3 #include "announcer.qh"
5 #include "mapvoting.qh"
6 #include "shownames.qh"
7 #include "hud/panel/scoreboard.qh"
8 #include "hud/panel/quickmenu.qh"
10 #include "mutators/events.qh"
12 #include <common/animdecide.qh>
13 #include <common/ent_cs.qh>
14 #include <common/anim.qh>
15 #include <common/constants.qh>
16 #include <common/net_linked.qh>
17 #include <common/debug.qh>
18 #include <common/mapinfo.qh>
19 #include <common/gamemodes/_mod.qh>
20 #include <common/physics/player.qh>
21 #include <common/stats.qh>
22 #include <common/triggers/target/music.qh>
23 #include <common/teams.qh>
25 #include <common/weapons/weapon/tuba.qh>
27 #include <common/vehicles/all.qh>
28 #include <common/weapons/_all.qh>
29 #include <common/viewloc.qh>
30 #include <common/minigames/cl_minigames.qh>
31 #include <common/minigames/cl_minigames_hud.qh>
33 #include <lib/csqcmodel/cl_player.qh>
34 #include <lib/csqcmodel/cl_model.qh>
35 #include "csqcmodel_hooks.qh"
37 #include <lib/warpzone/client.qh>
38 #include <lib/warpzone/common.qh>
40 #define EFMASK_CHEAP (EF_ADDITIVE | EF_DOUBLESIDED | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NODRAW | EF_NOSHADOW | EF_SELECTABLE | EF_TELEPORT_BIT)
42 float autocvar_cl_viewmodel_scale;
44 bool autocvar_cl_bobmodel;
45 float autocvar_cl_bobmodel_speed;
46 float autocvar_cl_bobmodel_side;
47 float autocvar_cl_bobmodel_up;
49 float autocvar_cl_followmodel;
50 float autocvar_cl_followmodel_speed = 0.3;
51 float autocvar_cl_followmodel_limit = 135;
52 float autocvar_cl_followmodel_velocity_lowpass = 0.05;
53 float autocvar_cl_followmodel_highpass = 0.05;
54 float autocvar_cl_followmodel_lowpass = 0.03;
55 bool autocvar_cl_followmodel_velocity_absolute;
57 float autocvar_cl_leanmodel;
58 float autocvar_cl_leanmodel_speed = 0.3;
59 float autocvar_cl_leanmodel_limit = 30;
60 float autocvar_cl_leanmodel_highpass1 = 0.2;
61 float autocvar_cl_leanmodel_highpass = 0.2;
62 float autocvar_cl_leanmodel_lowpass = 0.05;
64 #define avg_factor(avg_time) (1 - exp(-frametime / max(0.001, avg_time)))
65 #define lowpass(value, frac, ref_store, ret) MACRO_BEGIN \
67 ret = ref_store = ref_store * (1 - frac) + (value) * frac; \
70 #define lowpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
72 float __ignore; lowpass(value, frac, ref_store, __ignore); \
73 ret = ref_store = bound((value) - (limit), ref_store, (value) + (limit)); \
76 #define highpass(value, frac, ref_store, ret) MACRO_BEGIN \
78 float __f = 0; lowpass(value, frac, ref_store, __f); \
79 ret = (value) - __f; \
82 #define highpass_limited(value, frac, limit, ref_store, ret) MACRO_BEGIN \
84 float __f = 0; lowpass_limited(value, frac, limit, ref_store, __f); \
85 ret = (value) - __f; \
88 #define lowpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
90 lowpass(value.x, frac, ref_store.x, ref_out.x); \
91 lowpass(value.y, frac, ref_store.y, ref_out.y); \
94 #define highpass2(value, frac, ref_store, ref_out) MACRO_BEGIN \
96 highpass(value.x, frac, ref_store.x, ref_out.x); \
97 highpass(value.y, frac, ref_store.y, ref_out.y); \
100 #define highpass2_limited(value, frac, limit, ref_store, ref_out) MACRO_BEGIN \
102 highpass_limited(value.x, frac, limit, ref_store.x, ref_out.x); \
103 highpass_limited(value.y, frac, limit, ref_store.y, ref_out.y); \
106 #define lowpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
108 lowpass(value.x, frac, ref_store.x, ref_out.x); \
109 lowpass(value.y, frac, ref_store.y, ref_out.y); \
110 lowpass(value.z, frac, ref_store.z, ref_out.z); \
113 #define highpass3(value, frac, ref_store, ref_out) MACRO_BEGIN \
115 highpass(value.x, frac, ref_store.x, ref_out.x); \
116 highpass(value.y, frac, ref_store.y, ref_out.y); \
117 highpass(value.z, frac, ref_store.z, ref_out.z); \
120 void calc_followmodel_ofs(entity view)
122 if(cl_followmodel_time == time)
123 return; // cl_followmodel_ofs already calculated for this frame
126 vector gunorg = '0 0 0';
127 static vector vel_average;
128 static vector gunorg_adjustment_highpass;
129 static vector gunorg_adjustment_lowpass;
132 if (autocvar_cl_followmodel_velocity_absolute)
136 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
137 MAKEVECTORS(makevectors, view_angles, forward, right, up);
138 vel.x = view.velocity * forward;
139 vel.y = view.velocity * right * -1;
140 vel.z = view.velocity * up;
143 vel.x = bound(vel_average.x - autocvar_cl_followmodel_limit, vel.x, vel_average.x + autocvar_cl_followmodel_limit);
144 vel.y = bound(vel_average.y - autocvar_cl_followmodel_limit, vel.y, vel_average.y + autocvar_cl_followmodel_limit);
145 vel.z = bound(vel_average.z - autocvar_cl_followmodel_limit, vel.z, vel_average.z + autocvar_cl_followmodel_limit);
147 frac = avg_factor(autocvar_cl_followmodel_velocity_lowpass);
148 lowpass3(vel, frac, vel_average, gunorg);
150 gunorg *= -autocvar_cl_followmodel_speed * 0.042;
152 // perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
153 // trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
154 frac = avg_factor(autocvar_cl_followmodel_highpass);
155 highpass3(gunorg, frac, gunorg_adjustment_highpass, gunorg);
156 frac = avg_factor(autocvar_cl_followmodel_lowpass);
157 lowpass3(gunorg, frac, gunorg_adjustment_lowpass, gunorg);
159 if (autocvar_cl_followmodel_velocity_absolute)
162 vector forward = '0 0 0', right = '0 0 0', up = '0 0 0';
163 MAKEVECTORS(makevectors, view_angles, forward, right, up);
164 fixed_gunorg.x = gunorg * forward;
165 fixed_gunorg.y = gunorg * right * -1;
166 fixed_gunorg.z = gunorg * up;
167 gunorg = fixed_gunorg;
170 cl_followmodel_ofs = gunorg;
171 cl_followmodel_time = time;
174 vector leanmodel_ofs(entity view)
177 vector gunangles = '0 0 0';
178 static vector gunangles_prev = '0 0 0';
179 static vector gunangles_highpass = '0 0 0';
180 static vector gunangles_adjustment_highpass;
181 static vector gunangles_adjustment_lowpass;
183 if (view.csqcmodel_teleported)
184 gunangles_prev = view_angles;
186 // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
187 gunangles_highpass += gunangles_prev;
188 PITCH(gunangles_highpass) += 360 * floor((PITCH(view_angles) - PITCH(gunangles_highpass)) / 360 + 0.5);
189 YAW(gunangles_highpass) += 360 * floor((YAW(view_angles) - YAW(gunangles_highpass)) / 360 + 0.5);
190 ROLL(gunangles_highpass) += 360 * floor((ROLL(view_angles) - ROLL(gunangles_highpass)) / 360 + 0.5);
191 frac = avg_factor(autocvar_cl_leanmodel_highpass1);
192 highpass2_limited(view_angles, frac, autocvar_cl_leanmodel_limit, gunangles_highpass, gunangles);
193 gunangles_prev = view_angles;
194 gunangles_highpass -= gunangles_prev;
196 PITCH(gunangles) *= -autocvar_cl_leanmodel_speed;
197 YAW(gunangles) *= -autocvar_cl_leanmodel_speed;
199 // we assume here: PITCH = 0, YAW = 1, ROLL = 2
200 frac = avg_factor(autocvar_cl_leanmodel_highpass);
201 highpass2(gunangles, frac, gunangles_adjustment_highpass, gunangles);
202 frac = avg_factor(autocvar_cl_leanmodel_lowpass);
203 lowpass2(gunangles, frac, gunangles_adjustment_lowpass, gunangles);
205 gunangles.x = -gunangles.x; // pitch was inverted, now that actually matters
210 vector bobmodel_ofs(entity view)
212 bool clonground = !(view.anim_implicit_state & ANIMIMPLICITSTATE_INAIR);
213 static bool oldonground;
214 static float hitgroundtime;
217 float f = time; // cl.movecmd[0].time
221 oldonground = clonground;
223 // calculate for swinging gun model
224 // the gun bobs when running on the ground, but doesn't bob when you're in the air.
225 vector gunorg = '0 0 0';
226 static float bobmodel_scale = 0;
227 static float time_ofs = 0; // makes the effect always restart in the same way
230 if (time - hitgroundtime > 0.05)
231 bobmodel_scale = min(1, bobmodel_scale + frametime * 5);
234 bobmodel_scale = max(0, bobmodel_scale - frametime * 5);
236 float xyspeed = bound(0, vlen(vec2(view.velocity)), 400);
237 if (bobmodel_scale && xyspeed)
239 float bspeed = xyspeed * 0.01 * autocvar_cl_viewmodel_scale * bobmodel_scale;
240 float s = (time - time_ofs) * autocvar_cl_bobmodel_speed;
241 gunorg.y = bspeed * autocvar_cl_bobmodel_side * sin(s);
242 gunorg.z = bspeed * autocvar_cl_bobmodel_up * cos(s * 2);
250 void viewmodel_animate(entity this)
252 if (autocvar_chase_active) return;
253 if (STAT(HEALTH) <= 0) return;
255 entity view = CSQCModel_server2csqc(player_localentnum - 1);
257 if (autocvar_cl_followmodel)
259 calc_followmodel_ofs(view);
260 this.origin += cl_followmodel_ofs;
263 if (autocvar_cl_leanmodel)
264 this.angles += leanmodel_ofs(view);
266 // vertical view bobbing code
269 // horizontal view bobbing code
273 // causes the view to swing down and back up when touching the ground
276 // gun model bobbing code
277 if (autocvar_cl_bobmodel)
278 this.origin += bobmodel_ofs(view);
281 .vector viewmodel_origin, viewmodel_angles;
282 .float weapon_nextthink;
283 .float weapon_eta_last;
284 .float weapon_switchdelay;
286 void viewmodel_draw(entity this)
288 if(!activeweapon || !autocvar_r_drawviewmodel)
290 int mask = (intermission || (STAT(HEALTH) <= 0) || autocvar_chase_active) ? 0 : MASK_NORMAL;
291 float a = this.alpha;
292 static bool wasinvehicle;
293 bool invehicle = player_localentnum > maxclients;
294 if (invehicle) a = -1;
295 else if (wasinvehicle) a = 1;
296 wasinvehicle = invehicle;
297 Weapon wep = activeweapon;
298 int c = entcs_GetClientColors(current_player);
299 vector g = weaponentity_glowmod(wep, NULL, c);
300 entity me = CSQCModel_server2csqc(player_localentnum - 1);
301 int fx = ((me.csqcmodel_effects & EFMASK_CHEAP)
303 &~ (EF_FULLBRIGHT); // can mask team color, so get rid of it
304 for (entity e = this; e; e = e.weaponchild)
308 e.colormap = 256 + c; // colormap == 0 is black, c == 0 is white
310 e.csqcmodel_effects = fx;
311 CSQCModel_Effects_Apply(e);
314 static string name_last;
315 string name = wep.mdl;
316 string newname = wep.wr_viewmodel(wep, this);
319 bool swap = name != name_last;
323 CL_WeaponEntity_SetModel(this, name, swap);
324 this.viewmodel_origin = this.origin;
325 this.viewmodel_angles = this.angles;
328 if (!this.animstate_override && !this.animstate_looping)
329 anim_set(this, this.anim_idle, true, false, false);
331 float f = 0; // 0..1; 0: fully active
332 float rate = STAT(WEAPONRATEFACTOR);
333 float eta = rate ? ((this.weapon_nextthink - time) / rate) : 0;
334 if (eta <= 0) f = this.weapon_eta_last;
335 else switch (this.state)
339 f = eta / max(eta, this.weapon_switchdelay);
344 f = 1 - eta / max(eta, this.weapon_switchdelay);
353 this.weapon_eta_last = f;
354 this.origin = this.viewmodel_origin;
355 this.angles = this.viewmodel_angles;
356 this.angles_x = (-90 * f * f);
357 viewmodel_animate(this);
358 setorigin(this, this.origin);
362 STATIC_INIT(viewmodel) {
363 viewmodel = new(viewmodel);
366 void Porto_Draw(entity this);
369 entity e = new_pure(porto);
371 IL_PUSH(g_drawables, e);
372 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
375 const int polyline_length = 16;
376 vector polyline[polyline_length];
377 void Porto_Draw(entity this)
379 if (activeweapon != WEP_PORTO) return;
380 if (spectatee_status) return;
381 if (WEP_CVAR(porto, secondary)) return;
382 if (intermission == 1) return;
383 if (intermission == 2) return;
384 if (STAT(HEALTH) <= 0) return;
386 vector pos = view_origin;
387 vector dir = view_forward;
388 if (angles_held_status)
390 makevectors(angles_held);
396 int portal_number = 0, portal1_idx = 1, portal_max = 2;
397 int n = 1 + 2; // 2 lines == 3 points
398 for (int idx = 0; idx < n && idx < polyline_length - 1; )
400 traceline(pos, pos + 65536 * dir, true, this);
401 dir = reflect(dir, trace_plane_normal);
403 polyline[++idx] = pos;
404 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
409 if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
416 vector ang = vectoangles2(trace_plane_normal, dir);
419 if (!CheckWireframeBox(this, pos - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
426 if (portal_number >= portal_max) break;
427 if (portal_number == 1) portal1_idx = idx;
429 for (int idx = 0; idx < n - 1; ++idx)
431 vector p = polyline[idx], q = polyline[idx + 1];
432 if (idx == 0) p -= view_up * 16; // line from player
433 vector rgb = (idx < portal1_idx) ? '1 0 0' : '0 0 1';
434 Draw_CylindricLine(p, q, 4, "", 1, 0, rgb, 0.5, DRAWFLAG_NORMAL, view_origin);
440 vector GetCurrentFov(float fov)
442 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
443 float velocityzoom, curspeed;
446 zoomsensitivity = autocvar_cl_zoomsensitivity;
447 zoomfactor = autocvar_cl_zoomfactor;
448 if(zoomfactor < 1 || zoomfactor > 30)
450 zoomspeed = autocvar_cl_zoomspeed;
452 if(zoomspeed < 0.5 || zoomspeed > 16)
455 zoomdir = button_zoom;
456 if(hud == HUD_NORMAL && !spectatee_status)
457 if(switchweapon == activeweapon)
458 if((activeweapon == WEP_VORTEX && !WEP_CVAR(vortex, secondary)) || (activeweapon == WEP_RIFLE && !WEP_CVAR(rifle, secondary))) // do NOT use switchweapon here
459 zoomdir += button_attack2;
460 if(spectatee_status > 0 || isdemo())
462 if(spectatorbutton_zoom)
469 // fteqcc failed twice here already, don't optimize this
472 if(zoomdir) { zoomin_effect = 0; }
476 current_viewzoom = min(1, current_viewzoom + drawframetime);
478 else if(autocvar_cl_spawnzoom && zoomin_effect)
480 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 30);
482 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
483 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
484 if(current_viewzoom == 1) { zoomin_effect = 0; }
488 if(zoomspeed < 0) // instant zoom
491 current_viewzoom = 1 / zoomfactor;
493 current_viewzoom = 1;
498 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
500 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
504 if(almost_equals(current_viewzoom, 1))
505 current_zoomfraction = 0;
506 else if(almost_equals(current_viewzoom, 1/zoomfactor))
507 current_zoomfraction = 1;
509 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
511 if(zoomsensitivity < 1)
512 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
514 setsensitivityscale(1);
516 if(autocvar_cl_velocityzoom_enabled && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
518 if(intermission) { curspeed = 0; }
522 makevectors(view_angles);
525 v = csqcplayer.velocity;
527 switch(autocvar_cl_velocityzoom_type)
529 case 3: curspeed = max(0, v_forward * v); break;
530 case 2: curspeed = (v_forward * v); break;
531 case 1: default: curspeed = vlen(v); break;
535 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
536 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
537 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom_factor / 1) * 1);
539 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
544 float frustumx, frustumy, fovx, fovy;
545 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
546 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
547 fovx = atan2(frustumx, 1) / M_PI * 360.0;
548 fovy = atan2(frustumy, 1) / M_PI * 360.0;
550 return '1 0 0' * fovx + '0 1 0' * fovy;
553 vector GetViewLocationFOV(float fov)
555 float frustumy = tan(fov * M_PI / 360.0) * 0.75;
556 float frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
557 float fovx = atan2(frustumx, 1) / M_PI * 360.0;
558 float fovy = atan2(frustumy, 1) / M_PI * 360.0;
559 return '1 0 0' * fovx + '0 1 0' * fovy;
562 vector GetOrthoviewFOV(vector ov_worldmin, vector ov_worldmax, vector ov_mid, vector ov_org)
565 float width = (ov_worldmax.x - ov_worldmin.x);
566 float height = (ov_worldmax.y - ov_worldmin.y);
567 float distance_to_middle_of_world = vlen(ov_mid - ov_org);
568 fovx = atan2(width/2, distance_to_middle_of_world) / M_PI * 360.0;
569 fovy = atan2(height/2, distance_to_middle_of_world) / M_PI * 360.0;
570 return '1 0 0' * fovx + '0 1 0' * fovy;
573 // this function must match W_SetupShot!
574 float zoomscript_caught;
576 vector wcross_origin;
577 float wcross_scale_prev, wcross_alpha_prev;
578 vector wcross_color_prev;
579 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
580 vector wcross_color_goal_prev;
581 float wcross_changedonetime;
583 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
584 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
585 float wcross_name_changestarttime, wcross_name_changedonetime;
586 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
588 float wcross_ring_prev;
591 entity trueaim_rifle;
593 const float SHOTTYPE_HITTEAM = 1;
594 const float SHOTTYPE_HITOBSTRUCTION = 2;
595 const float SHOTTYPE_HITWORLD = 3;
596 const float SHOTTYPE_HITENEMY = 4;
600 (trueaim = new_pure(trueaim)).dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
601 (trueaim_rifle = new_pure(trueaim_rifle)).dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
604 float EnemyHitCheck()
607 wcross_origin = project_3d_to_2d(trace_endpos);
610 n = trace_ent.entnum;
612 n = trace_networkentity;
614 return SHOTTYPE_HITWORLD;
616 return SHOTTYPE_HITWORLD;
617 t = entcs_GetTeam(n - 1);
620 return SHOTTYPE_HITTEAM;
621 if(t == NUM_SPECTATOR)
622 return SHOTTYPE_HITWORLD;
623 return SHOTTYPE_HITENEMY;
628 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?
629 vector vecs, trueaimpoint, w_shotorg;
637 mv = MOVE_NOMONSTERS;
639 switch(activeweapon) // WEAPONTODO
641 case WEP_TUBA: // no aim
642 case WEP_PORTO: // shoots from eye
643 case WEP_NEXBALL: // shoots from eye
644 case WEP_HOOK: // no trueaim
645 case WEP_MORTAR: // toss curve
646 return SHOTTYPE_HITWORLD;
654 if(zoomscript_caught)
656 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
657 return EnemyHitCheck();
660 case WEP_DEVASTATOR: // projectile has a size!
664 case WEP_FIREBALL: // projectile has a size!
668 case WEP_SEEKER: // projectile has a size!
672 case WEP_ELECTRO: // projectile has a size!
678 vector traceorigin = entcs_receiver(player_localentnum - 1).origin + (eZ * STAT(VIEWHEIGHT));
680 vecs = decompressShotOrigin(STAT(SHOTORG));
682 traceline(traceorigin, traceorigin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
683 trueaimpoint = trace_endpos;
685 if(vdist((trueaimpoint - traceorigin), <, g_trueaim_minrange))
686 trueaimpoint = traceorigin + view_forward * g_trueaim_minrange;
693 dv = view_right * vecs.y + view_up * vecs.z;
694 w_shotorg = traceorigin + dv;
696 // now move the vecs forward as much as requested if possible
697 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
698 w_shotorg = trace_endpos - view_forward * nudge;
700 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
701 shottype = EnemyHitCheck();
702 if(shottype != SHOTTYPE_HITWORLD)
706 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
707 // or rather, I know why, but see no fix
708 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
709 // 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
710 return SHOTTYPE_HITOBSTRUCTION;
713 return SHOTTYPE_HITWORLD;
717 void CSQC_Demo_Camera();
719 const float CAMERA_FREE = 1;
720 const float CAMERA_CHASE = 2;
722 string reticle_image;
723 string NextFrameCommand;
725 vector freeze_org, freeze_ang;
726 entity nightvision_noise, nightvision_noise2;
728 const float MAX_TIME_DIFF = 5;
729 float pickup_crosshair_time, pickup_crosshair_size;
730 float hitindication_crosshair_size;
731 float use_vortex_chargepool;
733 float myhealth, myhealth_prev;
734 float myhealth_flash;
736 float old_blurradius, old_bluralpha;
737 float old_sharpen_intensity;
739 vector myhealth_gentlergb;
741 float contentavgalpha, liquidalpha_prev;
742 vector liquidcolor_prev;
744 float eventchase_current_distance;
745 float eventchase_running;
746 bool WantEventchase(entity this)
748 if(autocvar_cl_orthoview)
750 if(STAT(GAMEOVER) || intermission)
754 if(spectatee_status >= 0)
756 if(hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0))
758 if(MUTATOR_CALLHOOK(WantEventchase, this))
760 if(autocvar_cl_eventchase_death && (STAT(HEALTH) <= 0))
762 if(autocvar_cl_eventchase_death == 2)
764 // don't stop eventchase once it's started (even if velocity changes afterwards)
765 if(this.velocity == '0 0 0' || eventchase_running)
774 void HUD_Crosshair_Vehicle(entity this)
776 if(hud != HUD_BUMBLEBEE_GUN)
778 Vehicle info = Vehicles_from(hud);
779 info.vr_crosshair(info, this);
783 vector damage_blurpostprocess, content_blurpostprocess;
785 float unaccounted_damage = 0;
788 // accumulate damage with each stat update
789 static float damage_total_prev = 0;
790 float damage_total = STAT(DAMAGE_DEALT_TOTAL);
791 float unaccounted_damage_new = COMPARE_INCREASING(damage_total, damage_total_prev);
792 damage_total_prev = damage_total;
794 static float damage_dealt_time_prev = 0;
795 float damage_dealt_time = STAT(HIT_TIME);
796 if (damage_dealt_time != damage_dealt_time_prev)
798 unaccounted_damage += unaccounted_damage_new;
799 LOG_TRACE("dmg total: ", ftos(unaccounted_damage), " (+", ftos(unaccounted_damage_new), ")");
801 damage_dealt_time_prev = damage_dealt_time;
803 // prevent hitsound when switching spectatee
804 static float spectatee_status_prev = 0;
805 if (spectatee_status != spectatee_status_prev)
806 unaccounted_damage = 0;
807 spectatee_status_prev = spectatee_status;
812 // varying sound pitch
814 static float hitsound_time_prev = 0;
815 // HACK: the only way to get the arc to sound consistent with pitch shift is to ignore cl_hitsound_antispam_time
816 float arc_hack = activeweapon == WEP_ARC && autocvar_cl_hitsound >= 2;
817 if (arc_hack || COMPARE_INCREASING(time, hitsound_time_prev) > autocvar_cl_hitsound_antispam_time)
819 if (autocvar_cl_hitsound && unaccounted_damage)
821 // customizable gradient function that crosses (0,a), (c,1) and asymptotically approaches b
822 float a = autocvar_cl_hitsound_max_pitch;
823 float b = autocvar_cl_hitsound_min_pitch;
824 float c = autocvar_cl_hitsound_nom_damage;
825 float d = unaccounted_damage;
826 float pitch_shift = (b*d*(a-1) + a*c*(1-b)) / (d*(a-1) + c*(1-b));
828 // if sound variation is disabled, set pitch_shift to 1
829 if (autocvar_cl_hitsound == 1)
832 // if pitch shift is reversed, mirror in (max-min)/2 + min
833 if (autocvar_cl_hitsound == 3)
835 float mirror_value = (a-b)/2 + b;
836 pitch_shift = mirror_value + (mirror_value - pitch_shift);
839 LOG_TRACE("dmg total (dmg): ", ftos(unaccounted_damage), " , pitch shift: ", ftos(pitch_shift));
841 // todo: avoid very long and very short sounds from wave stretching using different sound files? seems unnecessary
842 // todo: normalize sound pressure levels? seems unnecessary
844 sound7(NULL, CH_INFO, SND(HIT), VOL_BASE, ATTN_NONE, pitch_shift * 100, 0);
846 unaccounted_damage = 0;
847 hitsound_time_prev = time;
850 static float typehit_time_prev = 0;
851 float typehit_time = STAT(TYPEHIT_TIME);
852 if (COMPARE_INCREASING(typehit_time, typehit_time_prev) > autocvar_cl_hitsound_antispam_time)
854 sound(NULL, CH_INFO, SND_TYPEHIT, VOL_BASE, ATTN_NONE);
855 typehit_time_prev = typehit_time;
858 static float kill_time_prev = 0;
859 float kill_time = STAT(KILL_TIME);
860 if (COMPARE_INCREASING(kill_time, kill_time_prev) > autocvar_cl_hitsound_antispam_time)
862 sound(NULL, CH_INFO, SND_KILL, VOL_BASE, ATTN_NONE);
863 kill_time_prev = kill_time;
867 vector crosshair_getcolor(entity this, float health_stat)
869 static float rainbow_last_flicker;
870 static vector rainbow_prev_color;
871 vector wcross_color = '0 0 0';
872 switch(autocvar_crosshair_color_special)
874 case 1: // crosshair_color_per_weapon
876 if(this != WEP_Null && hud == HUD_NORMAL)
878 wcross_color = this.wpcolor;
881 else { goto normalcolor; }
884 case 2: // crosshair_color_by_health
886 float hp = health_stat;
901 wcross_color.x = 0.4 - (hp-150)*0.02 * 0.4;
902 wcross_color.y = 0.9 + (hp-150)*0.02 * 0.1;
906 wcross_color.x = 1 - (hp-100)*0.02 * 0.6;
907 wcross_color.y = 1 - (hp-100)*0.02 * 0.1;
908 wcross_color.z = 1 - (hp-100)*0.02;
914 wcross_color.z = 0.2 + (hp-50)*0.02 * 0.8;
919 wcross_color.y = (hp-20)*90/27/100;
920 wcross_color.z = (hp-20)*90/27/100 * 0.2;
930 case 3: // crosshair_color_rainbow
932 if(time >= rainbow_last_flicker)
934 rainbow_prev_color = randomvec() * autocvar_crosshair_color_special_rainbow_brightness;
935 rainbow_last_flicker = time + autocvar_crosshair_color_special_rainbow_delay;
937 wcross_color = rainbow_prev_color;
941 default: { wcross_color = stov(autocvar_crosshair_color); break; }
947 void HUD_Crosshair(entity this)
951 if(!scoreboard_active && !camera_active && intermission != 2 && !STAT(GAMEOVER) &&
952 spectatee_status != -1 && !csqcplayer.viewloc && !MUTATOR_CALLHOOK(DrawCrosshair) &&
953 !HUD_MinigameMenu_IsOpened() )
955 if (!autocvar_crosshair_enabled) // main toggle for crosshair rendering
958 if (spectatee_status > 0 && STAT(CAMERA_SPECTATOR) == 2)
961 if (hud != HUD_NORMAL)
963 HUD_Crosshair_Vehicle(this);
968 float wcross_alpha, wcross_resolution;
969 wcross_style = autocvar_crosshair;
970 if (wcross_style == "0")
972 wcross_resolution = autocvar_crosshair_size;
973 if (wcross_resolution == 0)
975 wcross_alpha = autocvar_crosshair_alpha;
976 if (wcross_alpha == 0)
982 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
983 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
985 if(autocvar_crosshair_hittest)
987 vector wcross_oldorigin;
988 wcross_oldorigin = wcross_origin;
989 shottype = TrueAimCheck();
990 if(shottype == SHOTTYPE_HITWORLD)
992 v = wcross_origin - wcross_oldorigin;
994 v.y /= vid_conheight;
995 if(vdist(v, >, 0.01))
996 shottype = SHOTTYPE_HITOBSTRUCTION;
998 if(!autocvar_crosshair_hittest_showimpact)
999 wcross_origin = wcross_oldorigin;
1002 shottype = SHOTTYPE_HITWORLD;
1004 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1005 string wcross_name = "";
1006 float wcross_scale, wcross_blur;
1008 entity e = WEP_Null;
1009 if(autocvar_crosshair_per_weapon || (autocvar_crosshair_color_special == 1))
1011 e = switchingweapon;
1014 if(autocvar_crosshair_per_weapon)
1016 // WEAPONTODO: access these through some general settings (with non-balance config settings)
1017 //wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1018 //if (wcross_resolution == 0)
1021 //wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1022 wcross_resolution *= e.w_crosshair_size;
1023 wcross_name = e.w_crosshair;
1028 if(wcross_name == "")
1029 wcross_name = strcat("gfx/crosshair", wcross_style);
1031 // MAIN CROSSHAIR COLOR DECISION
1032 wcross_color = crosshair_getcolor(e, STAT(HEALTH));
1034 if(autocvar_crosshair_effect_scalefade)
1036 wcross_scale = wcross_resolution;
1037 wcross_resolution = 1;
1044 if(autocvar_crosshair_pickup)
1046 float stat_pickup_time = STAT(LAST_PICKUP);
1048 if(pickup_crosshair_time < stat_pickup_time)
1050 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1051 pickup_crosshair_size = 1;
1053 pickup_crosshair_time = stat_pickup_time;
1056 if(pickup_crosshair_size > 0)
1057 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1059 pickup_crosshair_size = 0;
1061 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1064 // todo: make crosshair hit indication dependent on damage dealt
1065 if(autocvar_crosshair_hitindication)
1067 vector hitindication_color = ((autocvar_crosshair_color_special == 1) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1069 if(unaccounted_damage)
1071 hitindication_crosshair_size = 1;
1074 if(hitindication_crosshair_size > 0)
1075 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1077 hitindication_crosshair_size = 0;
1079 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1080 wcross_color.x += sin(hitindication_crosshair_size) * hitindication_color.x;
1081 wcross_color.y += sin(hitindication_crosshair_size) * hitindication_color.y;
1082 wcross_color.z += sin(hitindication_crosshair_size) * hitindication_color.z;
1085 if(shottype == SHOTTYPE_HITENEMY)
1086 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1087 if(shottype == SHOTTYPE_HITTEAM)
1088 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1090 f = fabs(autocvar_crosshair_effect_time);
1091 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1093 wcross_changedonetime = time + f;
1095 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1097 wcross_name_changestarttime = time;
1098 wcross_name_changedonetime = time + f;
1099 if(wcross_name_goal_prev_prev)
1100 strunzone(wcross_name_goal_prev_prev);
1101 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1102 wcross_name_goal_prev = strzone(wcross_name);
1103 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1104 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1105 wcross_resolution_goal_prev = wcross_resolution;
1108 wcross_scale_goal_prev = wcross_scale;
1109 wcross_alpha_goal_prev = wcross_alpha;
1110 wcross_color_goal_prev = wcross_color;
1112 if(spectatee_status == -1 && shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1115 wcross_alpha *= 0.75;
1119 // *_prev is at time-frametime
1120 // * is at wcross_changedonetime+f
1121 // what do we have at time?
1122 if(time < wcross_changedonetime)
1124 f = frametime / (wcross_changedonetime - time + frametime);
1125 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1126 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1127 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1130 wcross_scale_prev = wcross_scale;
1131 wcross_alpha_prev = wcross_alpha;
1132 wcross_color_prev = wcross_color;
1134 MUTATOR_CALLHOOK(UpdateCrosshair);
1136 wcross_scale *= 1 - autocvar__menu_alpha;
1137 wcross_alpha *= 1 - autocvar__menu_alpha;
1138 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1140 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1142 // crosshair rings for weapon stats
1143 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1145 // declarations and stats
1146 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1147 string ring_image = string_null, ring_inner_image = string_null;
1148 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1150 ring_scale = autocvar_crosshair_ring_size;
1152 float weapon_clipload, weapon_clipsize;
1153 weapon_clipload = STAT(WEAPON_CLIPLOAD);
1154 weapon_clipsize = STAT(WEAPON_CLIPSIZE);
1156 float ok_ammo_charge, ok_ammo_chargepool;
1157 ok_ammo_charge = STAT(OK_AMMO_CHARGE);
1158 ok_ammo_chargepool = STAT(OK_AMMO_CHARGEPOOL);
1160 float vortex_charge, vortex_chargepool;
1161 vortex_charge = STAT(VORTEX_CHARGE);
1162 vortex_chargepool = STAT(VORTEX_CHARGEPOOL);
1164 float arc_heat = STAT(ARC_HEAT);
1166 if(vortex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1167 vortex_charge_movingavg = vortex_charge;
1170 // handle the values
1171 if (autocvar_crosshair_ring && activeweapon == WEP_VORTEX && vortex_charge && autocvar_crosshair_ring_vortex) // ring around crosshair representing velocity-dependent damage for the vortex
1173 if (vortex_chargepool || use_vortex_chargepool) {
1174 use_vortex_chargepool = 1;
1175 ring_inner_value = vortex_chargepool;
1177 vortex_charge_movingavg = (1 - autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate) * vortex_charge_movingavg + autocvar_crosshair_ring_vortex_currentcharge_movingavg_rate * vortex_charge;
1178 ring_inner_value = bound(0, autocvar_crosshair_ring_vortex_currentcharge_scale * (vortex_charge - vortex_charge_movingavg), 1);
1181 ring_inner_alpha = autocvar_crosshair_ring_vortex_inner_alpha;
1182 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;
1183 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1185 // draw the outer ring to show the current charge of the weapon
1186 ring_value = vortex_charge;
1187 ring_alpha = autocvar_crosshair_ring_vortex_alpha;
1188 ring_rgb = wcross_color;
1189 ring_image = "gfx/crosshair_ring_nexgun.tga";
1191 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && WEP_CVAR(minelayer, limit) && autocvar_crosshair_ring_minelayer)
1193 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.
1194 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1195 ring_rgb = wcross_color;
1196 ring_image = "gfx/crosshair_ring.tga";
1198 else if (activeweapon == WEP_HAGAR && STAT(HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1200 ring_value = bound(0, STAT(HAGAR_LOAD) / WEP_CVAR_SEC(hagar, load_max), 1);
1201 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1202 ring_rgb = wcross_color;
1203 ring_image = "gfx/crosshair_ring.tga";
1205 else if (ok_ammo_charge)
1207 ring_value = ok_ammo_chargepool;
1208 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1209 ring_rgb = wcross_color;
1210 ring_image = "gfx/crosshair_ring.tga";
1212 else if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1214 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1215 ring_scale = autocvar_crosshair_ring_reload_size;
1216 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1217 ring_rgb = wcross_color;
1219 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1220 // if a new image for another weapon is added, add the code (and its respective file/value) here
1221 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1222 ring_image = "gfx/crosshair_ring_rifle.tga";
1224 ring_image = "gfx/crosshair_ring.tga";
1226 else if ( autocvar_crosshair_ring && autocvar_crosshair_ring_arc && arc_heat && activeweapon == WEP_ARC )
1228 ring_value = arc_heat;
1229 ring_alpha = (1-arc_heat)*autocvar_crosshair_ring_arc_cold_alpha +
1230 arc_heat*autocvar_crosshair_ring_arc_hot_alpha;
1231 ring_rgb = (1-arc_heat)*wcross_color + arc_heat*autocvar_crosshair_ring_arc_hot_color;
1232 ring_image = "gfx/crosshair_ring.tga";
1235 // if in weapon switch animation, fade ring out/in
1236 if(autocvar_crosshair_effect_time > 0)
1238 f = (time - wcross_name_changestarttime) / autocvar_crosshair_effect_time;
1241 wcross_ring_prev = ((ring_image) ? true : false);
1244 if(wcross_ring_prev)
1247 ring_alpha *= fabs(1 - bound(0, f, 1));
1252 ring_alpha *= bound(0, f, 1);
1256 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1257 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1260 DrawCircleClippedPic(wcross_origin, wcross_size.x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1263 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1265 if(wcross_blur > 0) \
1267 for(i = -2; i <= 2; ++i) \
1268 for(j = -2; j <= 2; ++j) \
1269 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1273 M(0,0,sz,wcross_name,wcross_alpha); \
1277 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1278 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)
1280 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1281 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1283 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1285 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1286 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1287 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1294 wcross_name_alpha_goal_prev = f;
1296 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1297 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1299 if(autocvar_crosshair_dot)
1301 vector wcross_color_old;
1302 wcross_color_old = wcross_color;
1304 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1305 wcross_color = stov(autocvar_crosshair_dot_color);
1307 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1308 // FIXME why don't we use wcross_alpha here?
1309 wcross_color = wcross_color_old;
1315 wcross_scale_prev = 0;
1316 wcross_alpha_prev = 0;
1317 wcross_scale_goal_prev = 0;
1318 wcross_alpha_goal_prev = 0;
1319 wcross_changedonetime = 0;
1320 if(wcross_name_goal_prev)
1321 strunzone(wcross_name_goal_prev);
1322 wcross_name_goal_prev = string_null;
1323 if(wcross_name_goal_prev_prev)
1324 strunzone(wcross_name_goal_prev_prev);
1325 wcross_name_goal_prev_prev = string_null;
1326 wcross_name_changestarttime = 0;
1327 wcross_name_changedonetime = 0;
1328 wcross_name_alpha_goal_prev = 0;
1329 wcross_name_alpha_goal_prev_prev = 0;
1330 wcross_resolution_goal_prev = 0;
1331 wcross_resolution_goal_prev_prev = 0;
1335 void HUD_Draw(entity this)
1337 // if we don't know gametype and scores yet avoid drawing the scoreboard
1338 // also in the very first frames, player state may be inconsistent so avoid drawing the hud at all
1339 // e.g. since initial player's health is 0 hud would display the hud_damage effect,
1340 // cl_deathscoreboard would show the scoreboard and so on
1345 if (MUTATOR_CALLHOOK(HUD_Draw_overlay))
1347 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, M_ARGV(0, vector), autocvar_hud_colorflash_alpha * M_ARGV(1, float), DRAWFLAG_ADDITIVE);
1349 else if(STAT(FROZEN))
1351 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, ((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'), autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1354 if(STAT(NADE_TIMER) && autocvar_cl_nade_timer) // give nade top priority, as it's a matter of life and death
1356 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);
1357 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);
1359 else if(STAT(CAPTURE_PROGRESS))
1361 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 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);
1362 drawstring_aspect(eY * 0.64 * vid_conheight, _("Capture progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1364 else if(STAT(REVIVE_PROGRESS))
1366 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);
1367 drawstring_aspect(eY * 0.64 * vid_conheight, _("Revival progress"), eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1370 if(autocvar_r_letterbox == 0)
1371 if(autocvar_viewsize < 120)
1373 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1374 Accuracy_LoadLevels();
1377 HUD_Scale_Disable();
1380 // crosshair goes VERY LAST
1382 HUD_Crosshair(this);
1387 float oldr_nearclip;
1388 float oldr_farclip_base;
1389 float oldr_farclip_world;
1391 float oldr_useportalculling;
1392 float oldr_useinfinitefarclip;
1394 void cl_notice_run();
1398 float vh_notice_time;
1399 void WaypointSprite_Load();
1400 void CSQC_UpdateView(entity this, float w, float h)
1402 TC(int, w); TC(int, h);
1406 vector vf_size, vf_min;
1409 execute_next_frame();
1416 if(hud != HUD_NORMAL && lasthud == HUD_NORMAL)
1417 vh_notice_time = time + autocvar_cl_vehicles_notify_time;
1421 HUD_Scale_Disable();
1423 if(autocvar__hud_showbinds_reload) // menu can set this one
1426 binddb = db_create();
1427 cvar_set("_hud_showbinds_reload", "0");
1430 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
1431 view_quality = getproperty(VF_MINFPS_QUALITY);
1435 button_attack2 = PHYS_INPUT_BUTTON_ATCK2(this);
1436 button_zoom = PHYS_INPUT_BUTTON_ZOOM(this);
1438 vf_size = getpropertyvec(VF_SIZE);
1439 vf_min = getpropertyvec(VF_MIN);
1440 vid_width = vf_size.x;
1441 vid_height = vf_size.y;
1443 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
1444 vector splash_pos = '0 0 0', splash_size = '0 0 0';
1446 WaypointSprite_Load();
1448 CSQCPlayer_SetCamera();
1450 if(player_localentnum <= maxclients) // is it a client?
1451 current_player = player_localentnum - 1;
1452 else // then player_localentnum is the vehicle I'm driving
1453 current_player = player_localnum;
1454 myteam = entcs_GetTeam(current_player);
1456 if(myteam != prev_myteam)
1458 myteamcolors = colormapPaletteColor(myteam, 1);
1459 FOREACH(hud_panels, true, it.update_time = time);
1460 prev_myteam = myteam;
1463 ticrate = STAT(MOVEVARS_TICRATE) * STAT(MOVEVARS_TIMESCALE);
1465 float is_dead = (STAT(HEALTH) <= 0);
1467 // FIXME do we need this hack?
1470 // in demos, input_buttons do not work
1471 button_zoom = (autocvar__togglezoom == "-");
1474 && autocvar_cl_unpress_zoom_on_death
1475 && (spectatee_status >= 0)
1476 && (is_dead || intermission))
1478 // no zoom while dead or in intermission please
1479 localcmd("-zoom\n");
1480 button_zoom = false;
1483 // event chase camera
1484 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
1486 if(STAT(CAMERA_SPECTATOR))
1488 if(spectatee_status > 0)
1490 if(!autocvar_chase_active)
1492 cvar_set("chase_active", "-2");
1493 goto skip_eventchase_death;
1496 else if(autocvar_chase_active == -2)
1497 cvar_set("chase_active", "0");
1499 if(autocvar_chase_active == -2)
1500 goto skip_eventchase_death;
1502 else if(autocvar_chase_active == -2)
1503 cvar_set("chase_active", "0");
1505 float vehicle_chase = (hud != HUD_NORMAL && (autocvar_cl_eventchase_vehicle || spectatee_status > 0));
1507 float vehicle_viewdist = 0;
1508 vector vehicle_viewofs = '0 0 0';
1512 if(hud != HUD_BUMBLEBEE_GUN)
1514 Vehicle info = Vehicles_from(hud);
1515 vehicle_viewdist = info.height;
1516 vehicle_viewofs = info.view_ofs;
1520 if(WantEventchase(this))
1522 vector current_view_origin_override = '0 0 0';
1523 vector view_offset_override = '0 0 0';
1524 float chase_distance_override = 0;
1525 bool custom_eventchase = MUTATOR_CALLHOOK(CustomizeEventchase, this);
1526 if(custom_eventchase)
1528 current_view_origin_override = M_ARGV(0, vector);
1529 view_offset_override = M_ARGV(1, vector);
1530 chase_distance_override = M_ARGV(0, float);
1532 eventchase_running = true;
1534 entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
1536 local_player = this; // fall back!
1538 // 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.)
1539 vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
1540 if (custom_eventchase)
1541 current_view_origin = current_view_origin_override;
1543 // detect maximum viewoffset and use it
1544 vector view_offset = autocvar_cl_eventchase_viewoffset;
1548 view_offset = vehicle_viewofs;
1550 view_offset = autocvar_cl_eventchase_vehicle_viewoffset;
1552 if (custom_eventchase)
1553 view_offset = view_offset_override;
1557 WarpZone_TraceLine(current_view_origin, current_view_origin + view_offset + ('0 0 1' * autocvar_cl_eventchase_maxs.z), MOVE_WORLDONLY, this);
1558 if(trace_fraction == 1) { current_view_origin += view_offset; }
1559 else { current_view_origin.z += max(0, (trace_endpos.z - current_view_origin.z) - autocvar_cl_eventchase_maxs.z); }
1562 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
1563 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
1564 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
1565 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
1567 // make the camera smooth back
1568 float chase_distance = autocvar_cl_eventchase_distance;
1572 chase_distance = vehicle_viewdist;
1574 chase_distance = autocvar_cl_eventchase_vehicle_distance;
1576 if (custom_eventchase)
1577 chase_distance = chase_distance_override;
1579 if(autocvar_cl_eventchase_speed && eventchase_current_distance < chase_distance)
1580 eventchase_current_distance += autocvar_cl_eventchase_speed * (chase_distance - eventchase_current_distance) * frametime; // slow down the further we get
1581 else if(eventchase_current_distance != chase_distance)
1582 eventchase_current_distance = chase_distance;
1584 makevectors(view_angles);
1586 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1587 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, this);
1589 // If the boxtrace fails, revert back to line tracing.
1590 if(!local_player.viewloc)
1591 if(trace_startsolid)
1593 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
1594 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, this);
1595 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins.z)));
1597 else { setproperty(VF_ORIGIN, trace_endpos); }
1599 if(!local_player.viewloc)
1600 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
1602 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
1604 eventchase_running = false;
1605 cvar_set("chase_active", "0");
1606 eventchase_current_distance = 0; // start from 0 next time
1609 // workaround for camera stuck between player's legs when using chase_active 1
1610 // because the engine stops updating the chase_active camera when the game ends
1611 else if(intermission)
1613 cvar_settemp("chase_active", "-1");
1614 eventchase_current_distance = 0;
1617 LABEL(skip_eventchase_death);
1619 // do lockview after event chase camera so that it still applies whenever necessary.
1620 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1 || QuickMenu_IsOpened())))
1622 setproperty(VF_ORIGIN, freeze_org);
1623 setproperty(VF_ANGLES, freeze_ang);
1627 freeze_org = getpropertyvec(VF_ORIGIN);
1628 freeze_ang = getpropertyvec(VF_ANGLES);
1632 //WarpZone_FixPMove();
1634 vector ov_org = '0 0 0';
1635 vector ov_mid = '0 0 0';
1636 vector ov_worldmin = '0 0 0';
1637 vector ov_worldmax = '0 0 0';
1638 if(autocvar_cl_orthoview)
1640 ov_worldmin = mi_picmin;
1641 ov_worldmax = mi_picmax;
1643 float ov_width = (ov_worldmax.x - ov_worldmin.x);
1644 float ov_height = (ov_worldmax.y - ov_worldmin.y);
1645 float ov_distance = (max(vid_width, vid_height) * max(ov_width, ov_height));
1647 ov_mid = ((ov_worldmax + ov_worldmin) * 0.5);
1648 ov_org = vec3(ov_mid.x, ov_mid.y, (ov_mid.z + ov_distance));
1650 float ov_nearest = vlen(ov_org - vec3(
1651 bound(ov_worldmin.x, ov_org.x, ov_worldmax.x),
1652 bound(ov_worldmin.y, ov_org.y, ov_worldmax.y),
1653 bound(ov_worldmin.z, ov_org.z, ov_worldmax.z)
1656 float ov_furthest = 0;
1659 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1660 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1661 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1662 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1663 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmin.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1664 if((dist = vdist((vec3(ov_worldmin.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1665 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmin.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1666 if((dist = vdist((vec3(ov_worldmax.x, ov_worldmax.y, ov_worldmax.z) - ov_org), >, ov_furthest))) { ov_furthest = dist; }
1670 oldr_nearclip = cvar("r_nearclip");
1671 oldr_farclip_base = cvar("r_farclip_base");
1672 oldr_farclip_world = cvar("r_farclip_world");
1673 oldr_novis = cvar("r_novis");
1674 oldr_useportalculling = cvar("r_useportalculling");
1675 oldr_useinfinitefarclip = cvar("r_useinfinitefarclip");
1678 cvar_settemp("r_nearclip", ftos(ov_nearest));
1679 cvar_settemp("r_farclip_base", ftos(ov_furthest));
1680 cvar_settemp("r_farclip_world", "0");
1681 cvar_settemp("r_novis", "1");
1682 cvar_settemp("r_useportalculling", "0");
1683 cvar_settemp("r_useinfinitefarclip", "0");
1685 setproperty(VF_ORIGIN, ov_org);
1686 setproperty(VF_ANGLES, '90 0 0');
1691 LOG_INFOF("OrthoView: org = %s, angles = %s, distance = %f, nearest = %f, furthest = %f\n",
1693 vtos(getpropertyvec(VF_ANGLES)),
1703 cvar_set("r_nearclip", ftos(oldr_nearclip));
1704 cvar_set("r_farclip_base", ftos(oldr_farclip_base));
1705 cvar_set("r_farclip_world", ftos(oldr_farclip_world));
1706 cvar_set("r_novis", ftos(oldr_novis));
1707 cvar_set("r_useportalculling", ftos(oldr_useportalculling));
1708 cvar_set("r_useinfinitefarclip", ftos(oldr_useinfinitefarclip));
1713 // run viewmodel_draw before updating view_angles to the angles calculated by WarpZone_FixView
1714 // viewmodel_draw needs to use the view_angles set by the engine on every CSQC_UpdateView call
1715 viewmodel_draw(viewmodel);
1718 view_origin = getpropertyvec(VF_ORIGIN);
1719 view_angles = getpropertyvec(VF_ANGLES);
1720 makevectors(view_angles);
1721 view_forward = v_forward;
1722 view_right = v_right;
1726 if(time > blurtest_time0 && time < blurtest_time1)
1730 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
1731 r = t * blurtest_radius;
1732 f = 1 / pow(t, blurtest_power) - 1;
1734 cvar_set("r_glsl_postprocess", "1");
1735 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
1739 cvar_set("r_glsl_postprocess", "0");
1740 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1744 TargetMusic_Advance();
1748 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
1750 drawframetime = bound(0.000001, time - drawtime, 1);
1753 // watch for gametype changes here...
1754 // in ParseStuffCMD the cmd isn't executed yet :/
1755 // might even be better to add the gametype to TE_CSQC_INIT...?
1759 if(intermission && !intermission_time)
1760 intermission_time = time;
1762 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
1764 if(calledhooks & HOOK_START)
1766 localcmd("\ncl_hook_gameend\n");
1767 calledhooks |= HOOK_END;
1776 if(!zoomscript_caught)
1778 localcmd("+button9\n");
1779 zoomscript_caught = 1;
1784 if(zoomscript_caught)
1786 localcmd("-button9\n");
1787 zoomscript_caught = 0;
1791 ColorTranslateMode = autocvar_cl_stripcolorcodes;
1793 // currently switching-to weapon (for crosshair)
1794 switchingweapon = Weapons_from(STAT(SWITCHINGWEAPON));
1796 // actually active weapon (for zoom)
1797 activeweapon = Weapons_from(STAT(ACTIVEWEAPON));
1799 switchweapon = Weapons_from(STAT(SWITCHWEAPON));
1801 if(last_switchweapon != switchweapon)
1804 last_switchweapon = switchweapon;
1805 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
1807 localcmd("-zoom\n");
1808 button_zoom = false;
1810 if(autocvar_cl_unpress_attack_on_weapon_switch)
1812 localcmd("-fire\n");
1813 localcmd("-fire2\n");
1814 button_attack2 = false;
1817 if(last_activeweapon != activeweapon)
1819 last_activeweapon = activeweapon;
1823 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
1825 localcmd("\ncl_hook_activeweapon none\n");
1828 // ALWAYS Clear Current Scene First
1831 setproperty(VF_ORIGIN, view_origin);
1832 setproperty(VF_ANGLES, view_angles);
1834 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
1835 setproperty(VF_SIZE, vf_size);
1836 setproperty(VF_MIN, vf_min);
1838 // Assign Standard Viewflags
1839 // Draw the World (and sky)
1840 setproperty(VF_DRAWWORLD, 1);
1842 // Set the console size vars
1843 vid_conwidth = autocvar_vid_conwidth;
1844 vid_conheight = autocvar_vid_conheight;
1845 vid_pixelheight = autocvar_vid_pixelheight;
1847 if(autocvar_cl_orthoview) { setproperty(VF_FOV, GetOrthoviewFOV(ov_worldmin, ov_worldmax, ov_mid, ov_org)); }
1848 else if(csqcplayer.viewloc) { setproperty(VF_FOV, GetViewLocationFOV(110)); } // enforce 110 fov, so things dont look odd
1849 else { setproperty(VF_FOV, GetCurrentFov(fov)); }
1851 if(camera_active) // Camera for demo playback
1853 if(autocvar_camera_enable)
1857 cvar_set("chase_active", ftos(chase_active_backup));
1858 cvar_set("cl_demo_mousegrab", "0");
1859 camera_active = false;
1865 if(autocvar_camera_enable)
1867 if(autocvar_camera_enable && isdemo())
1870 // Enable required Darkplaces cvars
1871 chase_active_backup = autocvar_chase_active;
1872 cvar_set("chase_active", "2");
1873 cvar_set("cl_demo_mousegrab", "1");
1874 camera_active = true;
1875 camera_mode = false;
1879 // Draw the Crosshair
1880 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
1882 // Draw the Engine Status Bar (the default Quake HUD)
1883 setproperty(VF_DRAWENGINESBAR, 0);
1885 // Update the mouse position
1887 mousepos_x = vid_conwidth;
1888 mousepos_y = vid_conheight;
1889 mousepos = mousepos*0.5 + getmousepos();
1892 IL_EACH(g_drawables, it.draw, it.draw(it));
1894 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
1897 // now switch to 2D drawing mode by calling a 2D drawing function
1898 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
1899 // next R_RenderScene call
1900 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
1902 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
1903 if (!(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT))
1905 // apply night vision effect
1906 vector tc_00, tc_01, tc_10, tc_11;
1907 vector rgb = '0 0 0';
1909 if(!nightvision_noise)
1911 nightvision_noise = new(nightvision_noise);
1913 if(!nightvision_noise2)
1915 nightvision_noise2 = new(nightvision_noise2);
1918 // color tint in yellow
1919 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
1922 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
1924 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
1925 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
1926 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
1927 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
1928 tc_11 = tc_01 + tc_10 - tc_00;
1929 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
1930 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1931 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1932 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1933 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1937 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
1938 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
1939 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
1940 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
1941 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
1942 tc_11 = tc_01 + tc_10 - tc_00;
1943 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
1944 R_PolygonVertex('0 0 0', tc_00, rgb, a);
1945 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
1946 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
1947 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
1951 if(autocvar_cl_reticle)
1953 Weapon wep = activeweapon;
1954 // Draw the aiming reticle for weapons that use it
1955 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
1956 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
1957 // the view to go back to normal, so reticle_type would become 0 as we fade out)
1958 if(spectatee_status || is_dead || hud != HUD_NORMAL)
1960 // no zoom reticle while dead
1963 else if(wep.wr_zoomreticle(wep) && autocvar_cl_reticle_weapon)
1965 if(reticle_image != "") { reticle_type = 2; }
1966 else { reticle_type = 0; }
1968 else if(button_zoom || zoomscript_caught)
1976 if(autocvar_cl_reticle_stretch)
1978 reticle_size.x = vid_conwidth;
1979 reticle_size.y = vid_conheight;
1985 reticle_size.x = max(vid_conwidth, vid_conheight);
1986 reticle_size.y = max(vid_conwidth, vid_conheight);
1987 reticle_pos.x = (vid_conwidth - reticle_size.x) / 2;
1988 reticle_pos.y = (vid_conheight - reticle_size.y) / 2;
1991 if(zoomscript_caught)
1994 f = current_zoomfraction;
1998 switch(reticle_type)
2000 case 1: drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_normal_alpha, DRAWFLAG_NORMAL); break;
2001 case 2: drawpic(reticle_pos, reticle_image, reticle_size, '1 1 1', f * autocvar_cl_reticle_weapon_alpha, DRAWFLAG_NORMAL); break;
2008 if(reticle_type != 0) { reticle_type = 0; }
2012 // improved polyblend
2013 if(autocvar_hud_contents)
2015 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
2018 switch(pointcontents(view_origin))
2021 liquidalpha = autocvar_hud_contents_water_alpha;
2022 liquidcolor = stov(autocvar_hud_contents_water_color);
2027 liquidalpha = autocvar_hud_contents_lava_alpha;
2028 liquidcolor = stov(autocvar_hud_contents_lava_color);
2033 liquidalpha = autocvar_hud_contents_slime_alpha;
2034 liquidcolor = stov(autocvar_hud_contents_slime_color);
2040 liquidcolor = '0 0 0';
2045 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
2046 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
2047 contentfadetime = autocvar_hud_contents_fadeintime;
2048 liquidalpha_prev = liquidalpha;
2049 liquidcolor_prev = liquidcolor;
2052 contentfadetime = autocvar_hud_contents_fadeouttime;
2054 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
2055 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
2058 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
2060 if(autocvar_hud_postprocessing)
2062 if(autocvar_hud_contents_blur && contentavgalpha)
2064 content_blurpostprocess.x = 1;
2065 content_blurpostprocess.y = contentavgalpha * autocvar_hud_contents_blur;
2066 content_blurpostprocess.z = contentavgalpha * autocvar_hud_contents_blur_alpha;
2070 content_blurpostprocess.x = 0;
2071 content_blurpostprocess.y = 0;
2072 content_blurpostprocess.z = 0;
2077 if(autocvar_hud_damage && !STAT(FROZEN))
2079 splash_size.x = max(vid_conwidth, vid_conheight);
2080 splash_size.y = max(vid_conwidth, vid_conheight);
2081 splash_pos.x = (vid_conwidth - splash_size.x) / 2;
2082 splash_pos.y = (vid_conheight - splash_size.y) / 2;
2084 float myhealth_flash_temp;
2085 myhealth = STAT(HEALTH);
2088 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
2090 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
2092 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
2093 pain_threshold = autocvar_hud_damage_pain_threshold;
2094 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
2095 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
2097 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
2099 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);
2102 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
2104 if(myhealth_prev < 1)
2108 myhealth_flash = 0; // just spawned, clear the flash immediately
2109 myhealth_flash_temp = 0;
2113 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
2117 if(spectatee_status == -1 || intermission)
2119 myhealth_flash = 0; // observing, or match ended
2120 myhealth_flash_temp = 0;
2123 myhealth_prev = myhealth;
2125 // IDEA: change damage color/picture based on player model for robot/alien species?
2126 // pro: matches model better
2127 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
2128 // maybe different reddish pics?
2129 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
2131 if(autocvar_cl_gentle_damage == 2)
2133 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
2134 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
2137 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
2139 if(myhealth_flash_temp > 0)
2140 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);
2142 else if(myhealth_flash_temp > 0)
2143 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
2145 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.
2147 if(autocvar_hud_damage_blur && myhealth_flash_temp)
2149 damage_blurpostprocess.x = 1;
2150 damage_blurpostprocess.y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
2151 damage_blurpostprocess.z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
2155 damage_blurpostprocess.x = 0;
2156 damage_blurpostprocess.y = 0;
2157 damage_blurpostprocess.z = 0;
2162 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
2163 float e2 = (autocvar_hud_powerup != 0);
2164 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
2166 // enable or disable rendering types if they are used or not
2167 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
2168 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
2170 // blur postprocess handling done first (used by hud_damage and hud_contents)
2171 if((damage_blurpostprocess.x || content_blurpostprocess.x))
2173 float blurradius = bound(0, damage_blurpostprocess.y + content_blurpostprocess.y, autocvar_hud_postprocessing_maxblurradius);
2174 float bluralpha = bound(0, damage_blurpostprocess.z + content_blurpostprocess.z, autocvar_hud_postprocessing_maxbluralpha);
2175 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
2177 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
2178 old_blurradius = blurradius;
2179 old_bluralpha = bluralpha;
2182 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
2184 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
2189 // edge detection postprocess handling done second (used by hud_powerup)
2190 float sharpen_intensity = 0, strength_finished = STAT(STRENGTH_FINISHED), invincible_finished = STAT(INVINCIBLE_FINISHED);
2191 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
2192 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
2194 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.
2196 if(autocvar_hud_powerup && sharpen_intensity > 0)
2198 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
2200 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
2201 old_sharpen_intensity = sharpen_intensity;
2204 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
2206 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
2207 old_sharpen_intensity = 0;
2210 if(cvar("r_glsl_postprocess") == 0)
2211 cvar_set("r_glsl_postprocess", "2");
2213 else if(cvar("r_glsl_postprocess") == 2)
2214 cvar_set("r_glsl_postprocess", "0");
2216 /*if(gametype == MAPINFO_TYPE_CTF)
2222 IL_EACH(g_drawables_2d, it.draw2d, it.draw2d(it));
2223 Draw_ShowNames_All();
2226 scoreboard_active = Scoreboard_WouldDraw();
2228 HUD_Draw(this); // this parameter for deep vehicle function
2230 if(NextFrameCommand)
2232 localcmd("\n", NextFrameCommand, "\n");
2233 NextFrameCommand = string_null;
2236 // we must do this check AFTER a frame was rendered, or it won't work
2237 if(cs_project_is_b0rked == 0)
2240 w0 = ftos(autocvar_vid_conwidth);
2241 h0 = ftos(autocvar_vid_conheight);
2242 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
2243 //setproperty(VF_FOV, '90 90 0');
2244 setproperty(VF_ORIGIN, '0 0 0');
2245 setproperty(VF_ANGLES, '0 0 0');
2246 setproperty(VF_PERSPECTIVE, 1);
2247 makevectors('0 0 0');
2249 cvar_set("vid_conwidth", "800");
2250 cvar_set("vid_conheight", "600");
2251 v1 = cs_project(v_forward);
2252 cvar_set("vid_conwidth", "640");
2253 cvar_set("vid_conheight", "480");
2254 v2 = cs_project(v_forward);
2256 cs_project_is_b0rked = 1;
2258 cs_project_is_b0rked = -1;
2259 cvar_set("vid_conwidth", w0);
2260 cvar_set("vid_conheight", h0);
2263 if(autocvar__hud_configure)
2265 else if (HUD_MinigameMenu_IsOpened() || active_minigame)
2266 HUD_Minigame_Mouse();
2267 else if(QuickMenu_IsOpened())
2276 // let's reset the view back to normal for the end
2277 setproperty(VF_MIN, '0 0 0');
2278 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
2284 // following vectors must be global to allow seamless switching between camera modes
2285 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
2286 void CSQC_Demo_Camera()
2288 float speed, attenuation, dimensions;
2291 if( autocvar_camera_reset || !camera_mode )
2293 camera_offset = '0 0 0';
2294 current_angles = '0 0 0';
2295 camera_direction = '0 0 0';
2296 camera_offset.z += 30;
2297 camera_offset.x += 30 * -cos(current_angles.y * DEG2RAD);
2298 camera_offset.y += 30 * -sin(current_angles.y * DEG2RAD);
2299 current_origin = view_origin;
2300 current_camera_offset = camera_offset;
2301 cvar_set("camera_reset", "0");
2302 camera_mode = CAMERA_CHASE;
2307 mouse_angles.z += camera_roll * autocvar_camera_speed_roll;
2309 if(autocvar_camera_look_player)
2314 dir = normalize(view_origin - current_position);
2316 mouse_angles = vectoangles(dir);
2317 mouse_angles.x = mouse_angles.x * -1;
2322 tmp = getmousepos() * 0.1;
2323 if(vdist(tmp, >, autocvar_camera_mouse_threshold))
2325 mouse_angles.x += tmp.y * cos(mouse_angles.z * DEG2RAD) + (tmp.x * sin(mouse_angles.z * DEG2RAD));
2326 mouse_angles.y -= tmp.x * cos(mouse_angles.z * DEG2RAD) + (tmp.y * -sin(mouse_angles.z * DEG2RAD));
2330 while (mouse_angles.x < -180) mouse_angles.x = mouse_angles.x + 360;
2331 while (mouse_angles.x > 180) mouse_angles.x = mouse_angles.x - 360;
2332 while (mouse_angles.y < -180) mouse_angles.y = mouse_angles.y + 360;
2333 while (mouse_angles.y > 180) mouse_angles.y = mouse_angles.y - 360;
2335 // Fix difference when angles don't have the same sign
2337 if(mouse_angles.y < -60 && current_angles.y > 60)
2339 if(mouse_angles.y > 60 && current_angles.y < -60)
2342 if(autocvar_camera_look_player)
2343 attenuation = autocvar_camera_look_attenuation;
2345 attenuation = autocvar_camera_speed_attenuation;
2347 attenuation = 1 / max(1, attenuation);
2348 current_angles += (mouse_angles - current_angles + delta) * attenuation;
2350 while (current_angles.x < -180) current_angles.x = current_angles.x + 360;
2351 while (current_angles.x > 180) current_angles.x = current_angles.x - 360;
2352 while (current_angles.y < -180) current_angles.y = current_angles.y + 360;
2353 while (current_angles.y > 180) current_angles.y = current_angles.y - 360;
2359 if( camera_direction.x )
2361 tmp.x = camera_direction.x * cos(current_angles.y * DEG2RAD);
2362 tmp.y = camera_direction.x * sin(current_angles.y * DEG2RAD);
2363 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
2364 tmp.z = camera_direction.x * -sin(current_angles.x * DEG2RAD);
2368 if( camera_direction.y )
2370 tmp.x += camera_direction.y * -sin(current_angles.y * DEG2RAD);
2371 tmp.y += camera_direction.y * cos(current_angles.y * DEG2RAD) * cos(current_angles.z * DEG2RAD);
2372 tmp.z += camera_direction.y * sin(current_angles.z * DEG2RAD);
2376 if( camera_direction.z )
2378 tmp.z += camera_direction.z * cos(current_angles.z * DEG2RAD);
2382 if(autocvar_camera_free)
2383 speed = autocvar_camera_speed_free;
2385 speed = autocvar_camera_speed_chase;
2389 speed = speed * sqrt(1 / dimensions);
2390 camera_offset += tmp * speed;
2393 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
2396 if( autocvar_camera_free )
2398 if ( camera_mode == CAMERA_CHASE )
2400 current_camera_offset = current_origin + current_camera_offset;
2401 camera_offset = current_origin + camera_offset;
2404 camera_mode = CAMERA_FREE;
2405 current_position = current_camera_offset;
2409 if ( camera_mode == CAMERA_FREE )
2411 current_origin = view_origin;
2412 camera_offset = camera_offset - current_origin;
2413 current_camera_offset = current_camera_offset - current_origin;
2416 camera_mode = CAMERA_CHASE;
2418 if(autocvar_camera_chase_smoothly)
2419 current_origin += (view_origin - current_origin) * attenuation;
2421 current_origin = view_origin;
2423 current_position = current_origin + current_camera_offset;
2426 setproperty(VF_ANGLES, current_angles);
2427 setproperty(VF_ORIGIN, current_position);