2 #include "announcer.qh"
4 #include "mapvoting.qh"
5 #include "scoreboard.qh"
6 #include "shownames.qh"
7 #include "quickmenu.qh"
9 #include "mutators/events.qh"
11 #include "../common/anim.qh"
12 #include "../common/constants.qh"
13 #include "../common/debug.qh"
14 #include "../common/mapinfo.qh"
15 #include <common/gamemodes/all.qh>
16 #include "../common/physics/player.qh"
17 #include "../common/stats.qh"
18 #include "../common/triggers/target/music.qh"
19 #include "../common/teams.qh"
21 #include <common/vehicles/all.qh>
22 #include <common/weapons/all.qh>
23 #include "../common/viewloc.qh"
24 #include "../common/minigames/cl_minigames.qh"
25 #include "../common/minigames/cl_minigames_hud.qh"
27 #include "../lib/csqcmodel/cl_player.qh"
29 #include "../lib/warpzone/client.qh"
30 #include "../lib/warpzone/common.qh"
32 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
34 float autocvar_cl_viewmodel_scale;
36 bool autocvar_cl_bobmodel;
37 float autocvar_cl_bobmodel_speed;
38 float autocvar_cl_bobmodel_side;
39 float autocvar_cl_bobmodel_up;
41 float autocvar_cl_followmodel;
42 float autocvar_cl_followmodel_speed = 0.3;
43 float autocvar_cl_followmodel_limit = 1000;
44 float autocvar_cl_followmodel_highpass1 = 0.05;
45 float autocvar_cl_followmodel_highpass = 0.05;
46 float autocvar_cl_followmodel_lowpass = 0.03;
48 float autocvar_cl_leanmodel;
49 float autocvar_cl_leanmodel_speed = 0.3;
50 float autocvar_cl_leanmodel_limit = 1000;
51 float autocvar_cl_leanmodel_highpass1 = 0.2;
52 float autocvar_cl_leanmodel_highpass = 0.2;
53 float autocvar_cl_leanmodel_lowpass = 0.05;
55 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
57 float __frac = 1 - exp(-frac); \
58 ret = ref_store = ref_store * (1 - __frac) + (value) * __frac; \
61 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
63 float __ignore; lowpass(value, frac, ref_store, __ignore); \
64 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
67 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
69 float __f = 0; lowpass(value, frac, ref_store, __f); \
70 ret = (value) - __f; \
73 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
75 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
76 ret = (value) - __f; \
79 #define lowpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
81 lowpass(value.x, fracx, ref_store.x, ref_out.x); \
82 lowpass(value.y, fracy, ref_store.y, ref_out.y); \
83 lowpass(value.z, fracz, ref_store.z, ref_out.z); \
86 #define highpass3(value, fracx, fracy, fracz, ref_store, ref_out) MACRO_BEGIN \
88 highpass(value.x, fracx, ref_store.x, ref_out.x); \
89 highpass(value.y, fracy, ref_store.y, ref_out.y); \
90 highpass(value.z, fracz, ref_store.z, ref_out.z); \
93 #define highpass3_limited(value, fracx, limitx, fracy, limity, fracz, limitz, ref_store, ref_out) MACRO_BEGIN \
95 highpass_limited(value.x, fracx, limitx, ref_store.x, ref_out.x); \
96 highpass_limited(value.y, fracy, limity, ref_store.y, ref_out.y); \
97 highpass_limited(value.z, fracz, limitz, ref_store.z, ref_out.z); \
100 void viewmodel_animate(entity this)
102 static float prevtime;
103 float frametime = (time - prevtime) * STAT(MOVEVARS_TIMESCALE);
106 if (autocvar_chase_active) return;
107 if (STAT(HEALTH) <= 0) return;
109 entity view = CSQCModel_server2csqc(player_localentnum - 1);
111 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
112 static bool oldonground;
113 static float hitgroundtime;
114 static float lastongroundtime;
117 float f = time; // cl.movecmd[0].time
120 lastongroundtime = f;
122 oldonground = clonground;
124 vector gunorg = '0 0 0', gunangles = '0 0 0';
125 static vector gunorg_prev = '0 0 0', gunangles_prev = '0 0 0';
127 bool teleported = view.csqcmodel_teleported;
129 // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
132 // try to fix the first highpass; result is NOT
133 // perfect! TODO find a better fix
134 gunangles_prev = view_angles;
135 gunorg_prev = view_origin;
138 static vector gunorg_highpass = '0 0 0';
140 // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
141 gunorg_highpass += gunorg_prev;
142 highpass3_limited(view_origin,
143 frametime / max(0.001, autocvar_cl_followmodel_highpass1), autocvar_cl_followmodel_limit,
144 frametime / max(0.001, autocvar_cl_followmodel_highpass1), autocvar_cl_followmodel_limit,
145 frametime / max(0.001, autocvar_cl_followmodel_highpass1), autocvar_cl_followmodel_limit,
146 gunorg_highpass, gunorg);
147 gunorg_prev = view_origin;
148 gunorg_highpass -= gunorg_prev;
150 static vector gunangles_highpass = '0 0 0';
152 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
153 gunangles_highpass += gunangles_prev;
154 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
155 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
156 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
157 highpass3_limited(view_angles,
158 frametime / max(0.001, autocvar_cl_leanmodel_highpass1), autocvar_cl_leanmodel_limit,
159 frametime / max(0.001, autocvar_cl_leanmodel_highpass1), autocvar_cl_leanmodel_limit,
161 gunangles_highpass, gunangles);
162 gunangles_prev = view_angles;
163 gunangles_highpass -= gunangles_prev;
165 // 3. calculate the RAW adjustment vectors
166 gunorg.x *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
167 gunorg.y *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
168 gunorg.z *= (autocvar_cl_followmodel ? -autocvar_cl_followmodel_speed : 0);
170 PITCH(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
171 YAW(gunangles) *= (autocvar_cl_leanmodel ? -autocvar_cl_leanmodel_speed : 0);
174 static vector gunorg_adjustment_highpass;
175 static vector gunorg_adjustment_lowpass;
176 static vector gunangles_adjustment_highpass;
177 static vector gunangles_adjustment_lowpass;
179 // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
180 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
182 frametime / max(0.001, autocvar_cl_followmodel_highpass),
183 frametime / max(0.001, autocvar_cl_followmodel_highpass),
184 frametime / max(0.001, autocvar_cl_followmodel_highpass),
185 gunorg_adjustment_highpass, gunorg);
187 frametime / max(0.001, autocvar_cl_followmodel_lowpass),
188 frametime / max(0.001, autocvar_cl_followmodel_lowpass),
189 frametime / max(0.001, autocvar_cl_followmodel_lowpass),
190 gunorg_adjustment_lowpass, gunorg);
191 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
193 frametime / max(0.001, autocvar_cl_leanmodel_highpass),
194 frametime / max(0.001, autocvar_cl_leanmodel_highpass),
196 gunangles_adjustment_highpass, gunangles);
198 frametime / max(0.001, autocvar_cl_leanmodel_lowpass),
199 frametime / max(0.001, autocvar_cl_leanmodel_lowpass),
201 gunangles_adjustment_lowpass, gunangles);
203 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
205 // vertical view bobbing code
208 // horizontal view bobbing code
212 // causes the view to swing down and back up when touching the ground
215 // gun model bobbing code
216 if (autocvar_cl_bobmodel)
218 // calculate for swinging gun model
219 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
220 // Sajt: I tried to smooth out the transitions between bob and no bob, which works
221 // for the most part, but for some reason when you go through a message trigger or
222 // pick up an item or anything like that it will momentarily jolt the gun.
223 vector forward, right = '0 0 0', up = '0 0 0';
226 float s = time * autocvar_cl_bobmodel_speed;
229 if (time - hitgroundtime < 0.2)
231 // just hit the ground, speed the bob back up over the next 0.2 seconds
232 t = time - hitgroundtime;
233 t = bound(0, t, 0.2);
239 // recently left the ground, slow the bob down over the next 0.2 seconds
240 t = time - lastongroundtime;
241 t = 0.2 - bound(0, t, 0.2);
244 bspeed = xyspeed * 0.01;
245 MAKEVECTORS(makevectors, view_angles, forward, right, up);
246 float bobr = bspeed * autocvar_cl_bobmodel_side * autocvar_cl_viewmodel_scale * sin(s) * t;
247 gunorg += bobr * right;
248 float bobu = bspeed * autocvar_cl_bobmodel_up * autocvar_cl_viewmodel_scale * cos(s * 2) * t;
251 vector v = rotate(gunorg, YAW(view_angles) * DEG2RAD); // rotate world coordinates to relative ones
254 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
255 this.angles += gunangles;
258 .vector viewmodel_origin, viewmodel_angles;
259 .float weapon_nextthink;
260 .float weapon_eta_last;
261 .float weapon_switchdelay;
263 void viewmodel_draw(entity this)
265 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
266 float a = this.alpha;
267 static bool wasinvehicle;
268 bool invehicle = player_localentnum > maxclients;
269 if (invehicle) a = -1;
270 else if (wasinvehicle) a = 1;
271 wasinvehicle = invehicle;
272 Weapon wep = activeweapon;
273 int c = stof(getplayerkeyvalue(current_player, "colors"));
274 vector g = weaponentity_glowmod(wep, c);
275 entity me = CSQCModel_server2csqc(player_localentnum - 1);
276 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
278 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
279 for (entity e = this; e; e = e.weaponchild)
283 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
285 e.csqcmodel_effects = fx;
286 CSQCModel_Effects_Apply(e);
289 static string name_last;
290 string name = wep.mdl;
291 if (name != name_last)
294 CL_WeaponEntity_SetModel(this, name);
295 this.viewmodel_origin = this.origin;
296 this.viewmodel_angles = this.angles;
299 if (!this.animstate_override)
300 anim_set(this, this.anim_idle, true, false, false);
302 float f = 0; // 0..1; 0: fully active
303 float eta = (this.weapon_nextthink - time) / STAT(WEAPONRATEFACTOR);
304 if (eta <= 0) f = this.weapon_eta_last;
305 else switch (this.state)
309 f = eta / max(eta, this.weapon_switchdelay);
314 f = 1 - eta / max(eta, this.weapon_switchdelay);
323 this.weapon_eta_last = f;
324 this.origin = this.viewmodel_origin;
325 this.angles = this.viewmodel_angles;
326 this.angles_x = (-90 * f * f);
327 viewmodel_animate(this);
328 setorigin(this, this.origin);
332 STATIC_INIT(viewmodel) {
333 viewmodel = new(viewmodel);
334 make_pure(viewmodel);
335 viewmodel.draw = viewmodel_draw;
340 void Porto_Draw(entity this)
342 vector p, dir, ang, q, nextdir;
343 float portal_number, portal1_idx;
345 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
347 if(WEP_CVAR(porto, secondary))
349 if(intermission == 1)
351 if(intermission == 2)
353 if (STAT(HEALTH) <= 0)
358 if(angles_held_status)
360 makevectors(angles_held);
374 traceline(p, p + 65536 * dir, true, porto);
375 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
377 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
383 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
386 ang = vectoangles2(trace_plane_normal, dir);
389 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
391 if(portal_number == 1)
394 if(portal_number >= 2)
404 p = p - view_up * 16;
405 if(idx-1 >= portal1_idx)
407 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
411 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
421 porto.draw = Porto_Draw;
422 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
427 vector GetCurrentFov(float fov)
429 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
430 float velocityzoom, curspeed;
433 zoomsensitivity = autocvar_cl_zoomsensitivity;
434 zoomfactor = autocvar_cl_zoomfactor;
435 if(zoomfactor < 1 || zoomfactor > 30)
437 zoomspeed = autocvar_cl_zoomspeed;
439 if(zoomspeed < 0.5 || zoomspeed > 16)
442 zoomdir = button_zoom;
443 if(hud == HUD_NORMAL)
444 if(switchweapon == activeweapon)
445 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
446 zoomdir += button_attack2;
447 if(spectatee_status > 0 || isdemo())
449 if(spectatorbutton_zoom)
456 // fteqcc failed twice here already, don't optimize this
459 if(zoomdir) { zoomin_effect = 0; }
463 current_viewzoom = min(1, current_viewzoom + drawframetime);
465 else if(autocvar_cl_spawnzoom && zoomin_effect)
467 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
469 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
470 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
471 if(current_viewzoom == 1) { zoomin_effect = 0; }
475 if(zoomspeed < 0) // instant zoom
478 current_viewzoom = 1 / zoomfactor;
480 current_viewzoom = 1;
485 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
487 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
491 if(almost_equals(current_viewzoom, 1))
492 current_zoomfraction = 0;
493 else if(almost_equals(current_viewzoom, 1/zoomfactor))
494 current_zoomfraction = 1;
496 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
498 if(zoomsensitivity < 1)
499 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
501 setsensitivityscale(1);
503 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
505 if(intermission) { curspeed = 0; }
509 makevectors(view_angles);
512 v = csqcplayer.velocity;
514 switch(autocvar_cl_velocityzoom_type)
516 case 3: curspeed = max(0, v_forward * v); break;
517 case 2: curspeed = (v_forward * v); break;
518 case 1: default: curspeed = vlen(v); break;
522 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
523 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
524 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
526 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
531 float frustumx, frustumy, fovx, fovy;
532 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
533 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
534 fovx = atan2(frustumx, 1) / M_PI * 360.0;
535 fovy = atan2(frustumy, 1) / M_PI * 360.0;
537 return '1 0 0' * fovx + '0 1 0' * fovy;
540 vector GetViewLocationFOV(float fov)
542 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
543 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
544 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
545 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
546 return '1 0 0' * fovx + '0 1 0' * fovy;
549 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
552 float width = (ov_worldmax.x - ov_worldmin.x);
553 float height = (ov_worldmax.y - ov_worldmin.y);
554 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
555 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
556 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
557 return '1 0 0' * fovx + '0 1 0' * fovy;
560 // this function must match W_SetupShot!
561 float zoomscript_caught;
563 vector wcross_origin;
564 float wcross_scale_prev, wcross_alpha_prev;
565 vector wcross_color_prev;
566 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
567 vector wcross_color_goal_prev;
568 float wcross_changedonetime;
570 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
571 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
572 float wcross_name_changestarttime, wcross_name_changedonetime;
573 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
575 float wcross_ring_prev;
578 entity trueaim_rifle;
580 const float SHOTTYPE_HITTEAM = 1;
581 const float SHOTTYPE_HITOBSTRUCTION = 2;
582 const float SHOTTYPE_HITWORLD = 3;
583 const float SHOTTYPE_HITENEMY = 4;
587 trueaim = new(trueaim);
589 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
590 trueaim_rifle = new(trueaim_rifle);
591 make_pure(trueaim_rifle);
592 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
595 float EnemyHitCheck()
598 wcross_origin = project_3d_to_2d(trace_endpos);
601 n = trace_ent.entnum;
603 n = trace_networkentity;
605 return SHOTTYPE_HITWORLD;
607 return SHOTTYPE_HITWORLD;
608 t = entcs_GetTeam(n - 1);
611 return SHOTTYPE_HITTEAM;
612 if(t == NUM_SPECTATOR)
613 return SHOTTYPE_HITWORLD;
614 return SHOTTYPE_HITENEMY;
619 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?
620 vector vecs, trueaimpoint, w_shotorg;
628 mv = MOVE_NOMONSTERS;
630 switch(activeweapon) // WEAPONTODO
632 case WEP_TUBA: // no aim
633 case WEP_PORTO: // shoots from eye
634 case WEP_NEXBALL: // shoots from eye
635 case WEP_HOOK: // no trueaim
636 case WEP_MORTAR: // toss curve
637 return SHOTTYPE_HITWORLD;
645 if(zoomscript_caught)
647 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
648 return EnemyHitCheck();
651 case WEP_DEVASTATOR: // projectile has a size!
655 case WEP_FIREBALL: // projectile has a size!
659 case WEP_SEEKER: // projectile has a size!
663 case WEP_ELECTRO: // projectile has a size!
669 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
671 vecs = decompressShotOrigin(STAT(SHOTORG));
673 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
674 trueaimpoint = trace_endpos;
676 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
677 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
684 dv = view_right * vecs.y + view_up * vecs.z;
685 w_shotorg = traceorigin + dv;
687 // now move the vecs forward as much as requested if possible
688 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
689 w_shotorg = trace_endpos - view_forward * nudge;
691 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
692 shottype = EnemyHitCheck();
693 if(shottype != SHOTTYPE_HITWORLD)
697 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
698 // or rather, I know why, but see no fix
699 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
700 // 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
701 return SHOTTYPE_HITOBSTRUCTION;
704 return SHOTTYPE_HITWORLD;
708 void CSQC_Demo_Camera();
709 float HUD_WouldDrawScoreboard();
711 const float CAMERA_FREE = 1;
712 const float CAMERA_CHASE = 2;
714 string reticle_image;
715 string NextFrameCommand;
717 vector freeze_org, freeze_ang;
718 entity nightvision_noise, nightvision_noise2;
720 const float MAX_TIME_DIFF = 5;
721 float pickup_crosshair_time, pickup_crosshair_size;
722 float hitindication_crosshair_size;
723 float use_vortex_chargepool;
725 float myhealth, myhealth_prev;
726 float myhealth_flash;
728 float old_blurradius, old_bluralpha;
729 float old_sharpen_intensity;
731 vector myhealth_gentlergb;
733 float contentavgalpha, liquidalpha_prev;
734 vector liquidcolor_prev;
736 float eventchase_current_distance;
737 float eventchase_running;
738 bool WantEventchase(entity this)
740 if(autocvar_cl_orthoview)
746 if(spectatee_status >= 0)
748 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
750 if(MUTATOR_CALLHOOK(WantEventchase, this))
752 if(autocvar_cl_eventchase_nexball && gametype == MAPINFO_TYPE_NEXBALL && !(WepSet_GetFromStat() & WEPSET(NEXBALL)))
754 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
756 if(autocvar_cl_eventchase_death == 2)
758 // don't stop eventchase once it's started (even if velocity changes afterwards)
759 if(this.velocity == '0 0 0' || eventchase_running)
768 void HUD_Crosshair_Vehicle()
770 if(hud != HUD_BUMBLEBEE_GUN)
772 Vehicle info = Vehicles_from(hud);
773 info.vr_crosshair(info);
777 vector damage_blurpostprocess, content_blurpostprocess;
779 float unaccounted_damage = 0;
782 // accumulate damage with each stat update
783 static float damage_total_prev = 0;
784 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
785 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
786 damage_total_prev = damage_total;
788 static float damage_dealt_time_prev = 0;
789 float damage_dealt_time = STAT(HIT_TIME);
790 if (damage_dealt_time != damage_dealt_time_prev)
792 unaccounted_damage += unaccounted_damage_new;
793 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")", "\n");
795 damage_dealt_time_prev = damage_dealt_time;
797 // prevent hitsound when switching spectatee
798 static float spectatee_status_prev = 0;
799 if (spectatee_status != spectatee_status_prev)
800 unaccounted_damage = 0;
801 spectatee_status_prev = spectatee_status;
806 // varying sound pitch
808 static float hitsound_time_prev = 0;
809 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
810 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
811 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
813 if (autocvar_cl_hitsound && unaccounted_damage)
815 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
816 float a = autocvar_cl_hitsound_max_pitch;
817 float b = autocvar_cl_hitsound_min_pitch;
818 float c = autocvar_cl_hitsound_nom_damage;
819 float x = unaccounted_damage;
820 float pitch_shift = (b*x*(a-1) + a*c*(1-b)) / (x*(a-1) + c*(1-b));
822 // if sound variation is disabled, set pitch_shift to 1
823 if (autocvar_cl_hitsound == 1)
826 // if pitch shift is reversed, mirror in (max-min)/2 + min
827 if (autocvar_cl_hitsound == 3)
829 float mirror_value = (a-b)/2 + b;
830 pitch_shift = mirror_value + (mirror_value - pitch_shift);
833 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift), "\n");
835 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
836 // todo: normalize sound pressure levels? seems unnecessary
838 sound7(world, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
840 unaccounted_damage = 0;
841 hitsound_time_prev = time;
844 static float typehit_time_prev = 0;
845 float typehit_time = STAT(TYPEHIT_TIME);
846 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
848 sound(world, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
849 typehit_time_prev = typehit_time;
855 static float rainbow_last_flicker;
856 static vector rainbow_prev_color;
860 if(!scoreboard_active && !camera_active && intermission != 2 &&
861 spectatee_status != -1 && !csqcplayer.viewloc &&
862 !HUD_MinigameMenu_IsOpened() )
864 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
867 if (hud != HUD_NORMAL)
869 HUD_Crosshair_Vehicle();
874 float wcross_alpha, wcross_resolution;
875 wcross_style = autocvar_crosshair;
876 if (wcross_style == "0")
878 wcross_resolution = autocvar_crosshair_size;
879 if (wcross_resolution == 0)
881 wcross_alpha = autocvar_crosshair_alpha;
882 if (wcross_alpha == 0)
888 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
889 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
891 if(autocvar_crosshair_hittest)
893 vector wcross_oldorigin;
894 wcross_oldorigin = wcross_origin;
895 shottype = TrueAimCheck();
896 if(shottype == SHOTTYPE_HITWORLD)
898 v = wcross_origin - wcross_oldorigin;
900 v.y /= vid_conheight;
902 shottype = SHOTTYPE_HITOBSTRUCTION;
904 if(!autocvar_crosshair_hittest_showimpact)
905 wcross_origin = wcross_oldorigin;
908 shottype = SHOTTYPE_HITWORLD;
910 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
911 string wcross_name = "";
912 float wcross_scale, wcross_blur;
914 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
919 if(autocvar_crosshair_per_weapon)
921 // WEAPONTODO: access these through some general settings (with non-balance config settings)
922 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
923 //if (wcross_resolution == 0)
926 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
927 wcross_resolution *= e.w_crosshair_size;
928 wcross_name = e.w_crosshair;
933 if(wcross_name == "")
934 wcross_name = strcat("gfx/crosshair", wcross_style);
936 // MAIN CROSSHAIR COLOR DECISION
937 switch(autocvar_crosshair_color_special)
939 case 1: // crosshair_color_per_weapon
943 wcross_color = e.wpcolor;
946 else { goto normalcolor; }
949 case 2: // crosshair_color_by_health
951 float x = STAT(HEALTH);
966 wcross_color.x = 0.4 - (x-150)*0.02 * 0.4;
967 wcross_color.y = 0.9 + (x-150)*0.02 * 0.1;
971 wcross_color.x = 1 - (x-100)*0.02 * 0.6;
972 wcross_color.y = 1 - (x-100)*0.02 * 0.1;
973 wcross_color.z = 1 - (x-100)*0.02;
979 wcross_color.z = 0.2 + (x-50)*0.02 * 0.8;
984 wcross_color.y = (x-20)*90/27/100;
985 wcross_color.z = (x-20)*90/27/100 * 0.2;
995 case 3: // crosshair_color_rainbow
997 if(time >= rainbow_last_flicker)
999 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
1000 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
1002 wcross_color = rainbow_prev_color;
1006 default: { wcross_color = stov(autocvar_crosshair_color); break; }
1009 if(autocvar_crosshair_effect_scalefade)
1011 wcross_scale = wcross_resolution;
1012 wcross_resolution = 1;
1019 if(autocvar_crosshair_pickup)
1021 float stat_pickup_time = STAT(LAST_PICKUP);
1023 if(pickup_crosshair_time < stat_pickup_time)
1025 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1026 pickup_crosshair_size = 1;
1028 pickup_crosshair_time = stat_pickup_time;
1031 if(pickup_crosshair_size > 0)
1032 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1034 pickup_crosshair_size = 0;
1036 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1039 // todo: make crosshair hit indication dependent on damage dealt
1040 if(autocvar_crosshair_hitindication)
1042 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1044 if(unaccounted_damage)
1046 hitindication_crosshair_size = 1;
1049 if(hitindication_crosshair_size > 0)
1050 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1052 hitindication_crosshair_size = 0;
1054 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1055 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1056 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1057 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1060 if(shottype == SHOTTYPE_HITENEMY)
1061 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1062 if(shottype == SHOTTYPE_HITTEAM)
1063 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1065 f = fabs(autocvar_crosshair_effect_time);
1066 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1068 wcross_changedonetime = time + f;
1070 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1072 wcross_name_changestarttime = time;
1073 wcross_name_changedonetime = time + f;
1074 if(wcross_name_goal_prev_prev)
1075 strunzone(wcross_name_goal_prev_prev);
1076 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1077 wcross_name_goal_prev = strzone(wcross_name);
1078 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1079 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1080 wcross_resolution_goal_prev = wcross_resolution;
1083 wcross_scale_goal_prev = wcross_scale;
1084 wcross_alpha_goal_prev = wcross_alpha;
1085 wcross_color_goal_prev = wcross_color;
1087 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1090 wcross_alpha *= 0.75;
1094 // *_prev is at time-frametime
1095 // * is at wcross_changedonetime+f
1096 // what do we have at time?
1097 if(time < wcross_changedonetime)
1099 f = frametime / (wcross_changedonetime - time + frametime);
1100 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1101 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1102 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1105 wcross_scale_prev = wcross_scale;
1106 wcross_alpha_prev = wcross_alpha;
1107 wcross_color_prev = wcross_color;
1109 MUTATOR_CALLHOOK(UpdateCrosshair);
1111 wcross_scale *= 1 - autocvar__menu_alpha;
1112 wcross_alpha *= 1 - autocvar__menu_alpha;
1113 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1115 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1117 // crosshair rings for weapon stats
1118 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1120 // declarations and stats
1121 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1122 string ring_image = string_null, ring_inner_image = string_null;
1123 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1125 ring_scale = autocvar_crosshair_ring_size;
1127 float weapon_clipload, weapon_clipsize;
1128 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1129 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1131 float ok_ammo_charge, ok_ammo_chargepool;
1132 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1133 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1135 float vortex_charge, vortex_chargepool;
1136 vortex_charge = STAT(VORTEX_CHARGE);
1137 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1139 float arc_heat = STAT(ARC_HEAT);
1141 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1142 vortex_charge_movingavg = vortex_charge;
1145 // handle the values
1146 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1148 if (vortex_chargepool || use_vortex_chargepool) {
1149 use_vortex_chargepool = 1;
1150 ring_inner_value = vortex_chargepool;
1152 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1153 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1156 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1157 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;
1158 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1160 // draw the outer ring to show the current charge of the weapon
1161 ring_value = vortex_charge;
1162 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1163 ring_rgb = wcross_color;
1164 ring_image = "gfx/crosshair_ring_nexgun.tga";
1166 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1168 ring_value = bound(0, STAT(LAYED_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.
1169 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1170 ring_rgb = wcross_color;
1171 ring_image = "gfx/crosshair_ring.tga";
1173 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1175 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1176 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1177 ring_rgb = wcross_color;
1178 ring_image = "gfx/crosshair_ring.tga";
1180 else if (ok_ammo_charge)
1182 ring_value = ok_ammo_chargepool;
1183 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1184 ring_rgb = wcross_color;
1185 ring_image = "gfx/crosshair_ring.tga";
1187 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1189 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1190 ring_scale = autocvar_crosshair_ring_reload_size;
1191 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1192 ring_rgb = wcross_color;
1194 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1195 // if a new image for another weapon is added, add the code (and its respective file/value) here
1196 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1197 ring_image = "gfx/crosshair_ring_rifle.tga";
1199 ring_image = "gfx/crosshair_ring.tga";
1201 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1203 ring_value = arc_heat;
1204 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1205 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1206 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1207 ring_image = "gfx/crosshair_ring.tga";
1210 // if in weapon switch animation, fade ring out/in
1211 if(autocvar_crosshair_effect_time > 0)
1213 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1216 wcross_ring_prev = ((ring_image) ? true : false);
1219 if(wcross_ring_prev)
1222 ring_alpha *= fabs(1 - bound(0, f, 1));
1227 ring_alpha *= bound(0, f, 1);
1231 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1232 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1235 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1238 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1240 if(wcross_blur > 0) \
1242 for(i = -2; i <= 2; ++i) \
1243 for(j = -2; j <= 2; ++j) \
1244 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1248 M(0,0,sz,wcross_name,wcross_alpha); \
1252 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1253 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)
1255 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1256 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1258 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1260 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1261 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1262 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1269 wcross_name_alpha_goal_prev = f;
1271 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1272 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1274 if(autocvar_crosshair_dot)
1276 vector wcross_color_old;
1277 wcross_color_old = wcross_color;
1279 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1280 wcross_color = stov(autocvar_crosshair_dot_color);
1282 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1283 // FIXME why don't we use wcross_alpha here?
1284 wcross_color = wcross_color_old;
1290 wcross_scale_prev = 0;
1291 wcross_alpha_prev = 0;
1292 wcross_scale_goal_prev = 0;
1293 wcross_alpha_goal_prev = 0;
1294 wcross_changedonetime = 0;
1295 if(wcross_name_goal_prev)
1296 strunzone(wcross_name_goal_prev);
1297 wcross_name_goal_prev = string_null;
1298 if(wcross_name_goal_prev_prev)
1299 strunzone(wcross_name_goal_prev_prev);
1300 wcross_name_goal_prev_prev = string_null;
1301 wcross_name_changestarttime = 0;
1302 wcross_name_changedonetime = 0;
1303 wcross_name_alpha_goal_prev = 0;
1304 wcross_name_alpha_goal_prev_prev = 0;
1305 wcross_resolution_goal_prev = 0;
1306 wcross_resolution_goal_prev_prev = 0;
1312 vector rgb = '0 0 0';
1314 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1316 rgb = MUTATOR_ARGV(0, vector);
1317 a = MUTATOR_ARGV(0, float);
1319 else if(STAT(FROZEN))
1321 rgb = ((STAT(REVIVE_PROGRESS)) ? ('0.25 0.90 1' + ('1 0 0' * STAT(REVIVE_PROGRESS)) + ('0 1 1' * STAT(REVIVE_PROGRESS) * -1)) : '0.25 0.90 1');
1323 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, rgb, autocvar_hud_colorflash_alpha * a, DRAWFLAG_ADDITIVE);
1325 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1327 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", STAT(NADE_TIMER), '0.25 0.90 1' + ('1 0 0' * STAT(NADE_TIMER)) - ('0 1 1' * STAT(NADE_TIMER)), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1328 drawstring_aspect(eY * 0.64 * vid_conheight, ((autocvar_cl_nade_timer == 2) ? _("Nade timer") : ""), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1330 else if(STAT(REVIVE_PROGRESS))
1332 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 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);
1333 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1336 if(autocvar_r_letterbox == 0)
1337 if(autocvar_viewsize < 120)
1339 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1340 Accuracy_LoadLevels();
1343 HUD_DrawScoreboard();
1346 // crosshair goes VERY LAST
1353 float oldr_nearclip;
1354 float oldr_farclip_base;
1355 float oldr_farclip_world;
1357 float oldr_useportalculling;
1358 float oldr_useinfinitefarclip;
1360 void cl_notice_run();
1363 float vh_notice_time;
1364 void WaypointSprite_Load();
1365 void CSQC_UpdateView(float w, float h)
1370 vector vf_size, vf_min;
1373 execute_next_frame();
1380 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1381 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1385 if(autocvar__hud_showbinds_reload) // menu can set this one
1388 binddb = db_create();
1389 cvar_set("_hud_showbinds_reload", "0");
1392 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1393 view_quality = getproperty(VF_MINFPS_QUALITY);
1397 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1398 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1400 vf_size = getpropertyvec(VF_SIZE);
1401 vf_min = getpropertyvec(VF_MIN);
1402 vid_width = vf_size.x;
1403 vid_height = vf_size.y;
1405 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1406 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1408 WaypointSprite_Load();
1410 CSQCPlayer_SetCamera();
1412 if(player_localentnum <= maxclients) // is it a client?
1413 current_player = player_localentnum - 1;
1414 else // then player_localentnum is the vehicle I'm driving
1415 current_player = player_localnum;
1416 myteam = entcs_GetTeam(current_player);
1418 if(myteam != prev_myteam)
1420 myteamcolors = colormapPaletteColor(myteam, 1);
1421 FOREACH(hud_panels, true, LAMBDA(it.update_time = time));
1422 prev_myteam = myteam;
1425 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1427 float is_dead = (STAT(HEALTH) <= 0);
1429 // FIXME do we need this hack?
1432 // in demos, input_buttons do not work
1433 button_zoom = (autocvar__togglezoom == "-");
1436 && autocvar_cl_unpress_zoom_on_death
1437 && (spectatee_status >= 0)
1438 && (is_dead || intermission))
1440 // no zoom while dead or in intermission please
1441 localcmd("-zoom\n");
1442 button_zoom = false;
1445 // event chase camera
1446 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1448 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1449 float ons_roundlost = (gametype == MAPINFO_TYPE_ONSLAUGHT && STAT(ROUNDLOST));
1452 float vehicle_viewdist = 0;
1453 vector vehicle_viewofs = '0 0 0';
1457 if(hud != HUD_BUMBLEBEE_GUN)
1459 Vehicle info = Vehicles_from(hud);
1460 vehicle_viewdist = info.height;
1461 vehicle_viewofs = info.view_ofs;
1467 FOREACH_ENTITY_CLASS("onslaught_generator", it.health <= 0, LAMBDA(
1472 ons_roundlost = false; // don't enforce the 3rd person camera if there is no dead generator to show
1474 if(WantEventchase(self) || (!autocvar_cl_orthoview && ons_roundlost))
1476 eventchase_running = true;
1478 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1480 local_player = self; // fall back!
1482 // 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.)
1483 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1484 if(ons_roundlost) { current_view_origin = gen.origin; }
1486 // detect maximum viewoffset and use it
1487 vector view_offset = autocvar_cl_eventchase_viewoffset;
1491 view_offset = vehicle_viewofs;
1493 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1495 if(ons_roundlost) { view_offset = autocvar_cl_eventchase_generator_viewoffset; }
1499 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, self);
1500 if(trace_fraction == 1) { current_view_origin += view_offset; }
1501 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1504 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1505 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1506 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1507 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1509 // make the camera smooth back
1510 float chase_distance = autocvar_cl_eventchase_distance;
1514 chase_distance = vehicle_viewdist;
1516 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1518 if(ons_roundlost) { chase_distance = autocvar_cl_eventchase_generator_distance; }
1520 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1521 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1522 else if(eventchase_current_distance != chase_distance)
1523 eventchase_current_distance = chase_distance;
1525 makevectors(view_angles);
1527 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1528 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
1530 // If the boxtrace fails, revert back to line tracing.
1531 if(!local_player.viewloc)
1532 if(trace_startsolid)
1534 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1535 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
1536 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1538 else { setproperty(VF_ORIGIN, trace_endpos); }
1540 if(!local_player.viewloc)
1541 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1543 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1545 eventchase_running = false;
1546 cvar_set("chase_active", "0");
1547 eventchase_current_distance = 0; // start from 0 next time
1550 // workaround for camera stuck between player's legs when using chase_active 1
1551 // because the engine stops updating the chase_active camera when the game ends
1552 else if(intermission)
1554 cvar_settemp("chase_active", "-1");
1555 eventchase_current_distance = 0;
1558 // do lockview after event chase camera so that it still applies whenever necessary.
1559 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1561 setproperty(VF_ORIGIN, freeze_org);
1562 setproperty(VF_ANGLES, freeze_ang);
1566 freeze_org = getpropertyvec(VF_ORIGIN);
1567 freeze_ang = getpropertyvec(VF_ANGLES);
1571 //WarpZone_FixPMove();
1573 vector ov_org = '0 0 0';
1574 vector ov_mid = '0 0 0';
1575 vector ov_worldmin = '0 0 0';
1576 vector ov_worldmax = '0 0 0';
1577 if(autocvar_cl_orthoview)
1579 ov_worldmin = mi_picmin;
1580 ov_worldmax = mi_picmax;
1582 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1583 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1584 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1586 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1587 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1589 float ov_nearest = vlen(ov_org - vec3(
1590 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1591 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1592 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1595 float ov_furthest = 0;
1598 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1599 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1600 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1601 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1602 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1603 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1604 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1605 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1609 oldr_nearclip = cvar("r_nearclip");
1610 oldr_farclip_base = cvar("r_farclip_base");
1611 oldr_farclip_world = cvar("r_farclip_world");
1612 oldr_novis = cvar("r_novis");
1613 oldr_useportalculling = cvar("r_useportalculling");
1614 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1617 cvar_settemp("r_nearclip", ftos(ov_nearest));
1618 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1619 cvar_settemp("r_farclip_world", "0");
1620 cvar_settemp("r_novis", "1");
1621 cvar_settemp("r_useportalculling", "0");
1622 cvar_settemp("r_useinfinitefarclip", "0");
1624 setproperty(VF_ORIGIN, ov_org);
1625 setproperty(VF_ANGLES, '90 0 0');
1630 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1632 vtos(getpropertyvec(VF_ANGLES)),
1642 cvar_set("r_nearclip", ftos(oldr_nearclip));
1643 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1644 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1645 cvar_set("r_novis", ftos(oldr_novis));
1646 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1647 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1653 view_origin = getpropertyvec(VF_ORIGIN);
1654 view_angles = getpropertyvec(VF_ANGLES);
1655 makevectors(view_angles);
1656 view_forward = v_forward;
1657 view_right = v_right;
1661 if(time > blurtest_time0 && time < blurtest_time1)
1665 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1666 r = t * blurtest_radius;
1667 f = 1 / pow(t, blurtest_power) - 1;
1669 cvar_set("r_glsl_postprocess", "1");
1670 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1674 cvar_set("r_glsl_postprocess", "0");
1675 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1679 TargetMusic_Advance();
1683 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1685 drawframetime = bound(0.000001, time - drawtime, 1);
1688 // watch for gametype changes here...
1689 // in ParseStuffCMD the cmd isn't executed yet :/
1690 // might even be better to add the gametype to TE_CSQC_INIT...?
1694 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1696 if(calledhooks & HOOK_START)
1698 localcmd("\ncl_hook_gameend\n");
1699 calledhooks |= HOOK_END;
1708 if(!zoomscript_caught)
1710 localcmd("+button9\n");
1711 zoomscript_caught = 1;
1716 if(zoomscript_caught)
1718 localcmd("-button9\n");
1719 zoomscript_caught = 0;
1723 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1725 // currently switching-to weapon (for crosshair)
1726 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1728 // actually active weapon (for zoom)
1729 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1731 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1733 f = (serverflags & SERVERFLAG_TEAMPLAY);
1740 if(last_switchweapon != switchweapon)
1743 last_switchweapon = switchweapon;
1744 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1746 localcmd("-zoom\n");
1747 button_zoom = false;
1749 if(autocvar_cl_unpress_attack_on_weapon_switch)
1751 localcmd("-fire\n");
1752 localcmd("-fire2\n");
1753 button_attack2 = false;
1756 if(last_activeweapon != activeweapon)
1758 last_activeweapon = activeweapon;
1762 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1764 localcmd("\ncl_hook_activeweapon none\n");
1767 // ALWAYS Clear Current Scene First
1770 setproperty(VF_ORIGIN, view_origin);
1771 setproperty(VF_ANGLES, view_angles);
1773 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1774 setproperty(VF_SIZE, vf_size);
1775 setproperty(VF_MIN, vf_min);
1777 // Assign Standard Viewflags
1778 // Draw the World (and sky)
1779 setproperty(VF_DRAWWORLD, 1);
1781 // Set the console size vars
1782 vid_conwidth = autocvar_vid_conwidth;
1783 vid_conheight = autocvar_vid_conheight;
1784 vid_pixelheight = autocvar_vid_pixelheight;
1786 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1787 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1788 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1790 // Camera for demo playback
1793 if(autocvar_camera_enable)
1797 cvar_set("chase_active", ftos(chase_active_backup));
1798 cvar_set("cl_demo_mousegrab", "0");
1799 camera_active = false;
1805 if(autocvar_camera_enable)
1807 if(autocvar_camera_enable && isdemo())
1810 // Enable required Darkplaces cvars
1811 chase_active_backup = autocvar_chase_active;
1812 cvar_set("chase_active", "2");
1813 cvar_set("cl_demo_mousegrab", "1");
1814 camera_active = true;
1815 camera_mode = false;
1819 // Draw the Crosshair
1820 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1822 // Draw the Engine Status Bar (the default Quake HUD)
1823 setproperty(VF_DRAWENGINESBAR, 0);
1825 // Update the mouse position
1827 mousepos_x = vid_conwidth;
1828 mousepos_y = vid_conheight;
1829 mousepos = mousepos*0.5 + getmousepos();
1832 FOREACH_ENTITY(it.draw, LAMBDA(it.draw(it)));
1834 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1837 // now switch to 2D drawing mode by calling a 2D drawing function
1838 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1839 // next R_RenderScene call
1840 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1842 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1843 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1845 // apply night vision effect
1846 vector tc_00, tc_01, tc_10, tc_11;
1847 vector rgb = '0 0 0';
1849 if(!nightvision_noise)
1851 nightvision_noise = new(nightvision_noise);
1853 if(!nightvision_noise2)
1855 nightvision_noise2 = new(nightvision_noise2);
1858 // color tint in yellow
1859 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1862 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1864 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1865 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1866 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1867 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1868 tc_11 = tc_01 + tc_10 - tc_00;
1869 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1870 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1871 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1872 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1873 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1877 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1878 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1879 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1880 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1881 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1882 tc_11 = tc_01 + tc_10 - tc_00;
1883 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1884 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1885 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1886 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1887 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1891 if(autocvar_cl_reticle)
1893 Weapon wep = activeweapon;
1894 // Draw the aiming reticle for weapons that use it
1895 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1896 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1897 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1898 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1900 // no zoom reticle while dead
1903 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1905 if(reticle_image != "") { reticle_type = 2; }
1906 else { reticle_type = 0; }
1908 else if(button_zoom || zoomscript_caught)
1916 if(autocvar_cl_reticle_stretch)
1918 reticle_size.x = vid_conwidth;
1919 reticle_size.y = vid_conheight;
1925 reticle_size.x = max(vid_conwidth, vid_conheight);
1926 reticle_size.y = max(vid_conwidth, vid_conheight);
1927 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1928 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1931 if(zoomscript_caught)
1934 f = current_zoomfraction;
1938 switch(reticle_type)
1940 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
1941 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
1948 if(reticle_type != 0) { reticle_type = 0; }
1952 // improved polyblend
1953 if(autocvar_hud_contents)
1955 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
1958 switch(pointcontents(view_origin))
1961 liquidalpha = autocvar_hud_contents_water_alpha;
1962 liquidcolor = stov(autocvar_hud_contents_water_color);
1967 liquidalpha = autocvar_hud_contents_lava_alpha;
1968 liquidcolor = stov(autocvar_hud_contents_lava_color);
1973 liquidalpha = autocvar_hud_contents_slime_alpha;
1974 liquidcolor = stov(autocvar_hud_contents_slime_color);
1980 liquidcolor = '0 0 0';
1985 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
1986 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
1987 contentfadetime = autocvar_hud_contents_fadeintime;
1988 liquidalpha_prev = liquidalpha;
1989 liquidcolor_prev = liquidcolor;
1992 contentfadetime = autocvar_hud_contents_fadeouttime;
1994 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
1995 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
1998 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2000 if(autocvar_hud_postprocessing)
2002 if(autocvar_hud_contents_blur && contentavgalpha)
2004 content_blurpostprocess.x = 1;
2005 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2006 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2010 content_blurpostprocess.x = 0;
2011 content_blurpostprocess.y = 0;
2012 content_blurpostprocess.z = 0;
2017 if(autocvar_hud_damage && !STAT(FROZEN))
2019 splash_size.x = max(vid_conwidth, vid_conheight);
2020 splash_size.y = max(vid_conwidth, vid_conheight);
2021 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2022 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2024 float myhealth_flash_temp;
2025 myhealth = STAT(HEALTH);
2028 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2030 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2032 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2033 pain_threshold = autocvar_hud_damage_pain_threshold;
2034 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2035 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2037 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2039 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);
2042 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2044 if(myhealth_prev < 1)
2048 myhealth_flash = 0; // just spawned, clear the flash immediately
2049 myhealth_flash_temp = 0;
2053 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2057 if(spectatee_status == -1 || intermission)
2059 myhealth_flash = 0; // observing, or match ended
2060 myhealth_flash_temp = 0;
2063 myhealth_prev = myhealth;
2065 // IDEA: change damage color/picture based on player model for robot/alien species?
2066 // pro: matches model better
2067 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2068 // maybe different reddish pics?
2069 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2071 if(autocvar_cl_gentle_damage == 2)
2073 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2074 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2077 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2079 if(myhealth_flash_temp > 0)
2080 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2082 else if(myhealth_flash_temp > 0)
2083 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2085 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.
2087 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2089 damage_blurpostprocess.x = 1;
2090 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2091 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2095 damage_blurpostprocess.x = 0;
2096 damage_blurpostprocess.y = 0;
2097 damage_blurpostprocess.z = 0;
2102 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2103 float e2 = (autocvar_hud_powerup != 0);
2104 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2106 // enable or disable rendering types if they are used or not
2107 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2108 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2110 // blur postprocess handling done first (used by hud_damage and hud_contents)
2111 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2113 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2114 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2115 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2117 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2118 old_blurradius = blurradius;
2119 old_bluralpha = bluralpha;
2122 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2124 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2129 // edge detection postprocess handling done second (used by hud_powerup)
2130 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2131 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2132 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2134 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.
2136 if(autocvar_hud_powerup && sharpen_intensity > 0)
2138 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2140 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2141 old_sharpen_intensity = sharpen_intensity;
2144 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2146 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2147 old_sharpen_intensity = 0;
2150 if(cvar("r_glsl_postprocess") == 0)
2151 cvar_set("r_glsl_postprocess", "2");
2153 else if(cvar("r_glsl_postprocess") == 2)
2154 cvar_set("r_glsl_postprocess", "0");
2156 /*if(gametype == MAPINFO_TYPE_CTF)
2162 FOREACH_ENTITY(it.draw2d, LAMBDA(it.draw2d(it)));
2163 Draw_ShowNames_All();
2166 scoreboard_active = HUD_WouldDrawScoreboard();
2170 if(NextFrameCommand)
2172 localcmd("\n", NextFrameCommand, "\n");
2173 NextFrameCommand = string_null;
2176 // we must do this check AFTER a frame was rendered, or it won't work
2177 if(cs_project_is_b0rked == 0)
2180 w0 = ftos(autocvar_vid_conwidth);
2181 h0 = ftos(autocvar_vid_conheight);
2182 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2183 //setproperty(VF_FOV, '90 90 0');
2184 setproperty(VF_ORIGIN, '0 0 0');
2185 setproperty(VF_ANGLES, '0 0 0');
2186 setproperty(VF_PERSPECTIVE, 1);
2187 makevectors('0 0 0');
2189 cvar_set("vid_conwidth", "800");
2190 cvar_set("vid_conheight", "600");
2191 v1 = cs_project(v_forward);
2192 cvar_set("vid_conwidth", "640");
2193 cvar_set("vid_conheight", "480");
2194 v2 = cs_project(v_forward);
2196 cs_project_is_b0rked = 1;
2198 cs_project_is_b0rked = -1;
2199 cvar_set("vid_conwidth", w0);
2200 cvar_set("vid_conheight", h0);
2203 if(autocvar__hud_configure)
2205 else if ( HUD_MinigameMenu_IsOpened() || minigame_isactive() )
2206 HUD_Minigame_Mouse();
2207 else if(QuickMenu_IsOpened())
2216 // let's reset the view back to normal for the end
2217 setproperty(VF_MIN, '0 0 0');
2218 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2222 // following vectors must be global to allow seamless switching between camera modes
2223 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2224 void CSQC_Demo_Camera()
2226 float speed, attenuation, dimensions;
2229 if( autocvar_camera_reset || !camera_mode )
2231 camera_offset = '0 0 0';
2232 current_angles = '0 0 0';
2233 camera_direction = '0 0 0';
2234 camera_offset.z += 30;
2235 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2236 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2237 current_origin = view_origin;
2238 current_camera_offset = camera_offset;
2239 cvar_set("camera_reset", "0");
2240 camera_mode = CAMERA_CHASE;
2245 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2247 if(autocvar_camera_look_player)
2252 dir = normalize(view_origin - current_position);
2254 mouse_angles = vectoangles(dir);
2255 mouse_angles.x = mouse_angles.x * -1;
2260 tmp = getmousepos() * 0.1;
2261 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2263 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2264 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2268 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2269 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2270 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2271 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2273 // Fix difference when angles don't have the same sign
2275 if(mouse_angles.y < -60 && current_angles.y > 60)
2277 if(mouse_angles.y > 60 && current_angles.y < -60)
2280 if(autocvar_camera_look_player)
2281 attenuation = autocvar_camera_look_attenuation;
2283 attenuation = autocvar_camera_speed_attenuation;
2285 attenuation = 1 / max(1, attenuation);
2286 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2288 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2289 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2290 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2291 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2297 if( camera_direction.x )
2299 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2300 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2301 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2302 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2306 if( camera_direction.y )
2308 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2309 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2310 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2314 if( camera_direction.z )
2316 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2320 if(autocvar_camera_free)
2321 speed = autocvar_camera_speed_free;
2323 speed = autocvar_camera_speed_chase;
2327 speed = speed * sqrt(1 / dimensions);
2328 camera_offset += tmp * speed;
2331 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2334 if( autocvar_camera_free )
2336 if ( camera_mode == CAMERA_CHASE )
2338 current_camera_offset = current_origin + current_camera_offset;
2339 camera_offset = current_origin + camera_offset;
2342 camera_mode = CAMERA_FREE;
2343 current_position = current_camera_offset;
2347 if ( camera_mode == CAMERA_FREE )
2349 current_origin = view_origin;
2350 camera_offset = camera_offset - current_origin;
2351 current_camera_offset = current_camera_offset - current_origin;
2354 camera_mode = CAMERA_CHASE;
2356 if(autocvar_camera_chase_smoothly)
2357 current_origin += (view_origin - current_origin) * attenuation;
2359 current_origin = view_origin;
2361 current_position = current_origin + current_camera_offset;
2364 setproperty(VF_ANGLES, current_angles);
2365 setproperty(VF_ORIGIN, current_position);