprocess") == 0)
2397 cvar_set("r_glsl_postprocess", "2");
2399 else if(cvar("r_glsl_postprocess") == 2)
2400 cvar_set("r_glsl_postprocess", "0");
2402 /*if(gametype == MAPINFO_TYPE_CTF)
2408 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2409 Draw_ShowNames_All();
2410 #if ENABLE_DEBUGDRAW
2414 scoreboard_active = Scoreboard_WouldDraw();
2416 HUD_Draw(this); // this parameter for deep vehicle function
2418 if(NextFrameCommand)
2420 localcmd("\n", NextFrameCommand, "\n");
2421 NextFrameCommand = string_null;
2424 // we must do this check AFTER a frame was rendered, or it won't work
2425 if(cs_project_is_b0rked == 0)
2428 w0 = ftos(autocvar_vid_conwidth);
2429 h0 = ftos(autocvar_vid_conheight);
2430 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2431 //setproperty(VF_FOV, '90 90 0');
2432 setproperty(VF_ORIGIN, '0 0 0');
2433 setproperty(VF_ANGLES, '0 0 0');
2434 setproperty(VF_PERSPECTIVE, 1);
2435 makevectors('0 0 0');
2437 cvar_set("vid_conwidth", "800");
2438 cvar_set("vid_conheight", "600");
2439 v1 = cs_project(v_forward);
2440 cvar_set("vid_conwidth", "640");
2441 cvar_set("vid_conheight", "480");
2442 v2 = cs_project(v_forward);
2444 cs_project_is_b0rked = 1;
2446 cs_project_is_b0rked = -1;
2447 cvar_set("vid_conwidth", w0);
2448 cvar_set("vid_conheight", h0);
2451 if(autocvar__hud_configure)
2453 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2454 HUD_Minigame_Mouse();
2455 else if(QuickMenu_IsOpened())
2457 else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
2458 ViewLocation_Mouse(); // NOTE: doesn't use cursormode
2466 // let's reset the view back to normal for the end
2467 setproperty(VF_MIN, '0 0 0');
2468 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2474 // following vectors must be global to allow seamless switching between camera modes
2475 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2476 void CSQC_Demo_Camera()
2478 float speed, attenuation, dimensions;
2481 if( autocvar_camera_reset || !camera_mode )
2483 camera_offset = '0 0 0';
2484 current_angles = '0 0 0';
2485 camera_direction = '0 0 0';
2486 camera_offset.z += 30;
2487 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2488 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2489 current_origin = view_origin;
2490 current_camera_offset = camera_offset;
2491 cvar_set("camera_reset", "0");
2492 camera_mode = CAMERA_CHASE;
2497 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2499 if(autocvar_camera_look_player)
2504 dir = normalize(view_origin - current_position);
2506 mouse_angles = vectoangles(dir);
2507 mouse_angles.x = mouse_angles.x * -1;
2512 tmp = getmousepos() * 0.1;
2513 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2515 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2516 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2520 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2521 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2522 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2523 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2525 // Fix difference when angles don't have the same sign
2527 if(mouse_angles.y < -60 && current_angles.y > 60)
2529 if(mouse_angles.y > 60 && current_angles.y < -60)
2532 if(autocvar_camera_look_player)
2533 attenuation = autocvar_camera_look_attenuation;
2535 attenuation = autocvar_camera_speed_attenuation;
2537 attenuation = 1 / max(1, attenuation);
2538 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2540 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2541 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2542 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2543 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2549 if( camera_direction.x )
2551 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2552 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2553 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2554 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2558 if( camera_direction.y )
2560 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2561 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2562 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2566 if( camera_direction.z )
2568 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2572 if(autocvar_camera_free)
2573 speed = autocvar_camera_speed_free;
2575 speed = autocvar_camera_speed_chase;
2579 speed = speed * sqrt(1 / dimensions);
2580 camera_offset += tmp * speed;
2583 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2586 if( autocvar_camera_free )
2588 if ( camera_mode == CAMERA_CHASE )
2590 current_camera_offset = current_origin + current_camera_offset;
2591 camera_offset = current_origin + camera_offset;
2594 camera_mode = CAMERA_FREE;
2595 current_position = current_camera_offset;
2599 if ( camera_mode == CAMERA_FREE )
2601 current_origin = view_origin;
2602 camera_offset = camera_offset - current_origin;
2603 current_camera_offset = current_camera_offset - current_origin;
2606 camera_mode = CAMERA_CHASE;
2608 if(autocvar_camera_chase_smoothly)
2609 current_origin += (view_origin - current_origin) * attenuation;
2611 current_origin = view_origin;
2613 current_position = current_origin + current_camera_offset;
2616 setproperty(VF_ANGLES, current_angles);
2617 setproperty(VF_ORIGIN, current_position);